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RTS Economics

March 13th, 2006 by Troy Goodfellow · Uncategorized

Real time strategy games are mostly, at their heart, about economics.

(I’m talking here about those RTS that require base-building and unit creation of some form – not one of the many other types of strategy games that just happen to move with the clock.)

With these games, the prevailing paradigm has been the peasant economy. You build a lot of peons and send them to resource nodes to harvest. The trick is balance your civilian and military forces in such a way that revenue is steady, but your population cap isn’t blocked by berry pickers and gold miners.

This type of economy often involves a lot of micromanagement. You have to notice when your harvesters have exhausted a node, you have to consider any resource gathering bonuses, you have to measure how far you are willing to go from your base to get that stack of wood. Rise of Nations and Cossacks tried to minimize some of this micromanagement by giving you inexhaustible mines and forests, but the basic trade-offs were the same. Harvesters are cheap, weak and an essential cog in the machine.

Battle for Middle Earth II has a much different economic structure. Peasants are not cheap – they cost more than many basic soldiers so you will not be building hordes of them. There are no resource nodes. Economic structures can be built anywhere and their productivity is determined by the surrounding land. And once these structures are built, all you have to do is defend them. No slaughtering of animals or reaping of grain. You just plop the building down and off they go, making money for you.

This gives you an entirely new economic calculus. Resource growth is based on expansion and territorial control. Battles for the middle ground matter earlier, and the relatively high cost of builders means that every builder death matters more than a single peasant death in Age of Empires. So do you build a third builder? Do you build the farm first or the tower you might need to protect it? Every second matters.

The difference is subtle, but the cost-benefit balance of the traditional RTS becomes a matter of risk-reward in a game where your resource chain is theoretically infinite but highly dependent on one or two fragile units. Instead of making sure that your peasants are working on the best way to accumulate the most important resource (hunting vs. farms in AoM, handling the perennial wood shortage in AoE3, sparing guys to work oil fields in RoN) you are forced to find the best way to protect your supply infrastructure.

A lot of this is based on the real difference between the forms – BfME is a game where the point is to get into a fight as soon as possible. Act of War was like this, too. Like BfME2, it had a single resource (money) that could be gathered in a number of ways. The only infinite stream, though, was to capture some PoWs and lock them up. And the big money – banks – were usually in contested territory. None of this starting by a berry bush and a bunch of cattle.

The traditional RTS economic model, like AoE, RoN, Empire Earth, Cossacks, and Warcraft is designed to slowly give you access to the cool weapons, often through “aging up” – in effect, researching expensive techs so you can get to your side’s superweapons. This means steady management of a number of different resource streams. Sure, you can rush. But remember that the most likely positive outcome of the rush is to cripple the early economic game of your opponent. Not many games today are designed with the fatal rush as a possibility in the early game.

The RTS for dummies economic model that BfME2 follows helps cement it in my mind as a great intro RTS for people who haven’t been introduced to the genre. (My final review should be available in a week or so.) I don’t want to suggest that it is always a better way. Strategy games that force me to think about my economic infrastructure tax a part of the brain beyond changing my rally point. The fire-and-forget harvesting model in Rise of Nations gives you all the economic finagling with very little shepherding of little shepherds.

Anyway, variety is good. Is this innovation? At the margins, certainly.When people complain that all RTS games are the same, it is often the peon management that they are addressing. Attempts by game designers to break out of the Warcraft mode frees other developers to think of new ways to control the building of units.

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Cuban Missile Crisis: The Aftermath Review

March 10th, 2006 by Troy Goodfellow · Uncategorized

My first review for Strategy Zone Online is up. Cuban Missile Crisis: The Aftermath is a Cold War era RTS set in a world where Kennedy and Khrushchev didn’t reach a peaceful settlement of the 1962 crisis.

I liked it a little better than most reviewers have. It’s not a recommendation – even at a score in the high sixties. Quirks of the site’s scoring system lead to a score that high. But I do think that it has something that game designers should take a look at.

CMC has an innovative turn-based campaign mode that, with a better skirmish game underneath, could have made it stand out as a major title. Instead, poor map design and some really difficult missions mean that the campaign mode will be ignored by most gamers.

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What I’ve written for SZOnline/Xtreme Gamer/Gamesquad

March 10th, 2006 by Troy Goodfellow · StrZone/XtrGamer

Reviews

Cuban Missile Crisis: The Aftermath
Battle for Middle Earth II
Company of Heroes
Warhammer: Mark of Chaos
Commander: Europe at War
Galactic Assault: Prisoner of Power

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Railroad Tycoon Goes Home to Daddy?

March 8th, 2006 by Troy Goodfellow · Uncategorized

Gamespot is reporting that a conference call with Take Two Interactive revealed that PopTop, the developer of Railroad Tycoon 2 and 3, Shattered Union, and Tropico has been folded into Firaxis, best known for Alpha Centauri, the 2004 Pirates! and, of course, Civilization III and IV.

Given Take Two’s latest business woes, this is an obvious cost cutting measure. Supporting two strategy development houses means that you will be paying out to two groups whose games will appeal to the same bunch of gamers and take strategy market share from each other.

The idea of Railroad Tycoon returning the stable of Sid Meier has a certain appeal, even though the series has been in great hands at PopTop. It’s not clear how much downsizing this will mean or how/if Firaxis will be restructured to accomodate the new people.

