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Combat Mission: Shock Force Review

September 5th, 2007 by Troy Goodfellow · Battlefront, Review, Wargames

My long delayed review of Combat Mission: Shock Force is up at Gameshark. Apologies for the crappy screenshots.

The 1.01 version I played was a significant improvement from the 1.00 version that I derided a couple of months ago, derision that led to an influx of visitors from the Battlefront forums. (“Few stayed to bowl.”) It’s amazing what a few performance tweaks and pathfinding alterations can do to make a game better. I’ve no clue why Paradox decided to send out a clearly incomplete version for review, leading to scathing reviews from Eurogamer and Games for Windows Magazine. (The Gamespot review was based on 1.01, though Brett Todd’s very critical review is as puzzling to me as all those sevens and nines that 1.00 got.)

CMSF is an above average wargame, but barely. I go back and forth on whether it is better than Theatre of War or not. CMSF tries some new things and the unconventional war stuff is more interesting than I thought it would be. ToW’s soldiers, however, act like soldiers – they respond to threats, they run when scared, they seek cover. They used to do that in Combat Mission, too.

Since this review was written, two patches have come out, and I haven’t had the opportunity or desire to try them. Armageddon Empires is catching my attention at the moment (I’m reviewing it for PTD Magazine) and it is a game as far from Shock Force as you can possibly imagine. Grab the demo and be sure to read Bill Harris’s tutorial at Dubious Quality.

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September Strategy Preview

September 4th, 2007 by Troy Goodfellow · Preview

Labor Day has always had more significance to me than New Year’s Day since my life has been dictated by the rhythm of the schools for so long. So Happy New Year.

We begin to see the number of strategy titles grow, too, as we march towards the holiday season.

September 3Seven Kingdoms: Conquest (Enlight)

September 4Sims 2: Bon Voyage (Maxis/EA)

September 10Galactic Assault: Prisoner of Power (Paradox/Wargaming.net)

September 17The History Channel: Great Battles of Rome (CDV/Slitherine)

September 18 World in Conflict (Sierra/Massive), Fantasy Wars (Atari/1C), XIII Century: Death or Glory (Atari/1C)

September 24Company of Heroes: Opposing Fronts (THQ/Relic), Escape from Paradise City (Focus Home/Sirius)

September 25The Settlers: Rise of an Empire (Ubisoft/Blue Byte), Heroes of Might and Magic V: Tribes of the East (Ubisoft/Nival), Crusader Kings: Deus Vult (Paradox), Strategic Command 2: Weapons and Warfare (Battlefront/Fury)

September 30Jazz: Hired Guns (GFI Russia)

Mostly expansion packs, but there’s a lot of them. Company of Heroes, the best game of 2006, will offer new campaigns and British Allies. Sims 2 gets its vacation pack (Is it just me, or are the Sims 2 expansions the same as the Sims 1 expansions, but with new names?)

Ubisoft continues to beat on the long dead Settlers franchise, even after last year’s Heritage of Kings RTS misfire. Will XIII Century be this year’s Imperial Glory – a Total War-ish game that somehow misses the point?

The big title of September is World in Conflict, a late Cold War RTS that opens with the Red Army emerging from container ships in the Pacific Northwest. Sierra/Massive has a tough balancing act. They need to make a good single player RTS, since most people still play games on their own. But they also have an innovative multiplayer option that allows teams to control different aspects of the battle.

And is there a worse name for a game than Jazz: Hired Guns? It’s about mercenaries in Africa, but all I can think about is Satchmo pulling a tommy gun out of his trumpet case and shooting up the joint.

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The Seven Starting Questions

September 3rd, 2007 by Troy Goodfellow · Design

From Game, Set, Watch I see that Warren Spector has a design blog now. His latest post has the Seven Questions that, in his mind, can help a designer decide whether or not to even bother with the next step.

1. What are we trying to do? What’s the core idea?
2. What’s the potential? Why do this game over all the others we could do?
3. What are the development challenges? Really hard stuff is fine — impossible or unfundable? Not so good…
4. Has anyone done this before? If so, what can we learn from them? If not, what does that tell us?
5. How well-suited to games is the idea? There are some things we’re just not good at and shouldn’t even attempt. A love story, for example!
6. What’s the player fantasy and does that lead to good player goals? If the fantasy and the goals aren’t there, it’s a bad idea.
7. What does the player do? What are the “verbs” of the game?

The first and seventh questions are, to my mind, the real starting points of game design. Most “game ideas” that you encounter on the worldwide idea factory of the Internet are barely answers to number 1. They almost never answer number 7. But these are what games are – core concepts and actions.

Are games bad at love stories? Wasn’t Shadow of the Colossus a love story in which you spent all your time jumping around?

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Developer Interview: Martin Campion

September 1st, 2007 by Troy Goodfellow · Education, History, Interview

A few months ago I wrote about a strategy game from the distant past, Medieval Lords: Soldier Kings of Europe. The game’s developer, Martin Campion, stumbled upon the entry and commented. He graciously agreed to answer a few questions on his experiences developing simulation games. Though Campion has been away from the computer game business for some time, his experiences in the early efforts to translate education to the gaming sphere add insight that is often lacking from this blog.

