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GFW Debut

September 26th, 2007 by Troy Goodfellow · CGW

My first (and hopefully not final) contribution to Games for Windows Magazine finally arrived today. With Bruce Geryk running around the country saving lives, he asked me to fill in for him for a Tom v Bruce article. So this month, it’s Tom versus Troy playing Beyond the Sword.

It’s a great honor to pinch hit for that series, by the way. It’s not only a fan favorite, but regularly one of the first things I read in GFW. This month doesn’t quite have the humorous punch that the usual TvB has, but that sort of writing rapport takes time and we just didn’t have time to build up that sort of thing.

Bruce’s wargame column shoes are being filled by Di Luo, who used to write more about games than he does now. Read the column and start some sort of write-in movement to bring him back.

Otherwise, the magazine has the usual smattering of reviews and previews and another good interview – the interviews are often what I’ll read right after TvB and Line of Attack. A letter to the editor references the still mourned CGM, which makes the inclusion of a societal feature from CGM regular Lara Crigger so appropriate.

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BAFTA Game Nominees

September 25th, 2007 by Troy Goodfellow · Awards

The BAFTA Nominations for best games in 2007 have been announced. Full list is over here.

The strategy and simulation nominees are:

Command & Conquer:Tiberium Wars (Xbox 360) – (Electronic Arts LA/Electronic Arts)
Forza Motorsport 2 (Xbox 360) – (Turn 10/Microsoft Game Studios)
Medieval II: Total War Kingdoms (PC) – (The Creative Assembly/SEGA)
Tom Clancy’s Rainbow Six Vegas (Xbox 360) – (Ubisoft Studios (Montreal)/Ubisoft Entertainment)
Wii Sports (Wii) – (Nintendo/Nintendo)
World in Conflict (PC) – (Massive Entertainment/Sierra Entertainment)

Why the 360 version of Command and Conquer?

Once you throw simulations into the strategy category, you get a couple of sports games and a shooter, leaving half the category for traditional strategy titles. I haven’t played Kingdoms yet, but the other two are good choices.

The winner will be announced on October 23.

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Halo Wars: Cracking the Console Nut

September 24th, 2007 by Troy Goodfellow · Design, Ensemble, RTS

Soren Johnson has posted his thoughts on the future of real time strategy on the console side of the industry, inspired by a video of Ensemble’s Halo Wars in action. The money quote:

At the very end of the video, however, there is a tiny suggestion of just how fun an RTS could be on a console. The human side has some sort of orbiting uber-weapon they can use to wreck massive destruction on a specific target. The console interface for this system is a snap – it’s simply a huge reticule. Just aim and shoot. Sure, it’s a strategy game, but why not? The effect is not unlike the God Powers of Age of Mythology, Ensemble’s PC RTS from 2002. However, this mechanic is a perfect fit for the console. Personally, I was hoping that Halo Wars would focus more on these types of interactions – ones where the player is taking advantage of the joystick interface instead of fighting it. RTS’s truly need to be built from the ground up for consoles, without the expectation of controlling multiple groups of soldiers. Ensemble is one of the best developers in the business (Age of Kings was probably my favorite game of the ’90s), so they are more than capable of delivering an awesome title. They just need to unlearn some of what they have spent the last decade learning on the PC.

Unlearning is hard in a genre, but Johnson’s largely right. Though consoles have pretty much proven that they can handle turn based strategy games with little problem (Shattered Union was no better or worse on your TV than on your monitor, for example) their are serious interface barriers to traditional unit centered RTS gaming on the Xbox. So many things that designers have come to rely on in the genre (drag selecting, double clicking, control groups, build queues, hotkeys, minimap navigation) are just a little bit slower and/or more difficult on a console. Neither Battle for Middle Earth II nor Command and Conquer 3 were terrible on the console side, but both paled next to their PC parent. Sometimes more buttons aren’t better.

So the alternative, Johnson says, is to think of a different approach to real time strategy, and he goes on to list games that could point the way. His examples are a little out there (MULE?) but he lists them more, I think, to highlight design alternatives than to cite them as direct inspiration. His basic outline is quite simple. Design with the controller (joysticks and buttons) in mind and don’t force the player to do too much at once.

Now, if anyone can make an RTS work on a console, Ensemble will probably be the ones to do it. The Age games look so similar to each other in so many ways that we’ve come to take the little innovations they’ve had for granted. Ensemble has the money and Microsoft backing to do what needs to be done. Graeme Devine, the lead designer of Halo Wars, has a background in FPS games but did programming on Age of Empires III. Given the origins of the Halo franchise, it makes sense to draw on someone with this history, I suppose. But there is one thing that Ensemble has a little trouble with.

