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Better to Reign in Hell

June 2nd, 2008 by Troy Goodfellow · Indie Games, Preview

Vic Davis, the friendly guy behind Armageddon Empires, has announced his new turn based strategy game, Solium Infernum.

Once again it’s a board game thing with card driven game play. The best news?

Play By E-Mail allows up to six players to compete for the Infernal Throne.

OK, not the best news. I’ve lost a lot of my fascination with PBEM especially since there are better ways to do multiplayer. But at least there is multiplayer. And six players, so it’s a real strategy game.

More information will be forthcoming once I can corner Mr. Davis for an interview.

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I Hate Gamers: Part XX

June 2nd, 2008 by Troy Goodfellow · Blogs, Gamers

MTV’s Steven Totilo has been posting a series of short bits about how game reviewers do their job. So it’s only natural that he would jump into the ongoing drama about Konami’s list of things that they did not want reviewers to talk about. EGM apparently decided not to give the game a score at all because they were uncomfortable with these restrictions.

So what do Totilo’s readers have to say about this? That he is a conspiracy theorist who hates the PS3 and the Wii sucks.

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A Love Letter to a Dying Form

June 1st, 2008 by Troy Goodfellow · Blogs, Wargames

If you don’t read Soren Johnson’s blog, you should.

Today he writes a love letter to wargaming, and neatly segues into a promo piece for Hexwar. But this was the paragraph that got me:

It’s hard to say what effect wargames had on me. The ratio of time spent reading rules/collecting games compared with time spent actually playing them was pretty lopsided in favor of the former. No matter how many times my friend Eric and I failed to make it through a game of Third Reich, I always considered myself a wargamer. All the time spent learning rule sets left its mark on me. Wargames were an attempt to simulate combat before computers were capable of managing these mechanics for us, so I believe that my first “gameplay programming” experience came from trying to fit all these rules into my head as a cohesive whole.

Do kids play wargames with their friends anymore? You would hope that the easy availability of computer wargames would have had some trickle down, but even the electronic wargaming world isn’t exactly brimming with new blood. Wargames are far from dead, but they aren’t thriving anymore. It could be a generational thing; wargames meant more culturally, I think, when there was actually the prospect of an armored confrontation somewhere in Central Europe.

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Now Reading: Dungeons and Desktops First Impressions

May 31st, 2008 by Troy Goodfellow · PCGamer, Print Screen, RPGs

I just started Matt Barton’s Dungeons and Desktops. I was thinking about reviewing it for my next Print Screen column for Crispy Gamer, but I noticed that Desslock just reviewed it for PC Gamer. It’s not that we can’t review the same things, but I figure that whatever Desslock says about RPGs is smarter than anything I could write on the subject.

But, on the chance that I do write about it later, I won’t post any final thoughts for now, just some opening impressions. I’ve only just started the book, after all.

One of the problems writing the First Book Length History of something is that it is easy to devolve into timeline history, where every chapter is little more than descriptions of games, dates and lists of things that changed from the last version of Wizardry. Though this is a valuable part of any historical analysis, stringing together titles and plots doesn’t do much to create an impression of what it was like to play or create these games. To his credit, Barton is very open about what he could and could not discover about the early days of CRPGs and free with his opinions on particular titles – especially recent games. But the book would be shorter if he just took out paragraphs that did nothing but list games. “This came out and then this came out and then we got to Ultima…”. For the uninitiated, Barton might be better off explaining some of the mechanics in more detail or trying to figure out why roguelike developers still insist on ASCII.

I wonder what a book about the history of strategy and wargames would look like? Mark Evans Brooks has already compiled a near complete list of these games (up to 2002), so this legwork would be easier. But since the strategy/war genre is so huge, you couldn’t spend a lot of time listing games. The differences between Eastern Front and Combat Mission: Shock Force are a lot deeper and more subtle, I think, than, for example, Barton’s RPG emphasis on character vs. party system or random vs. fixed dungeons.

I married an historian, so I see history as bigger than chronology and typology. Just like other art forms, different approaches to games appear for reasons larger than technology or evolution from an earlier form. Changes in audience expectations, societal pressures, whatever is going on in a particular subculture, etc. You could easily argue that the rise and fall in a particular genre is tied to certain personalities, as well; sort of a Great Man theory of game development. Anyone else remember when RPGs were dead?

As I finish up Dungeons and Desktops, I hope that the author gets into some of this stuff. While I see the value of recalling The Story of the games, it ultimately tells us little about a genre as an art form or mass entertainment. Telling the reader about the first MUDs isn’t as interesting, to me, as telling the reader about the first MUDers.

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EU3 In Nomine First Impressions

May 29th, 2008 by Troy Goodfellow · Paradox, Review

Holy crap this is good.

Let’s preface this by saying that I enjoy Europa Universalis 3. It wasn’t as fresh as EU2 or as captivating as Crusader Kings. But it was an attractive, stable and often enjoyable coast through history. My big problems were connected to how colorless it was. Every major nation was subtly encouraged to follow the same strategy time in and time out, so England and Austria and Aragon were more names on the map than anything else.

