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Developer Interview: Brad Wardell, Stardock

October 9th, 2006 by Troy Goodfellow · Interview, Stardock

Yes, another interview with Stardock’s Brad Wardell. He’s a popular choice for an interview or a quote, primarily because of his accessibility. Stardock is the developer and publisher of the Galactic Civilizations games and there is an expansion for GalCiv 2 just around the corner.

Wardell is also the loudest voice on his weekly podcast, www.Poweruser.tv.

He agreed to answer a few questions about ongoing developments at Stardock, and has one answer that warms the cockles of my DC area heart.

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GC2 has been continually updated since release. Is it hard to know when a game like this is “done”?

It’s never really done. Economics are what usually force us to move on on something. At some point, you start to run out of minor changes to the game that you want to do. By then, anything new starts to cost too much to really put in.

Is there ever a concern that the pace of updates will outstrip the game’s documentation?

A couple of years ago it would have been impossible. But nowadays, thanks to thinks like Wikis, there’s volunteers who update the virtual documentation as we do updates.

What has been the most important change to GC2 since it was released?

I’d say it’s the moddability. I’ve been really surprised and impressed by some of the mods users have made. There’s an outstanding Babylon 5 mod out that pretty much uses the game engine to make GalCiv a Babylon 5 based game. Similarly, there are Star Trek and Star Wars mods that are incredibly impressive as well. It’s just really fun seeing fans do things that we never would have thought of with the engine.

Describe the setting of Dark Avatar, the GC2 expansion.

Dark Avatar takes place one year later after the campaign part of Galactic Civilizations II: Dread Lords. The evil Drengin Empire is victorious. They are now working their way to conquering the weaker civilizations. Earth is protected behind an impenetrable barrier and can’t be touched but also is limited in what it can do to help.

Given the generic nature of races in GC2, how will the new clans change things for players?

The Generic nature of the race sin GalCiv II has been something we’re tossing out with Dark Avatar. In Dark Avatar, each civilization will be given its own unique super ability that has a lot of code behind it in how they play the game (rather than just some number bonus). So the Terran Alliance are super-diplomats who can manipulate things politically, the Drengin Empire are dominators who can extort cash out of civilizations, The Yor can hold players speed down in thei territory, and Iconians are master adapters who can colonize certain types of planets more easily.

The two new civilizations, the Korath the the second (unnamed one) have their own powers. The Korath have a genocide ability that lets them construct units that can wipe out planets without having to invade. The others are master spies who can do harm to enemy planets while being protected from retaliation.

You recently expressed an interest in exploring mega-events for the GC epic game. Why? How would these work?

The biggest thing we can do to extend the fun of the game I think is to make sure the game stays fresh. One way to do this is to add what we call Mega Events. These are a step beyond the typical “random event” in that they have an intelligence behind them. Essentially the game core looks at the state of the universe and then can choose from a series of complex events that will mix things up. So if a player is wiping the floor with other players, the other players might form an impromptu alliance against them. Or if things are a bit stale mated, a galaxy wide civil war where several new civilizations are created who take territory out of each player’s empire.

The idea is to help create some variance (which is an option — users can turn these off when they start the game if they want) between games . A little drama can help keep the game from being predictable and require players to adapt their strategies.

Are you surprised that the GC series has become, for many, the standard by which other scifi 4x games are measured?

I am glad to see a lot of people like the game. There is still a lot of areas that we can expand on in the future. Master of Orion and other classic 4X games still have real followings that we would do well to serve more in the future. What we want to do is make games that are approachable by casual features but under the hood encompass the kinds of features and game mechanics that appeal to both mainstream gamers and hard core strategy game players.

Stardock has become well-known for its open community relations and has accrued a lot of respect from gamers. Was this part of the business plan?

We started out that way so we haven’t ever really considered doing it any other way. We’re really just gamers ourselves who just happen to make games. So we have areas in our own forums where we all will chat about other games (and do news items for other games as well).

With another presidential election only two years away, will we see another Political Machine?

Definitely. We’ll publish The Political Machine 2008 ourselves which will enable us to have a much bigger budget. We were happy with how the last one did, especiall considering the whole thing was made in 6 months by a team of 4 (including artists). With something to work from and a lot more data available, we hope to have a much more rounded political strategy game that will appeal to a wider audience.

You won’t be making space conquest games forever. There have been stories that you are trying to crack the MMORTS nut. Is there anything else on your plate that you want to let me in on?

We do have a long-term MMORTS being developed but the back end is going to take awhile to create so it’ll be vaporous for awhile. We do have a major new turn-based strategy game in development with a target release in a bit over 2 years but I can’t talk about it yet.

