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A History of the Ancients Game

March 10th, 2008 by Troy Goodfellow · Ancients, Feature:Anc, Retro, Review

It should be no secret to regular readers that I am an ancient history nerd. I watch sword and sandal movies, I read scholarly monographs for fun and collect games with ancient themes. I have suggested naming my first born son Germanicus.

And it is even less of a secret that I enjoy what Paradox does. They are far from perfect – Victoria never really fulfilled its potential and Diplomacy was terrible – but I am looking forward to next month. One my favorite developers married to my favorite topic?

So, in anticipation of the release of Paradox’s Europa Universalis: Rome, I will be writing a series of articles about ten significant ancient themed strategy games. This will not be a “best” list; about fifty ancient strategy games have been made – most of them sequels – and once you get past the top six or seven, you’re really pushing it in any case. I may wrap up with some thoughts on the worst of the worst, though.

Sticking with the Roman theme of the upcoming title, the games I have chosen to write about are:

Legionnaire (1982)
Annals of Rome (more here) (1986)
Encyclopedia of War: Ancient Battles (1988)
Centurion: Defender of Rome (1990)
Caesar (1993)
The Great Battles series (1997-98)
Age of Empires (1997)
Legion (2002)
Praetorians (2003)
Rome: Total War (2004)
Epilogue

I admit that Roman legions are my own personal fetish, but I hope you all will forgive the indulgence. I hope to trace the genealogy and evolution of Roman games, how they reflect history, entertainment and the expectations of gamers. Like all evolutionary trees, there are some dead ends.

With about five weeks between now and then, I’ll try to do two retro reviews each week, with as much research as my schedule will allow.

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Sims 2: Free Time

March 8th, 2008 by Troy Goodfellow · Electronic Arts, Gamesradar, Maxis, Review

My review of Sims 2: Free Time can be found on the new and improved Games Radar. It’s a decent expansion – nothing like the joy of Pets or openness of University. And most of the stuff it adds is covered in one way or another by other expansions; do we really need a hobby mechanic for “gaming” when it’s a reliable source of fun for most Sims in any case?

This will likely be the final expansion in the Sims 2 series. Stay tuned for news on Sims 3 once the Games for Windows exclusive hits newsstands. From the little I’ve heard, this one sounds like a real game changer.

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In Two Weeks

March 6th, 2008 by Troy Goodfellow · Electronic Arts, Maxis

March 19, 2008, we get a preview of The Sims 3.

I am an unabashed Sims fan. Every time I load a new expansion I get hooked all over again. Even when the expansions aren’t that good, or are just more of the same, the underlying game is beautiful in both its simplicity and its frenetic nature.

So what do we want to see in Sims 3?

The most recent Sims 2 expansion introduced the ability to have a few neighbors and friends age up with your Sim, so it’s a safe bet that this long desired feature will be fully implemented in some way.

Put pets in from the start. I love pets.

I love customizing houses, but it might be nice to have house templates. Say you want to build a Tudor or colonial house on an empty lot. Why not just select the style and plop it down? Maybe furniture could come in matched sets.

Time stops when Sims go to a community lot; when they get home it’s the same time it was when they left. But all their needs and biological urges have moved on because, while on the lot, time moved along at its usual pace. Could time just slow down on community lots, including all decay? That way you can spend the same about of game time at the lot without the peculiarity of rushing to make dinner before the night shift because you spent zero hours at the gardening shop.

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New Europa Universalis Expansion

March 5th, 2008 by Troy Goodfellow · Paradox

Europa Universalis III: In Nomine will be released early this summer. Quite an accomplishment considering they still have to finish Rome in the next month.

Start in October 1399, at the coronation of Henry IV of England. Experience over 50 more years of gameplay, experiencing the Byzantine Empire, Tamerlane and the end of the Hundred Years War.

Tamerlane. Sweet.

See exactly what is required to make the decisions that will shape the future of your country. Strive to create Great Britain, Make Paris worth a Mass, or institute an East Indian Trade Company. Act, rather than react, and implement decisions on both country and province level, with the new decision system, including hundreds of different decisions depending on situation.

Transparency is good. Since a player could just peek in the data files and know what decision led to what outcome, it makes sense to keep it in game.

Experience our new Mission System, where the player and AI will both be given goals to achieve, providing endless replayability by guiding history along different tracks every time.

Remember “missions”? They were a big part of the original EU and were optional in EU2; no one used them since some of the missions were a little silly and some were just ridiculously easy.

In Nomine will feature Rebels with a Cause. There are countless types of rebels, with different goals, and different abilities. You may get colonial rebels in your colonies determined to get representation or independence, you may get reactionary nobles rising up to put the serfs back where the belong. Crush them by force, or negotiate with them, or even worse, watch them enforce their demands on your country.

Now this what I’m talking about! But since rebels are rarely a major threat, how will the player be forced to deal with them? If there is no chance of the rebels pressing their demands, then this mechanic is colorful but meaningless.

Religious tolerance now depends on the ideas and decisions you take, making it a new layer of strategy. As cardinals stay loyal longer, the power of the Papa Controller has grown, as he can now excommunicate rulers, and call crusades against infidels.

So no more kumbaya countries in the Reformation? Assuming there is a Reformation; there are still major issues with the spread of Protestantism in the game.

More news and commentary as it comes to me.

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EA Cool With Meier

March 3rd, 2008 by Troy Goodfellow · Electronic Arts, Industry

At a lunch meeting I was not invited to, Firaxis designer-in-chief Sid Meier told Newsweek’s N’Gai Croal that he’s fine with EA buying Take Two.

We worked with Electronic Arts ten years ago. We respect them highly as a company. They’re a great company. We enjoy working with Take-Two. We’ll let them sort that out.

If an EA buyout means that we get to see a return to Alpha Centauri, I think it’s a great idea.

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Culture as a Mechanic or, Get Out of My Head Michael

March 3rd, 2008 by Troy Goodfellow · Blogs, Design, Firaxis, History

While trying to use propaganda posts in Sins of a Solar Empire last week, I started thinking about cultural control in strategy gaming, how culture assimilation is an either/or proposition, how an homogeneous culture is assumed to be better than one with spillover from neighbors, how rival cultures bring nothing with them but trouble.

Then I noticed that Michael Akinde already wrote this essay. So I don’t have a lot to add. He covers it nicely and says a lot that I was thinking of. (He has an update on his game, today, too.)

It is interesting to consider what blended culture would look like in game terms. I love to talk historical reality versus game theory, but it does eventually need to find its way into a design.

Let’s take Civ IV as an example; an interesting example since you can make a case that the strongest Civ nation has multiple religions (more temples, more cathedrals) but a single culture.

If your Persian Empire is next to a stronger Greek culture, then bit by bit your cities will become Greek. They may eventually flip to your rival. The Greek culture brings no knowledge, no traditions…only the risk of defection. Could you let a multicultural empire use the minority culture’s unique units and buildings, with perhaps an upkeep penalty? Could you have a slow bleed of research from the more advanced neighbor, making it easier to discover things that the Greeks had researched? On the negative side, could you increase upkeep in multicultural cities, to model remittances and maybe policing ethnic tensions.

The chance of having a city with more than two significant cultures in it is pretty small in Civ, so it probably doesn’t deserve it’s own civics tree, but the civics already model the unsteady movement from primitivism to modernity. And there are many historical instances of foreign cultures being embraced and sometimes leading to new fusions. Could a civics culture tree give you greater tolerance for foreign population? You’d need more than that, of course; the beauty of the Civ IV civics menu is that you can conceive using all them options in specific circumstances, even when more modern options come available. You could also put cultural conditions on existing civics; mercantilism could slow the growth of foreign cultures but as a penalty give a specific hit to relations with neighbors who have free trade, which promotes culture. Representation could make cities with large minority populations more or less likely to revolt.

But that’s Civ. Galactic Civilizations and Sins of a Solar Empire also have a zero sum approach to culture and there’s no clear way those mechanics could be altered to create a new paradigm of interstellar culture. I mean, I assume that there are interstellar immigrants, right? Europa Universalis, spanning an era that saw both the acceptance of foreign rulers by large populations and the rise of nationalism, assumes that multiple cultures means instability and slower research.

Once it comes down to it, it’s all about representation. What does each game mean by “culture”? Sins has it purely in terms of propaganda and government broadcasts, so a cultural mechanic that focuses on territorial control probably makes sense. In EU, culture is a specific population that must be placated. But Civ has culture wrapped up in theaters, temples and libraries – education, religion and the performing arts promote culture. So why should these make a foreign city revolt? Does the cultural percentage represent love of new music, the movement of immigrants or both?

We want to keep culture as a mechanic, of course, since it is points out a pacific path to victory. Build enough museums and great wonders and you should be rewarded for not focusing on beating in heads. But when culture is boiled down to a population figure, it gets a little disjointed as a representation of the Pyramids and Oxford.

Read Akinde’s essay, since it covers the historical ground pretty well.

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