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Grand Theft Childhood

April 24th, 2008 by Troy Goodfellow · Crispy Gamer, Print Screen

My new Print Screen column is up at Crispy Gamer. I review Lawrence Kutner and Cheryl Olson’s Grand Theft Childhood.

There is a lot in the book that I didn’t go over in any detail in the column. One thing I do want to add is how aware Kutner and Olson are that gaming is, at this point in its evolution, a social activity. And they’re not talking about MMOs or Wii stuff. They mean run of the mill single player games – many of which do have a lot of violence – are community builders for many of today’s youth.

The logic is almost circular. Why do teenage boys play video games? Because other teenage boys play video games. It’s what they talk about. Games give you an entree into conversation and not playing games gives you one less thing to link you to your cohort. The authors go through more rigorous survey stuff to find out what young people like about games. “Fun” is the unhelpful answer, but there are other things going on, too – mod making, self-challenge. And bragging rights, of course. You can’t get more social than claiming bragging rights over your friends.

I highly recommend GTC, and not just to people who don’t know this stuff already. Too many gaming advocates don’t have the data at their fingertips; Kutner and Olson give you the information you need. You may not like all of their findings, but they did the hard work and are honest about the limitations of their surveys. It’s good social science.

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Best News of the Year

April 23rd, 2008 by Troy Goodfellow · Industry

Romance of the Three Kingdoms is coming back to the PC this July.

You may now dance.

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More Info On Empire

April 22nd, 2008 by Troy Goodfellow · Creative Assembly, Napoleonics, Preview

There’s an interview with Creative Assembly’s James Russell up at IGN that adds some new details and the usual pre-release puffery.

Things to note:

The scale is a lot greater than previous Total War titles. The campaign map now encompasses not only the whole of Europe and the middle-East, but also North America and the Caribbean, and the Indian subcontinent. It’s a truly epic canvas for the gamer to play out their strategies for world domination.

So the historical time frame is shorter than in previous Total War games, but the the map is much larger. How will province/city management work?

Playing as Prussia, you might feel you have a lot of issues to deal with before you want to go charging into the Americas. Capturing and holding down conquered regions in Europe isn’t going to be easy though. Playing as France, if you capture London, the populace are not going to be happy!

Given how difficult it could be to manage town happiness in Rome: Total War, I wonder how much this “nationalism” will be an impediment and how much will be a challenge.

Of course, the AI needs to grasp these new features and use them to its advantage. In naval battles, it needs to understand the importance of bringing as many guns to bear as possible, and to understand the trade off between a ship’s manoeuvrability and its strength. It has to be a lot more spatially aware than before.

Spatial awareness has not, historically, been the big problem with the AI. In Shogun and the first Medieval game that AI cheated in its movement, with “psychic” army movement. In Rome: Total War, the tactical battles were marred by suicidal generals charging headlong into heavy infantry. In Medieval 2, the AI would build armies composed entirely of crossbows and catapults. Hopefully this push to make the sea battles compelling will lead to a general improvement in how the computer opponents handle warfare.

Different government types confer their own advantages and disadvantages and so encourage different styles of play. The total control of a strong absolute monarch makes the populace easier to handle in general, but it can stifle innovation and growth. When people develop more modern ideas, they tend to demand more freedoms. But with those freedoms, the population may be harder to manage when they do become less satisfied.

A deeper political model is welcome for the 18th century, a time frame that begins just after the Glorious Revolution made Parliament supreme in Britain, includes the rush for Indian colonies, America’s struggle for self-determination, Russian absolutism and the French Revolution.

The campaign map for example is treated in a completely different way, and is no longer based on Rome’s grid system — it’s completely freeform. We’ve also taken buildings out of the region capitals and placed them on the map itself, so they are visible at a glance, easily upgradeable straight from the map — and they are individually attackable. We’ve streamlined and improved large parts of the campaign game such as recruitment, trade and diplomacy.

So the map is not just bigger, it is more finely tuned for province management. The prospect of weakening an enemy by razing their mines or factories adds the possibility of pillaging, I suppose. But in order for this to be useful, it has to be an attractive option to conquest. Maybe a more mobile army that can’t conquer a city can be used as a raiding force?

No release date, yet, though the public window is the final quarter of this year. More analysis as more information becomes available.

