From the 1.1 patch notes for Empire Earth III:
Modern era submarines no longer shoot torpedoes at airplanes
From the 1.1 patch notes for Empire Earth III:
Modern era submarines no longer shoot torpedoes at airplanes
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Zack Hiwiller has recently posted one of those essays that makes you nod your head in agreement and silently tell yourself that this is what you’ve been complaining about for years. Sports games are too hard. More precisely, they are very difficult for new or lapsed gamers to get into; they require you to have been familiar with the evolution of the genre or particular series.
And a lot of the same can be said about certain war and strategy games.
Marketing departments read the message boards and assume the lunatic fringe that wants to have to press forty-seven buttons to drive to the hoop because it would be ‘realistic’ and ‘deep’ is a representative sample of the audience. Actually, there is some truth to this, because modern sports games have alienated all but the lunatic fringe, so they really are are representative sample of the audience.
Welcome to the growing divide between the hardcore and the casual. Supreme Commander is for hardcore RTS gamers only. Try picking up a flight sim that is both realistic and accessible. Forge of Freedom, at its best, is not for people who haven’t already spent days mucking around in the newbie zone.
There is self-selection when it comes to sports game designers. There is a push every year to add new features to gameplay, which to most designers means: “Complicate this for reasons of depthâ€.
It’s a truism that game designers should make games that they like to play, but it’s a good thing strategy and wargames have the Total War series or Civ. Because if it was all Dominions 3 and Panzer Campaigns, the genre would become increasingly marginalized.
I haven’t played many action sports games in a while, but I love the management sims. And I wonder how many of those are also intimidating to people who’ve been out of it for a while. One of the nice things about Europa Universalis III is how much more accessible it is than, say, Hearts of Iron 2 or Victoria – it’s a sign that Paradox “gets it”. On the other side, Dominions 3 remains a great but truly intimidating game, only made friendlier by finally getting the manual the series richly deserves. And I’m a fan of the ProSim games even though there’s no way in hell that they can be considered user friendly. Of course, I can only speak for my own opinion.
In any case, sports and strategy games are hardly alone in catering to the hardcore. Even though forums generally represent only a small fraction of a game’s user base, developers and marketers use this base as a guideline for where energies should go. MMOs have this issue (made a little easier to manage by the more developed cultures of community management and inherent class struggles.) Simulation games have this problem. I’m sure that even “casual friendly” games like The Sims have a hardcore audience that makes demands on developers.
(Hiwiller article found via Game, Set, Watch.)
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I was supposed to do this yesterday; it’s a first Monday of the month thing. But a delay for real content isn’t a bad thing.
November 6 – Empire Earth III (Vivendi/Mad Doc), Supreme Commander: Forged Alliance (THQ/Gas Powered Games), Viva Pinata (Microsoft/Rare)
November 13 – Fantasy Wars (Atari/Ino-Co)
November 15 – Left Behind: Eternal Forces Expansion Pack (Left Behind Games), SimCity Societies (EA/Tilted Mill)
November 27 – Galactic Civilizations II: Twilight of the Arnor (Stardock)
I’ve written previews of two of this month’s titles. I previewed the new Empire Earth for CGM last winter and a couple of months ago wrote about my hands on time with Societies for Gameshark. Both of these games are on my wait and see list.
I’ve never been a huge fan of the Empire Earth games. In my review of the second EE game, I called it technically proficient but soulless as it was transparently a bunch of numbers bumping up against each other. Ages weren’t very distinct from each other and the fancy toys like the battle planner and weather effects did little for me. To their credit, Mad Doc is taking the series in a totally new direction with a global conquest campaign, more exaggerated art and event quests that can give you rewards if you complete them.
On the other hand, I’ve loved everything Tilted Mill has ever done. But my time with Societies was colored by just how easy the game was. It was still an alpha build, of course, but in a couple of hours I had unlocked half the buildings and found few penalties to area placement. Prisons by playgrounds, dive bars by florists…it was very eclectic. And the much trumpeted “look” of the city wasn’t all that, since the cobblestone streets and security cameras only pop up at the extremes of certain values. The production team was very open to suggestions from the community reps who were there, so I expect there will be some changes in the game’s pacing.
