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The Cultural Divide

January 16th, 2007 by Troy Goodfellow · Me, MMO

A year ago, I wrote about how everyone’s love of Oblivion was leaving me out in the cold. A hot, new title that became the game de jour for weeks. I eventually addressed that and found that they were mostly right – love it or hate it, Oblivion is a game worth talking about. (I lean towards the love side.)

Yesterday, I got an email from a friend asking if I was excited about the new World of Warcraft expansion. There was no sarcasm here. He was genuinely looking forward to being a blood elf. I explained that I don’t WoW but that I hoped fears of server troubles would not come to pass.

World of Warcraft is one of those once in a while games that transcends the gaming world. Even if you don’t play it, you can’t really escape it. I was at a dinner party and explained what I did for a pseudo-living and one of the guests immediately began asking about WoW – he didn’t play either, but he was fascinated by the idea (apparently oblivious that WoW isn’t the first of anything.) Wargaming friends are turning to WoW. It has become the amateur video maker’s setting of choice. It’s like The Sims only bigger because you are obligated to share the experience with your friends.

As a voracious consumer of gaming news and opinion, I pick up even more. I know what MC is. I can spell Azeroth. I know that you top out at level 60 (70 now, I guess). I know none of these things about Everquest, Dark Age of Camelot or Asheron’s Call – and I spent a lonely month in Asheron’s Call. WoW is bigger than any game since PacMan.

So why have I resisted? I must have had a half-dozen people try to strong arm me into their guilds. The subscription just means one less case of beer a month, or maybe more used books. Maybe the social scientist in me is more fascinated by the anthropology of this thing more than the idea of actually playing it. CGM/Massive Head Honcho Steve Bauman has pointed to the time crunch and lack of a finished state as an issue in MMOs, but he plays WoW.

Maybe I’ll try the Next Big Thing when it comes along. WoW can’t go on forever, right?

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Gamer’s Bookshelf: Guns, Germs and Steel

January 15th, 2007 by Troy Goodfellow · Gamer's Bookshelf

Jared Diamond’s Pulitzer Prize winning Guns, Germs and Steel sets out to answer a single question and finds a single answer.

Q: Why did the European powers have such an historical advantage over the world they dominated?
A: Geography.

Sure, the book is more complicated than this, but not much. The east-west movement of crops from Nile Delta to Fertle Crescent to Ganges River (and back again) was made possible by similar day/night cycles and mean temperatures, so there was a greater variety of foodstuffs in the early Eurasian civilizations. The ready availability of easily domesticated animals made farms and merchants more productive, especially when their power was yoked to the wheel. This gave a larger boost to centralization, labor specialization and communication of ideas. The transportation across the Middle East and Mediterranean spread the Babylonian cuneiform script, leading to written languages nearly everywhere in Eurasia, where the isolated Mayans had a language that spread nowhere.

Diamond takes some interesting detours. Why didn’t China dominate the world, with its huge population, written language and long technological superiority? What makes an animal suitable for domestication? There’s a very long and boring section on grain types. But the book has managed to do what few popular science books have been able to do. It takes a very complicated historical case, boils it down to its essence and loses none of the nuance that this sort of argument requires.

It’s a great book – one of my favorites – and was made into a not terrible PBS documentary series. Too bad any game that took its precepts seriously wouldn’t be much fun.

Only Civilization and its clones start from the same point as Guns, Germs and Steel. There are various tribes with modest differences in culture and suitability of terrain for settlement. In recent Civs there have been different resources which are tied to various advancements or military units on the tech tree. But Civ deviates from the Diamond model in very significant ways, even though many armchair analysts try to find connections between the two.

