I wish I had time to dwell on all the dud Roman themed games that have passed in front of me. The half finished Pax Romana
and Great Invasions
, the laughable Legions
, the boring Hannibal: Master of the Beast
, Haemimont’s Roman
city builders
, Haemimont’s RTSes
. Most of these games aren’t very interesting as reflections on or of the Roman world and their failings are the failings of every bad game. Buggy, poorly paced, duller than dirt…. I’ve written about some of them elsewhere. Of those duds, only Pax Romana comes close to having a good idea (its political system) and not even EU:Rome bothered to copy it.
Here are a few thoughts that occurred to me as I worked through the “significant” titles.
1. BC beats AD: My friend and colleague Brett Todd is an “empire guy”. He’s really into the history of the mid and late empire, the story of keeping a major enterprise going and the constant wars over who should run it. I’m a “republic guy”. For me it’s all about the expansion and the politics and the crises of winning the world while maintaining a regime based on power sharing. Game designers agree with me. Caesar is more popular than Vespasian, Hannibal more popular than Zenobia, Spartacus more compelling than Attila. This is largely because building is more fun than holding your own. So setting a game in a time frame where things keep growing gives you a better narrative to work with. Annals of Rome gives you both the rise and fall. Rome: Total War had an Imperial expansion pack. But for the most part, we want to see the city on the Tiber be the Little Village That Could.
2. Spectacle Trumps History: This shouldn’t be a surprise. Gladiators and rampaging elephants and exploding catapult shells look great on screen, so you might as well use them to sell. These are video games, so visuals matter. But I think the problem with this is that even though spectacle can be fun, it is not inherently fun. I would have traded fireballing onagers in Rome: Total War for a better way to control squalor than mass crucifixion. I would have traded chariot races in Centurion for a better diplomatic model. I would have given up the funny voices in Caesar III for less emphasis on puzzle maps. But remember that…
3. History is not gameplay: You can’t just add history and stir to make a good game, and sometimes the best games fly boldly in the face of history. Rome: Total War, Age of Empires, and Praetorians are all very good and all raise the hackles of those pedants that insist that realism is always more fun. Yes, Annals of Rome and the Great Battles series embraced history completely. The former’s legacy is more conceptual, however and the latter was the first and last we’d see of GMT in electronic gaming.
4. Rome beats Greece: I couldn’t do a Ten Significant Greek Games, at least not without repeating two or three of the games already on this list. Rome holds our imagination in large part because of the spectacle. Red robed legions marching. Gladiators killing each other. Marble temples and fights for the purple. And it’s not simply because Rome “won”, it’s because our popular culture, from Lew Wallace’s Ben-Hur to the present, has used Rome as a proxy for our own interests and worries. The decadent Rome of mid-century sword and sandal movies, redeemed by Christianity or slave rebellion. The imperial overstretch of Rome as a warning to contemporary America. The stoic Roman as the model of masculinity and duty. Greece may have laid the foundation of Western Civilization, but for game designers it is the imagined Rome that they rely on for instant recognition. Plus, in most of these games, your average Roman general could sleep through a battle with a Macedonian army. Nerf Metellus.
5. Swords Beats Plowshares: None of the strategy games has a good diplomatic model. The ancient Roman world is seen as one of continual war or planning for war. You could call it the William Harris
model if you were confident that anyone who made these games had read the book. This is, to be fair, a problem with many strategy games; peace is what you do while you decide whom to kill next. But the focus on legions and triremes obscures many of the reasons for war in the ancient world and how important (if individualized
) negotiations were.
So where does the recently released Europa Universalis: Rome fit on this list? It’s not a top ten list (though I did one of those recently) and even if it were, I’m not sure EU:R would make it. Rome is clearly the star of Paradox’s efforts (it’s big, rich and unstoppable unless the AI is in command), but the Roman world is not. For a developer so keen on approximating history there are no pirates, minimal class conflict, minor differences between how you manage a Republic and an Oriental Despotism. Barbarians are constantly on the move and never settle on their own. Diplomacy is always conducted at sword point and you need total victory to get a minor peace. There are friends and rivals but no easy way to track how they stack up against each other. Historically, religion should not be the big deal that it is made out to be.
The game issues are different from the historical ones. The AI is too weak at war and too hardass in peace negotiations. The hundreds of characters means hundreds of character events, too many to follow, and there are no shortcuts from the event to the character profile. Only a couple of the omens are even worthwhile using, and are too chancy for anyone but the Greeks early on.
But otherwise it fits well in this list, primarily because it has drawn on many of them. Why does Paradox insist on including a “city view” that no one uses? Because people are used to being able to see their cities grow. Why does it stop in 27 BC? Because that’s when Octavian assumed the title Augustus, marking the traditional beginning of the Roman Empire. Diplomacy is so ill thought of that you can just execute ambassadors – historically a very bad action, even in the ancient world.
So what do I want to see in the Rome games of the future?
1. Remake Encyclopedia of War: Ancient Battles, with lots of different armies and a better editor.
2. An AI good enough to make Republic of Rome viable, or at least make a good MP client.
3. A good game that tells the story of Roman expansion from the point of view of the conquered. Maybe a SimCity type thing where you need to keep the proconsul or prefect happy by pacifying your people. You can call it Herod.
Feel free to fill the comments box.
I hope you enjoyed this series. If you missed it, here’s a link to beginning.
I may do another one along a different line in the future. With the summer release schedule starting up, I should have more regular opinions on games to report, so hopefully this sort of repetitive stuff won’t be necessary.