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Thanks, Brad for your time and cooperation.

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Another Compilation Set gone wrong?

October 8th, 2006 by Troy Goodfellow · Uncategorized

Computer Gaming World’s Ryan Scott is taking Sierra to task for its recent adventure game compilations. To summarize the sins:

1) The games aren’t XP compatible,
2) The packaging is unimpressive,
3) The compilations are far from complete, and
4) No special goodies beyond the games themselves.

No “Making Of”; no interviews with Roberta Williams, Al Lowe, or any of the other original game designers; no cool bells ‘n’ whistles. Even the old collections of these games had all that stuff. Not here.

Clearly, this is not a compilation pack aimed at fans of the Sierra Adventures. It can’t be. If it were, it wouldn’t just give players stuff they already had. I have the old King’s Quest Collection set and it includes the other adventure games that Scott mentions in his post. Without adding XP compatibility, it’s not clear if this is targeting new users either, those gamers who grew up in the afterglow of the Sierra games that set the path for the genre (for both good and illl) for so long.

You want to hear the sick thing, though? In spite of Ryan Scott’s post, I still want the Space Quest compilation pack. Because those games were mostly good and I don’t have them. And here I get them all in one place for only twenty dollars.

And for twenty dollars you really can’t expect a hell of a lot of chrome. This isn’t a fifty dollar Total War: Eras or Command and Conquer: First Decades. Each series had a different team behind it, and some have moved out of the industry altogether.

So I feel Scott’s pain and sympathize with his memories not being given the proper respect. But I’ll also squirrel away some money for Space Quest, thereby sending Sierra the wrong message.

I’m complicated.

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Children of the Nile revisited

October 8th, 2006 by Troy Goodfellow · Uncategorized

To gear up for Caesar IV (which I haven’t gotten yet), I reinstalled Tilted Mill’s last game, Children of the Nile. I do this from time to time for both review and remembrance because it is a good way to get a handle on a developer’s feeling for the material and to refresh your memory as to what in a new game is actually new. Before I reviewed Magitech’s Takeda 2, I replayed the original Takeda and Strength and Honour. Every new Ensemble or GSC release is preceded by at least a few hours of intense revisiting of earlier titles, either for good (Age of Mythology. Yay!) or ill (Cossacks II. Boo!). This is probably not normal practice, and I’m not even sure I recommend it. But it does give me more opportunities for blog posts.

It’s been about a year since I last played Children of the Nile in any serious way. In my February 2005 Computer Games Magazine review I wrote that it was “a daring attempt to rethink the entire city-building genre” and that “never has a city seemed so alive, its citizens so lifelike.”

Once you break yourself of the mindset that trade is about money and that taxes are for a treasury, you find this new way of playing much more satisfying. When your Pharaoh dies, has his organs ripped out, and is stuffed in a cedar box, he can rest easy knowing that he has presided over the kind of of kingdom gamers have been waiting for.

I settled on a 4/5 score because of some path finding and economic problems, fixed in the subsequent patches. It’s still too slowly paced for some gamers.

The more I play it, though, the more I love it and the less inclined I am to speed it up. Children of the Nile is, in many ways, like Sid Meier’s Pirates!. First, it’s a very leisurely title that encourages you to sit back and enjoy all the visuals. In Pirates, it’s stuff like the dance moves and ships sailing in the distance. In Nile, it’s mourners carrying a sarcophagus to a nearby tomb or monkeys running in the streets. Second, just like in Pirates, it’s quite hard to reach a fail state. If your economy collapses, it will eventually get going again. Your kingdom’s health is inextricably linked to the flooding river, so as long as there are seasons, there will be an Egypt. In both, success is defined by the player as much as it is by the scenario goals. Third, and most importantly, it is a convincing representation of what it purports to be.

Let me unpack that for you. Pirates is about pirate movies and carries off that conceit brilliantly. Cartoonishly acrobatic swordfights, beautiful girls, revenge for a separated family, treasure buried all over the Caribbean…all pirate movie stuff and Pirates makes it work.

Children of the Nile, more than any other historical city builder, feels historical. More than that, it feels 4000 year old historical. Beautiful temples rub shoulders with laborers huts. Life is tied to the seasons. The gods are deeply important to your people, but more important when things start to go south. Your wealth is measured in status and prestige and the size of your educated court, not in how much money you have.

