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Getting Left Behind by RTS Tutorials

September 4th, 2006 by Troy Goodfellow · Uncategorized

I finally spent some time with Rapture-iffic Left Behind: Eternal Forces. Not quite knowing what to expect, I jumped to the tutorial to make sure that I wouldn’t miss out on knowing how to cast plagues on my opponents. (It doesn’t look like there will be many plagues.) The tutorial served as a painful reminder that there aren’t many new ways to do a RTS tutorial.

Granted, part of the market for LB is people who’ve never played real time strategy games. They may not know how to left select/right move a unit. And, like just about every single RTS under the sun, this piece of information is conveyed to you by a boring voiceover, a huge text box and blinking objects.

Tutorials are making manuals superfluous in many ways, and I’m all for that. Anything that cuts down the costs of production but doesn’t interfere with my ability to play are cool in my book. (Yeah, I’ll miss the “cool” manuals that had extra stuff, but how many of those do we get a year, anyway?) But the tedium of the tutorial has to go. I can’t imagine any adult novice starting the game tutorial and deciding that this is the game they want to play. If something isn’t blowing up in the first five minutes, I’m not sure it’s an RTS at all.

Singularly unhelpful in the Left Behind game is the zoom level. It’s amazing. You can zoom almost to the moon and get a great look at a drab city. But the minimap is too small to track all your units and you can’t see them very well zoomed out. But, when you zoom in, you can’t find your mission objective five blocks away. This proved frustrating to a vet like me, so I wonder how the expected army of newbies for Christ will deal.

Increasingly, tutorial levels are being made part of the story-based campaign of RTS games. I think I first noticed this in Age of Mythology, though I am certain it predates that great game by a year or two. This is a double edged sword. Though it usually arranges the lessons in a less boring way, it also sticks the player in a story that many will regret finishing. Rise of Legends‘ campaign isn’t very interesting, story wise, and most people will tune out half-way through the Alin section. So you tell players to start a story, but give them no real incentive to finish. In a game like AoM or RoL there is the further hazard that the player doesn’t get to touch half of the factions – which play very differently – unless they follow the story to near completion.

Luckily for Left Behind players, both factions seem to play the same (only the Tribulation Forces are available in the demo) so there is no need to worry about players learning only one way to play.

I know that tutorials are very important and that assuming people know anything is a danger. And any ingame tutorial beats the “read the manual and follow along” format. Is there a way to integrate the tutorial with the skirmish game? Rome: Total War has options for high/medium/low advice – maybe you could have advice pop-up if the player is idle for ten seconds? (“Are you having trouble?” “What do you want to do?” “I see your Timonium is low. Do you want to know how to make more?”) You could disable this, of course, but no decent RTS player stalls for five seconds, let alone ten.

More thoughts on Left Behind to come. It’s arrival shines a light on all the usual RTS conventions because it is so slavish in mimicking them. I’m not sure I want to give these guys my money, but I want to play this thing through. It is fascinating in a Mystery Science Theater kind of way.

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September Strategy Preview

September 4th, 2006 by Troy Goodfellow · Uncategorized

September 2006 is the month of CDV. The German publisher has four games on the way this month, and a couple of them might be good. The monthly release calendar (pruned from Gamespot’s release list) follows, with the publisher and developer following the game title.

Septemer 8Silent Heroes (Paradox/Dark Fox), Perimeter: Emperor’s Testament (Paradox/KD Lab)

September 11Pacific Storm (CDV/Lesta), Company of Heroes (THQ/Relic)

September 12Joint Task Force (Sierra/Most Wanted), Faces of War (Ubisoft/Best Way)

September 25Paraworld (Sunflower/SEK Ost)

September 26Caesar IV (Sierra/Tilted Mill), Heroes of Annihilated Empires (CDV/GSC)

Septemer 30Warfront: Turning Point (CDV/Digital Reality)

Going purely on buzz, Company of Heroes will be the big hit of the month. I’ve been wary of trying the demo, in case it pushed me to make yet another purchase in a year where I’ve already bought a lot of software. Plus, I have to admit to being a little exhausted with the WWII RTS thing. Who isn’t? But when three or four different people take time to tell you that it is a very, very good game, you have to take notice.

Paraworld is probably the most interesting game coming out this month. It’s dinosaurs versus the recent past. Certainly an original theme and it looks very, very colorful. I’m a sucker for new themes and new worlds so I’ll grab the first demo I can and weigh the wallet.

Then we have Caesar IV, a game that I was greatly looking forward to until the spate of Rome city building games this year. C4 has the advantage of being made by Tilted Mill, the developers of Children of the Nile, one of my top games of the last five years. But where crossing the Rhine to kill Nazis is the dead horse almost everyone has beaten over the last decade, Rome is the civilization that the others seem afraid to stray from. Three cheers for familiarity, I guess. When making anything it is important that the audience have some schema to hang their expectations on.