Both games are trying to attract a more casual audience. EE3 has a very thin economic game with a single generic resource and gold you accumulate through trading. There are fewer ages with more recognizable units and only three factions, each a geographic exaggeration that demonstrates the silliness of continental descriptors in many cases. Societies is a huge step down from the micromanaging hell of SimCity 4. Utilities, budgets and emergency services are much easier to handle because they aren’t there at all – at least not in any sense that the player can interfere with them.
I think EA has a better shot at attracting a new audience here. They didn’t call it SimCity 5 so it will actually look like a new game to many people instead of a sequel. The RTS market isn’t very casual friendly at this point with a very few series attracting any sort of following. Plus, you are more likely to find a non-hardcore audience for a town building game than for a cannon building game.
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It’s always nice when two independent developers disagree with each other on design stuff.
Vic Davis of Cryptic Comet, home of Armageddon Empires, recently posted a mini-dissertation on the role that events play in strategy games. He compiled a list of the purpose that events can play and how they can be used to challenge the player.
Events punish (your library is destroyed and your tiles all yield -1 resources per turn) or reward (A hero has shown up at your capital and desires to serve you). Even if the distribution of reward vs punishment is skewed heavily towards punishment, people enjoy this.
Michael Akinde, sole designer of the still in development Imperium: Rise of Rome, wrote a counter post to Davis, arguing that event mechanics interfere with good game design.
In short, events tend to reduce the role of the player as an actor in the game. The thing is – as a gamer, I am trying to play a game, but events are things that happen to the player. There is a pretty significant distinction between those two positions. I suspect that there is a good reason that Sid Meier’s famous quote defining a game doesn’t state “A game is a series of interesting things happening to youâ€.
Here are some (to my mind) obvious things to keep in mind when considering the place of event mechanics in strategy game design.
1) Randomness is a part of every game. Strategy games are, generally speaking, games in which you make decisions focused on forcing the odds to your favor. Attack with overwhelming force to get better combat results, use counters or terrain to negate enemy advantages, plan an alternate route in case your first choice of cards doesn’t appear. Games are, indeed, a series of interesting decisions, but decisions are only interesting in a climate of uncertainty. But this uncertainty should not be rooted in guesswork about things the player has zero control over or influence on.
2) Events only make sense in a game with a long play time. In a 20 minute RTS, an event that threatens your military viability is needlessly cruel since the player has little room to find an alternative. The unspoken rule of the penalty event is that it should distract but not destroy. Events should happen to every actor on the field, not just the human player(s), and provide similar challenges to each.
3) Events should be contextual, responding to choices the player has made or an environment the player is experiencing. In Civ 4, only people with the Slavery civic can get the slave revolt event. Only those with horses in their cultural borders can get quest events centered on chariot or stable production. Though sometimes things just happen (weather events, new resources, etc.) the player should be able to mentally or materially prepare for bad luck. The obverse postulate is that good luck should not be so easily manipulated.
4) The more complex the system, the less important events are. This gives the designer free reign to make a difficult choice. Will events be used to make the game more colorful, since, in the long run they won’t matter? Or will events be left aside so the player can focus on the underlying mechanics? There is no wrong decision here.
5) If events are used, the causes should transparent after a few encounters. I recently went bankrupt by event in a session of Europa Universalis III and I had no idea why since I hadn’t taken a loan in a century, had 800 ducats saved up and had a fair monarch. Only peeking in the event file gave me any clue as to what the hell was going on. Event text should have pointed to my high inflation rate and large number of gold producing cities.
6) Akinde’s strongest point is about the reliance on events to communicate a game’s theme. “[I]f the random events are the only way in which I can distinguish a game about Napoleon from a game about Caesar, then the game engine needs some work.”. Flavor events should be used sparingly, not as a fall back position to communicate what your game is about. “Mad Max joins your army!” is not the best way to tell me that I am playing in an apocalyptic wasteland.
