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Writing is Hard

June 24th, 2007 by Troy Goodfellow · Me, Media

I just finished a 1500 word article for a future Escapist and I’m still not entirely thrilled with it.

This is a normal feeling for me. There are reviews I wrote three years ago that I still think could use another ten edits. But deadlines are deadlines. Fortunately, The Escapist has some good editors. I’ve been fortunate in that very few of my pieces have ever been sent back for major rewrites by anyone.

I attribute this to my good nature and winning smile.

A lot of people want to write about games. Check the forum of any gaming publication and you are guaranteed to find a new thread every few months from someone asking how they can get a chance to write about games for money. There is an underlying assumption that knowing about games is the same thing as being able to write about them.

Of course, it isn’t. Knowing about games is essential, but not the end of the process.

For some reason, a lot of people have asked me how to get started, even though I’m hardly a great success story. I’m not making a real living at this, and I’m not even in the top ten game writers that I read regularly. But people ask. And they sometimes send along samples or ask for critiques. Here is all my wisdom distilled in a bite sized chunk.

Two things separate good writers from the rest.

a) Good writers read widely across a range of subjects.
b) Good writers write because they have to.

The first part is the hard part. Most people don’t read any more, me included. I read two newspapers a day, a lot of nonfiction and poetry. But that’s about it. My fiction reading is negligible at the moment – a major oversight that cuts me off from some good stuff – and I’ve never really been much into writing about music. Considering how many gamers and game journalists subsist on a steady diet of anime, scifi and fantasy, I probably seem erudite. But there’s a lot more I could be doing.

Reading is important because it teaches you how to pace your words and ideas. It’s not about learning ways to drop references to Robert Frost into a review but about economizing word choice, knowing when an anecdote illuminates or obfuscates and realizing that even the unspoken word has a cadence to it. Exposure to different styles and forms is important.

The second part sounds like a motivational speaker slogan, but I think it’s true, notwithstanding. Good writers are compelled to communicate their ideas, and will find a venue for that communication. Even in those professions that demand writing as evaluation tools, like academics, the best writers are those who are driven not simply to finish the tenure book but to pass along an idea to as wide an audience as possible.

So there you have it. My thumbnail guide to being a good writer, something I make no claim to for myself. But I think that if you are ever truly happy with something you have written, you aren’t self-absorbed enough to make it.

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Things You May Have Heard That Are Not True

June 21st, 2007 by Troy Goodfellow · Blogs, Industry

A couple of pieces of EA news have had the gaming forums in a bit of a tizzy lately. Let’s clarify a few things.

1. SimCity 5 is not being made by Tilted Mill. They are making a new game in the SimCity series and, it seems, will try to be as accessible as the original SimCity was. But SimCity: Societies is not SimCity 5. (This month’s GFW has a photo-filled preview from Ryan Scott that outlines what is different and why.)

2. Spore is not definitely delayed until 2009. It is moved to Fiscal Year 2009 – which starts in spring 2008. (The date in a FY refers to when it ends, not when it begins.) It was widely assumed that Spore would be a 2008 title in any case, so this “announcement” is not really news.

I now return you to your regularly scheduled gaming freakout.

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Beyond the Sword – Full Details

June 20th, 2007 by Troy Goodfellow · Firaxis, Preview

IGN has published all the details for the epic game of the upcoming Civ expansion. New Civs, new units, new wonders. Read Steve Butts’ article for the full scoop, but here’s a nitpickers guide to what’s ahead.

New CivsBabylonians, Byzantines, Dutch, Ethiopians, Holy Roman Empire, Khmers, Mayans, Native Americans, Portuguese, Sumerians

I’ll leave aside the silliness of “Native Americans” (the Mayans, Aztecs and Incans weren’t Native Americans?) to celebrate the appearance of the Ethiopians and Khmer. New nations representing underappreciated cultures. Any game that introduces people to the military genius of Suryavarman is cool with me. Civs from earlier games that didn’t make the cut (not counting the Sioux or Iroquois) – the Hittites and the Austrians (a “hidden civ” in Civ 3.) Still no love for the Assyrians, Polynesians or Quebecois.

