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The Long Game

June 13th, 2012 by Troy Goodfellow · Gamers

You’ve probably all seen the story of the ten year Civilization II game over on Reddit. In short, a gentleman named Lycerius (not his real name) was playing a game of Civ 2 for a long time and the world had broken down completely. Three superpowers that couldn’t touch each other (all with same tech levels), nuclear weapons only good for strikes on units since everyone had SDI, repeated global warming turning every arable space into swamp or desert, and cities unable to be much good for anything beyond churning out units because war was constant and continual. Millenia into the future, nothing had changed.

And then, of course, Reddit solved it in a day.

Now, I am not completely surprised that the nut was cracked even after Lycerius hadn’t been able to for years. The problems, as bad as they were, seemed manageable if you had a gold reserve (research could be set to zero and you can buy what you need to start), cities secure from attack that could be turned into resource nodes (via Offshore Platforms in Civ 2), and airports and transports in the right places. I didn’t have time to try his game myself, but the solution that Stumpster (also not his real name) found was one that a skilled Civ player would eventually find, even without the mass brain power of Reddit game commenters offering suggestions – all credit to Stumpster for being the first to discover and publish a way through the bleak future of Lycerius’s earth.

The shocking thing in this story is that Lycerius kept going back to this game. Now, by his own admission, he wasn’t playing it constantly. It was something he would return to from time to time and try to patch up but get nowhere. Having always been at war with EastAsia (or the Vikings), he probably got into a mindset where the idea of really going all out for that killing blow and finding a strategy that wasn’t “rush tanks to the front” seemed totally alien. But some of his comments, like how he couldn’t build a granary because he needed tanks, didn’t ring quite true for an experienced player because, well, you buy the damned granary. He has over 5000 gold in one screenshot. He can get some civilian infrastructure up.

But the compulsion to keep returning to a failed world and, not seeing it advance or change or evolve, is completely foreign to me. I think it is to most strategy gamers, no matter how many have been captivated by Lycerius’s world of woe. I believe one reason that Cold War or modern geo-political grand strategy games fail is because these are eras where the great powers are stable, where they take few dramatic risks and therefore the world shaking changes of borders and populations that fuel the power fantasies of most strategy gamers cannot be fulfilled without doing violence to the setting.

Still, here was one man playing the same game over and over and over again. Long enough for him to finally post about it on Reddit and get the story told on game sites and forums around the world. There’s been a lot of focus on the dystopian picture he paints, but less, I think on what drove this guy to keep going back if he saw no solution. It’s a peculiar compulsion and one completely alien to me. Where was the enjoyment? The evidence of trying to solve the puzzle his game had created? The joy of growth or agony of defeat. Yet, there he was – year after year.

I will say that this story has made me reinstall Civ 2. Lycerius is right that there were some neat mechanics in Brian Reynolds’s design that haven’t been followed up in other Civ games. (Mostly for better, I think, but there are exceptions. I miss terraforming.) And it’s a cool story about a great game and how great games can fire the imagination one short week before Firaxis, 2K and lead designer Ed Beach eat my hours with Gods and Kings, the first full expansion for Civilization V.

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Three Moves Ahead Episode 172 – I AM WARLOCKED

June 10th, 2012 by Rob Zacny · Podcast, Three Moves Ahead

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Better late than never, freelance friends Jason Wilson and Rowan Kaiser join Rob for a love-in on Warlock: Master of the Arcane. They discuss how much it improved with patches, how its trans-dimensional map is both amazing and wasted, and how it solves classic problems of the fantasy strategy game. Big thanks to Jonathan Downin for taking on production duties this week.

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Jason’s Warlock review

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Three Moves Ahead Episode 171 – Fun with 3MA

June 2nd, 2012 by Rob Zacny · Podcast, Three Moves Ahead

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Tom Chick, SMG studios designer David Heron, and Jon Shafer join Rob to reflect on their various issues with “fun” and how we relate to games. It’s a rambling discussion about what we want from games, how we want to talk about them, and whether enjoyment is possible without fun.

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Tom vs. Bruce on Kickstarter!

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Zombies Again

May 30th, 2012 by Troy Goodfellow · Mobile

I’ll have a proper playthrough later on the blog, but I did want to get some thoughts down about Sarah Northaway’s Rebuild for iPad before I went to heavy into how it plays and where it grabs you.

First off, I am super tired of zombies, especially in games. A big part of that is I appreciate zombie movies, and zombie games often miss the point of what makes zombies special. Zombies and vampires and witches aren’t just creatures to be defeated – they and their powers and limitations represent something, and movies have done well to establish why a zombie (originally a voodoo creation) is a frightening idea. Zombies are sort of stand ins for Body Snatchers or Mimics or Impersonators – they look human, but really aren’t. Zombies, of course, take this to the final limit by removing everything ‘human’; they are purely flesh and appetite. This has made them perfect symbols for communism, consumerism, middle class conformity or pub gits.

Games, being games, eschew this sort of thing and make them, more often than not, another mindless horde to be gunned down. There are no questions of humanity here, not that I cared much in Doom, Dawn of War, Medal of Honor or whatever either. And let’s be frank – the real fear we have of zombies is not that they will kill us, but that they will make us one of them – conscious, but unfeeling and uncaring. Walking vegetables that feed on ‘real people’. Zombies are not enemy soldiers. To reduce them to “guy down the street I can chop into bits” cheapens the whole monster. Kind of like making a genie that sings showtunes. But we’ll leave Robin Williams out of this.