7) However, if events are the chosen means to communicate a theme like a Medieval soap opera, then have controlling the effects of the events become a strategy in and of itself. You can do this by having cause and effect chains in predictable but uncertain directions.
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You know you’ve made it when someone calls you out on shoddy journalism because they know how to write your articles better than you do. I’m a hack!
Mr. Goldberg’s reasonable (but out of place) point makes me question the persistence of authorship in game franchising. For how long should game journalists be expected to go to Will Wright for every Sims article or to Sid Meier for every Civ article? Meier is still heavily involved in play testing and prototyping but neither has been the lead designer on their signature franchise for over a decade. From where I sit, Wright’s position on the Sims community would be dated, but if my article had taken a different standpoint and addressed issues of, say, consumerism, avatar development, etc. should the series founder still be the go to guy for perspectives on the series? Why not talk to Tim LeTourneau? Or Margaret Ng?
Wright is one of my personal game deities, as I noted last week. And, unless Spore satisfies its promise, there’s no doubt that the Sims is the culmination of his career. But the franchise has been going on for so long and through so many different hands that there are lots of people who are very knowledgeable about it. EA has given Maxis unparalleled freedom to go crazy and that has let to an explosion of insight and talent in that division.
Yesterday I was exchanging emails with a friend who has moved into game development and he talked about how collaborative the process is; how the idea of the lead designer we grew up with is increasingly irrelevant. You still need a central repository to bring all these ideas together, but design is messy. Still, there is a tendency for game journalists and gamers to attach a name to the development process. Miyamoto, Jaffe, Carmack…these are our movie stars and there is a lot to be gained in putting them up front. The idea of the Game God persists even as the industry becomes less dependent on original breakthrough designs and more dependent on a consistent collection of talent.
And the old names of the past keep their hands on the collective impression of their franchises. Sort of like how Tom Clancy doesn’t write Tom Clancy books anymore. There is a need for recognition, I suppose, to have someone who can be a public spokesman for a series. And if the audience already has a persona mapped in your head (Wright=Mad Genius, Carmack=Technogeek, etc.) then PR and the games press can use that recognition as a hook. “Bruce Shelley talks Age of Empires IV” works better as a headline than “Dave Pottinger”, even though Ensemble has assembled one of the strongest RTS design teams in the world.
Is there an alternative? Maybe lead design credits should be on the cover of every box. The author format does keep some of the design process decoupled from the corporate brand. (I should probably talk about Jason Bender more than I do EALA.) And certainly the gaming pantheon is still relevant, especially when they takes a hands-on design role (Wright in Spore, Molyneux in everything.)
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My brief preview of Panzer Tactics is up at Gameshark. I never quite know what to write in previews, and I’m not sure this one is any exception.
Anyway, the parallels to ye olde Panzer General are obvious and not original with me. The tiny tanks take some getting used to, but it will probably fit in well with the rest of the titles for Nintendo’s small machine. The handheld console has already built up an impressive strategy line-up.
Worms, Age of Empires, SimCity, Settlers…. All available on the DS. (SimCity, by the way, is nearly impossible to play in my experience. Too little screen real estate to see your lakeside real estate and my roads never draw straight.) Plus Advance Wars has made its way from the GameBoy. A Warhammer 40K game is on the way. And soon, reportedly, Civilization: Revolution will make the DS the handheld platform of choice for strategy gamers.
On the other side of the phony war, the PSP has a few strategy titles. Worms and Warhammer, again. Strategy RPGs like Final Fantasy Tactics and D&D Tactics. (Can we just drop “Tactics” as a subtitle, guys? Thanks.) But beyond these RPG games, there’s not a lot of unique strategy stuff.
My DS is new, so I don’t have a lot of games to go with it at the moment. Any recommendations would be appreciated. Will Settlers make me lose my eyesight from the strain?
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