Flash of Steel header image 1

No respect, I tell ya.

December 1st, 2005 by Troy Goodfellow · Uncategorized

Roger Ebert’s recently remarked that, though he has little experience with gaming, there can’t be much artistry there or else he would have heard about it by now.

The blogosphere is full of ruminations, reflections and recriminations about the comment. Probably the most complete (especially since it draws a link with David Jaffe’s recent statements about gaming journalism) is Kyle Orland’s post on Video Game Media Watch. Many of the forum and blog discussions have mutated the same old debate about whether or not games are art.

There is this general sense that games are disrespected by the mainstream arts press. I can understand that I guess. I posted about how the inclusion of a “games of the season” article in the New York Times arts section was something to applaud.

But I don’t really get the pleading tone in some of these gamers’ comments. Kyle’s suggestion that better game journalism (maybe “new” even) would increase mainstream acceptance of games is misplaced. For the most part, the mainstream has accepted gaming as a pastime. Sure, you have to be of a certain generation but that’s always been the case. What a lot of the commenters want, it seems, is recognition of gaming as a Serious Endeavor with Artistic Merit.

And that’s where we part ways.

Asking for a Pauline Kael to advocate for games assumes that we don’t already have one. In fact, I think that gaming commentary is very mature for an entertainment form barely twenty years old. The vocabulary of media analysis is fully formed and is being applied to games. There are a half dozen game journalists that I go out of my way to read even if I have no interest in the games they are talking about. (To spare feelings and out of professional courtesy, I’ll mention no names.) And it’s not like Pauline Kael is a household name in most of America or had much influence beyond certain literary circles. And don’t forget that Roger Ebert is better known for his fat thumb and five minute TV reviews than for his excellent grasp of movie history and formidable critical abilities.

And what do we need mainstream arthouse cred for anyway? I’ve heard it argued that this type of recognition would help provide First Amendment protection, but I doubt that that’s seriously a concern. Speech and art are not synonymous.

There seems to be a desire to have our hobby (or our writing about our hobby) validated by an outside circle of editors and opinion makers, but this is something that can only come about through time and generational shifts. Jack Shafer has written that one sign of the end of Baby Boomer cultural hegemony will be more common references to video games as common cultural touchstones.

Video games have been called junk culture, but I think most popular culture is junk culture. Most of everything is crap and still sells. Games are almost alone for media forms in that the biggest sellers are generally also very good games. (It’s not an iron law, but it mostly holds true. Look at the best seller lists, and except for the occasional movie license dog, good games dominate.) I think that instead of advocating for greater artistic recognition or wondering how we can get games to the cultural position that movies and TV have, we as gamers and game journalists should just embrace the hobby and the media we have and let it evolve as it does. Our media criticism will take its own form and our pastime will take its place among other popular culture as it develops.

Let’s not overthink this. We should aspire to educate the Eberts of the world who plead ignorance and yet still judge, and we should stand up for games as a legitimate adult activity in the face of people (including journalists and marketers) who would relegate it to juvenalia.

But my generation gets it, and we’ll own the world in another ten years. I can wait.

→ 3 CommentsTags:

Recommend me a game

November 29th, 2005 by Troy Goodfellow · Uncategorized

With Christmas coming up, I am – sadly – finding few games that I want or need as a gift.

Age of Empires III? Got it. Civ IV? Got it. Legion Arena? Got it. Blitzkrieg 2? Got it. Barbarian Invasion? Got it.

Imperium? Not out yet. Rise of Legends? Not out yet. Rise and Fall? Maybe never coming out.

So my feeble list amounts to Dragonshard (because people say I should try it), The Movies and Call of Duty 2 (because my students say I should try it. Yes, I know it’s a shooter and that I will die.)

Lame.

Here’s you chance, loyal readers, to pitch me a strategy game that would look good under my tree. I prefer historical strategy and war games, but am certainly not averse to trying something else.

Oh, and make it interesting. Something I may know nothing about or a game that is under the radar would be very cool.

→ 8 CommentsTags:

Stainless Steel Studios Stops

November 27th, 2005 by Troy Goodfellow · Uncategorized

In what is a shocking piece of Thanksgiving news, strategy game developer Stainless Steel Studios is no more. There isn’t a lot of information on the whys and wherefores. Their main site is down so there is no official announcement or press release. The above linked forum suggests that the heavily promoted and very promising Rise and Fall: Civilizations at War is near completion but, at the moment, doesn’t have a publisher to fund the final stage of development.

Daniel Higgins posts that many in the company are already moving on to greener pastures, which suggests that the collapse wasn’t a complete surprise to everyone. Just the gamers, it seems.

SSS has had a mixed legacy to this point. Their first big title, Empire Earth, was named Gamespy’s game of the year when it came out, but it never achieved the gamer following or respect that other RTS games did. It is never referred to as a seminal title in the field. Their second effort, Empires: Dawn of the Modern World, was narrower in focus than Empire Earth but was, in my opinion, a better game.

