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5000 hits

August 19th, 2005 by Troy Goodfellow · Uncategorized

Portico will get its 5000th hit today.

Well, the real 5000th hit was some time ago, but when I changed templates and had to reinstall sitemeter I lost a thousand. So I’ll celebrate this one.

I know. 5000 is not a lot in the grand scheme of the internet. But traffic has been slowly increasing and I have quite a few regulars I would like to thank. Thank you to Vermont and New Hampshire and Finland and Massachussets and Iowa and California and DC and Brazil and the UK and British Columbia. Knowing that I have regular readers is what keeps me posting.

Sometime in the next month or two I will be moving to a new domain. As user friendly as Blogger is, I think it’s time I move to something a little more professional. I’m still examining blogging software and will try to find a way to move all this content over to the new location without too much hassle. Advice is always welcome.

Thanks to all of you for making Portico a minor success. It looks like I have a reason to keep doing this.

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Tilted Mill builds again – Caesar IV for real

August 18th, 2005 by Troy Goodfellow · Uncategorized

Tilted Mill, the developers of my favorite city builder, Children of the Nile, have announced that Caesar IV is in the works. The made the announcement at this week’s game developer’s conference in Leipzig. Vivendi Universal, the heirs of Sierra, will be publishing it. All the news at www.caesariv.com.

Returning to Rome is a good move for Tilted Mill. As former Impressions employees, the legacy of the Caesar series looms large. Rome is familiar to gamers, and has a more traditional economy than the feudal oligarchy of ancient Egypt. There’s a nice brief on the history of the Caesar games at the new game’s site.

Caesar IV will have the walkers follow their needs just as they did in Children of the Nile instead of following the near random routes that they did in the earlier games. I loved this innovation, though not all did. One friend disdains my love of Children of the Nile and, like many gamers, considers Pharaoh a superior game.

Tilted Mill will have some competition, though. Deep Silver’s Heart of Empire: Rome is on its way and will probably hit stores before Caesar IV does. There doesn’t seem to be a lot to choose between the graphics. I do hope that they keep the grungy feel of CotN; in spite of what Hollywood would have you believe, the ancient world was not all stone and marble.

No release date appears to be set.

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Blogging Roundtable

August 18th, 2005 by Troy Goodfellow · Uncategorized

Corvus over at Man Bytes Blog is hosting a gaming blog roundtable on innovation in first person shooters. I was invited to participate, but my knowledge of shooters is severely handicapped by the fact that I suck at them.

Lots of great contributions though, and some interesting ideas on innovation in general. There’s a drop down menu that links to all the other contributions, so read away.

I think the roundtable is a great idea. The Carnival of Gamers is great, but a little wide ranging. I love participating in it, but the posts are a “greatest hits of the last month” type thing and there is rarely any dialogue between them. The roundtable has bloggers addressing the same issue, and are often inspired by the same games or concepts.

Thanks to Corvus for hosting this, and I promise to write something next time.

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General Chaos – AI in Rome: Total War

August 17th, 2005 by Troy Goodfellow · Uncategorized

It is neither a secret or a surprise that I love Rome: Total War. The subject matter is my favorite game setting (the ancient world) and the execution of the game is amazing. After the Risk-like strategy levels of both Shogun and Medieval, Creative Assembly gave us something new and strategically interesting in Rome. The AI was no longer psychically able to always move where you were moving to or from, there were fewer pointless civilian units, and the geography of the maps made it important to engage the enemy where you would have a terrain advantage.

But some people are never happy. For all the beauty and brilliance of Rome‘s design, there were clear signs of an AI that easily lost the forest for the trees.

The most obvious example is the suicidal general problem. Generals are very important in the Total War games. Their command power and success offers a morale boost to the army they lead. A five star general can easily whip armies twice the size of his own – three times the size if he has veteran troops. Their death in battle can presage a rout, as the forces he led lose heart and flee. So this is a unit you want to keep safe.

