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Sid Meier is always right

June 21st, 2006 by Troy Goodfellow · Uncategorized

I was at Firaxis yesterday, mostly tagging along with a fellow scribe as he worked on a preview of an upcoming game. He had a chance to talk to Mr. Meier about a wide range of things. One of the topics touched on was how nice it would be to just plop a disk into a computer and have the game just start. You know, like a console game.

At the time, I smirked a little on the inside, mostly because I don’t usually have enormous problems installing games. We have a wide range of machines with a wide range of abilities. I like this flexibility and the install time gives me opportunity to read the manual.

But today I spent well over 90 minutes trying to get a single game to install. First the game was on a 16x DVD-R, so that ruled out the first machine. So I moved up a level and the installer kept starting and stopping. Starting and stopping. Sometimes not starting at all.

Then it started well, but prompted me to register. No problem. I always register. This crashed the install.

Finally I get it on the computer. But wait – it has to update my DirectX. Actually, it doesn’t since we keep Dx up-to-date at all times, but games now require that you use their Dx installer. Fine.

Oh, and it’s Starforce. So it has to install “additional libraries”. Install those. But before I can play, I need to reboot so that installation can complete.

Done. Everything installed. This being a press review copy, I put in the “start disk” (some European thing…) so I can actually launch the game.

“The code you have is invalid or incorrect. Please enter a code or contact customer service.”

Code? CODE!? There is no code on any of the stuff they sent me.

Some days it doesn’t pay to get out of bed.

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A Sense of History

June 18th, 2006 by Troy Goodfellow · Uncategorized

I’ve been listening regularly to the PC Gamer Podcast for the last month or so, and it is getting a lot better. The addition of a single female voice helps a little in distinguishing which male is which, and since the voice is the learned Kristen Salvatore, even better. There is a better sense of an agenda and many fewer in-jokes. So, kudos to the guys at PCG for giving me a reason to keep listening.

But the most recent episode caught me short when Editor-in-Chief Dan Morris said that he wasn’t sure who Chris Crawford was.

This admission came by way of commentary on gaming’s Jeremiah once again emerging from the wilderness to say that gaming has lost its way and that it can only be saved by innovation, whatever that means. The PCG discussion followed the expected form of talking about what innovation there was in the industry, a recognition that there is a lot of me-tooism in the industry and some curiosity that Crawford can make these claims when he cops to not really following the game industry that closely.

But the EIC of computer gaming’s number one publication saying that he didn’t know who Crawford was stuck with me. True, he hasn’t made a game in a very long time. But this is the founder of the Game Developer’s Conference. One of the fathers of war and strategy gaming on the computer. The first real analyst/practitioner of electronic game design.

I’m not going to say that these credentials mean that his opinions on the current industry automatically have merit. I think he’s a bit of a crank, divorced from the market pressures that exist today and blind to all the great stuff going on in the industry.

I will say that a man of Crawford’s stature should at least have his name recognized by computer games journalists/analysts. If this is the fate of Crawford, who emerges from his cabin to rant every year or so, what has become of the reputation of the late Dani Bunten, probably the single most creative and wide-ranging talent of the early days of the hobby?

In a way, this is a result of the now-ism of the hobby. It’s mostly about “what have you done for me lately?” which is perfectly reasonable if you see your job as a critic to simply be reporting on what is on the shelves. But not knowing what has gone before makes it impossible to recognize how far game design has come.

It is the mirror image of Crawford’s problem. He was powerful and important when the industry was in its infancy; a time when everything was new and everything seemed possible. Games had little hope of going mainstream. So he sees everything around him today as a pale shadow of those glorious days of invention and creativity. Could there be a time in the near future when journalists forget when there were no RTS games? When MP was either absent, unreliable or hotseat? When Sid Meier made flight sims?

The historian in me naturally thinks this sort of stuff matters somewhere along the line. No, your average gamer doesn’t need to know this; your average American doesn’t need to know about the Shay’s Rebellion to be a good citizen, either. But a little perspective on where the hobby has been can give game journalists and critics some clue as to how it has gotten where it is.

In other words, to know Crawford, you must know his opinions on Balance of the Planet and why he thinks it failed.

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Firaxis podcast

June 17th, 2006 by Troy Goodfellow · Uncategorized

I’m an admitted Firaxis fanboy. Though I will often take shots at the company for resting on Meier’s past triumphs, I can’t deny that the re-imaginings and revisions of his classics are irresistible and addictive.

If you want some insight into the company, they have a podcast now. I mean, why not? Everyone else does. It’s pretty short – less than a half hour – and will be monthly. The purpose behind the podcast seems to be to show how cool Firaxis is as a workplace. But there is also some insight into how the games industry works with some discussion of what exactly a producer does and how QA may not be the most exciting job in the world.

Stay till the end for the Meier Minute. The podcast looks like it will be slowly releasing information about an unannounced Firaxis game.

