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Civ IV patch 1.61

April 13th, 2006 by Troy Goodfellow · Uncategorized

Civilization IV has been patched, and the changes are pretty interesting.

In probably the most significant gameplay change, the “chop till you drop” strategy has been seriously weakened. Many of the most successful Civ IV players center their early game around the deforestation of their first few cities. The wood is converted into hammers, pushing production ahead very quickly. The new patch limits forest cuts and decreases their productivity the further you chop from a city. Discovering mathematics will give you a 50% bonus to the deforestation effort.

The biggest longterm balance changes, though, relate to modifications to civilization traits and civic costs. Expansive states now have extra health to let their cities manage growth better and financial states don’t get the bonus that came with banks. These changes are in line with many complaints from users that financial leaders were overpowered and expansive ones too weak to really expand.

The Pit Boss and SDK have also been released, which means that there should be a revival of MP interest and lots of new mods in the coming months.

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The Movies

April 10th, 2006 by Troy Goodfellow · Uncategorized

Yeah, I’m just getting to this now. It was on my wish list, so the missus picked it up for my birthday. Good of her to do that. Always marry a nerd.

Lionhead and Peter Molyneux take a lot of beatings for creating games that are high on ambition and low on execution, and, despite the mostly positive reviews that The Movies got, this game has been lumped into the morass of failed expectations by much of the gaming public.

From what I can see that’s a little unfair. I haven’t really explored the much touted custom movie maker yet and I can already tell that this is a pretty good tycoon game. There are some interface problems, but there is a lot to recommend The Movies at a certain price point.

What I like most is that The Movies has a sense of time and place that few other games do. The period movies you make have the right feel, the clothing looks right, nothing is garishly out of place unless you advance too quickly on the research curve. I can think of few other “historical” game that has the same clarity about where and when it is set. And considering that the time changes with every passing hour, this is quite an accomplishment. Children of the Nile managed that feeling, but it was consciously an historical simulation, and limited to one time frame. This is a business simulation.

I may end up being disappointed in the end. But even if this is not the greatest people management sim of all time, I don’t quite get the dismissiveness that many gamers have for this title.

Actually, I think I do. Molyneux is still paying for Black and White. Developers that embrace publicity can never move out of the shadow of their worst game. Even as Derek Smart’s spaceship sims have improved (still not enough for me to understand them, mind you), he still bears the yoke of Battlecruiser 3000. A name change might let his games escape the past. John Romero will always be stuck with Daikatana. And Molyneux is forever linked with monkeys that throw crap.

This is partially Molyneux’s fault. He has a history of trumpeting how great and revolutionary his games will be, and from the man who gave me Populous, I expect great and revolutionary things. But Black and White and Fable were only partially successful in meeting expectations that he had raised.

And so, this good but not great movie making toy is lumped in with Moly’s Follies even though he made none of the same exaggerated predictions about what it would be or how it would transform gaming. Unfair, I think. But gamers are not exactly known for being fair.

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Developer Interview: Ming-Sheng Lee

April 7th, 2006 by Troy Goodfellow · Interview, Magitech

In another of my series of interviews with independent strategy game developers,
Ming-Sheng Lee of Magitech games agreed to answer a few questions about his enterprise, its past and its future.

Magitech is a Canadian gaming company that has had a bad run of luck. Its first game, Takeda, had the misfortune to arrive shortly after the almost identically themed but graphically superior Shogun: Total War. Creative Assembly has gone on to international acclaim and huge success.

Magitech has not. Its second game, Strength and Honour, languished for a long time before the company decided to go the self-publishing route in North America. It was mostly ignored. Takeda 2 was released earlier this year and has also eluded the notice of most of the press, though last month’s CGM had my quite negative review of the title.
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Why did you decide to do a sequel for Takeda?

I have some attachment to the Takeda game. Maybe it is because Takeda was my first published box game, and maybe because my father used to told me the stories about the Japanese samurai at Takeda’s time since I was very young. From the company’s view, it is reasonable that we start the Takeda 2 because of the feedback from Takeda 1 was not too bad and because it is a setting that we don’t have to do much new research.
Strength and Honor found a number of third party publishers outside North America, but you had to resort to self-publishing in Canada and the US. Did this surprise you?

It is kind of surprise us that the North America PC publishers didn’t pick up Strength and Honor for publishing. Though we did receive couple of offers but we decide to go by ourselves. It is a fast changing industry and overall, it seems the overseas market is getting stronger lately.
Strength and Honor has had almost zero coverage in the gaming press – even on sites that prefer to cover the indie scene – and Takeda 2 has likewise been uncovered. To what do you attribute this lack of attention?

I guess we are just not up to the job in marketing. We are considering hiring an agent for PR next time.
Have you changed how you promote your games so that more strategy gamers can learn about them?

We didn’t really put on any advertising for Takeda 2 or Strength & Honour in the North America market partially because we want to how the market reacts. As our latest title coming up, we will consider put all three products together and launch another demo kits for press.
The original Takeda was released shortly after Creative Assembly’s Shogun: Total War. Strength and Honor came out just after Rome: Total War. What is the effect of having a popular series cover the same ground as your titles?

