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Rise of Legends

February 3rd, 2006 by Troy Goodfellow · Uncategorized

Lots of new stuff on Rise of Legends is coming out. Gamespot has revealed that the third race is a stranded alien group called the Cuotl. (Their name is vaguely Meso-American, so it’s kind of appropriate that they will have a Mayan theme.) March’s CGM has a great preview written by Ben Sones that goes into a lot of detail about the game with quite a few nifty screenshots as well.

Usually, aliens turn me off. But I sort of like what Big Huge Games is doing with the Cuotl. Asimov said that really advanced technology is nearly indistinguishable from magic and that’s the theme they are going with. A few aliens with advanced tech crash land on a planet and help provoke a war between the forces of magic (the Arabian Nights themed Alin) and the forces of science (the Renaissance steampunk themed Vinci). The Cutol themselves are few, so they rely on human soldiers to support their own very expensive but very powerful weapons of war.

I have to say that I am getting more excited about Rise of Legends with every story. BHG took a risk by deciding not to just do Rise of Nations II – yet another historical RTS with pikes and horsies and tanks at the end. The whole “Rise of…” name is enough to twig people to the fact that this is a sequel of a sort, or at least is from the same people. But by trying to give gamers a completely new setting, they set themselves up for a sort of failure.

Face it. People like staying in their comfort zones. And most strategy gamers have little time for a new backstory. Magic needs elves and wizards, right? And flying machines should be airplanes, or at least orc built zeppelins. A Mid East motif coupled with lumbering mechanical doo-hickeys is a recipe for cognitive dissonance. Some people might reject Rise of Legends based on the look alone. Don’t laugh – I know of people who refused to buy Civ 4 because it went 3D.

I’m ready though. After Galactic Civilizations II, Rise of Legends will be the second must-have strategy game of 2006.

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Legion Arena

February 2nd, 2006 by Troy Goodfellow · Uncategorized

My print magazine of choice (and sometime publisher) Computer Games Magazine is now available on Zinio. You can get a free peek at this month’s issue here.

The print version of March’s CGM also has my review of Slitherine’s Legion Arena.

As the reviews of Legion Arena trickled in, I began to wonder if I was missing something. Aside from the mostly unreadable review over at Digital Entertainment News (“desari”? What the hell is that?) a great preponderance of the reviews were very positive about the game. Even the 6.9 that Gamespot’s Jason Ocampo gave it was couched in pretty affectionate terms even if the score wasn’t at that magic seven point – it still ended up being “fair”.

Fair is about right. I deemed it average. As does PCGamer’s Matt Peckham who rode to my reputational rescue with a nice 55/100 score.

Still, the critical mass of opinion seems to like Legion Arena more than I do and for the life of me I can’t see why. If you are going to give me only two armies, give me a skirmish mode. Maybe this is just a matter of taste though.

Then I found a reason to dislike Legion Arena even more.

The manual lied to me.

Twice.

First, the manual promises an editor that doesn’t exist. In the description of the “Options” it says:

Design: Lets you design a scenario for another player to challenge.

Nope. Not there. No design button. Not that it would matter, because there are only two armies.

Which brings me to the introduction by Simon Scarrow. I wrote earlier about afterwords and designers’ notes. I should write something else about celebrity introductions. Scarrow is an author of historical fiction on ancient Rome, and so is good candidate for this sort of thing. But it is immediately clear that he hasn’t spent much time with Legion Arena. He writes:

Better still, we can play out some of the most intriguing ‘what-if?’ scenarios by pitching Hannibal’s veterans against the warriors of Britain. Or could a more adept handling of the Greek phalanxes have reversed the course of history by defeating the Roman legion? It’s a fascinating prospect, and one you can experiment with thanks to Legion: Arena

No. You can’t. You only encounter Hannibal’s armies in the Roman campaign and you never get to control them. The Greek phalanxes you see are just generic spearmen, and, once again, beyond your control. There is no alternate history to explore since the campaigns for both sides force you along an historical path.

You can, however, do all of this stuff in Rome: Total War. You could do it Great Battles of History. Even Encyclopedia of War: Ancient Battles. But most certainly not in Legion: Arena.