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Praetorians (2003)

April 20th, 2008 by Troy Goodfellow · Ancients, Feature:Anc, Retro, Review, RTS

Though there is no rule that a discussion series should have ten parts, it felt odd to leave my list at nine. One spot came down to three titles: the HPS Ancient Warfare games, the Tin Soldiers games or Praetorians. All three took their turn on draft lists, and I will certainly get around to writing up the Tin Soldiers games at another time. But I settled on Praetorians, mostly because I wanted to have a post Age of Empires RTS on the list. So I went back to play Praetorians (I returned to as many of these games as was feasible) and rediscovered why I had remembered it at all.

This is one underrated real time strategy game.

Not underrated in that no one appreciated it at the time. In fact, Praetorians did very well with the game critics. But it’s forgotten. There were no sequels, no prequels, no updates. It suffered the fate of far too many good games in a crowded genre.

Praetorians was developed by Pyro Studios, the house behind the tactical/action game Commandos. The game follows the career of Julius Caesar from his war against the Helvetii to the Civil War and his fight for Egypt. It is one of those story based campaigns that has dates and locations right, but then gives you mission assignments like “build a bridge” and “escort your tribune to meet the druid”. So, nothing especially original there, but it’s all about the journey, and the journey here is interesting. In fact, Praetorians is almost the perfect inverse RTS. The campaign game is better than the skirmish game, which makes it perfectly clear that the three factions aren’t that different from each other and the race to control outposts isn’t as interesting as the typical race to control resources.

In both modes, Praetorians works because of its emphasis on terrain. Forests and tall grass can be used to plan ambushes on passing enemies. Hills provide an advantage to ranged troops, and heavy infantry work best in open spaces. It’s an RTS that uses its maps for more than choke points and resource nodes. Your troops are smart enough to lie down in tall grass when they are in it, too, so there’s no mucking about with “hide” orders. The illusion that you are navigating the forests of Gaul, for example, works because the paths are too small for everyone to be in attack range.

And you can’t just build a tower to keep an eye on things. You can occupy existing watch towers, but you rely heavily on your scouts, each of which has an animal companion to share duties with. Because troops are so mobile, securing your rear becomes a matter of crucial importance.

I’m generally very critical of story based campaigns in RTS, especially ones that try to capture the “you are there” history thing. The first two Age of Empires games, for example, had short history based campaigns that made zero attempt to connect with the past. Gathering axemen to destroy farms is as evocative of displacing Dorian Greeks as my body type resembles Adonis. Because the campaign scenarios in Praetorians bear a plausible link to some larger military campaign, you don’t get that disconnected feeling.

Praetorians big design problems are its speed and lack of transparency. Units move quickly and the maps are small enough that an attack can be upon you before you know it. This isn’t much of a problem in the campaign since so much of the game is scripted. A bigger problem is that the resource collection is done entirely through control of villages (population) and engaging in battle (honor). There is no easy way of telling how long an opponent has controlled a village or how quickly he is accumulating honor. In many RTS you can tell what a opponent is planning by how they structure their economy; lots of hunters generally means a rush for the next town center upgrade in Age of Mythology, for example, and a quick glance at a Greek temple will let you know how heavy he/she is investing in myth units.

This is difficult in Praetorians, so it takes longer than usual to get a sense of the proper pace. How quickly should you be building units? Stronger units take noticeably longer to build – are they a worthwhile investment?

Still, Praetorians works as an RTS because the villages offer two options for a player – conquer or raze. If you build an outpost near a village, it becomes yours. The enemy can’t take it back until he/she destroys your outposts and builds one of his/her own. If you don’t think you can hold a village for long, you can attack it and drive its population down to a point where it becomes nearly useless as a recruitment center. This allows hit and run tactics on towns as well as troops, and requires some sort of defense force near your villages. Though the speed of the game certainly makes a beeline assault on the enemy possible, failure to guard against losing any villages between you and home base can lead to destruction.

Praetorians does force you to build more troops and medics to keep your soldiers healthy, but it also asks you to make small trade offs. To control a new village you need an officer to live there. You can only get an officer by promoting from within a unit. There are, naturally, limits on how often you can do this, but it does take one person away from your infantry unit. What’s one person, right? When you build siege engines, you need to use auxiliary infantry to move them.

Praetorians is, in many ways, reminiscent of last year’s Ancient Wars: Sparta in that the campaigns are the centerpiece, they follow a rough outline of history and it is possible to recover from a weak position through deft troop management. It is a hundred times better as a game, though, because it focuses your attention on the battles. One big problem with story based campaigns in RTSes is that they are, generally, all about combat but insist that your first action be gathering food, wood and gold. I don’t recall Leonidas pausing to build farms on his way to Thermopylae, but that’s how story based campaigns go in historical RTSes.