They aren’t the masters of interface design. The UI for Age of Empires III was probably the worst part of an otherwise very good game. It was too obtrusive and omitted some pretty basic information and options. (Patches took care of that to some extent.)

Big Huge Games does it better, or at least did so long as Scott Lewis was there. And BHG is working on the new Age III expansion. Maybe some of that UI design skill will rub off.

Another problem is the one that has been bugging me about my console experiences. The seven to eight foot gap between me and the TV means that, visually, things will have to be exaggerated. No small print, no border shading to identify enemy units, no laser riflemen who wear different hats to indicate skill level. You can deal with this by just keeping the zoom in even tighter, but you need a good design reason to justify limiting the player’s view to a unit’s maximum line of sight or something. But, the tighter the zoom, the greater limits you place on micromanagement; it means more scrolling, more minimapping, more jumping around to keep your diverse armies together. If you keep the unit numbers down (as Johnson advocates in his remarks on DotA) you can handle this sort of thing with little trouble.

But then it starts to feel less like a war.

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A Lesson in Old Fogeyism

September 20th, 2007 by Troy Goodfellow · Industry

Nostalgia is a pleasant sensation. If it weren’t, I wouldn’t be searching for all my old college mates on Facebook. Nostalgia is the illusion that things were once better than they are now or, perversely, that things we find ridiculous today have some sort of kitsch value.

It’s worth keeping in mind that it was ever thus. Andrew Sullivan linked to this Atlantic article by Budd Schulberg from 1947 that complains about how Hollywood’s economic structure has forced it to move away from excellent movie making to more crowd-pleasing mass spectacle.

The push to fill movie theaters with a steady diet of new releases led to ballooning budgets (“In our inflationary market a film that costs less than a million dollars is tagged as a “B” and a two-hour feature that draws on the best talents in all departments can hardly be brought in, as they say, for less than three million”) and the celebrity system (“Today, if a star can act—or create a living character on the screen—it is only an incidental embellishment of his stature as a member of our contemporary mythology”) have led to star vehicles churned out to make a quick buck. Moviegoers begin to prefer fantasy and “reverie” over seriously artful pictures, condemning them to a schizoid disorder of some kind.

Schulberg even has a top ten list of conditions that could force the industry to move in a more artful direction. To summarize, changes in the distribution system (1 and 2), changes in disposable income (3), the unsustainability of high production costs (4), a generational and ideological change in who makes films (5, 6 and 7), internationalization of the industry (8), and better educated and more critical filmmakers and audiences (9 and 10).

By changing just a few words here and there, I could write a convincing plagiaristic treatise on today’s gaming industry. Replace block booking and double-features with MMOs and digital delivery. Change the disposable income to variable pricing and micropayments. High production costs speak for themselves, as do the issues of independent development, global reach and better insight into the medium. I’m sure I could a dozen essays on each of these points arguing how they would change the gaming world and deliver us better, more sophisticated games instead of the steady diet of franchises, me-toos and juvenalia.

But did any of this stuff change the movie industry? For a while. The high cost of American development in the 1960s led to the more intimate movies of the 70s. Then advances in technology made epic blockbusters viable again, and back came the spectacle movie. The collapse of the studio system led to independent auteur cinema, but eventually created a system of superstar free agency where movies became “Tom Cruise and Mel Gibson in …”.

And it’s not like mediocrity ever went away. We only remember the Chinatowns, not The Midnight Man.

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Gamers’ Bookshelf: I, Claudius et al

September 19th, 2007 by Troy Goodfellow · Gamer's Bookshelf, History

It’s been 30 years since the BBC adaptation of Robert Graves’ historical novels I, Claudius and Claudius the God was broadcast on Public Television’s Masterpiece Theatre. The series remains well-loved and stands as one of the great mini-series in a time when everyone on broadcast television was doing mini-series. The format seems to have been exiled to cable, now, where even the regular series often have limited runs.

Graves’s novels are masterworks of historical fiction. Told from the perspective of the aging Roman emperor Claudius, they trace the history of the first Imperial dynasty. Given their autobiographical nature, Claudius naturally comes off rather well. He’s not the doddering crippled fool that the ancient historians mocked; he’s a gentle and intelligent spirit who comes to the throne by accident and is appalled by the corruption that is inherent in the system. He wants to be succeeded by Nero not because he is controlled by his wife/niece, but because he thinks that allowing another lunatic to run the asylum will reveal the folly of the monarchical regime and bring about a new Republic.

