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Sins Interview

February 6th, 2008 by Troy Goodfellow · Design, Interview, Ironclad

Don’t miss Kieron Gillen’s interview with Blair Fraser, lead designer of this month’s addiction, Sins of a Solar Empire and Stardock’s Brad Wardell.

Highlights from the interview:

On why they focused on what they focused on:

I can’t count how many times I’ve looked at that list during a game purchase only to be disappointed that bullet point X wasn’t all that fun and was obviously shoveled in to receive the checkmark. The game would have been better off by dropping it. In a sense, things done poorly are worse than not done at all – especially when the resources involved could have made a “good” feature “great”.

On backstory:

You have to provide a certain minimal level of lore, immersive detail and backstory so that players have a foundation on which to create their own story during single player. In this sense Sins provides a lot of material. Every ship’s appearance, abilities, and voices, all research trees and the specific topics themselves every music track, every sound effect – well basically everything in the entire game is based around the story and lore behind the three races and the rest of the Sins Universe.

On things that suck:

I’m I’ll about planet suckin’. I love when the Vasari’s Jarrasul Evacuator (aka the floating mega city) powers up its Drain Planet and you watch all the debris fly up from the surface into its gaping maw in a giant, swirling, vortex of destruction.

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No Evocation without Representation

February 5th, 2008 by Troy Goodfellow · Design

CDV has released the North American retail version of Ageod’s American Civil War, one of the best wargames of 2007. I’m writing a review of this release for Gameshark, so my full opinion on this game will be found there in a week or so.

It’s really impossible to speak of the Ageod games without commenting on how nice they look. They look neither like war games nor like real geography, existing on some sort of visual plane that’s a mix of 19th century atlas drawing and Parker Brothers backdrop scenery. They are evocative of games you think you’ve played some other time in some other format but never mimic any real experience. They are more similar to the animated maps you’ll find on a PBS or History Channel documentary than to any game you’ve played recently.

And even within the Ageod wargames the aesthetics have distinctions. Birth of America‘s map is almost faded, devoid of rich color like a wall hanging that has been sitting in a local museum for too long. Napoleonic Campaigns is more vibrant, with the varied European terrain forcing itself on your senses. The unit art is less distinctive from one game to the next, but it too has a period elegance that you’re sure you’ve seen before but just can’t place.

The University of Maryland’s Matthew Kirschenbaum has written about “the look” of wargames; how they resemble not war but representations of war – what gamers have been trained to think war looks like.

Take maps. The maps in a book such as Esposito and Elting’s West Point A Military History and Atlas of the Napoleonic Wars are masterpieces of abstraction. This is not to imply that they are faulty or prima facie misleading, only that they work through artificial yet collectively agreed upon conventions for capturing the chaos of lived experience through a set of formalized, explanatory depictions (see Mark Monmonier’s classic How to Lie with Maps). Games are likewise abstractions….Visually wargames borrow many of their conventions from battle maps and military cartography. Yet in many wargame systems, once the first die is thrown and the temporal dimension is set in motion—once the abstraction has become interactive—any resemblance to a military battle map tends to degrade rather quickly. The battle doesn’t end up looking very Napoleonic, which is to say it doesn’t end up looking much like other representations of Napoleonic warfare.

There is something to that in Ageod’s games. As the turn clock marks time, the armies march over representative terrain, sometimes just missing each other. It’s like watching Ken Burns’ Civil War, where Lee has to maneuver through Virginia until he can fight on more favorable terms. Armies move like that on screen, so they should move like that on monitor, right?

Since strategy and wargame aesthetics are, by their nature, representative, the designer has to choose what he/she is representing. (I am, of course, painting with broad strokes in what follows. As always, nitpicking is welcome in the comments.)

1) Period feel: One reason to prefer the original Imperialism to its deeper, richer sequel is that, like Ageod’s games, the faded maps help transport you to the 19th century in a way that Imperialism II‘s deep, deep greens do not. Imperialism II is brighter, but not, in my opinion as evocative. The Theatrum Orbis Terrarum mod for Europa Universalis III is a great improvement over the original map because in a game that is so dependent on an historical feel, the Paradox designed map seemed a little out of place.

Sometimes a game gets one part right, but not the other. Defending the Reich is a great game that plays a bit like those giant boards you see people using in movies about the Battle of Britain. But the map looks ripped right out of a modern atlas. Better to have gone whole hog and made the map look like one of those boards.

2) Miniatures: As a direct descendant of miniature gaming, it’s odd that so few wargames embrace the miniature feel. The Tin Soldiers games from Koios Works were the most open about it, even having a disembodied hand remove dead units from the “board”. Even the trees look like molded plastic. The Dragoon/Horse and Musket titles from Boku Strategy games captured the feel of miniatures in the game play, but they never quite looked right. Age of Rifles is the classic game from the past that felt a lot like a miniatures title.