The true shame is that the game itself shows quite a bit of skill on the part of artists and designers, but it’s almost as if they stopped halfway through. Originally intended to be the debut of the engine for Slitherine’s next grand strategy game, those plans were put aside when the English wargaming company realized how expensive that would ultimately be.

Though they’ve yet to design a game that really thrills me, I always hold out hope for Slitherine. Maybe I should stop.

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The End of the Booth Babe?

January 22nd, 2006 by Troy Goodfellow · Uncategorized

Brenda Brathwaite at the IGDA has noted that the new E3 rules may cramp the style of those game developers and publishers that like to dress up their dross with eye candy. (Hat tip: Utopian Hell.)

“Material, including live models, conduct that is sexually explicit and/or sexually provocative, including but not limited to nudity, partial nudity and bathing suit bottoms, are prohibited on the Show floor, all common areas, and at any access points to the Show. ESA, in its sole discretion, will determine whether material is acceptable.”

There will be one warning, after which a fine will be assessed until models comply with the dress code.

So no bathing suit bottoms and no nudity. That seems pretty clear. I’m not sure that “sexually explicit” has ever been a problem, but some peoples’ definition of explicit is a little broader than mine.

Now “sexually provocative” is another matter altogether. Barring the fact that some of the attendees will get aroused by the PS3, the whole purpose of the booth babe (or spokesmodel) is to be provocative. They dress in skimpy outfits, draw nerds with cameras to their booths and maybe get a little more coverage for whatever they are selling.

It is often pointed out that many trade shows use models to attract attendees and vendors to their product. Game shows are not alone in hiring would-be actresses, low rent models or whoever else doesn’t mind standing around in a vinyl dress while being gawked at by whoever walks by.

It doesn’t really matter.

The gaming industry has an image problem. Even if you disagree with the blue stockings who want to sell games in plain brown wrappers, the public image of the industry is one that seems to be aimed at juvenile men who can’t keep their violent or sexual urges under control. This is clearly an effort to defuse criticism of the industry that it is obsessed with sex. Almost all of the complaints from the NIMF or Jack Thompson join the issues of sex and violence in a single critique. For even serious observers of game content, the union of sexual and thuggery prowess in the GTA series makes one pause, if not uninstall.

Not to mention the much debated gaming gender gap (which, judging by the students I teach, is decreasing rapidly). Young women who might be interested in gaming can’t surf a website in E3 season without being bombarded by “BEST BABEZ OF E3!!!” articles. An effort to tone down the titillation factor at the expo could be yet another attempt to reach out to an audience that has felt excluded or objectified by the industry’s biggest party.

Mind you, the E3 is supposed to be for adults only. Every year, people come back with stories of clearly adolescent youth wandering the floor despite the age requirement. Maybe this was an easier step than telling some Hollywood heavyweight not to bring his kids.

Brathwaite raises the concern that this amounts to ESA censorship of the content on the showroom floor. Does “material…conduct” would include the games themselves? Would a game with sexually provocative material be limited? Is this the kind of measure that the industry guardian of speech rights should be taking?

Of course, all of this could go nowhere. There are lots of ways to look pretty and not cross the ever-so-vague “provocative” line. We won’t see bikini bottoms or thongs, but you can bet that miniskirts or biking shorts will be conveniently ruled OK. The booth babe will be a little more dressed, but I don’t think she’s going anywhere.

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Medieval II: Total War

January 21st, 2006 by Troy Goodfellow · Uncategorized

Creative Assembly has announced a new real time battle game – a sequel to their immensely popular Medieval: Total War.

Medieval II will have 21 factions, over 250 units, and an extended map to allow the player to do battle against the large American empires of the Aztecs and Inca. In an adaptation of the role of the Senate in Rome, the new game will have the Pope make demands of his Christian followers.

It looks like princesses and priests are back, which is OK so long as they don’t have as many pointless civilian units as the original Medieval did. Inquistors, bishops, princesses, spies, emissaries – many necessary for very basic functions – contributed to the long and annoying end game.

New combat animations and better lighting are promised, but I’m not sure to what end. Rome looks great already and I’m not sure that Medieval needed more graphical gewgaws, especially if that means that I will need to upgrade my computer again.

