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Bad news from Mad Minute Games

October 16th, 2006 by Troy Goodfellow · Uncategorized

I’m a big fan of the Take Command games, and the developers at Mad Minute should be very happy with what their tiny operation has accomplished.

So the news that sales have been poor and there are significant barriers to staying in business as a going concern is very disappointing. In a post on the company forums, Norb Timpko has outline what he thinks are the things holding back their games.

Here’s what’s holding us back (as far as the industry is concerned):
1. sprites
2. no multiplayer
3. very poor terrain engine (need to be prettier)
4. poor battle choices
5. lack of a way to edit maps
6. no campaign game

I think the sprites and terrain are fine, and I don’t know what he means by “battle choices”. Even a campaign can pushed aside, since many wargames don’t have them. But multiplayer and a map editor are things that everyone would recognize as sine qua non for the next version of the game, and at this point the lack of sales means lack of incentive for publishers to finance these changes.

The news that Adam Bryant is fighting cancer makes the outlook for a quick turnaround in the game even bleaker.

Such are the injustices of the gaming world. Norb and Adam always took my criticisms (what few they were) in the spirit in which they were intended. These are two of the good guys with immense skill who made a really good and challenging war game. The first one was good enough to attract the attention of Paradox, and both are compelling simulations of Civil War combat.

Let’s hope that someone sees what these gentlemen have to offer the wargaming community and steps up to help them keep going. Yeah, development houses shut down all the time, and indie game making on the scale of the Take Command games is a long shot. I thought they could do it. And I still think they can.

Good luck, guys.

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Gamer’s Bookshelf: Gulliver’s Travels

October 16th, 2006 by Troy Goodfellow · Gamer's Bookshelf

Jonathan Swift’s Gulliver’s Travels is one of those classics of English literature that has become so familiar that a lot of people recognize with the content without ever cracking it open. An English doctor gets shipwrecked over and over again in strange worlds, allowing Swift to make a series of satirical comments on his own 18th century England. From this book, the words “yahoo” and “Lilliputian” have entered common parlance.

The first land, Lilliput, is populated by a tiny race of petty plotters. The second, Brobdignag, is a kingdom of gentle and generous giants, whose moral superiority over Gulliver is as great as his was over the Lilliputians. The third section deals most memorably with Laputa, an island of scholars wrapped up in futile experiments that condemn the common people to lives of starvation and tyranny. Finally, Gulliver is stranded in a land of intelligent horses, so perfect in wisdom and virtue that he wishes dearly to join their company, but cannot because he is too similar to the lower primates they use as servants.

Though Tolkien gets a lot of deserved credit [Read more →]

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CGW Archive Online

October 15th, 2006 by Troy Goodfellow · Uncategorized

Now that Computer Gaming World is officially Games for Windows, it’s probably a great time for the Ziff Davis people to upload the covers of every single CGW printed. They’ve also made available the complete text of the first 100 magazines, stretching from 1981 to November 1992 – an amazing resource for people as interested in the history of gaming as I am, not to mention an excellent window on how the gaming press was different when there was barely any gaming press to speak of.

It’s easy to forget how important wargaming was to the early computer gaming industry. Board game publisher Avalon Hill was a major player in the electronic gaming world. Mark Evans Brooks used the pages of the magazine to compile an encyclopedic list of wargames that had been published (now available here.) Because there was little going on in the strategy realm outside of the standard wargame model, Civilization was covered in the wargame section. For a long time, CGW just classified games as “strategy” and “adventure”.

It’s interesting how the covers have changed, too. They are a little reflection on the rise and fall of genres. Look at all the flight sims that earn covers in the 1988 to 1993 period. The last airplane to make a cover was for Crimson Skies in early 2000, but that was more an action/arcade game than a flight simulation.

The 100th issue (November 1992) has a great series of capsule histories of the first decade of CGW (or “3900 games later” as they phrase it). And the ads are always great. They used to have a stock market section, for crying out loud!

Kudos to CGW/G4W for doing this. If I didn’t have so much work to do, I’d waste my day just reading this old stuff.

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November CGM

October 13th, 2006 by Troy Goodfellow · Uncategorized

This month’s Computer Games Magazine is mostly Troy-free. I can’t think of a better reason to go out and buy it right now.

My Alt.Games column has brief blurbs on Flower Quest, DevastationZone Troopers and another favorite for indie game of the year, Armadillo Run. It is one of the great puzzle games of recent years and is the best Incredible Machine descendent yet born.

Lots of features this month including a look at the upcoming Lord of the Rings MMO (coupled with yet another recap of Tolkien in games, only done from Tolkien’s perspective.) Lara Crigger, quickly becoming the go-to writer for social commentary in the gaming world, has an article on political protests in MMOs, though from where I sit, only the liberal in her example was really protesting – calling people ethnic slurs is neither conservative nor an act of protest.