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Developer Interview: Xavi Rubio

June 16th, 2006 by Troy Goodfellow · Interview, Shrapnel

I recently noted that Rise and Fall: Civilizations at War has some of the best RTS naval mechanics around. And, considering the dearth of good naval simulations out there, it’s nice when anyone pays attention to that military arm that Mahan considered the sine qua non of real power.

To that end, my latest developer interview is with Spanish wargame developer Xavi Rubio, the brain behind Hyperborea’s upcoming ancient naval wargame Galley Battles.

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Naval warfare is an underserved topic, and ancient naval warfare doubly so. What brings you to this period?

In fact I think that this is probably one of the reasons to make a game about this topic. There are no games about these battles, that I think have plenty of room to make an interesting game. Moreover, I’m interested on ancient warfare, in fact part of my research is related to it, so I tried to create a game focusing on an interesting yet not touched before topic.

Ancient naval warfare is pretty simple stuff. Ram another guy and either board or sink him. Is it a challenge to make this material compelling?

It’s not that simple, and this is the main reason why I think the topic can be enjoyable. Galley warfare was, on a microscale, similar to the aerial duels of 1st world war. Individual galleys try to maneuver in order to make a good position to ram the enemy without being rammed. Boarding techniques are more rough, but the fact is that you need to create superiority points where you have more ships than the enemy on local zones, in order to break the opponent’s formation and make his morale sink.

Moreover, reading ancient primary sources you notice that there were complex maneuvers, like kyklos (hedgehog formation), periplus and diekplus (flanking attacks, deep formation attacks), etc. so in fact the type of battle was quite more technical than the ones of other naval eras like Napoleonic Wars or the First World War.

What experience do you have in developing wargames?

This is my first title, so I don’t have any previous experience as developer of wargames.

Except for the high points like Salamis and Actium, the ancient sources are mostly vague in how these battles transpired. Do you find the lack of solid material an obstacle to design?

Sometimes it is, as we don’t know exactly how the galleys of Carthage were, or the composition of the Persian fleet in Salamis. But, on the other way, it gives the developer more interesting options, as we need to read every article and book about the topic in order to make things historical (at least as it can be on a computer game).

The screenshots of your game look, frankly, old – something from the early 90s at best. Is this a choice, or just a stepping stone to something better?

It was a choice, and we don’t think that the game interface looks old. I mean, of course it doesn’t have 3D graphics but it was our choice, because a battle with more than 200 ships each side could be difficult to manage with other views. We thought that the 3D view wouldn’t improve the game enough to waste our time on it, so we decided to go on 2D. Anyway the artwork is IMHO quite
good, and the animations of the galleys, sea, weather, etc. will make a dynamic battlefield, trying to avoid the board effect of most of computer wargames.

How did you come to work with Shrapnel?

We sent some pics of the original engine, and the concept behind them to some publishers, and the first of them that contacted us was Shrapnel Games. They are the best help a rookie game developer can get, I can assure you :-)

Time and money are always issues for the indie developer. How would you describe your process so far?

Time is the decisive factor. I’m working on a research group, so I\’m trying to divide my time between both activities. Is is not easy, and I think that every developer that wants to start an indie project should be quite sure about it, because it’s a tough task!

Wargames are tough sell, and hard to make profitable even when costs are low. But you wouldn’t be doing this if you didn’t have some hope. Who is your audience?

In fact I didn’t started the game as a profitable project. Programming is a hobby for me, and I started this game as some people construct models or see films. It was a creative way to improve my programmer skills and enjoy with it. After realizing that some people could be interested on the result, I contacted with Ruben Zubillaga, the artwork designer, and started to make it
a professional product. As the game has been focused on a “niche” sector of the market, we know that we won’t get millionaire sells, but we are sure that there exists an audience insterested on this kind of game. In fact, the existence of several publishers of this kind of indie games is the proof.

What has been the most difficult decision so far?

The change of the movement system. As you can see in the first screenshots, we started with a classical hex-grid system. When I tried to develop formation-complex movements I realised that the system wouldn’t work well with only 6 headings for a ship, so I started to search for a more flexible system. The result is a movement and combat engine that combines real physics (acceleration, weight, inertia, …) with the common factors of wargames (maneuverability, toughness, etc.).

If a mysterious investor showed up and gave you 15,000 dollars to spend on the game, how would you spend that money?

Tough question. Maybe I would like to sell the game with some additional values like printed maps of the battles represented in the game, and diagrams of the ships. This kind of objects have disappeared from modern games, as I recall that some years ago every game was sold with the manual printed and some valuable items like maps and so on. In fact, Shrapnel Games sell its games with printed manual, one of the topics that decided me to sign up with them.

As a developer, which other games or game designers do you look to for inspiration or ideas?

I have played quite a lot of games (specially wargames) in my life. Some of them are classics, like Operational Art of War and Panzer General. I suppose that they are part of my inspiration, but talking about modern titles I would choose Combat Mission and Highway To The Reich. Galley Battles is similitar to CM in the fact that the player gives orders to units that try to accomplish them (instead of move like automatons). The turn system is WE-GO, too (orders are executed at the same time).

