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VGMWatch leadership crisis!

December 1st, 2006 by Troy Goodfellow · Uncategorized

OK, that’s a little melodramatic. But the lack of recent updates on what was once one of my daily reads has led the site managers to put out a call for help.

Though we didn’t always agree, I’ve long been an avid reader of Kyle Orland’s blog(s). He has a steady gig at Joystiq now, and is a regular contributor to The Escapist among other places. His insight and opinions on the industry media are missed, and it will difficult to find someone who can immediately step in and keep the audience that Orland has developed over the past few years. He’s been very conscious of the potential conflicts that his growing freelance career and media punditry create, but the very public nature of this self-inspection shows how sensitive he is to this issue.

Orland is doing fine, and isn’t dying or anything. We IM back and forth every now and then, and he’s been very helpful to me. But the less that VGMWatch is his, the less important it becomes to me. The thing with blogging is that it is a very personal enterprise. People generally become identified with their sites, and, for me, VGMWatch was a person as much as it was content.

I wish E-Empire the best in finding someone (or many someones) with Orland’s skills and humility. Check the archives of the site; he asks questions as much as he makes statements. They’ve got some big shoes to fill.

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Last Left Behind post – I promise

November 30th, 2006 by Troy Goodfellow · Uncategorized

It looks like there will be a sequel and it will have a proper RTS engine.

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Rise of the Witch King

November 30th, 2006 by Troy Goodfellow · Uncategorized

Though his review is mostly a feature list, Matt Peckham’s enthusiasm for Lord of the Rings: Battle for Middle Earth II – Rise of the Witch King is contagious. Maybe even good enough, he suggests, to restore BfME2 to the top of the “Best RTS of 2006” poll. He’s absolutely right that this has been a great year for real time strategy games, but so was last year. If anyone thought this genre was stale and dead, they clearly haven’t been playing many RTS lately.

Giles Bird over at Yahoo Games gives, I think, a more complete look at the changes in the expansion and how they affect gameplay and strategy. I’ll admit to never giving the “War of the Ring” mode much more than a token play through for review purposes. The real charm is in the skirmish game.

I’m still holding out on a few other reliable opinions – when you read as many reviews as I do, you get to know who you can trust and I’m waiting on two or three strong recommendations.

Oh, who am I kidding. I’m buying this this weekend. Until Company of Heroes came along, BfME2 was my strategy game of the year. I doubt this expansion will make me revisit that opinion, but it sure will be a lot of fun online.

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Left Behind review and gaming grammar

November 29th, 2006 by Troy Goodfellow · Uncategorized

Gamesradar has posted its review of Left Behind: Eternal Forces. After receiving my brief review, the editors decided to expand on some of my comments, which is totally cool with me. So there’s no Goodfellow byline here, since it was a collective effort, but nothing was added that I substantially disagree with.

Most of words survived editing, in fact, and I’m glad that this paragraph did. After talking about the fidgety control system in Left Behind, I wrote:

These may sound like nitpicky things, but they are the grammar of real time strategy games. If you can’t choose units and make them go do something interesting, all the scripture relevance in the world won’t keep you playing.

Well, the “relevance” isn’t mine.

A while ago, I linked to Corvus Elrod’s roundtable on Gaming Grammar. I had some trouble understanding what exactly he was talking about when he asked for submissions. But Left Behind made it perfectly clear.

There is a great difference between good writing and bad writing, and grammar is a big part of that. This does not mean that good writing always follows grammatical rules to the letter. Take sentence fragments. According to an article on instash, a good writer will occasionally use sentence fragments to capture a certain mood or pace. Bad writers will use sentence fragments because they don’t know better. Sentences have no verbs, there are misplaced objects, confused subjects, etc. Grammar allows us to follow along, to know what is happening and the speaker/writer’s attitude towards it.

The grammar of games is, fundamentally, interface related. Making things do what you want them to do. Left Behind: Eternal Forces is essentially illiterate.

1) Units are indistinguishable from a distance. “Friends” in their sweater vests look a lot like “singers” in their sweater vests. The only zoom level that lets you tell them apart is useless for navigation.

2) Groups of units have unknown compositions. If you drag/select a hero, two builders, two recruiters and five singers, only the hero is shown in the unit info screen. This is great if you just want to use that evangelism power, but you need to recruit units. So you end up creating lots of separate control groups in even the smallest scenario.

3) Path-finding is erratic even when there is a clear path to the objective.

4) Targeting a unit is nearly impossible since you need a ridiculous level of precision. Where most games have context dependent meanings for the right mouse button (it can means “attack”, “heal”, “chop”, “repair” or “join group” all in the same game), Left Behind often demands you select an action button and then target, by which time the target can be gone.

5) The main screen doesn’t default to North being up. North can be anywhere. And if you rotate the screen to get a better camera view, the minimap DOES NOT ROTATE. So it ends up becoming some sort of orienteering course.

You could probably get one of these things wrong and still have a good game. The standards for path-finding in the RTS world are so low that this could probably be overlooked if the other stuff was right.

A colleague offered the possibility that a lot of the middling scores for Left Behind are driven by fear of accusations that outlets are ragging on the game because it has serious religious content. All make the same observations, though some of them – incredibly – think the game doesn’t look “that bad”. If true, this is annoying. If not, then people at some sites are just too damned nice.

This is a bad game because it breaks all the rules for what makes a competent game. It will appeal to a certain market who are more concerned with the message and content of a game than whether it actually works. There are people who love Postal, after all, because it is so “outrageous”. There will be people who love this game because it has angels and evil spirits and glowing prayer balls.

For people interested in game design, there is nothing here. It’s not even a lesson in “what not to do”, since the sort of stuff it teaches is covered on day one. It is not a guilty pleasure, either, because it’s not funny, not over-the-top enough to make your jaw drop at its badness.

This is the worst designed game of the year.

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Air Assault Task Force Post-Mortem

November 29th, 2006 by Troy Goodfellow · Uncategorized

If you like complicated modern wargames, you can’t do much better than ProSim’s Air Assault Task Force series. They are foreboding to neophyte wargamers, and have neither the pageantry of pseudo-miniature games nor the leisurely pace of a turn-based hex map. But they reflect the importance of unit detection and mastering combined infantry/armor tactics better than most competing titles. If only the interface were less obtuse…

Wargamer has just published a post-mortem on the series with Pat Proctor. Though not as in depth as the Gamasutra post-mortems tend to be, it is always interesting to see developers talk in retrospect instead of prospect. More “here’s what we missed” than “this is going to be awesome”.

Very few solid nuggets of wisdom, though. There’s the usual it-took-longer-than-we-though comment, and some praise for a demo release. Worth a read if you’ve played the games.

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No truth-tellers?

November 28th, 2006 by Troy Goodfellow · Uncategorized

So far, only one reviewer has come out with the truth that Left Behind: Eternal Forces is one of the worst games of the year, even if you look at it purely as a technical exercise in game design.

So here’s a tip of the hat to Duke Ferris at Game Revolution. I’ll let you know more about why it sucks when/if my review gets uploaded.

EDIT: Brett Todd over at Gamespot has a great take down of this travesty. Until I can freely document each and every sin against game design in Left Behind, consider this to be good enough.

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