Brett Todd has a great primer on Civ IV mods and there seems to be more board game content this month for some reason. Considering the misty origins of the magazine, these seems entirely appropriate. And there is another brutal review for Kerberos’ Sword of the Stars and another rave for Company of Heroes. I’m glad I bought the latter.

This month also marks the launch of the new The Globe venture from CGM, Massive, a magazine about MMOs. It’s only a quarterly, and I haven’t seen it yet. But I’m hearing good things. Good luck, guys.

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On Site Review: Defcon

October 13th, 2006 by Troy Goodfellow · Uncategorized

First let’s get this out of the way.

Defcon has as much to do with the Wargames movie as Redneck Rampage does with Deliverance. It takes the look of the of big battle screen in the movie and has many homages to the film, but this is not a message game. In spite of all the reviews from other Cold War children waxing about how nobody really wins a nuclear war plus the cute domain name for the game, Defcon declares a winner. It even says “So and so wins”. The faint coughs and cries in the background do nothing to remove the zeal of a perfectly executed late submarine attack. You don’t regret hitting Cairo, you regret not hitting it first. And, given the right amount of planning, you can actually emerge with only a million or two dead.

This is the early favorite for independent/budget game of the year and it’s not hard to see why. Defcon is one of the purest strategy games I’ve ever played. You have to balance your planned attacks against where you think you need to defend. Timing is everything – if you wait too late to launch, you expose your cities to counter attack. If you start too soon, you will waste missiles and expose a launcher. Multiplayer games larger than 2 require a lot of counting and guesswork. Since there can only be one winner, should you stab your ally in the back? All you have to go by is the simplest iconography imaginable.

And it all comes down to very simple choices. Your missile silos are also your anti-missile shield, but can only do one task at a time. Once you open the silo doors, the platform becomes an easy target if there aren’t other ABMs near by. Aircraft carriers carry bombers, but are also your only chance to spot the submarines before they launch. Subs are nearly invisible but are only real players once they expose themselves by launching. Every weapons platform has a trade-off and you must balance all of these against the geography you face and the race to detect what the other guys defence looks like.

The purity and simplicity of the design does cause some problems. Your defenses will attack any enemy missile even if its not headed for you, making North America one of South America’s best defences from a European attack. The emphasis on the stylish arcs of the missiles means that they don’t always take the shortest route. West Europe is so small that you can get almost perfect AA coverage – the price of this is that it is easy to find all the defenses. Eastern Europe can get squeezed between Asia and Europe in an unhealthy way; a third player is in for a world of hurt if two decide to beat on him at once. More complex rules or less stylish presentation might mitigate some the missile stuff, but a third wheel will get ripped off in most games, anyway.

The speed timer is a curious little feature that could open Defcon to subtle mindgames. The action takes place at the speed set by the slowest player. So a more patient individual could slow things down to a crawl if only to provoke more excitable opponents who want to do something. You can give the AI lots of cute names like Chavez and Putin, or the tough Joshua (from the movie) and pre-emptive strike prone Reagan. These are nice touches that allow for a little unpredictability in an AI that does tend to fall into patterns.

This is not a serious game, but any serious gamer has to play it, if only to remember what makes a strategy game good. It’s not historical fidelity or flashy animations or a story based campaign. It’s the balance between aggression and timing. The pleasure in seeing a plan work. The behind the scenes action to get an ally before everyone starts screwing you over. It’s detection and diversion and pushing your enemy into unwise actions.

This is Introversions third instant classic (after Uplink and Darwinia) in three games. Nobody should be this good.

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Medieval 2: Total War demo

October 10th, 2006 by Troy Goodfellow · Uncategorized

The demo of one of the most highly anticipated strategy titles of the season is now available at the usual places. Fileplanet, Worthplaying, and probably a few other places before the day is out.

My verdict? It’s very pretty, but the battle engine has always been pretty. And that’s what the demo is – a tutorial and two battles (Pavia and Agincourt), both of which are pretty hard to lose. There will be the usual whinging that because the battles play faster than they did in the original Medieval that they are somehow “less tactical”, which both overrates the sophistication of the old and underrates the strength of the new. Considering how many ancient and medieval battles ended in one side heading for the hills as soon as things started to go badly, people should be happy that the battles last as long as they do.

A lot of variety is on display, and some of the animations are very nice. But the pull for me has always been the strategic game, not the wargame. This is probably the one reason I think Rome was a huge, huge improvement on Medieval. There is an “overview movie” that describes some of the campaign features in a far too excited voiceover (“THIS IS AN AGE OF DARKNESS!!!” Uh huh.) The addition of religion worked OK in the Barbarian Invasion expansion, but was open to exploitation. My big concern is whether, once again, the genocidal approach to warfare (massacring entire cities) is the best way to ensure stability.

So, the demo is good for what it is, but once you play the battles there is no need to keep playing it. Am I expecting too much from a demo because I want some replayability? Some variety in maps? A chance to play both sides of whatever battles are included? This is better than the Rome demo, but not so compelling that I feel any need to keep it around. I’ll experiment with some of the graphics settings and then move on.

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