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Something old is someplace new

March 5th, 2006 by Troy Goodfellow · Uncategorized

Do It Yourself Games seems to have gone quiet again, which means that one more venue for my ranting has gone kaput. This is not a great loss for me since I have this place to complain, as well as another location or two that will put up with me.

The great loss, in my opinion, was the extinction of Jozef Purdes’ Indie Adventure Column. No one reviews these games, and there’s a good reason for that. But sometimes he turns up a real gem. And the man can write.

So it’s good news that he is still doing the column, but on his own blog now. So if you want to read Jozef’s opinions on independent adventure games, you can now find them here.

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Developer Interview: Norb Timpko

March 1st, 2006 by Troy Goodfellow · Civil War, Interview, Mad Minute

Last year’s Civil War Bull Run:Take Command 1861 was one of last year’s big surprises. A game that could have been just Bull Run: Total War was in fact a compelling and endlessly replayable masterpiece. I had some minor misgivings related to the low res graphics at the action level, but I was mostly impressed. And I was not alone.

MadMinute games’ co-founder Norb Timpko agreed to answer a few questions about Take Command 1861 and their upcoming sequel.
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Were you surprised by the overwhelmingly positive critical reaction that greeted Take Command 1861?

Very surprised. We worked on this thing for 3 years before anyone else ever saw it. We basically worked by ourselves with very few people even knowing what we were doing. Then the release was completely messed up, so we thought nothing was going to happen with it. The publisher didn’t send out any review copies that we knew of, so we sent them all out ourselves. Then the reviews started coming in and we were blown away. This is the first time that I have ever written AI and people were going crazy over it. Saying that it was better than some of the big dev houses games. Our jaws were dropping. Our reviews were all in 4 out of 5 range. Then we won a Wargamer award and we really felt that we had accomplished something.

In spite of this reception, the game is no longer available from the publisher. Why did they discontinue it?

I can’t speak for them, so I can only offer my opinion based on our conversations. The game did not sell well enough for a budget title. The keep a budget title on the store shelves, you’ve got to move a lot of units. We moved units, but not nearly enough. It’s really too bad because it’s really starting to gain legs. We just won a couple of year end awards and no one can find the game. It’s becoming a collectors item. People are selling it on ebay for ridiculous sums.

How did you hook up with Paradox for Second Manassas?

They had been emailing us for a while. They said that they heard about us on their own forums. So when we decided to test the waters for a new publisher, they were one of the people that we contacted. I remembered the company because Hearts of Iron II came out about the same time as CWBR, and I remember being very impressed with the marketing of the game. Especially compared to CWBR which received none. They flew into town for a meeting and we were very impressed with what they had to say. We’ll know better a few months after release.

Why another Bull Run game and not one of the more popular battles, like Gettysburg or Antietam?

A bunch of reasons really. This was supposed to be a very quick game. Something we could turn around so that people would remember us. We had a few things we wanted to change from CWBR and we wanted to get another title out quickly that didn’t have the budgetware stigma attached to it. The reason we haven’t done the more popular battles yet is that we are still growing the engine. We want it to be perfect when we attack the big ones. Also, we are limited in map size with our current 3D engine, so we need an answer for that before we attack some of the larger battlefields.

What can we expect in the way of changes for the new game?

The first thing that everyone is going to notice is the improved visuals: high resolution units that look absolutely awesome and crops on the maps. The corn and wheat look amazing. But what we really improved is what’s under the hood. We have many ways to play open play now, there’s something for everyone. The biggest new feature is carryover. A scenario designer can now link scenarios and have casualties from one scenario enter into another scenario. You’d better protect your men today, because you’re going to need them tomorrow. It really adds a new dynamic to gameplay, which goes right towards our goal of wanting you to really feel what it was like to be a Civil War Officer.

Many fans have been clamoring for multiplayer functionality in your games. Is this just too much to ask for at this point?

It is too much. We still work on this game at night and on the weekends. We’ve been doing it for over 4 years now. It’s all that we can do to keep up with the single player game. We just don’t have the time, energy, or resources to do multiplayer as well. Our goal is that someday the Take Command series will generate enough revenue to allow the two of us to work full time on the game, at that point we write multiplayer.

Historically, the Civil War has been a fairly constant theme in computer games, but there has been a considerable lack of these in recent years. Why do you think that is?

Because they don’t make enough money. Games are getting written by these giant companies that need huge profits to write a game. On the independent war game sites, there are a lot of Civil War Games. You just won’t see them in stores too much. We figured that since the big boys can’t make enough writing Civil War Games, then maybe two guys could make enough. We’ll let you know how that turns out.

Besides the money, what is the hardest part about working independently? What’s the best part?

It’s the 15 hour days. It’s working full time all day to get a paycheck, then working full time all night and on weekends for your dreams. It’s just really tough to put in those types of hours for so many years. The best part is to be able to do things your own way. There’s no bureaucracy in a two many company. We don’t need massive staff meetings or thousand page documents. Every decision is worked out by a single phone call. Things get done and they get done quickly. We always make our dates.

Any plans for the game after Bull Run 2?

We do have plans, we just don’t know what they are yet. We might do an expansion pack. We might just continue onto the next battle. We’ll have to see. A lot depends on how TC2M does. Because if it does well, then we’ll be talking to Paradox. If it doesn’t do well, we’ll have to decide what we can do on our own.

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