Graves’ interpretation of Claudius as an intelligent, hard working and politically savvy ruler has become the historical consensus. His good works and expansion of Roman citizenship are seen as a throwback to the sound provincial management of Tiberius and forward thinking infrastructure focus of Augustus.

Derek Jacobi’s interpretation of Claudius on screen has become even more powerful; for many people in my generation (I caught the series in a rebroadcast in my high school years) Derek Jacobi is Claudius more than he is anything else. Cadfael is just Medieval Claudius. The Narrator at the beginning of Branagh’s Henry V is Claudius on Avon. And the power of the performance, accentuated by Graves’ novels, means that anyone who comes to the ancient world via I, Claudius will find the insults of Seutonius a little hard to absorb.

Livia, of course, fares much worse. In the novels and series, Augustus’ wife is the villain, a poisoning schemer who murders everyone who stands between her son Tiberius and the purple. The intelligent woman who helped Augustus make and keep an empire is now lamentably buried beneath Graves’ innuendo and Sian Phillips steely performance. Much of Graves’ first book is a catalog of crimes that one Roman committed against another, excused by the narrator as being simply what he saw at court – the imperial apple may look fine from the outside, but core was rotten and diseased.

Graves answers his critics in his preface to Claudius the God.

Some reviewers of I, Claudius…suggested that in writing it I had merely consulted Tacitus’s Annals and Suetonius’s Twelve Caesars [two notoriously scandal focused histories], run them together, and expanded the result with my own ‘vigorous fancy’. This was not so; nor is it the case here…. [Graves lists other works he used.]…Few incidents here given are wholly unsupported by historical authority of some sort or other and I hope none are historically incredible. No character is invented.

“It could have happened” is certainly a better standard than whatever is used by Conn Iggulden, whose Emperor series on the career of Julius Caesar is well beyond ludicrous in its historicity. It’s also the standard used by Colleen McCullough, whose Masters of Rome series is highly overrated but as historically plausible as the world shown us by Graves.

In any case, few historical strategy games have the kind of absorbing power that a good historical novel does.

I have no reason to doubt that people are brought to history by games like Civilization and Rome: Total War – in the days before Google and Wikipedia, I somehow became part of an internet discussion on Islamic slavery where one of my discussants was simply repeating stuff he read about Mamelukes in his Age of Kings manual.

But when I try to make a list of games that made me believe in their historical universe, it’s a pretty sad list. Sid Meier’s Pirates! for sure, but it’s about action/adventure movies. The Take Command games maybe. This is largely because historical strategy games try to reflect history more than they try to reinterpret or revisit. Which makes sense, I guess; game developers are mostly not historians. Few historical strategy games include a bibliography, and those that do tend to cite books where they found facts or concept art.

A good historical novel can, therefore, be “truer” than a good historical game even if it is less “accurate”. It will invariably take a stand on what is happening, will offer more than fancy dress combat and can offer real insight into a time and place. If interactivity is really the key to good, solid education, why is that I learn more about what it’s like to be a soldier from Killer Angels than Sid Meier’s Gettysburg? Why is Lion in Winter more Medieval than Medieval? (Though, to be fair, Crusader Kings gets the dynastic soap opera right.)

The now retired game blogger Chris Farrell wrote a great post on Avalon Hill’s Republic of Rome last year. In it, he makes the point that RoR is less nasty than other political games because the cooperation is often constructive; there’s a lot of win-win.

There is certainly scope for screwing Senators – the most blatant is through Prosecution, which is the only really overtly hostile element of the game, but you can also send them off to war with insufficient force in the hopes they’ll be killed or banish them to a long Governership in the provinces – but this sort of overt personal confrontation is a lesser part of the game. The vast majority of the time, you’re setting yourself up rather than specifically taking your opponents down.

I don’t remember the manual having any bibliography, but this interpretation of Republican politics – factional competition within certain limits – is straight out of Erich Gruen’s phenomenal Last Generation of the Roman Republic, in which he argues (among other things) that the Roman nobility were always more united than divided and that political shifts were driven by opportunism or personal animosity, not political or ideological divisions per Mommsen. You could play Republic of Rome (provided you understood the rules) and get a better sense of how Roman politics worked than you would by watching Rome or playing Rome: Total War and Pax Romana.

Maybe board games can do this because they require interaction with other people?

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” This is the best PC game of the year, so far.”

September 19th, 2007 by Troy Goodfellow · Review, RTS

Bioshock?

No, World in Conflict.

Or at least that’s what Jason Ocampo is telling me in the second screen caption.

There’s no well-developed skirmish mode in the game (the bots are beyond hopeless) so it’s very unlikely a hermit like myself will rate it that highly.

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