The “progress model” of historical 4x games has been much commented upon and is, naturally, historically suspect. No two civilizations follow identical paths and you can have advanced cultures without the wheel (Incas), the alphabet (Chinese) or animal husbandry (Aztecs). Civ retrofits the European model of success upon the world and gives everyone a roughly equal chance to get there. Though iron and horses could be very rare in Civilization III, the latest incarnation of the game makes them more common to prevent frustration at being stuck on a bad continent. Even if you don’t have iron or horses, there are ways to prevent this becoming a major problem. Rush for macemen or gunpowder, for example. Or expand your culture so your defending troops get that cultural bonus. There is always a counter.

Diamond’s major conclusions lead you to realize that there isn’t a counter to much of history. One advantage leads to another advantage until it becomes impossible to “catch up”. In this way, economics based real time strategy games aren’t a bad analogy. If you can get ten new villagers collecting resources when your opponent can only get out five, this early advantage can explode exponentially if managed right. Double resources means early advancement means more better weapons faster. The cry against “build orders” in RTS games is a cry against optimal paths up the tech tree – that there is an ideal solution. Where Diamond would certainly not refer to European domination as ideal, he would certainly point to it as relatively optimal.

Not that you can’t get completely screwed by a Civ setup. Some of my most memorable games are when my poor nation has had to start in a swampy jungle or desert island, unable to get anything going for the longest time. The larger the maps are, the more important early contact with another culture is. More than once I have dominated entire continents only to find that I was a half-dozen techs behind people on a more crowded land mass. (The necessity of cultural interaction is another one of the lessons of history that Civ gets right.)

But like most games, it is interested in balance – giving a player a chance to win no matter how things start. History is not interested in balance, which is why games are limited as true simulations or textbook substitutes.

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The Most Satisfying Thing…

January 12th, 2007 by Troy Goodfellow · Me, RPGs

Is loading Oblivion on to your new machine and having it auto-detect “Ultra High Settings.”

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Some thoughts on Medieval II

January 11th, 2007 by Troy Goodfellow · CGM, Creative Assembly, Medieval

If you want a real review, you can go out and buy the latest CGM, but I will take this opportunity to reflect a little more on this game.

First, let me make it clear that I stand by my review completely. This is a good game, made even better by the recent patch. It is a reliable formula that gives instant gratification. There are few things quite as satisfying as a bunch of knights swooping in on the rear of enemy pikemen or watching the halting mechanics of the trebuchet. The strategy game is mostly the same as it was in Rome (one of my all time favorites) though the city/castle management has been noticeably improved. Still, there are some really minor issues that nag at me.

1) Merchants – Is it just me or this a useless unit type? In order for them to make any sizeable sum, you need to park the money-grubbers on a resource very far from your homeland. Supply and demand I guess, though I don’t know why Turkish metals are necessarily better than ye olde Welsh metals. But by the time they get there and have enough skill to be a good return on the investment, some tycoon from Alexandria shows up and buys your guy out. Save the gold and build more archers.

2) Princesses – Thankfully, there aren’t as many of these running around as there were in the original Medieval. There it felt like you were running a convent school some times. But most of the time, they just become diplomats with hips. If you want to keep the family line going, you need to marry them off – younger, the better – so you don’t want to rush them from Paris to Constantinople looking for a foreign husband. Most of the time I just marry them to first single knight I adopt.

3) The Aztecs – These guys are tough. If you expect to just cut through the jungle and obliterate the Mexican people, you’re wrong. The armies are huge, and they fight you in terrain illsuited to your horse-heavy army. Add in the fact that the voyage is a long one and you will probably rethink your unwillingness to storm that huge Moorish castle.

4) Retainers – I love the retainers, but there should be a way for these to play a larger role in the game than as mere pluses and minuses to attributes. Maybe the pagan magician should make it more likely heretics will pop-up in territories where the general governs, or conversion will be more difficult. Why can’t we see the shield-bearer in action at the general’s side? As it now stands, all these retainers become a math problem. And they live just as long as your general does. Why not have some die off? And the “mother-in-law” retainer shouldn’t be so negative. Mothers-in-law are sweet and wonderful creatures that spread sunshine and daisies wherever they go.