IGN has some screenshots
but no release date; late 2007 seems like a safe bet.

I liked Medieval but never loved it the way I do Rome. The battles were great – they always are – but the campaign game got very frustrating as the number of armies and civilian units exploded and the AI unfailingly predicted what your next move would be. Putting the design improvements from Rome into a Middle Ages setting could make this the historical strategy game to beat in the next year.

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Developer Interview: Philippe Thibaut

January 20th, 2006 by Troy Goodfellow · Interview

Philippe Thibaut is a French strategy game developer best known for his design of the board game Europa Universalis. He helped Paradox adapt that design to the PC, and therefore had a crucial role in Paradox’s first huge hit.

He then began working on his own PC games, developing Pax Romana – a game full of great ideas but poor execution – and the still mostly unknown Great Invasions. His new game is Birth of America, a game based on that first great example of Franco-American cooperation, the Revolutionary War. He agreed to answer a few questions about his new enterprise and offer some general thoughts on game design.

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Your first two games (Pax Romana and Great Invasions) dealt with the ancient world and used similar engines. Besides the obvious difference in subject matter, what will change in Birth of America?

A lot! First of all the engine is completely different, hence the gameplay. Second the approach of the gameplay is to have something very instinctive and straight to the point. This is feasible because the scope of the simulation is more limited, except for its military aspect where it is the contrary.

Have your experiences with Pax Romana and Great Invasions changed how you approach development?

They have indeed, in the sense that we have decided to build the design around a new generic engine that corresponds better to the current tastes of the consumer. My previous games were RTS because this was fashionable to be so (in other words, the publisher asked for RTS lest they refuse to take the game). A lot of technical and practical experience was acquired too, allowing us to develop our latest game with a much smaller team in much less time too. And the key lesson is that it is far better to have a small and efficient team of dedicated players-developers than a large team of people who are doing game development like any other computer development..

How would you describe the current market for strategy games in general and independently developed ones in particular?

It is a vast question. My feeling is that we have too many look-alike games on look-alike subjects, just as if you needed a WW2 or Napoleonic-era game to face the market. A lot of developers and almost all publishers make an error when choosing a new title, by jumping into the fashionable subjects which they feel will automatically be popular, but without really looking into what the game is supposed to bring as a new playing experience. Hopefully, independently developed games are here to remind the consumer that he can get a feel of something else than the Big Artillery stuff provided by the Big Guys.

How well has your boardgame experience translated to the computer arena?

I would say this is the basis of everything. My way of developing a game is rather old-fashioned and I usually do a boardgame model of every new project. I do play it extensively with friends and the development team, and once we are confident it is fun and interesting, we take a good time to see how we can adapt it to the computer. If the boardgame market wasn’t so dead, I would even like to publish those models (which are indeed complete games per se).

Birth of America has been almost a stealth development. There’s been very little discussion of or promotion for it in America even though it is about its founding war. Why such a low profile?

Secrecy is often key to victory! More seriously, the title was adapted from our latest engine some 4 months ago, after lack of financing and interest from major publisher forced us to shelve the original big strategy game project it was supposed to be (a game on the XIXth century, with all its aspects). We did not make any comments on the project until we finally collected the required funds for its development and also had something to show. We were just not ready to speak about it earlier.

What game would be the closest comparison to Birth of America?

I would say none at this stage, even if you could find similarities of engine with some recent successes like Dominions II. The theme and the detailed military coverage of the game is rather unique.

Tell me a little bit about Ageod.

Ageod was created to make sure we would be able to complete our project and deliver the game to the players in due time, without interference from publisher’s or retailer’s constraints that should not have to be borne by the customer, i.e. the player. I wanted to avoid some past know disasters where a game was dumped on to the market, un-properly finished, badly time released and lacking any follow-up, for reasons totally unconnected to the game or its intrinsic value.

And we want to share this experience with other independent developers as well: we want to have games for players, that we promote as best as we can, and not only our games! Every game is welcome, as long as it is interesting, fun and nice, and properly made by state-of-art professional teams. We will not be the guys pushing them to the wall with market deadlines: not one single game ever distributed by Ageod will be released unless it is deemed complete.

This of course does not mean there won’t be patches, on the contrary: this is a living proof a game can always improve and has the support of the playing community.

