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The Best Extension Ever

August 29th, 2007 by Troy Goodfellow · Me

I’m not a technology evangelist of any sort. I use things that work well and let me do the things that I like to do. I’m really a terrible fanboy.

But if you do any sort of research or writing, then this extension should persuade you of the virtues of Firefox. Zotero lets you create your bibliography as you go, saves snapshots of web articles you’ve read, archives what you’ve found in online databases and gives you room to add notes on specific articles or books as you go along.

I have one book half-researched and another half-conceived. Since I practically live at my computer, this sort of tool will make my completion of either of these projects more likely. Tech is supposed to reduce the busy work, right? And Zotero does just that.

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PCGUK on Empire: Total War

August 28th, 2007 by Troy Goodfellow · Creative Assembly, Preview

The PCGamer UK preview of the upcoming Empire: Total War is online, courtesy of Tim Edwards. Here are the highlights.

Formations are the new rock-paper-scissors of warfare. It’s all about arranging men in such a way as to present the most possible muskets at the line of enemy advance. “A square of men beats a cavalry charge. A column of men will beat a long line, but only if it arrives. And a line of men, pointing the maximum amount of muskets to an advancing force, will always beat a square.”

Gamers say they hate rock/paper/scissors, but it actually makes a lot of sense to do musket warfare in this way. Each formation was developed for a purpose and if you can translate that purpose to a game world then you do a lot to help the player understand what is going on both historically and game wise.

“Because combat moves on from melee,” explains James, “cover becomes really important. In the Battle of Blenheim, for instance, a lot of the fighting was focused around capturing and occupying key buildings. That creates focal points for the battle – adding drama. It’s almost like terrain ‘plus’: can I capture this farmhouse? It’s a strong point that you can try and hold. A dramatic node for the battle to focus around.”

Imperial Glory had this, one of the few redeeming features in an otherwise disappointing game. The ability to seize and fortify a building, and then hold it against assault can be a the fulcrum around which a frantic defence becomes a counter attack. Artillery figures into this mix allowing you to destroy battlefield structures. Will this be reflected in battles that take place in the same locale on another turn?

On the sea game, the developers say:

“It already looks beautiful,” Mike says. “I’ve been staggered by how good it looks for quite some time now. And we’re not done yet. There’s one guy I gave a job to. I said ‘make sea look like the sea.’ It’s a hard challenge. Sea is incredibly complicated stuff. We want to model different wind conditions, different light conditions, different weather conditions. The thing is that gusts of wind don’t actually move at the speed of the wind. A gust of wind is caused by a whirlpool of wind moving vertically; they actually move quite slowly and cover quite large areas – you see it because it makes the surface of the water rough, and the rest shiny. It means you can build gameplay into entering and chasing gusts of wind, and using them to overtake an enemy fleet.”

For some reason this doesn’t make me feel better about sea combat. Edwards has a lot of paragraphs of Creative Assembly describing the naval game, but never describes what he sees. Probably because it’s not close to being showable. Probably because it is going to be very hard.

James Russell then lets loose this little nugget of “what the hell?”

“One of the quirks of the old engine was that the diplomacy and military AI were two separate routines, developed separately by two different programmers. Those systems fought each other. The military side would say ‘we need to invade’ while the diplomatic side will say ‘well, I just made a treaty with them.’ Getting them to work together was difficult. It meant the behaviour wasn’t always consistent.”

I know very little about game design or game production, but this doesn’t make much sense to me. It certainly explains why it was so hard to keep from fighting a three front war in Medieval II or why Macedonia wouldn’t stop being suicidal in Rome. Military calculations should be part of the diplomatic AI; war is politics by other means and all that.

Probably the best news in the preview is this paragraph:

Even better, they’re aiming to draw armies out of the cities, removing the dominance of sieges. That’s being done by making region improvements – structures such as barracks, mines and palaces – exist outside of the city, vulnerable to attack. Generals can no longer afford to hide behind their city walls in the event of an invasion. They must sally forth and chase the aggressor away.

Anything that gives the player a reason to witness your strong suit (the battle engine) is a good design decision. And there just weren’t enough incentives to engage the AI in a field battle in Rome or Medieval II. To some extent this was period appropriate in Medieval II; castles were designed for this very strategy. But the AI liked to assault cities and could be easily beaten back. The 1700s are, for the most part, a time of field encounters. You can’t have Marlborough hunkering down and waiting for Maximilian to blunder through an open gate. It just doesn’t feel right.

Does putting region improvements outside a city also raises the possibility of a pillaging war? Can weaker opponents can behind your lines and put your mines to the torch if you don’t leave a home guard in place?

“Some people will be quite offended by that- that we’re not allowing them to trade slaves. But it’s not necessary to make the game work. You’re not going to be landing in Africa and dragging slaves off to America.”

Who are these people who want to actively trade slaves? Is there some SCA slave trading Renne Faire thing that I don’t know about?