And let’s be more frank – no game that really tasks you with killing the enemy is all that interested in making the enemy interesting.

So zombies, the new gaming cliche, are sort of perfect for a game about just making it out alive, surviving missions and gathering crap to get through another night.

What makes Rebuild sort of special is how it asks the very simple question “How do people make it through another night?” No, the zombies are not made human, but as a superior invading force they may attract a cult like following. How do you eat? If you need more people to man the base, how much housing do you need? (I think that a single hospital would be fine, but they cheat a lot to force you to expand.) Where do you assign your talents and how do the skills you have on hand dictate your next move?

Rebuild is the sort of strategy game that doesn’t have a lot of surprises. After your pushed through a few plot points, they have their payoff (or not) and you know what to not do next time. But it does have choices, and some of these are pretty serious. Your two major stats are food and happiness. Let food get too low and people start starving – but to keep food up you need people on farms and that means one less hand for zombie killing, escape finding or resource scavenging. Keeping happiness high might mean spreading disease or booze or a cult, but the obverse of that is people desert your leadership.

And, as the leader, you always have an out – a personal escape plan – but I’ve never pursued that route fully. Yet.

Rebuild is sort of a city builder in reverse. All the structures are already there, ready for you to claim them. But you need to clear zombies, check and see if there are supplies and decide if your limited building skills are better used on a school or lab or apartment or farm or bank or what have you. Your needs dictate your expansion, but so do your opportunities. If your best guns are wounded, no point in trying to clear out a school full of zombies when clearing a nearly empty field might let you build a school only one turn later.

Rebuild doesn’t pepper you with constantly evolving decisions. But god does the random map generator make you work. Even if you have a plan or strategy in place, that doesn’t mean you have the manpower or time to get to the bar (happiness) or lab (research) or school (training) before you run out of ideas.

And, like X-Com, it is more fun when you kill your friends. Being able to name the city and your sidekicks gives the game a connection worth cultivating.

But more on that later.

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Filling Time

May 29th, 2012 by Troy Goodfellow · Me

It’s amazing how busy things can get when you aren’t really writing anything. Sure, I’m still beating on that overdue X-Com article (end of week – promise), but there are things happening.

What exactly?

1) Well, I wrote a guest blog for Pocket Tactics, a site dedicated to strategy games for mobile and tablets. It’s a throwaway post, really, but it does emphasize that yes, I have an iPad now, so I have to fill it with things. I am actually genuinely astonished at how much time I spend poring over the game list in the Apple store.

2) Warlock: Master of the Arcane is an Evolve PR client, so I won’t say much more beyond I think that it is worth every cent of its 20 dollar price tag. There are some bits of the game I’d have liked to have seen explored a little more, but there is a very nice tactical element to the game and city expansion, being tied purely to population growth, is a delicate balancing of butter and guns – expanding cities have access to more fun units, after all. Check out the demo, at least.

3) I have a winner of a topic for my first video blog, and the script is mostly together. I am installing old games and capturing video from them and genuinely having a lot of fun doing it. What I am not having fun with is the lighting. I have a single webcam, mounted on the monitor, stuck in the corner of an apartment with a large window facing me. I have two studio lights which will help quite a bit, but lots of experimentation to do. Oh, and I have to cut the videos together.

The hard thing about a good game video blog is that when I, say, am talking about faction design, I need to have the right video to fit my words. I shouldn’t have a nuclear explosion or cut-scene clip at that point. So I need a script that flows naturally and then I need to play enough of the games for me to get the right moment captured. It’s not easy. I am lucky to have a brilliant and patient video advisor, but the bulk of the work falls on me. Video is a skill that I want to learn, and this should be an adventure.

4) My friend Dirk Knemeyer’s Kickstarter for Road to the Enlightenment more than doubled its goal, and I thank all of you that supported him. It’s a very cool game. In new Kickstarter news, Tom vs Bruce might rise again! I am supporting that because I know how hard collaborative writing is, though I hope this doesn’t mean Bruce and I can’t find time to write something again sometime.

5) E3 is next week, and I get less excited every year. But the great news is that I will get to hang out with my very cool boss Tom Ohle, my very old friend Bill Abner and his crew, and then I take off to Vegas for the weekend to hang with my pal Henry. Last time I went, it was pretty damned relaxing. This year, we are representing some nice new games – even one for the iPad.

More posts coming this week, including one tomorrow about a zombie strategy game that gets all my friends killed.

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Three Moves Ahead Episode 170: Classic Game Analysis – Kohan

May 26th, 2012 by Troy Goodfellow · Design, Podcast, RTS, Three Moves Ahead, Timegate

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Tom Chick comes back to the show to join Rob and Troy for a look back at one of the great real time strategy series – Timegate’s Kohan games. What made Kohan unique and what games, if any, have followed on its original ideas? Is Kohan 2: Kings of War really an inferior sequel? Cities as offensive weapons, the tricks around force posture and the mysteries of who the Kohan are are explored. Also, another one of Tom’s stupid quizzes.

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Troy’s Kohan essay from the defunct decade series

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