HTTR is an impressive game with the best AI that I\’ve seen ever on a computer game. We are trying to make a competitive AI capable of making tactical plans and surprise the player.

When will we finally get a chance to see Galley Battles in action.

It depends on the time I will be capable of invest of the game. We expect to publish it this year.

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School’s Out

June 16th, 2006 by Troy Goodfellow · Uncategorized

The last exam taken, the last form submitted, the last tearful farewell from a student and my year of teaching has come to an end. I had a lot of fun, learned a lot about myself and my tolerance for bureaucracy and public school expectations.

But I can’t say that I’m sad that it is over.

Plans for the summer:

1) Finally get this blog on to my own domain.
2) Deliver all my promised articles on a more regular schedule.
3) Get a couple of chapters written on my book.
4) Get this blog on a routine, with regular weekly features.
5) Clean my house.
6) Play more games.

Top of that “play” list is to play more Gal Civ 2. This is one of my favorite games of the year so far, but I haven’t had much time to play it since the review was written. It has been continually updated since release, and the new 1.2 update is supposed to be a big one. Stay tuned for my opinion on that.

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Rise and Fall – Between Good and Average

June 14th, 2006 by Troy Goodfellow · Uncategorized

You can read my review of Midway’s Rise and Fall: Civilizations at War here. Actually, this is Stainless Steel Studios’ game – the final game from the people that brought you the highly overrated Empire Earth and the greatly undervalued Empires: Dawn of the Modern World. As you can see, their titles never got very creative.

At Gamespot, Jason Ocampo ruled it “fair” – a 6.6 score that would have given me an out if I was allowed to use decimals. Over at 1up, Tom Chick ruled the game barely average with a 5/10, though the conclusion sounds like he almost gave it a three. There is actually quite a bit of difference in those two reviews, but both are let down by Rise and Fall. I wasn’t, but then my expectations were really low.

I went back and forth a long time on what score to give R&F. I know that the score isn’t the important thing, but I was held to a pretty strict word limit (and still went over…) and there was a lot I wanted to say about R&F. I had to decide whether this was a good game (a seven) or a solid game (a six). Then I had to choose my text to fit the conclusion.

Why the indecision on my part? Because, in many ways, those guys are right. Rise and Fall fails at a lot of what it sets out to do. The action part of the game is cool for a while, but ultimately unfulfilling. There is no sense that this is anything new or novel; it’s the same historic RTS that people have been making ever since Ensemble made Age of Empires. The campaigns are terrible.
But for me, the good outweighed the bad. No other RTS this side of Cossacks promises you huge armies and epic sized battles – and delivers. Sure, battles degenerate into swirling masses of crap, but that’s true about Rise of Legends, too; the big difference is that BHG’s swirling crap is usually very large and easy to notice. The siege warfare component is excellent – you can man the ramparts with archers and force your opponent to build weak ladder carriers to take them out. Civilian advisors are hired by spending “glory” a precious resource that can only be rapidly increased by going into battle. Choosing when to posess your hero can turn the tide of a major battle, or not if your opponent holds of on posessing his/hers until your Cleo in a miniskirt is seriously drained.

And, unlike some observers, I think Rise and Fall is actually a very attractive game. The trees wobble when struck by an axe, the flora and fauna frolic, the battles are appropriately gory. The buildings are a little dull, but really that’s about it as far as graphics complaints go.

None of this, however, makes me blind to the problems that neither Ocampo nor Chick spent much time on. (Ah, the tyranny of the word count.)

Take hero selection. Each nation gets two heroes, but for some of them there is only one real choice. Alexander is always a better bet than Achilles, Julius Caesar always trumps Germanicus; both favored heroes are faster, stronger and better with a bow. The Persians have the crappiest heroes (which isn’t surprising since they’re not even Persians) but Sargon’s Bow of Many Killings is almost always a wiser choice. They could have easily made this decision more interesting by making one hero cost more than another, making you choose between an early hero attack or a later one, or giving you the option to switch from a lame hero to a cool one once you had amassed a certain amount of glory.

Take naval combat. This game has great naval combat. Galleys ram each other, troops have to disembark and not just leap off en masse, you need drummers and sailors to perform sophisticated maneuvers…all very cool stuff. So why are there so few naval maps? Or so few maps that balance the new and wonderful ramming battles with the familiar archer/spearmen/horse-dude circle?

So, as you can see, I’m still a bit on the fence between good and average. (I’m on the fence about Rise of Legends, too, but it’s in a better neighborhood.) And this is why I wish I had more words. There are never enough words, even on the infinite page of the internet.

How did I finally decide? Well, I took my screenshots, wrote my two or three drafts…and did not uninstall. In fact, once the review was sent off, I played it again. And again. Is it the pull of material that I find inherently interesting? Considering my rapid uninstall of Legion: Arena, I don’t think so. Yes, I wish the AI was more aggressive. Yes, I sometimes wished the early economy wasn’t so weighted towards waiting.

But mostly I wished for a little more stamina so I could finish off those elephants.

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