5) Frills – I didn’t miss the assassination movies. They are certainly more varied than they were in Shogun, but how many times do I need to see my stealthy guy hiding in a barrell? The speeches on the other hand, are still great. The problem is that they don’t start until the camera has panned over your army. Very Spielberg, but it means that I need to be a little more patient than I usually am with this sort of game. Some people thought the speeches were gone altogether.

6) Weather and terrain – On a more serious note, I don’t get why they even bother having terrain and fog hide enemy units when the minimap lets me know precisely where they are. Sure, I can’t target them until I “see” them, but knowing the general direction and placement of the enemy means that I can get my flankers all set up. If you’re going to hide units, hide them.

7) Endgame – One of the great things about the Roman campaign in Rome: Total War was the endgame. After beating on barbarians for hours, you eventually had to win a civil war against your rivals. True, there’s no historic parallel to this in medieval history, but the Total War series is less about history than it is about smashing stuff.

Feel free to pile on in the comments.

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Februrary CGM Summary

January 10th, 2007 by Troy Goodfellow · CGM

This month’s issue of your favorite magazine has a big feature on the “Most Anticipated Games of 2007”. Usual fare for this point in the publishing cycle, right? Well, no other magazine will have a bus driving simulation on their list, which is one more reason to listen to Steve’s editorial plea to spread the good word about CGM. (Seriously, though. Listen to the man. No other mainstream outlet publishes reviews of wargames as often as CGM. And I’m sure they get no end of grief about it.)

Not a lot of reviews this month, but some very strong content all around. Good columns in every section, an interesting preview of S.T.A.L.K.E.R. and a Game Preview Madlib that looks distressing similar to things I have written over the years.

My contributions are a book length review of Medieval II: Total War, a Revisionist History look at Centurion: Defender of Rome and my usual Alt.Games colum (Travian, Virtual Villagers and Aquaball.)

Find it hidden in a newstand somewhere far from where you live.

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Help AGEOD pick their next game

January 8th, 2007 by Troy Goodfellow · AGEOD

Register at the AGEOD forums and help them choose what their next mini-game should be.

Almost all of the settings have something to offer.

Frederick the Great – These are the wars of the various Successions and the Seven Years War, so far only really covered in the very good (but sadly out of print) Horse and Musket series from Boku/Shrapnel. Great selection of powers with very similar armies. It helps that this era is already handled well in Birth of America.

English Civil War and Jacobite Rebellions – Roundheads and Cavaliers! Bonnie Prince Charlie! Claymores! Plus lots of stuff that depends on local support for your cause. Very neglected in the computer wargame world.

Thirty Years War – This was my vote, since I have a soft spot for the period. Well, mostly a soft spot for Wallenstein and Tilly. The Thirty Years War is one of the great tragedies of European history, and was the deadliest conflict it saw until World War I. To do it right would require a lot of diplomatic stuff, I think, but mini-campaigns like those in Birth of America could do it.

Mexican Wars – No thanks. Not interesting enough for me, especially the horribly one-sided Mexican-American War.

Taiping Rebellion – This is my second pick, largely because the rebellion itself is another great tragedy. The Taiping leader was one of those charismatic cultist types who usually fade away with a few of their followers, but he tapped into a larger resentment against Imperial mismanagement and European encroachment to produce huge armies. Hundreds of thousands of Chinese died in this protracted conflict. I’m not sure how interesting it is from a military standpoint, but it has the same regional loyalty thing that makes the English Civil Wars such a ripe field for exploration.

Libertadors – Simon Bolivar rocked. Probably one of the top ten people in the history of the Western Hemisphere, maybe top five. But the wars don’t have the same underdog vibe that the American Revolution has. Britain was the most powerful country in the world in 1775. Spain was a fading also-ran in 1810.

Since their next game is the US Civil War, it’s nice to see AGEOD filling out the “ignored wars” list. Here’s hoping they can do one of them justice. (Spotted at Tacticular Cancer.)

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