It’s too soon to analyze what went wrong. The fact that SSS did not work on either the expansion or sequel to Empire Earth always struck me as peculiar. Tilted Mill used a Stainless Steel engine for Children of the Nile, so their technical skills were in some demand.

The action-RTS plan for Rise and Fall is an intriguing twist on a sub-genre that could use a radical reinvention beyond issues of physics and 3D art. I do hope that somebody can release it and we can see the final result of many years of hard work.

Good luck to all the Stainless Steel employees. I hope you all find good jobs doing what you love to do.

→ 1 CommentTags:

Developer Interview: Michael Akinde

November 21st, 2005 by Troy Goodfellow · Ancients, Imperium, Interview

In the first of what I hope will be many interviews with independent strategy game developers, Michael Akinde agreed to answer some questions about Imperium: Rise of Rome, game design and the place of history in the game business.

This interview was originally going to be the first thing published on my new domain, but my intended host had some issues that need to be straightened out. Here it is in any case.

Akinde is a regular reader of Portico and occasional commenter. Hopefully he can answer any further questions any of you might have about Imperium.

(My questions are in bold, his answers follow.)


What gaming experiences have been the biggest influences on Imperium?

A tough question to start out on. I have played a lot of games, and try to learn something of both the good and the bad from each of them. But if I were to pick just one gaming experience, it would probably be playing the boardgame “Republic of Rome” in two-player mode. It’s interesting, because although you’re playing against “dumb” solitaire rules controlling the other factions, it still manages to produce a very tense and exciting game. The idea for doing Imperium originates in games of the Avalon Hill classic.

What about the ancient world makes it an attractive game setting for you?

I don’t know if I consider it an attractive game setting as such. I enjoy ancient history, and that more than anything else drove my decision to do a Roman-style game. Another reason, perhaps, is my opinion that there is a lack of games providing a reasonable model of ancient warfare.

For example, consider “tech trees” in the ancient world. The pace of modern development makes such a game mechanism easy for us to accept, but it makes no sense in the ancient world. To put the issue in perspective, one need only observe that a Roman legionary of the Punic Wars time-travelling into the future would have been able to fight at no disadvantage on the German frontier four hundred years later. Despite this, almost every strategy game of the ancient world contains some form of tech trees.

I realized at some point that if I was ever going to have a chance of playing a strategy game of the ancient world the way I think it should be,I’d have to build it myself.

What has been the hardest part of the game design so far?

Striking the balance between complexity and simplicity. The AI has been a huge concern for me right from the beginning of the project, and it has been a factor in all of the major design decisions. Achieving a competent, non-cheating AI is really only possible if the game mechanics are simple.

Making it historically sensible and compelling to play at the same time, however, is no easy task.

Have you had to cut anything that you wish you had kept?

Not really. I have had to scale back on the diversity of government types in the version of the game I plan to release, but assuming the game has even a little success, I would hope to be able to support the game with some fairly frequent updates adding the extra governments. It’s an approach that has been carried out pretty successfully with Stardock’s “Galactic Civilizations”, and has the added benefit of inhibiting piracy (who wants to hunt around for a new “cracked” version every other month?).

If there is anything I regret, it is probably that I haven’t cut more. The project started out too big to begin with, and the long development time is a direct result of that. Developing and publishing the game in smaller increments right from the start would probably have been a better idea.

Is the decision to make the game turn-based rooted in personal preference, or are there practical reasons for going that way?

It is purely practical. Making a game real-time increases the demands on the graphical interface (lots more animation) as well as the complexity of the AI. Then you have the AI competing for CPU cycles with the graphics, and that invariably means that certain kinds of strategic analysis become impossible. Another is that real-time game mechanics opens up the window to all kinds of “gamey” strategies that an AI can hardly hope to emulate – for instance, consider the many subtle ways in which the precise timing of moves can be used to frustrate the AI in Europa Universalis. Real-time has its advantages, but compensating for its disadvantages would have added even more development time to what is already a pretty huge project..

One of the big draws for me is your attempt to make character and personality of generals and kings shape the game. How will this work?

One could define history as an account of events caused by generals and kings, and this is one of the basic ideas around which the game mechanics revolve. History doesn’t just happen – it happens as a result of the actions of people.

In Imperium, the idea is that you get to control a group of these people (a faction). One of these will be your faction leader – essentially the player’s avatar – and how your faction does depends a lot on his actions, and how the other characters react to them. There is a pretty rich personality model built into the characters, and though I will not have the
ressources to fully explore all the gameplay possibilities in there, I hope it will be possible to provide a pretty unique gameplay experience with it. I would like the player to (at least occasionally) forget the spreadsheet. I will have succeeded if the player upon considering Gaius Servilius Trebonius thinks “Do I dare send that cranky old git to Cilicia?” rather than “He’s a 4-star general, excellent!”.

