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Annals of Rome – The Designer’s Perspective

March 17th, 2008 by Troy Goodfellow · Ancients, Feature:Anc, Interview, Retro

As I noted in an edit to my Annals of Rome entry, I was delighted to get an email from the designer of the game, George Jaroszkiewicz. The fact that he was not credited in the original packaging (“When I created the game, it was inconvenient to publish my name, so I invented the name “Rome Software” as a convenient cover.”) explains why it was so difficult to find any game genealogical footprint.

In any case, Mr. Jaroszkiewicz gave his consent for me to publish the contents of that email. I hope you find them interesting.

In those days I wanted to see how accurately I could create a historical simulation and personally I thought of it as an intellectual, mathematical exercise in socio-economic modelling. However, at that time, such “games” were not thought of as anything more than entertainment and not something for grown men to dabble in, so I kept my name out of it. I pandered to that element by introducing a scoring system, but as various reviewers have pointed out, the only score worth anything in history is how long we can survive. [The often credited] Andrew Pan and A. D. Boyse & J. G. Langdale-Brown were simply people who were paid by PSS to convert the game from my original Amstrad 464 version onto various more popular platforms. They had nothing at all to do with any of it apart from that. I still hold the original documentation, flow diagrams, and copyright and can prove this.

It should be appreciated how little RAM I had available to me when I wrote AOR. Not much more than 48k. I had the smallest Amstrad, with a monochrome monitor, not colour. I had to guess what the final results would be like on a colour monitor. I only saw that many years later and realized I had been lucky. Add to that the fact that I did not have a team of people working with me, and you will appreciate what I was faced with.

Locomotive Basic, the Amstrad’s resident language, was ideal for rapid development, but as some reviewers commented, made the game pretty slow. Fortunately, that is not a great deficiency as far as the master strategist is concerned. In a game which is designed to cover at least one thousand years of real history, and perhaps stretch to two, live action is quite misplaced. In those days, graphics generally was pretty awful, and so I got away with a pretty crude representation of the Roman World.

I still play the game on occasions. I have found the Amstrad emulator “Caprice” to be very good and it renders the graphics more in line with my original intention than conversions to other formats. It’s really quite playable on Windows XP via Caprice, so I would recommend that way of running it. The Amstrad disk image which Caprice uses can be found on various sites. The only embarrassment for me now is the sound. There simply was no real scope for good tunes. What has been lost is the introductory march. The original tape I sent to PSS (The company I dealt with) had an introductory slow march, which I composed to reflect the sad majestic grandeur of the long sweep of Rome’s history, from rise to inevitable fall. I am pleased that various reviewers have felt this sense of history in the game itself, without any music, so perhaps I did not do a bad job overall.

I tried very hard to avoid silly points: no gimmicks, no cheats, no clumsy real-live action. Make one careless decision and you could lose. The problem was that with 48k, I could not implement many of the details that Roman history merits. I wanted to have two consuls changed every year, but that was a step too far. I wanted a greater number of senators, but could only stretch to twenty one. I wanted to allow bribery and diplomacy when dealing with enemies, but that too was ruled out. In short, I did not have the resources to model the history in the detail it deserved. But enough remained to give a reasonable representation of Roman history.

Looking now at what is available, I very much like Rome: Total War. The battles are graphically superb and have that real sense of danger, that we could lose. I think AOR has such a sense, but on a different level. AOR deals with the broad sweep of history whilst RTW deals with tactics. Graphics is just one aspect, and not necessarily the most important one, of any simulation.

Many thanks to Mr. Jaroszkiewicz for writing in. His contribution has led me to redouble my efforts to contact the developers of the other games on my list.

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Civilization Revolution Preview

March 15th, 2008 by Troy Goodfellow · Firaxis, Preview

The previews for the upcoming console version of Civilization are trickling in, available at all the usual places. I’ll link you to Alec Meer’s over at Eurogamer because, first, it’s the usual high quality of writing you get at that place, and, second, it answers some important questions about what’s the same and what’s different from the latest PC version of Civ.

The punchline?

If you’re a long-term Civ player thinking this all sounds like a terrible sacrifice, you’re not thinking bigger-picture, about how that crafts a faster game full of frequent thrills and new toys, not one that requires 40 turns and half an hour before you can make a bloke ride a horse. It’s one much more suited to a couple of hours of sofa play than simply porting Civ 4’s hunched-over, marathon sessions to a social circumstance they just weren’t made for. This is, after all, an alternative to, not a replacement for, Civ 4.

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Sims 3

March 14th, 2008 by Troy Goodfellow · CGW, Electronic Arts, Maxis

The cover story in this month’s Games for Windows is the grand unveiling of Sims 3. Writers Sean Molloy and Jeff Green seem to be very pleased with what they’ve seen, and I’m already wondering how it will run on my numerous machines. Seamless neighborhoods, a community that evolves on its own without human intervention, better character models. But no more urine management.

Oh, and my November feature on the Sims community is now available online at 1up.com

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Annals of Rome (1986)

March 14th, 2008 by Troy Goodfellow · Ancients, Feature:Anc, Retro, Review

Annals of Rome is usually forgotten when people talk about classic strategy games of the period. It was one part of a PSS developed trilogy called the Wargamer Series (the other two were Fire Zone and Sorceror Lord), and PSS didn’t exactly have a reputation for creating brilliant titles. Its early titles were arcade ripoffs. Frogger became Hopper, PacMan became Vacuumania, and Tron became Light Cycle.

By 1985, they made the move to strategy and role playing games, with Theatre Europe and Swords and Sorcery. Though more original than the arcade clones, neither was especially ground breaking. Well, you could nuke specific cities in Theatre Europe. Swords and Sorcery was similar to Bard’s Tale in many ways. But Annals of Rome stands out for me because it introduced mechanics that most game designers wouldn’t pick up on for years.

Annals of Rome was a single player game in which you took on the role of Rome, guiding it through the centuries. You would raise taxes, raise armies and conquer the world. Big deal, right? But the innovations [Read more →]

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Legionnaire (1982)

March 12th, 2008 by Troy Goodfellow · Ancients, Feature:Anc, Retro, Review

Any accounting of the development of ancient themes would be incomplete without Legionnaire. Though the theme was almost arbitrary, this was the first major computer game to be set in the classical world. And it was developed by Chris Crawford, once one of the most important game designers on the planet. And, fortunately for us, Crawford devoted an entire chapter of his book On Game Design to the development of Legionnaire. There were two versions, one for Atari and one for Avalon Hill, but both were similar in most important respects.

EDIT: The Nov-Dec 1982 issue of Computer Gaming World has a great contemporary look at Legionnaire written by Bill Willett.

The setup – Rome versus the Barbarians. A simple two sided wargame. It was real time. Today’s wargamers often forget [Read more →]

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Starcraft II Preview

March 11th, 2008 by Troy Goodfellow · Blizzard, Preview

Gamespy has just published Allen Rausch’s preview of the Zerg in Starcraft II.

One of the key elements in the re-design of the Zerg is the understanding that the Zerg do not use “technology” as humans understand the term. Zerg build nothing nor do they truly create anything. Instead the Zerg use a sort of self-directed evolutionary process to shape their bodies into whatever they need. As such, the first new element we saw was the reordering of Zerg base defenses. Instead of using drone units to “build” base defenses, drones are now solely used as resource extractors and to evolve into either higher-level units or actual buildings. Base defense is now in the hands of a brand-new Zerg super-unit — the Queen.

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