Some of the unique units give me pause. Both the Portuguese and Dutch get naval units, and no Civ since Civ II has really made the struggle for naval mastery decisive. Until I get Marines, I mostly avoid the naval war. Will the chance to move military units on a Carrack (caravel) change that? The Byzantine Cataphract looks like a killer. +2 strength? Sure, it can be hit by archers’ first strike now, but a 12 power unit in the Medieval stage could be trouble. But I think I fear the Holy Roman Landsknecht most – a pikeman with advantages against cavalry and melee units.

The Byzantines, HRE and Mayans start with Mysticism, meaning three more civs with an inside track to an early religion.

New LeadersLincoln (Amer), Boudicca (Celt), DeGaulle (Fra), Pericles (Gre), Suleiman (Ott), Darius (Per)

So the US and France now have three leaders each, catching up with the English and Russians. Suleiman should have been the first choice for the Ottomans and DeGaulle will be my new favorite leader.

New Buildings – The big one is the levee (the Dutch version is the “dike“) – it adds hammers to water tiles, drawing production to tiles that were, to this point, for food and commerce alone. But coastal cities get even more significant with the customs house (the Portuguese version is the feitoria), adding commerce for cities that have already built harbors. Coastal cities were already valuable because of the extra coin they could bring in, as well as being linked by sailing instead of roads. There will be real penalties to not moving to the ocean as soon as possible.

New Wonders – The most important change is the Apostolic Palace. It elects a religious leader who can then push around co-religionists. This is the wonder that has been getting the most attention, since it makes the diplomatic game more significant at an earlier point.

Cristo Redentor seems a bit unusual – it confers the benefits of the Spiritual trait (switching between civics without anarchy) but Spiritual civs can build it twice as quickly. This just encourages the Spiritual nations to be spoilers, taking away the chance of gaining this benefit.

For me, the Shwedagon Paya will be a tempting goodie – it’s the Pyramids of Religious Civics, making all available at once. Being able to jump to Pacifism and the great person bonus near the beginning of the game means extra great prophets, meaning extra Holy Cities. Which means extra cash.

New Units – It’s here where we get a little of the Civ 2 bloat. Cruise missiles are back. Missile cruisers are back. Attack subs are back. Paratroopers are back. Plus we get the mobile SAMs and privateers from Civ III. The streamlined military game of Civ IV is now getting packed with options. Note to developers – more choices is not the same as better choices. I’m getting skeptical of “you can have it all” design in my old age.

New Tech – Not a lot here. New promotion options via Military Science, and Aesthetics as a stopover tech on the way to Literature. This will slow down my standard rush to Music and the free Artist.

No new news on the scenarios, but I expect that that information will be forthcoming soon.

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Debriefing Twilight Struggle: The Soviet Side

June 20th, 2007 by Troy Goodfellow · AARTwiStr

Turn One
Turn Two
Turn Three

Bruce may have a wrap-up when his schedule lets up, but for now here’s my take on the game you read about.

It was a rout. Not close at any point. Except for a great burst of Communist expansion in Turn 2 – expansion that never coincided with a useful scoring card – nothing went right for the Russkies.

What did I do wrong?

Some of it was not my fault. All three scoring cards came out in both the first round and the third round. Scoring cards in the first turn are a pain to deal with because you don’t know if your opponent is setting up influence to play a scoring card immediately or if he/she is setting up a grand strategy. And in the third turn, when I needed to take advantage of a wide open Middle East and a small edge in Asia, my only card with a 3 value was a US Event card. You know that each scoring card will come out at least once in a War Era (Early, Mid, Late) but there is no guarantee that they will come up twice. Here they did, and all in clumps.

Some of it was Bruce being Bruce. He knows the game better than I do and was smart enough to play Containment as his 3rd turn Headline, meaning there was no way I could get a leg up – his minimum action points on a card was 2 and most would have 3 or 4. That one card meant that even if I could get some momentum on the board, he could match me point for point.

But I made a couple of huge mistakes that came back to kill me.

First, the Military Operations points on the initial turn. An attempted coup in Iran in the early going could have changed the game, successful or not. A failed coup would have meant getting those points, a successful coup would have remade the Middle East – and that was a scoring round that killed me. It’s easy to neglect that aspect of the game because it’s not in your face. Plus, as the Defcon rises, you can lose avenues for meaningful realignments or coups. This is one aspect of the game I need to get stronger at.