3) Cardboard: This is the wargame design default position, and since the graphics are so bare here it’s not hard to make something feel sort of right. But some do it better than others, aesthetically speaking, and this is where SSG stands out. Not only have they made some of the best WW2 games of recent years (see Korsun Pocket), they’ve also managed to make their games feel like you are moving cardboard and rolling dice. It’s a bit of a trick, since their games don’t really look like cardboard chits at all. Like Ageod, there’s a little bit of deja vu sleight of hand going on here. One way they do this is showing the dice. Simple, no? Armageddon Empires does the same thing – the simple act of exposing the dynamics is an aesthetic choice in many ways. SSG also uses very bright colors and very simple iconography. I’ll admit to not liking it much at first; it seemed too “busy”. But bit by bit I understood just what they were trying to do.

Compare that “business with a point”, for example, to the disastrous Paradox port of Diplomacy. There were a hundred things wrong with that game, but even a quick glance at the screenshots, with mugging avatars and blobby map might have put off prospective buyers. The simplicity of the classic Diplomacy map was buried under a mess of color and features.

4) Reality: Few strategy games bother with photorealism for obvious reasons. The payoff just isn’t there, and unless you are an international giant like the Total War games, making things look realistic isn’t going to get much bang for your buck. But properly deployed, as in Mad Minute’s Take Command Civil War games, you can get as convincing a representation of 19th century combat as you’ll find at your local re-enactment society. A few real time strategy games have moved up the realism ladder, especially Company of Heroes, though it too is more representative of popular images of WW2 (Band of Brothers or Saving Private Ryan) than actual combat.

Aesthetic choices made in the design stage have a serious impact on the sensations transmitted to the gamer. Would Ticket to Ride be as successful a game if it was about space travel? How much of Bioshock‘s power was rooted in the crumbling 1950s architecture? Both choices were intentional and targeted at specific design goals. We would probably have better games if more designers asked themselves what conscious or subconscious feelings they are trying to touch in their design. Since the interface and the visuals are the first thing gamers encounter, it could come pretty early in the design process.

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While I’m At It

February 4th, 2008 by Troy Goodfellow · Ancients, Blogs, Board Games, Imperium

I don’t want this to turn into a boardgaming blog (though I hope to have Turn 3 of the AAR up later today) but indie developer Michael Akinde has posted some of his thoughts on the Avalon Hill classic Republic of Rome over on his Imperium blog.

Still no news on a release date over there, but that’s the thing with one-man operations.

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February Strategy Preview

February 4th, 2008 by Troy Goodfellow · Preview

February 4Sins of a Solar Empire (Ironclad/Stardock)

February 5SpaceForce Captains (Provox/JoWood), SunAge (Lighthouse/Vertex4), Culdcept Saga 360 (Namco Bandai/Omiya)

February 12XIII Century: Death or Glory (1C/Atari)

February 22Imperium Romanum (Haemimont/South Peak)

February 26Sims 2: Free Time (Maxis/EA)

The Imperium Romanum date is from Gamespot; IGN says it has an early March target. I doubt two weeks will matter much. Likewise, XIII Century‘s release schedule is pretty vague, though sometime this quarter is likely.

Sins of a Solar Empire comes out today. Buy it, because the rest of the month looks pretty bleak. Do Sims need more hobbies? Does anyone expect that XIII Century will do anything besides whet our appetites for the next Total War game?

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The New Risk

February 2nd, 2008 by Troy Goodfellow · Board Games, Review

Apparently there is a new version of Risk. You can read Lara Crigger’s review of Risk: Black Ops over at Gamers with Jobs. (By the way, Lara has started blogging, so let’s hope she can keep the content coming.)

I hate Risk. Always have. As fun as conquering the world sounds, especially when you’re 11, the building of killer stacks and leaving it all up to a roll of the dice never felt very strategic or interesting. I learned where Irkutsk was, but that’s about the extent of my education from the game.

Black Ops adds missions and resources – a huge change from when the only things you had to count were cards and territories. Probably won’t be enough to take me away from Blue Moon or Ticket to Ride or Thurn and Taxis. But nice to see them mixing it up.

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Sins of a Solar Empire: First Impressions

February 2nd, 2008 by Troy Goodfellow · Ironclad, RTS, Sci Fi

I’ve already written a preview, but now that I have my hands on the final version I can begin forming ideas that mean something.

1) The interface has gotten more than a polish from the beta that I played. A lot of the screens have been redone from scratch, and are much improved. The research screens for example, are now clearly divided by purpose and the techs are described in great detail. The left hand planet flyouts still get very crowded.

2) In single player, the AI will ask you to take out hits on your mutual enemies. Success nets you better relations, failure hurts. Sometimes they just ask for money or minerals, but the “kill 10 of Bob’s Ships” missions are the win-win ones. One problem is that they sometimes ask for the impossible, like destroying ten civilian structures when the enemy only has five because you wiped out three of his planets already. So you take the relationship hit.

3) Pirates are a serious, serious pain in the ass.

4) Cash is like wood in Age of Empires III; you really need it in the early game but it increases too slowly. One you build trade outposts, though, the money just flows in like water. You’ll spend a lot of time near the beginning of the game selling minerals and crystal on the black market.

5) If you have two more capital ships than your opponent in a system, you will have a hard time losing. The trick is forcing a decisive battle since the AI is perfectly happy to warp out of trouble.

6) Timewise, it’s much more 4x than RTS. I played a “medium map” game last night for over three hours and had still only eliminated one of my three opponents.

7) I can’t wait for modders to get their hands on this.

8 ) Every good thing you have read about this game is absolutely true.

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