And I say all this as a man obsessed with ancient Rome. (I’m typing this in my toga right now.)

September 25Paraworld (Sunflower/SEK Ost)

September 26Caesar IV (Sierra/Tilted Mill), Heroes of Annihilated Empires (CDV/GSC)

Septemer 30Warfront: Turning Point (CDV/Digital Reality)

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Guys on a map

September 3rd, 2006 by Troy Goodfellow · Uncategorized

I was dabbling with a preview version of Europa Universalis III when my wife came in to comment on how pretty it looked. (I think she was humoring me, but I was zoomed in pretty tight.) Then she started going on about the improvements made to Civilization. When I told her that the game I was playing was not, in fact, Civilization she commented, “Well, it’s still guys on a map.”

I love her anyway.

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Apocalypse Now

September 1st, 2006 by Troy Goodfellow · Uncategorized

A demo is available for the End Times RTS Left Behind: Eternal Forces. Once I get the office organized and my upgrades installed, I’ll be giving it a whirl.

I’m not the only person looking forward to this game. And, like many of them, I am probably looking forward to it in a most uncharitable and un-Christian manner. The books on which the game is based are terrible (as both literature and theology) and there is a sense of great expectation that Left Behind: Eternal Forces will be the guilty pleasure game of the year.

Like many games that are clearly “about” something, it will certainly be a challenge for us pseudo-journalists. If a game has a positive message, should that count in its favor? If a game has no redeeming social value and is only there to shock, should it be penalized? What if a game has a message that some find uplifting but others find a grotesque parody of a sacred message?

The LB:EF developers have been very vocal in saying that they primarily wanted to make a good game, and, for the sake of gamers everywhere, I hope they do. We can always use more good games. There has been a lot of speculation about how much unbeliever slaying will be involved in the game, though, so I wonder if a good game is possible when it is based around a modern Crusade? (Curiously, gaming pundits have less problem with games made about the actual Crusades or other historic religious conflicts).

The final game won’t be revealed until early November.

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Wrong Person in the Wrong Place?

August 31st, 2006 by Troy Goodfellow · Uncategorized

Kotaku’s Florian Eckhardt has an extended write-up of his Leipzig sit-down with Ensemble’s Bruce Shelley. Given a chance to see Age of Empires III: The Warchiefs put through its paces by one of the most important strategy game developers ever, Eckhardt devotes much of the article describing how bored he is. Eckhardt doesn’t like RTS games, doesn’t seem to know much about them and doesn’t pretend to care much about the expansion at all.

Who is this article for? If gives Eckhardt a chance to laugh at himself, but it isn’t such an amusing tale that many readers would find it hilarious. Anyone looking for information about the expansion will be sorely disappointed. And, given an opportunity – as a non-RTS player – to ask questions about why things are done the way they are in AoE3, he shuffles his feet, makes some wisecracks about the crappy notes he is taking and draws zero useful conclusions.

Is Kotaku at fault for sending this guy to cover a play session with Shelley? Not necessarily. Though some familiarity with the genre would have been useful, this in itself need not be a barrier to a good preview interview. And sometimes games journalists take themselves a little too seriously.

But I got the sense that Eckhardt wasn’t taking the job seriously, and that’s another matter.

I’m not saying don’t have fun, or don’t mock things that deserve to be mocked. But pay attention when you are given a chance to watch a master at work. Open your mind to the possibility that you might be wrong about RTS. And don’t waste an opportunity to communicate something interesting to the reader.

And for most readers, the writer is the least interesting part.

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Distant Guns

August 31st, 2006 by Troy Goodfellow · Uncategorized

Jim Cobb has a review of Norm Koger’s new naval battle game at Wargamer. Distant Guns, from Storm Eagle Studios, was developed by Koger and Jim Rose. It focuses on fleet engagements in the Russo-Japanese War, a conflict that was probably the last time large scale fleet engagements settled the course of a conflict.

Jim liked it a lot, which was a further incentive for me to break out the credit card and give it a whirl. So I scooted over to Storm Eagle’s website to buy the game.

Then I saw the price.

I accept that wargames are not cheap. Matrix Games has recently charged new game prices for retrofits of Operational Art of War and Harpoon 3. Shrapnel asks 45 dollars for a colorfully ugly, but pleasant, wargame based on Frederick the Great’s battles. If we want people to make wargames, we should buy the good ones at standard retail prices. (Don’t buy the bad ones.)

But Distant Guns is $64.95. That’s fifteen dollars more than I expected. Thank God for the demo.

I wish Koger and Rose great success, but that price is going to turn a lot of people off.

I’ll have comments on the demo soon.

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