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What I’ve Written for Played to Death Magazine

May 12th, 2007 by Troy Goodfellow · PTD Magazine

Reviews

Kingdom Elemental
Armageddon Empires
Two Worlds
Overlord
Rock Legend
Monster Madness
PeaceMaker

Editorials

Vivez les Niches

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Great Moments in Box Blurbs and an apology

May 12th, 2007 by Troy Goodfellow · Industry

Gamesradar’s Eric Bratcher has an article about the vapidity of box blurbs, but today’s mail had a new personal favorite for me.

On the DVD box of 1C/Battlefront’s Theatre of War:

“A spectacular engine…” IGN.COM

I’m in the middle of doing a couple of indie reviews for PTD Magazine, so that explains the radio silence on my end. My first pieces for the magazine have just been published, so I need to set up a page for that portfolio.

(I also have some things to add to my review of Ancient Wars: Sparta, but it’s not up yet.)

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Catan on Xbox

May 8th, 2007 by Troy Goodfellow · Big Huge Games, Board Games, Consoles

It’s odd, but the prospect of playing an online version of Settlers of Catan with high production values has me closer to dropping coin on a console than all the zombie/alien/robot killing glamor that the living room gamers have been screaming about for years.

So it’s reassuring to read Julian Murdoch’s positive impressions of Big Huge Games’ break from real time strategy development. Julian writes:

The root game, Settlers of Catan, is nearly multi-player solitaire. Far from an indictment, many of the best German board games can be similarly described. Unlike a first person shooter, players don’t actively work against each other as much as they all participate in individual gathering and building games, with a single direct interaction — trade negotiation.

Multiplayer solitaire sums up the experience of the so-called German games quite well. I recently taught my wife to play Ticket to Ride, and, in its two-player mode, it is very much two solo players keeping score on the same map. The more players you add, the more important jobbing other people becomes.

I’ll echo Julian on the importance of real time training. I’ve been lucky to have had a board game tutor Skype me through four or five different games over the last couple of years and I’ve come to rely on the voice training. I’ve tried teaching games through typing in chat, but it doesn’t work as well.

It’s curious that he says that Catan “has absolutely nailed the Catan experience” when a few paragraphs earlier he was talking about how the social side of gaming was integral to the board game, a side that he finds totally missing from the online interaction.

There seems to be a bit of a revival of interest in board gaming, and hopefully the mainstream nature of the console experience will mean that better games will be available for everyone. But revivals begin at home, so I should probably teach TTR to some of my friends. Maybe they’ll be ready for Catan by summer.

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May Strategy Preview

May 7th, 2007 by Troy Goodfellow · Preview

A weak month, I suppose, because everyone would rather enjoy the spring weather than crunch on code to get the game out in time.

May 10Circus Empire (Enlight)

May 15Nanny Mania (Dreamcatcher), UFO Afterlight (Cenega/Altar)

May 29Space Force: Rogue Universe (Dreamcatcher/Provox)

The fantasy RTS Stranger (Fireglow) has also been announced as a May release, but no firm word on that. Both Gamespot and Gamespy list UFO Extraterrestrials (Chaos Concept) as a May 21-22 release, but Matrix Games has had it available since May 4.

UFO Extraterrestrials has been getting some heat from the X-Com fanbase because the new game, clearly a descendant of the X-Com idea, will not kill your troops. Think of it as one of those RPGs or RTS campaign scenarios where the game can continue so long as someone survives. But wasn’t the tension caused by the death of your troopers one of the big things in X-Com?

Probably, but only for some players.

Chaos Concept has noted that allowing trooper death just encourages constant reloads for many players who don’t want to lose anyone. There will always be ironmen/women who see the casualties as part of the game, but the developers think that their way of doing things is at least as good. And remember guys – it’s not X-Com; it’s just a reasonable hand drawn facsimile.

In any case, UFO Extraterrestrials will be my big title for the month. I’ll let you know how it goes.

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Thoughts on Erfworld

May 4th, 2007 by Troy Goodfellow · Media

Anybody who knows webcomics knows about Rich Burlew’s always excellent Order of the Stick. Set in a Dungeons and Dragons campaign, Burlew keeps the art simple (they are all stick figures) but manages great characterization, good plot pacing and true story-telling all the while poking fun at and having fun with all the conventions of pen and paper role playing, adventure movies and fantasy lit.

For the last few months, Burlew’s site has been the home of another webcomic, Rob Balder’s Erfworld, set in a fantasy strategy game. A real world game master, mistaken for a renowned general, gets transported to an alternate world that plays by the rules of a turn-based strategy game with role playing elements. Bit by bit we learn about the rules of the world/game.

The art in Erfworld is more obviously “artistic” than the stick figures in Order of the Stick, but, so far, it largely fails as a riff on both role playing and strategy gaming. First, it takes too long to set up the plot. Second, the leader who looks like President Bush and female characters who look like underdressed pre-teens distract from the sense of an alternate world. But the primary problem is what it does with the rules.

Order of the Stick takes its rules literally. But Dungeons and Dragons is a very literal rule set. They have rules for everything. A strength score isn’t an abstraction; it’s a real number with real consequences. Resurrect spells resurrect. Gods are distant but present. DnD is a world. When rules have silly consequences, Burlew doesn’t hesitate to point that out.

Strategy game rulesets are not. They are representations of real world mechanics. Units don’t “pop” into place from the ether, they just seem to. There is an implicit understanding that the units are being recruited from a village or a military academy or a unicorn farm. There just isn’t any need to show that there are villages, academies or unicorns grazing. Likewise, turns are a way of handling player to player sequences. A world in which you can have real time conversations would have no requirement for war to move in turns. (DnD’s “round system” is, technically, turn-based, but can be sped up to approximate real time interaction, as the Bioware/Black Isle games demonstrated.)

The larger issue is that Balder has to make up his game as he writes the strip. And he has decided to make it Lands of Legend cute. So we have “Croakamancy” for “necromancy”. We have childlike leaders giving orders. And for the first 25 strips, the reader has no idea what the hell anyone is talking about. Why are there turns? What is Thinkamancy? Why can’t they do X? What’s with all the baby-talk? Is there a new Candyland nation in Dominions?

OOTS works for people who don’t know the details of DnD because it is, fundamentally, an adventure story. It both mirrors tropes (self-righteous paladin, sneaky rogue, arrogant elf, useless bard) and subverts them (homicidally insane halfing, brilliant fighter, crafty henchman) in a way to keep the plot interesting. And, just as RPGs are about character, OOTS is about the characters.

There are some “I’ve been there” moments in Erfworld. We’ve all thought we’ve stumbled on a killer strategy only to find out that the moves are illegal. But the more time that Balder spends explaining the rules, the less we care about what is going on with the characters. If he wants to describe a new game, he should find a better, quicker way to do it. Sadly, we have to learn right along with the hero since he is only allowed to do things prescribed by the manual.

Pen and paper RPG games are so much easier to write fan fiction about.

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This seems like a lot of steps

May 4th, 2007 by Troy Goodfellow · Ancients

Spearmen were the basic military unit in Classical Greece. To build your first spearman in Ancient Wars: Sparta you must:

Build a barracks
Build a forge
Build a workshop
Research “cold forging” at the forge
Research spears at the workshop
Design a unit that can use a spear at the barracks
Build unit

If you want him to have a shield, you have to research that, too, and then add a shield to the design. This, of course, adds to the cost of the unit.

If you want the spearman to be more than a useless-in-melee psiloi (skirmisher), you need to build a gymnasium and research Spartiates so you can design a spearman with some staying power.

There should be an easier way to do this.

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