How would you describe the evolution of classroom simulations since you began using them?

I’m not sure there has been any evolution, partly because I have been out of action since 1994. There has definitely been a technological change, with first the personal computer revolution and then the rapid evolution of personal computer technology.. So now it is possible to have educational games of surpassing elegance and usefulness – games in which each participant has his own networked computer for example. But are there any such games available? Or any demand for such games? It is plain that, since 1967, when I started using a board game called Diplomacy in my course War in Western Civilization, the technology of commercial games has gone from less than zero to some absurdly large number. But do classroom games take advantage of this technology? I do not have much real information, but I would guess that most teachers still either make up their own games or adapt board or computer games that are primarily entertainment games, just as I did in 1967.

There seems to be less pedagogic resistance to using games and simulations [Read more →]

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Application Overload

August 31st, 2007 by Troy Goodfellow · Design, Me

Another tech entry, but there is a connection to game design so bear with me.

A couple of months ago I succumbed to Facebook pressure. Some old friends from college were using it to stay connected and they wanted me to be part of the fun. I signed on, and before I knew it I had over a hundred friends from various stages of my life. Colleagues, classmates, former students, people I hadn’t thought about in years. It’s a great tool to reconnect with.

Then came the applications.

“So-and-so wants to turn you into a zombie. Add the zombie application.”
“So-and-so wants to send you a drink. Add the drink application.”
“So-and-so wants to share his book collection with you. Add the book collection application.”

Facebook pages are slowly becoming cluttered with naughty gifts somebody got, movie review compatibility tests and all kinds of other stuff that doesn’t really help me feel like I know these people better. I like the collection applications, I guess, but I’m the type of guy who walks into an acquaintance’s apartment and checks out the CD rack or bookshelf within minutes of arriving.

Applications are being created and added that, in many ways, distract from the elegance of the Facebook design. It has a clean look with small print updates that keep you apprised of who is doing what, what connections are being made and when someone’s birthday is coming up.

Of course, there’s no requirement to add all these apps. But when a friend uses one of them to try to make a connection with you, it’s almost rude to not see what they are doing.

The game design analogy is obvious. What is your game about, and what do you include to make that game accessible and interesting. In a comment earlier this week, a reader argued that the obvious importance of the African slave trade means that it has to be represented in Empire: Total War. And to some extent he’s right.

But there are other obviously important 18th century things. The Enlightenment. Serfdom. Yankee Doodle.

Every feature or historical inclusion should be in line with the game design goals. As I wrote in my reply to the above comment, the Total War games are not economic games. The importance of guilds and production cycles in the Middle Ages is nowhere to be found in Medieval 2. Rome didn’t worry itself with grain imports from Egypt or the growth of latifundia. The Triangle trade could certainly be abstracted, I suppose, and probably should (though I would advocate against white-washing the horrors of it.) But the moment it becomes something you need to manage is the moment you risk pushing a system that is already adding naval warfare and countryside buildings too far.

As much as we history nerds would like to believe otherwise, history can be a poor guide for design. You have to decide what your game is trying to capture and focus on that. The Total War games have been successes because Creative Assembly has rightly judged what their games are about – pseudo-realistic battles that determine how a strategic conquest will turn out. You’re the general-king, not the quartermaster. The moment Michael Akinde decided that he didn’t need tactical battles to meet his design goals for Imperium – in spite of all the work he had done on the battle engine – was the moment I knew I had to stick around.

The application overload is probably why I haven’t reinstalled Victoria in a very long time. The Paradox grand strategy game tried to capture everything from nationalist uprisings to migration waves to railroad construction to import/export tariffs to the Scramble for Africa, and in such detail that every patch and update meant that I had to learn things all over again. The other games in that family, as complex as they are, had greater focus. Hearts of Iron is about World War II and there is nothing that takes you out of that. Crusader Kings is about dynasty management with the occasional crusade. Europa Universalis, the most Victoria-like in its breadth, abstracts economics and military management to let you focus on the exploration and alternate histories.

Even an elaborate game like Dominions 3 doesn’t go to the point of forgetting what the game is about. It is a fantasy wargame, so there’s no real economic subgame beyond maximizing tax returns. All research is geared towards the war effort; there are guns but no butter. This design decision immediately frees the player from handling the sort of things that a pretender god shouldn’t be concerned about anyway. (The version designed by a game forum would have variable tolerances for other pretender faiths, loyalty checks from mercenary units, the ability to sell magic rocks on the stock exchange and probably a story involving a quest to find your lost sister.)

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There Are Prizes For Games Writers?

August 31st, 2007 by Troy Goodfellow · Awards, Media

Apparently the UK has a Games Media Award. The finalists can be found here. The blog and podcast nominees are international (which PC Gamer podcast are they talking about?) but the writers and print publications are all Brits. And, in a very British way, the awards will be presented in a bar.

It is odd that they don’t have an award for best writer for a commercial website. Specialist print journos and the mainstream press games lackeys have a category, but not the people who do the supposedly most widely read work.

There is, of course, no American equivalent.

Congratulations to all the nominees.

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