The other aspect of the character model, is that they are my vehicle for driving the “historical narrative”. I am not a big fan of event-based gameplay, and other than a little generic randomness (bad harvests and the like), there are going to be very few “historical events” in Imperium. Anything worth representing in the game can happen in regular gameplay, provided the right circumstances arise. For example, the great slave revolt of Spartacus is not coded to happen in 73 BCE – but slave revolts can happen anytime the slave population in a province gets high enough (poverty in the countryside helps as well), and there exist slave leaders with sufficiently high charisma and intelligence (to become more than just bandit chiefs). This of course sets the stage nicely for historical characters such as Eunus, Salvius and Spartacus.

Since historical characters tend to be born at historical times (unless one switches off this option), this means that the revolt of Spartacus probably will happen around 73 BCE – except, of course, if the conditions of the time make a major slave revolt unlikely. It also means that you could have some completely unknown (i.e., randomly generated) slave leader spark of the great slave revolts of the game. Essentially, the historical characters in the game are “personality-coded” to push the historical narrative in certain directions. But because they work within the framework of the game (rather than imposing changes from the “outside”, as an event system tends to do), the historical narrative will hopefully maintain cohesiveness.

Has it been hard to get the word out about Imperium?

I don’t think so. I can see that there are a fair amount of people following the development of the game, and considering I haven’t done very much to bring them in (no flashy screenshots, for example), I am pretty content with the attention the game has got.

Where do you draw the line between historical simulation and history game?

I don’t know that I actually draw much of a line anywhere. I guess it depends on how you define the two.

A simulation is by definition an abstraction of a real world situation, and a historical game is the same to me, except that you, as the player, can tweak the variables to see where it goes. Where historical games differ, is what aspects they have chosen to focus on in their simulation, and how conscentiously they deal with those aspects of the “simulation” that they are not focused on. Of course, it tends to be a problem that the abstractions chosen are often pretty poor from a simulation point of view – i.e., they lead to historically implausible outcomes even for the core game focus. But that is an entirely different issue.

Of course there are a (very) few games which are nothing more than a game mechanic dressed up in historical “clothing”; but I tend to not consider those as “history games”..

How have you managed the challenge of independent development?

I just try to do a little every day – even when I don’t have time or enthusiasm for the work. That is really all there is to it.

Is it too early to get a general idea of the release time frame?

I do have some idea of when I would like the game to be done, but even after the game proper is done, there are still matters such as developing the final graphics, testing game balance and AI that need to be finished. Ask me again when the game has been signed with a publisher.

→ 3 CommentsTags:

Diplomacy sliding south

November 20th, 2005 by Troy Goodfellow · Uncategorized

Paradox’s Diplomacy was released to initially positive reviews. Well, mostly positive. The scores tended to the mid-70 to 80 per cent range. A couple even hit the 90 range, including one from a veteran of the board game. The scores themselves don’t quite reflect the generally respectful tone that the board game conversion gets in the text of the reviews.

But as the bigger publications have finally begun to weigh in, the scores have moved down the scale. CGW gives it one star. Gamespy only half a star. IGN hits it with 5/10. Still nothing from PCGamer, Gamespot or Gamesdomain. (My review in CGM will out in a few weeks.)

Why the move downward?

When the review copies were first sent out, the metaserver wasn’t up yet so multiplayer had to be done through a LAN. This means that most of the opinions of the game were based on the single player mode or an atypical multilayer setup. Could the late arrival of the metaserver account for early good press? Unlikely. Diplomacy at its best is a multiplayer game.

Paradox generally gets good reviews for its games. It has cultivated a following among strategy gamers and strategy game reviewers for its attention to detail, devotion to its fan base and originality. But Victoria‘s reviews were fairly tepid (it got a mild endorsement from me) though there were fewer of them, so it’s probably not fanboyism.

Is it that the later reviews (which are closer to my evaluation) are from people who have had a chance to spend more time with the game? Also doubtful since the problems with Diplomacy are pretty obvious from the opening few turns.

Once my review is published I will have more to say on Diplomacy and the press reaction to it. But the southward slide in review scores is a trend that could use a little more investigation.

Comments Off on Diplomacy sliding southTags:

A reply to my AI post

November 16th, 2005 by Troy Goodfellow · Uncategorized

Now that Bruce Geryk has become a regular blogger as well as a regular reader of Portico, he has commented on a couple of my posts.

Be sure to read his new post. It’s a reflection/reply to my recent thoughts on game AI in general and wargame AI in particular. He started chafing in the comments to that post, but thankfully he took the time to right down his thoughts in more detail.

As usual, he takes up the cudgel for Korsun Pocket and SSG. And, as usual, he may be on to something.

→ 3 CommentsTags: