My review of AGEod’s American Civil War is now up at Gameshark. I really like what AGEod has been doing, and this title is a smart pickup for CDV.
American Civil War
February 28th, 2008 by Troy Goodfellow · AGEOD, Civil War, Gameshark, Review
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Dwarf Fortress
February 27th, 2008 by Troy Goodfellow · City Builder, Indie Games, Interview
Don’t miss John Harris’s interview with Tarn Adams, the creator of one of the best (and most user unfriendly) city/empire builders in recent memory. Dwarf Fortress is a game that is captivating, addictive and terribly, terribly mean.
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GDC Inviting Press in the Future
February 27th, 2008 by Troy Goodfellow · GDC, Me, Media
Kotaku is reporting that future editions of DICE and GDC will be going invite only with press registration. Concerned about the growing size of the conference and the vanishing developer culture of the annual event, Jamil Moledina thinks that something has to be done to get GDC back under control.
“It’s meant to be a networking event for people who make games, but more and more we are seeing a lot of individuals who are obtaining press credentials who aren’t full-time press. It’s kind of open to being spoofed, in a way.”
I’m naturally torn. I’ve only been to GDC twice, with a couple of years between those cons. And I could already see how much the conference had changed. It was moving from an almost academic professional event to one with more attendees, more marketing and more people showing off gadgets and games. And I liked the smaller one better.
But let’s face it. I’m not going to be invited to these things. I’m a full time freelancer, but at the low end of name recognition. Unless someone I write for is told “You can send three people. Pick who you want.” and I’m chosen, it’s very unlikely that I’ll get a chance to attend a really interesting event that lets me further appreciate how games are made. (I’ve never been to E3, but I’ve never been convinced that it was really my scene, in any case.)
Still something had to be done, I suppose. Just like E3 was becoming a mass culture event out of all proportion to the business that had to be done there, GDC shouldn’t be transformed into something that betrays the original vision of a convention designed for exchange of ideas and best practices. Loyd Case makes the point well in his recent column.
At one point, I was sitting in the press room, listening to someone from the gaming press lament about how technical the sessions were. Where were the cool game demos, he asked?…So here’s my proposal: someone needs to revive E3 in a real way, so the majority of the fanboy gaming have somewhere to go to ooh and ahh at the latest explosions and pretty colors. I’m not trying to paint the entire gaming press in that vein. The Games for Windows (formerly Computer Gaming World) guys have been going to GDC practically since it was in Chris Crawford’s living room. But there sure seemed to be a lot of fairly clueless gaming journalists who really just wanted to see the next cool game.
The openness of GDC has always been one of its big selling points. Indie developers rub shoulders with AAA bigshots, lots of casual conversation, etc. As the conference got bigger, it kept the openness but the size really worked against getting things done. People were overscheduled, publishers threw parties to make big announcements, etc. So I understand why Moledina thinks they have to do what E3 has already done and keep the unwashed press to a manageable size.
I guess I’ll have to use this announcement as an incentive to become a big shot media mogul.
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Thoughts on Appeasement and Compellence
February 27th, 2008 by Troy Goodfellow · Design, History
The always interesting Vic Davis has recently posted about appeasement as an historical tactic and game mechanic.
Appeasement as a strategy is often a bad choice. It can be a catastrophic choice under certain conditions. Perhaps the most famous from the last century is the sad spectacle of the Munich Conference in 1938 and Neville Chamberlain’s worthless paper waved in the air with the declaration of “Peace in Our Time.â€
It’s funny how a single historical event can completely alter how people think of certain diplomatic strategies. Appeasement was a standard diplomatic tool for most of the modern era, and the bad name it got in 1938-39 has convinced many leaders since that you should never give in to demands, that all concessions are followed by further demands, and that anyone who does anything is just another Hitler on the rise. (See the Suez Crisis for an example of when the Munich analogy blinded Britain to what could have been a sensible negotiation.)
But as a game mechanic, appeasement has issues, as Davis notes. Appeasement can make your opponent stronger, and in a zero sum situation like a game, strengthening your opponent is the last thing you want to do. Good games also enforce fog of war, so imperfect information makes every demand a potential threat.
One problem with appeasement that Davis does not get into is when the shoe is on the other foot. If a player never has a good reason to concede to a demand, why should the AI opponents concede? If appeasement is a bad strategy for the player, isn’t it also a bad strategy for the computer?
Davis writes:
[R]efusing to appease the Dane carries consequences and costs as well. The analytical framework helps identify those costs. Often one cost is that the sword must be bloodied. If the system within which you operate includes the use of force as an arbitrator of disputes then to ignore it as an option is to handicap yourself tremendously.
My bold.
It’s not just “often one cost”, it’s “almost always the cost”. Sure sometimes there are financial penalties like upkeep and the whole guns/butter thing. But for the most part, the calculation between what is a reasonable cost for not meeting an unreasonable demand is broken. And, since war is often the only viable consequence of failure to compel, you will never see anyone make demands of an equal opponent. It’s all about bullying the weak nations, the Melian Dialog in game form. The strong do what they can, the weak do what they must. There are, conceivably, no sticks to beat the strong with.
It’s sort of unfortunate that so many of the implied threats in games are military. The only way to really penalize an actor is through war and conquest. In the Total War games, you can make demands of your neighbors, but the only way they’ll cave in is to show the flag with a neighboring army and add the “Accept or We Will Attack” codicil. The range of other compellent actions is too narrow. No threats of an embargo, or funding an enemy or fomenting revolt.
The other big part of compellent threats missing in most games is reputation. Some games will track whether or not you are a warmonger or landgrabber. But they don’t track whether or not you back up your threats. The rational actor theory of compellence (I wrote my dissertation on compellent threats, by the way) argues that past behavior of an actor is a predictor of future behavior. So if you make a threat as part of a demand, and don’t follow through when called on it, you will have trouble being believed in the future. (In the real world of high politics, this doesn’t work so nicely since the compellent threat is too rare to form solid predictive models of individual behavior. So leaders rely on other stuff like “national character”, psychological profiles or seeing into Putin’s soul.)
In a game that easily models whether a nation is capable of taking Madrid, it shouldn’t be so hard to model whether or not they are likely to. Civ IV’s personality feature is a small step forward here, except that the personalities are generally fairly rigid – some leaders are terrible neighbors, no matter what you do. There is very little “learning” about what an opponent will do, like there is in a multiplayer game; if you end up on a small continent with Shaka, Napoleon and Montezuma, you either restart or hope you are playing the Romans near iron, or Sitting Bull.
Hmmm. That was more rambling than it sounded in my head. Fill the comments with comments.
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Jason Ocampo Abandons Ship
February 27th, 2008 by Troy Goodfellow · Media
Jason Ocampo has been Gamespot’s in house strategy go-to guy for years. Though I don’t always agree with him, he’s an intelligent commentator and his opinion is always worthy of consideration. Little too mass market in his tastes, but you know, we need people like that on sites like Gamespot. I’ve had the pleasure of meeting Jason a couple of times, and he’s always been very friendly.
So the news that he is joining the mass flight from Gamespot is a pretty big deal from where I sit. Others have left in the wake of the Gerstmann termination, with, in my opinion, Alex Navarro’s departure being the biggest loss for the site.
But for a genre specialist like me, Ocampo leaving Gamespot is like, well, if Kosak or Rausch were leaving Gamespy. They are the people who write about the games that I play, so the byline carries certain expectations and are in many ways the means the site uses to speak to people like me.
Not that Ocampo was all Gamespot had on the strategy side. Long time freelancer Brett Todd is still a major strategy voice over there.
But where will Ocampo go? What does “another opportunity” mean? Development? Another publication? Wherever he goes, I suppose I’ll follow. Good luck, Jason.
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More GDC Summaries
February 24th, 2008 by Troy Goodfellow · Blogs, GDC
Rob Fermier has posted summaries from many of the GDC talks he attended this year. Lots of great stuff – almost as good as being there.
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