(On the nagging negative historical end, the game is yet another title set in the classical world that uses the Egypt of the Pharaohs as the model for the Egyptian army. These should be Hellenistic troops – pikes, cavalry, peltasts, elephants – but you get desert archers, slave infantry and war chariots. And Parthian cavalry for some reason. Praetorians was neither the first nor the last to decide that the Egypt of The Ten Commandments is a better choice than the historically appropriate one, and it doesn’t interfere with the game in any major way. No one expects perfect historicity, after all, but it would be nice if they could get the century right.)

The big question, I suppose, is why this game never got much traction. Timing was the big thing, I suppose. Age of Mythology was only five months old, and is probably the best RTS in that period. Even worse, Rise of Nations came out only a couple of months after Praetorians, so people spent the spring looking forward to RoN and then raving about it. Then you had Warcraft III in July. Praetorians was, like so many other games, buried by better and more popular games.

But even if Rise of Nations had been a disaster instead a shiny diamond of design, Praetorians was old fashioned in spite of its little gameplay quirks. The camera was difficult to control, even its simple economy depended on a lot of waiting for the population to increase. And, for a game about fighting, building units took a while.

Of course, you would have to play the game to know any of this stuff, and most people didn’t. Probably because Praetorians was too specialized. In my experience, if you want your RTS game to have both a narrow focus and be a success, it has to be about WW2 since everybody knows something about it and everybody thinks it’s interesting. There are tons of automatic entry points for a WW2 game. But Praetorians would suffer the same fate that awaited Pyro Studios next non-Commandos game, Imperial Glory, a Napoleonic game in the vein of the Total War series that flopped on arrival, both because it was not very good and because it was too centered on a twenty year period; note that Creative Assembly is drawing on the centuries around Napoleon for Empire: Total War.

Which makes this as good a time as any to segue to the big dog, game number ten on this tour through Roman themed games: In a couple of days, Rome: Total War – why it is both better and worse than you’ve been led to believe.

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Majesty 2

April 18th, 2008 by Troy Goodfellow · Preview, RTS

When Paradox acquired the right to Majesty, I was skeptical. But it looks like there will be a Majesty 2.

From the PR announcement:

Majesty 2 – The Fantasy Kingdom Sim will focus on reinventing many aspects of the original game, updating the franchise for the 21st Century. A key element that will permeate the game is the charm and humor of the original Majesty.

“This is by far the biggest release from Paradox to date and it is sure to become one of the most anticipated titles of 2009”, said Fredrik Wester, Executive Vice President for Paradox Interactive. “Our aim is to release a fantastic game that not only encourages existing fans to renew their passion for the series, but also to reach out to the broader gaming community that has grown so much since the original was released”, he continued.

“It’s the height of any developers dream to work with such a cherished Triple A franchise with so many fans worldwide and such a unique position in the gaming industry”, said Alexey Kozyrev, CEO 1C:Ino-Co. “As a team we have reached the level of skills and acknowledgement in the international arena to be worthy of such a task.”

It’s a little late, and it’s in the hands of 1C, a company with a very patchy record. Fantasy Wars seems to have been well regarded by many people, though.

Still, a lot of people have been looking forward to this. Good luck.

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Beyond CityLife

April 17th, 2008 by Troy Goodfellow · City Builder, Preview

Monte Cristo’s CityLife is one of the most important city builders ever made. It saw its citizens as more than an evolving tax base; they had preferences, dislikes and social values that you had to work with. The result was a game that had neighborhoods, conflict and tough decisions.

So I’m really happy to read about Cities XL, their new city builder.

CITIES XLâ„¢ allows gamers to develop cities on realistic 3D maps using an incredible collection of unique structures and monuments based on American, Asian and European-influenced architectural styles. The maps feature a variety of environments: mountains, hills, canyons, beaches and islands, all set in different climates from tropical to desert, Mediterranean to temperate. Players must create the right combinations of social services, leisure activities, special events and other job opportunities within their cities in order to feed, clothe, employ and entertain their citizens. Be it planning and building a new zoo, public park, residential neighborhood or transit system – there’s always a fresh and exciting challenge for would-be city managers and mayors in CITIES XLâ„¢.

The online component is very exciting, and has the potential to revolutionize the entire genre. City builders have always been a single player game, with Emperor: Rise of the Middle Kingdom the only one I can think of with a significant multiplayer mode beyond trading rankings or competing in high score contests. And I don’t think Cities XL will change that emphasis much. It may, however, give designers another new way to think about how other user made objects can influence and alter how one gamer sees his own work.

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