Somehow, this has a huge effect which I didn’t expect it in the first place. Most people think we are a clone but the releasing date explained itself that it just happened both companies were developing the same types of game in the same time, twice. However, becoming a shadow of a mainstream game makes our games more difficult to stand out. People just comparing these titles without much knowing of what we really are.
In Takeda 2, you have abandoned much of the domestic government level micromanagement that Strength and Honour had. Why?
Basically we try to create a few different product lines. Takeda1 was a simple world mode mixed with plotted missions. S&H is an open world for players to explore. Takeda2 is a mixed of both. It’s not really which one is better but we like to offer players different game-plays in these title lines. And, if players favor one more than another, we will put more work on the popular one.
How big is your staff is Magitech? Does your size pose particular challenges in developing grand strategy games?

We are a really small company that most people wouldn’t believe. However, size doesn’t mean we could create a lower quality game. It is very challenging and it’s definitely an up hill battle. In every one of our games, we have a focus that no other games have. In Takeda series, it’s the formation. In S&H, it’s the personnel system.
What have been the biggest influences on Magitech as a developer?

The biggest influences on Magitech are actually the team itself. It’s not budget, and it certainly not the technology. It’s how Magitech sees what the games fun part about. Sometimes, we will have discussions or even arguments about how a game should be. After clear up the ideas then we will see if we can realize the ideas using our current resources. It’s like reality and dreams; budget is the reality and idea is the dream. Although budget is limiting where we can go, the dream is the one actually driving us.
What’s next for your company?

We now have our new title Chronicle of the Three Kingdoms, code name K3 coming up. It’s built under the same engine as Takeda 2 but with improvements on interface and adding features on RPG. The story is set on China AD189. We expect K3 to be ready by June 2006 and shall be released in summer of fall depends on the regional publishers’ schedule. We are also seeking strategic alliance with other developers and hopefully we could upgrade our games into a higher quality level for the players.

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Spring Break

April 7th, 2006 by Troy Goodfellow · Uncategorized

I finally get a week to spend on some important chores, including finishing up some reviews for some important people plus the usual house stuff. (I’ll also be going to my first Nats game of the season on Wednesday night.)

The shame of the week, though, is that there is no huge new release for me to sink my teeth into. Rise of Legends is still a month off, so my gaming time will be consumed by some old stand-bys – Civ IV, GalCiv2, Battle for Middle Earth II. I’ve played all of these a lot, so something new would be appreciated.

I will hopefully find the time to give Birth of America a serious play through, including a PBEM game with my longtime wargaming rival. So I should have a few comments about it together by the end of the week. My impressions are still very positive at this point.

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Moving too soon

April 5th, 2006 by Troy Goodfellow · Uncategorized

The Rise of Legends demo is proof positive that sometimes a developer’s enthusiasm or zeal to get their game before the public can be a PR failure. Complaints about how lacklustre this highly anticipated demo was were legion. The graphics don’t look all that good leading to a lot of concern that RoL was just too similar in look and feel to Rise of Nations. In a quick response to the outcry, Tim Train has announced that a second, improved demo is on the way. Considering that the game is only a little over a month away, you would hope that any demo would be an accurate reflection of the final product. Apparently not.

Paradox has recently released screenshots of Europa Universalis III, a game still almost a year away. And the screens are hideous. Of course they are. The game has only just been announced and most of the artwork is in the placeholder or concept phase. Still, with a huge worldwide audience, Paradox is under pressure to release something to the masses.

Part of me misses the days before the Internet, before it was essential for a developer to have an almost continual buzz about their game. Screenshots were limited to magazine articles or game catalogs and most people knew very little about a game until it was released. Then came the Internet and there was more. Then came everybody owning a website and PR companies sending them everything they had to keep the game in the public eye. The sense of surprise is gone, and there is real risk of never feeling that you are discovering a game.

There is an upside, naturally. The public battering that Big Huge Games took for the first demo could only have happened on the Internet. This is a reminder to all of us that sometimes companies care about their customers. For Paradox, early screenshots allow the audience to play along with “what does this screenshot mean?”, a popular forum activity where people take a tiny image and try to deduce what the entire game is going to be like. This can make for some interesting conversation.

I would be lying though if I said that my reactions to either of these “premature” releases were positive – or even neutral. The Rise of Legends demo was uninspiring for me, though I suspect a lot of that was because my hopes were sky high. The EU3 screenshots gave me Diplomacy flashbacks as I puzzled over why this game is being done in 3D.

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Big Huge Lunch

April 1st, 2006 by Troy Goodfellow · Uncategorized

The sign of a good lunch is when you’ve finished the food and still want to sit and talk for another two hours. So I had a very good lunch yesterday with Portico reader and Big Huge Games Design Lead Paul Stephanouk. He was present at the creation of the gaming company, and so played an important role in Rise of Nations, still the best RTS ever.

I described this meeting as a business lunch to friends and acquaintances, but it really wasn’t. It was mostly two guys talking about what they liked and didn’t like in games and a lot of speculation about game design and how strategy games can move in new directions.

It’s always nice to meet someone who shares your interests and opinions, and it seems that Paul and I are on the same page of a lot of stuff. Similar likes and dislikes, but always for our own personal reasons.

The highlight, I think, was hearing Paul’s opinions on artificial intelligence and the challenge of developing a strategy game AI that plays like a human player and/or is able to diagnose a situation instead of having build orders and precise goals.

Or maybe the highlight was hearing that Paul has hundreds of board games and that he is an old fashioned wargamer. Envy – we meet again!

Actually, the highlight was the entire conversation with another adult game geek who is really enthusiastic about his job and the hobby. There were all kinds of little details dropped here and there, but nothing earth shattering. Since the conversation was casual and, therefore, off-the-record, I couldn’t tell you anyway.

Thanks, Paul, for a great afternoon. Next time, I get the check.

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