Is this an accurate description of Ancient Egypt? Not sure. I’m more of a Greek and Roman guy. But it is a world so distant that it has to play differently than all the other Impressions games which become one big theme in my brain. Emperor: Rise of the Middle Kingdom didn’t play that differently from Pharaoh or Zeus or Caesar III. It could have been about the Aztecs for all the difference the theme made.

The slow pace works in this alien world. The Nile is timeless, the seasons move on and your Pharaoh will eventually move to the land of Anubis. If it feels like the game is taking forever, it’s OK because the game is about forever; the eternal rhythm of society that drove early civilization. There is little upward mobility; farmers may eventually become nobles, but their hut won’t have a series of renovations like in the three Caesar games or Glory of the Roman Empire. Ancient Egypt is a society where roles are assigned and then carried out. This game is about the Pharaoh – his prestige and his legacy. But all is built on the barley and wheat surplus.

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On Site Review: Civilization IV Warlords

October 7th, 2006 by Troy Goodfellow · Uncategorized

Expansion packs for strategy games can be tough to evaluate. Most do little more than add a few new factions or units, maybe additional scenarios or maps. They, by definition, expand a core game – not reinvent it. Actually, the first expansion packs for the Civilization series, designed for Civ 2, were merely scenario packs, the Multiplayer edition excepted.

Warlords‘ best aspect is its scenario pack. Though a couple (the Roman and Peloponnesian ones) aren’t especially creative, and one (Omens) doesn’t really work at all. The remainder are crafted to make the most of the customizing potential of Civ IV. Take the Mongol scenario for example. Genghis Khan gets a special “camp” unit that spawns new units automatically. There is no way to choose what unit pops out, but you can change the odds a little by parking the camp on specific terrain types. Technological advancement comes through vassalizing your neighbors, each of whom has a specific tech you can grab once they in your orbit. Combat is promoted by the clock that ticks down your victory points and tocks up to the end of the game.

The other Asian themed scenario, the Unification of China, is also a keeper. Ideally it ends in a diplomatic victory with everyone bowing to your inheritance of the Mandate of Heaven. Mostly, it is a tight struggle to eliminate or vassalize the weak so you can focus on wearing down your rivals. Since everyone starts on an equal footing, recognizing who to pick on first is part of the challenge.

What about the additions to the core game? New traits, new buildings, new leaders, new Civs…nothing really amazing here. Though it’s always nice to see my old enemy Shaka, the Warlord unit and the new military traits (Protective, especially) seem like the afterthoughts that military expansion has tended to be in Civ IV. The Warlord theoretically encourages early aggression, but the Civ IV design really doesn’t mesh well with Bronze Age combat in most of the races. Sure, the Aztecs and Romans are given an even bigger reason to go nuts with the pillaging and annihilation. The Egyptians, even with their new leader Ramsses, are still better off pushing for a cultural war.

The reviews for Warlords have been mostly glowing. Raving even. I find it more than a little amusing that three of the four lowest scores (Gamespy, Computer Games Magazine and Eurogamer) come from three of the most reliable strategy game reviewers in the business. But it’s mostly eights and nines and talk about how cool all the scenarios are.

But so much of Warlords is great because Civ IV is great. This isn’t an expansion like Civilization III: Conquests, which took a very good game to an entirely different level. And any serious Civ fan already has Warlords.

If you like Civ IV but aren’t married to it, the question remains though. Is it worth shelling out thirty dollars for some new nations and scenarios? If we begin by accepting that the Great Wall wonder itself is worth five dollars – it is seriously cool – then I’d encourage people to pick this up if only to see what Civ IV‘s open architecture makes possible. Now, Conquests demonstrated you could do a hell of a lot with Civ III, but Civ IV’s design is exposed to the world of mod makers, many of whom are doing some really amazing stuff right now. Some people might doubt just how different it can possibly be and Warlords answers that.

(Disclosure Time Again.)

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BAFTA Awards Winners

October 6th, 2006 by Troy Goodfellow · Uncategorized

The British Academy of Film and Television Arts revealed its first ever Video Games Awards winners.

The strategy winner? The much maligned, but, in my opinion decent, Rise and Fall: Civilizations at War. The Movies won for simulation. Of course, the strategy nominees were mostly silly and Football Manager was nominated everywhere. So this is more like the People’s Choice Awards than the Oscars.

And congrats to both the beautiful Shadow of the Colossus, which picked up two prizes, and Psychonauts for winning best screenplay.

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Gaming forums – who are these people?

October 6th, 2006 by Troy Goodfellow · Uncategorized

Scott Jennings has written a great post about official game forums and the problem/potential they have for developers. It sums up a lot of things I’ve alluded to before but in a much more elegant and amusing way.

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