And, to be honest, there is still a lot of that in In Nomine, the newest expansion. Though some of the missions and decisions are particular to a single nation (only Castile can “form Spain”, only Portugal gets “discover the Azores”, etc.) more of them are generic “royal marriage with X” or “conquer Y.”

But because these generic missions are random with a nice little reward (if your mission is to conquer a province, it will become a core province, for example) there is a built in pressure to complete them, steering your nation in a direction it might not have gone if you had faced other missions.

Because the game is about choice, you can ignore the missions if you like. They add color and direction to what was otherwise an aimless sandbox, a race to global domination that pushed you in the same direction. They serve the role of the Senate and Papal missions in the recent Total War games, asking you to make nice or make war with your neighbors offering you a cookie for your troubles.

The changes to the missionary and colonial systems are brilliant. Religious conversion, for example, is now a matter of placing a missionary and waiting. The priest sucks up a little bit of cash and dramatically increases the revolt risk while he’s at work, and you could wait decades for anything to come of it. But it’s a damned sight better than the micromanaging of spending hundreds of ducats on a missionary who has a 25 per cent chance of success and then fighting the rebels that spawn when he fails. And doing that again and again. It also means that you don’t have to stay near the narrowminded end of the spectrum all the time just to make sure you have enough missionaries to convert a small heathen empire.

The rebellion system is great. You can see it in action around the world as rebels force overlords to recognize their independence or the tribal states of Central Asia fall apart in pretender wars. They are more of a threat now, even to the human player, meaning that you can’t just dial down the maintenance for your army if there is a chance of the Welsh proving to be a nuisance.

There are some problems. I don’t think it was a good idea to remove the stability hit for declaring war on a different religious group (Christian, Muslim, Eastern, Pagan). Though this makes sense historically, it also gives a great territorial bonus to anyone lucky enough to live on the edge of Christendom or the Ummah. And few of the new advisors really bring anything to the table; if I don’t have many loans, why would I bother with somebody who can reduce my interest payments? The tribal states fall apart a bit too quickly and easily, I think. Though it’s nice to see the Golden Horde struggle for once, the constant succession crises these nations face throws them onto the “why bother playing these guys?” heap with the Creek and Huron.

Still, this is a major, major improvement in the game. Considering how unimpressed I am with Rome, kudos to Paradox for bringing me back and getting me hooked again. And just when I had a lot of work to do.

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Marketing 101

May 26th, 2008 by Troy Goodfellow · Industry

RPS has linked to a video from Creative Assembly, a video mostly about motion capture animation for the dueling movies in Empire: Total War. Characters can settle their disputes by dressing up and stabbing the other guy. The duel movies are, I suppose, the Empire equivalent of the assassination or spying movies in Medieval 2.

How many of you watched these movies more than twice and how many of you just clicked the mouse to move on the result?

While guys fencing in motion capture suits looks vaguely amusing for a few seconds, that part of the video tells us nothing about the game. Zero. Talking head lead designer James Russell tells us that the map will span from America to India, and we learn that the Sharpe movies are part of the inspiration for the battle bits. We learn nothing about the economy, how ranged battles will differ from what we’ve seen before, if there are any literary or historical influences. In short, this video does nothing for me at all.

I love a good swordfight, even when they are in not so good movies. But sword fight animations that I will see twice are not going to sell me on whether or not this next generation of the Total War series lives up to the entry titles in the first two generations.

But these guys aren’t idiots, so they already know that I am a poor target audience in any case. It’s not like I’m on some knife’s edge about whether or not I’ll buy Empire. Motion capture suits are a not so subtle message to the masses of gamers who might not buy Empire or who might wait for a price drop or gold pack.

The message? “We spent a lot of a money on this.” Whenever a big CGI filled blockbuster movie is released, there are often network specials devoted to The Making Of Spectacultron: Things Go Boom and these specials are filled with dudes in tennis ball outfits bouncing around in front of blue/green screens, all to demonstrate that the directors and producers are spending top dollar on the latest computer gizmos to make Tom Hanks look less creepy this time around.

Rome was the same way. As I noted in my over long essay about the game, Creative Assembly did a great job marketing the game with television programs and spectacle filled movies that focused on fireballing onagers and rampaging elephants. From my vantage point, all these could do was whet an appetite I already had.

But Rome was a huge commercial success largely because this marketing reached beyond the usual strategy gaming world and grabbed the imagination of people who might otherwise not have given the game a second look. This video has that sort of “look what we are doing” vibe to it that Rome did. There are few strategy developers out there who have such a clear idea of how to market what they are doing to a mass audience.

Admittedly, few games have these sorts of stupid videos in them, but there are other ways to market a game that require little more than an imaginative idea and a nice score. I thought the CivAnon stuff that Firaxis did for Civ 4, for example, was brilliant.

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