Second, I tended to play more friendly events than Bruce did. Why? Partly because I like events. I love how designers Ananda Gupta and Jason Matthews have crafted event cards that evoke the Cold War period. Given the choice between playing influence points in Asia or playing Suez Crisis, I’ll go for the Suez Crisis – Lester Pearson gets his Nobel Prize and Western Europe falls on its face. Neat. But every influence point matters and Bruce was spending them like crazy.

Twilight Struggle, in many ways, defies planning. Unlike Paths of Glory where you can use the Action Points to coherently push at a military objective, stuff happens in Twilight Struggle that can alter your calculus on every phase. This becomes more true in the Mid and Late Game (which we didn’t reach this time around) but applies to the early going as well. There is a lot of luck involved in the cards you draw, and you have to make due. There are three types of cards (US, Soviet, Neutral) and can range from 1 to 4 points and some can reappear over and over. Others only fire once. If your opponent gets a bonus/penalty card, you can find yourself in a hole where the object of the turn is to survive the onslaught.

This is another perfect example of how the game captures the Cold War theme. You need to respond to your opponent’s moves, but not lose sight of the major objective. Maybe events should be timed to tip the balance irrevocably in your favor and influence to counter other influence? If you can get cards that match up (Suez + DeGaulle, Independent Reds + Soviet Event, UN Intervention + anything you hate) you can get the ball rolling in your favor. But that can turn at the drop of a hat. You may be saving all those points for a push in South America, but a coup in Africa can force you to rethink your options.

And then the die is cast. Bad rolls are beyond your control, so you need to weight them in your favor. Never try a realignment deep in enemy territory. Use high value cards to push the odds to your side of the ledger. All of this seems obvious. And it is. But it’s easy to get wrapped up in your grand strategy for the Middle East, and like a gambler or a second-rate President, start throwing good influence after bad. Constant reassessment is the name of the game.

Not that you can get by without a plan of some sort. In the week between turns two and three, I kept looking at my hand, thinking of how I could make good use of it. I realized pretty early that this turn would probably kill me, but I needed a way to stay alive until Bruce had no choice but to play crappy cards in my favor. (I didn’t know he was sitting on UN Intervention.) But my charge in Turn Two was all about executing a plan to transform Asia. A successful coup in Pakistan would have helped me keep America out of India, but for the most part it worked. It just didn’t work enough.

Bruce will have more to say about the VASSAL mod in other places, I’m sure, but our games (and there will be a rematch) have persuaded me to put the board version on my buy list. I have some misgivings about the scoring system being so dependent on when a player chooses to count the points in a particular region, but it’s not like I can think of a better option that work as well with the existing game mechanics.

Oh, and thanks to Bruce for agreeing to do this. It was his idea, actually, and considering how busy he is, quite generous.

Of course, he finds kicking my ass at board games good R&R.

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Getting Decrepit

June 19th, 2007 by Troy Goodfellow · Me

The first sign of aging is not losing your hair or your memory, but your hand-eye co-ordination. That’s why most athletes peak in their mid-20s. (Sure you have the occasional freaks like Roger Clemens who go on forever, but they’re freaks.)

My aging was brought into bright light yesterday when I first tried Space Force: Rogue Universe, a game I’m reviewing. Three tries at the first mission (introduced with interminable cutscenes and treacle so thick it would stop a bullet) and I’ve only reached the point where I am willing to admit I am too old and too unschooled for this sort of thing at the moment. Maybe I should be a trader instead of a policeman.

“How do I get to Jump Station Alpha?”
“Practice.”

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Commander: Europe at War – Early Moments

June 18th, 2007 by Troy Goodfellow · Matrix, Slitherine, WW2

I’ve mentioned Clash of Steel (no relation) a few times before. For me, it epitomizes the perfect light wargame. Units arrive, you place them, and then you run across a hex map of Europe killing Nazis.

Commander: Europe at War is better. It’s not perfect, by any means, but I’m pleasantly surprised. Matrix Games has had an off year for me, with the decidedly average Forge of Freedom and recycling old wargames from SSG – done very nicely, but still recycled.

Now add the Slitherine factor. A development house that has churned out a number of average or below average ancients games has joined with Firepower Entertainment to create a satisfying WWII experience, complete with research, strategic bombing and submarine warfare that really make a difference. (I interviewed the developers last year.)

A while ago, I asked about introductory wargames. Though Commander (with its production, research and rudimentary diplomacy) has grand strategy elements, this could be the beginner wargame I’ve been waiting for.

We have a dark horse contender for a half-year honor.

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