Have you already started work on your next project?

Yes, on two of them very seriously, even if we have not yet found all the required financing. And we have at least 3 other titles pending which we would love to have some time to pre-test.

As an independent developer, what do you see as the role of the press in gaining exposure for your work?

I’d like the press to report news from our projects as objectively as possible. Also I feel that once a project has made it to the test boards of press companies, there should always be at least 2 independent reviewers for it. I know it is tantamount to wishful thinking, but some un-cautious reviewers do speedy jobs that often miss the point but torpedo the project anyway. This is all the more true when you do games that are light-years away from the usual latest-Full3D-FPC and the likes….

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2006 in the strategy arena – a wishlist

January 18th, 2006 by Troy Goodfellow · Uncategorized

2005 was a good year, and I have hopes for the upcoming year, as well. Corvus’s “Round Table” has asked for people to submit their wishes for the new year, and for their expected consequences. So here are my hopes for the strategy genre in 2006.

My first hope is that there will be a big, new strategy game released with no franchise attached. 2005 was full of huge franchise titles and sequels. Age of this, empire that, civ again…each with something to offer. Strategy games need a breakout hit – especially on the PC – unless we gamers want to play variations on the same titles for the next twenty years. This is expensive, of course, because of the immense risk involved in launching any game. The last new pseudo-strategy game that became a breakout, must-have game was The Sims, and that was many years ago. It transcended gaming, of course, and became a pop culture phenomenon. I have no such hopes for any game released this year. But if strategy gaming could deliver the next Civ or the next AoE or the next Starcraft, then I will remain confident in the power of my favorite genre to move minds and units. (BTW, I could call out Firaxis here for just pillaging the past and not using all the immense brainpower they have to do something surprising and amazing, but I have too much discretion to do such a thing.)

Second, I hope that the MMO-Strategy world gets its Ultima Online – a game that moves the multiplayer strategy world beyond PBEM clients or ladder games and gives us wargamers and desktop gods a persistent world to make in our image. Civilization promised me the chance to build an empire that stood the test of time, but didn’t quite deliver the eternal glory it promised me. SimCountry is a detail heavy version of what a MMO-S game could look like if they could just work out some of the glitches. And maybe have bigger explosions.

Third, Rise of Legends better be good. Big Huge Games took a bit of a risk in moving away from the historical grounding of Rise of Nations to a completely new world. And I am astonished by the look and ambition of the game; it’s probably easier to balance 12 similar nations than it is to balance 3 distinct cultures. Though Reynolds might not know it, a triumphant Rise of Legends
could open the door to a lot of new and crazy worlds.

Fourth, I hope that indie strategy developers get a publishing alternative to Shrapnel and Matrix Games. I have nothing against either publisher. Both have treated my inquiries with great respect and both have put out their share of good and not so good games. But I sometimes wonder about their PR or marketing strategy since I almost never hear about many of their games unless I visit their sites or I mention them in a forum. Salvo!, for instance, sort of popped out of nowhere and then I was asked to review it. Sure, I would have been better off not playing it at all, but that’s not quite the point. Though I have doubts about what exactly Manifesto Games will bring to the table, I hope that Greg Costikyan and Johnny Wilson can provide an option for indie developers that gives some of these games more mainstream exposure. And it might push the big two to promote some of their best products (like Starshatter or Land of Legends) with more energy.

Finally, I hope that the wargame/strategy columns in both PCGamer (Steve Klett) and Computer Gaming World (Bruce Geryk) become popular and influential movers in the greater interest of strategy/war gaming. To be honest, I know little about Klett. I’ve liked what I’ve read so far, so no major complaints. My deep respect for Geryk is obvious – I check his blog daily – and I’m sorry that his CGW column is so small. But if you look at magazine covers, the twelve months are overwhelmingly dominated by MMOs and shooters. Only Civ IV and Age of Empires III really seem to get the covers, or the multiple previews. Strong advocates within the magazine structure could mean more and better coverage. Which could mean more and better games. (Like anyone listens to press…) So if you read either of those magazines, write in to support their columns and their coverage.

Please visit the Round Table’s <a>Main Hall</a> for links to all entries

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