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Unnecessary Warnings

August 27th, 2007 by Troy Goodfellow · Industry, Wargames

I’m not a doctor. Or at least not the kind of doctor that can do you any good.

So maybe there is a legitimate reason why Guns of August has an epilepsy warning.

It seems like a very unlikely game to cause seizures, though. Especially since the warning cites “strong, flashing lights” as a trigger. Guns of August has very few flashing anythings.

I’ve only just gotten around to trying it out, but it looks like this is “read the manual first” game. I’ve been staring at the UI for a while completely unsure of what I am supposed to be doing. It’s been getting good buzz and it does fit that World War I gap in my strategy gaming diet.

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Eight Things Not To Do Is Done

August 27th, 2007 by Troy Goodfellow · Design

Soren Johnson has just wrapped up his two part post on mistakes people make in game design, specifically strategy game design. For the most part, I agree with with eight points but, being a contrary type, I have a few nitpicks here and there. Make sure you read both parts one and two before you proceed in this post.

In Number 3, his point about needless repetition, Johnson throws out a formula which he probably doesn’t expect people to take all that seriously.

Fun Factor = Interesting Decisions / Actual Time Played

The argument underlying this formula is clear; time spent away from interesting decisions is wasted time. So when you force the player to repeat actions that are either obvious or dull, you take the him/her away from the game part. But according to this formula, I think, the perfect game would have every segment of time filled with an interesting decision. This type of design would be exhausting and probably overwhelming. You can make a good case for games that delay gratification, like many of the early 4x games (Seven Cities of Gold or Imperialism, for example.) Part of the problem with this formula is where it is the connection to repetitive activity implies that an “interesting decision” is an “action”. However, to paraphrase Talleyrand’s saying regarding intervention, in many cases action and inaction amount to the same thing; the decision not to take an action is as significant as the decision on which action to take.

I can’t underestimate the importance of Johnson’s fourth point on “too much stuff”. I think that Beyond the Sword is a little guilty of this. Both of the new major mechanics (espionage and corporations) would have been stronger I think if there wasn’t an impulse to add a bunch of new units, buildings, blockades, a new space race, the Apostolic Palace and random events. Even the great range of scenarios is undermined by the inclusion of some real dogs, like the Defense and Afterworld scenarios. Both work as demos of the flexibility of the Civ 4 system, but aren’t very entertaining. I think Dominions 3 could be a lot smaller, too, but I’m fully aware of how heretical that statement is.

Fan content creators are, I think, very prone to fall into the “bigger is better” mindset. I’ve written before about how many users think in epic terms and can sometimes lose sight of how what they add can weaken the elegance of a game design. Even truly amazing accomplishments like the Fall From Heaven mod for Civilization IV would probably be better if the designers limited their focus.

In spite of this, I think he’s right on about the importance of opening up strategy games for modders and scenario creators. A lot of the time you’ll end up with scenarios that miss the point, like most of the theater level battles people have made for Operational Art of War. But, as much as I loved Rome: Total War I would have loved it more if battle and army creation was a lot easier than it proved to be.

The good news about this list is that it means that there’s a good chance Spore won’t turn into SimEarth, a game that was plagued with a lot of design issues that Johnson attacks in these posts.

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I Am Not Very Good

August 26th, 2007 by Troy Goodfellow · Me

The dirty secret of games journalists is that many of them are not very good at games. You won’t see them topping games ladders or schooling all newcomers. They play too many games to ever really excel and any one unless it is their sole pastime outside of the work environment.

This is doubly true when a games writer who specializes in a particular genre or area of expertise goes outside his/her safe zone to try something new and cool. In yet another distinction between games and movies, the former is a broad medium that can demand a much wider range of skills and talents. This is both its strength (something for everyone) and its weakness (some people will fail repeatedly at very good things.)

Still, well aware of my limitations in the FPS milieu, I am playing Bioshock at medium difficulty. I am currently in the Medical Pavilion area with one first aid pack, one hypodermic, 3 pistol bullets, a wrench and an empty machine gun. I have “died” so many times in this part of Rapture that the Vita Chamber should have a “Space Reserved For…” sign.

So do I suck it up and go down to easy just so I can enjoy this very creepy game? I’m loving all the little touches and really want to know what the hell is going on.

But I won’t get any better if I keep asking for underhand pitches and what if there is another great shooter next year?

I also won’t get any better if I keep freezing up when Nurse Ratched jumps out and beats me with a pipe.

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Minimum Spec Fun

August 25th, 2007 by Troy Goodfellow · Me

For the last week or so I’ve been unable to play Bioshock. I exceed the minimum specs by quite a bit, except for two things – video card memory and RAM. Here I am right at the minimum line so the game would crash on area transitions. I haven;t been able to get past the opening doorway most of the time. The furthest I got was seeing the lever in the bathysphere.

Until today. RAM is a magic bullet upgrade most of the time and this was no exception. I now have 3 GB sitting comfortably in my baby and Bioshock runs like butter. Creepy, gloomy, underwater butter.

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