It is also a unit you want to use. General’s Bodyguards are elite units with devastating power if used properly. It is this tension between power and vulnerability that makes them precious to the player.

For the AI, though, the general is just another super-unit. It never puts a premium on keeping him out of danger and will send the commander charging into the thickest part of the battle. This makes him easy pickings for any decent player.

When the battle is auto-resolved, though, the AI general will survive most of the time. Unless the army is obliterated, the strategic game knows well enough that an enemy family member is something to be protected and preserved. If you want to kill that ten star Gallic chieftain, you have to get into the battle and know that he will come to you.

This nuisance becomes a hazard when the player has the AI control reinforcements in a battle. You cannot always control all of your side’s troops; sometimes the computer will take command of allied forces depending on the ranks of the leaders involved. Choose one army to attack, and your friendly neighborhood allied faction leader could rush to your aid by running through an enemy hoplite wall.

This is just of the problems. The AI will happily break up a phalanx line to chase down light infantry so you can smash it to pieces from the rear. It will open a battle by sending the cavalry from one side to the other instead of deploying them like that or, more sensibly, leaving them to cover a flank. Artillery is always exposed. On the strategic map, it will attack with three small armies instead of one big one. It will waste time and men on the mostly harmless rebel armies and never reinforce its navies.

Almost as surprising as the AI’s mental lapses are the people who swear that the AI in Medieval was so much better. It wasn’t. On the strategic map it would cheat in movement to get a manpower advantage in a battle. On the battle map, it, too, would leave the flanks of pikemen open to assault. It, too, would chase a decoy unit all over God’s green earth. It, too, was negligent in the use of its general, in this case often cautious to the point of cowardice. Even if Medieval’s AI was marginally better in some circumstances, Rome trumps it in so many other areas (graphics, interface, sound, map, variety) that to raise Medieval to its successor’s level is madness.

AI confusion aside, Rome remains my favorite game from last year. I am less enthused about Barbarian Invasion, not least because the expansion will not do much to improve the original game. Plus it only has two historic battles. Where’s my Pharsalus?

I’ll keep playing the game, of course, even if the AI is a little silly. But if Julius Caesar was controlled by a computer, he never would have made it to the Rubicon in one piece.

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Pimping a friend’s blog

August 16th, 2005 by Troy Goodfellow · Uncategorized

My blog links on the left sidebar are for gaming related blogs, since that’s the community that this blog is a part of. But a gaming related friend of mine has started a blog that is not about games, so I thought I would devote a post to it.

Sarinee Achavanuntakul is best known as the proprietor of the online game archive Home of the Underdogs. She is also a killer Literati player and I consider her a good friend, though we’ve only met in person once. She is dedicated to her “abandonware” ideals, and tries her best to recognize active copyrights, to the point of removing all downloads for games that were published by members of the Entertainment Software Association.

She is now a blogger. Her site is the usual blogging mix of opinion and personal revelation. And some of it is in Thai.

So if you are remotely interested in the person behind one of the Internet’s most popular guilty pleasure website, go to Fringer. (She has the good manners to link to my blog (under one of my Internet pseudonyms), but this will have to do for now. At least until the template changes.

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Advocacy Journalism

August 15th, 2005 by Troy Goodfellow · Uncategorized

The always reliably interesting Kieron Gillen has published the full text of his address to the Free Play conference in Melbourne, Australia last July.

Gillen paints an interesting picture of how the gaming press can help small developers get noticed and sell more games. It’s not about corruption (unless you consider sending out copies of your game to reviewers “corruption”) but networking and gaming the system.

I like his advice to indie developers to seek out advocates. I imagine myself an advocate for the indie strategy world. I’ve pushed Tin Soldiers, Children of the Nile, Darwinia, the Slitherine games and others on poor friends and acquaintances and mention the still in development Imperium at every opportunity.

But an advocate is not a shill, and I’m sure that Gillen would agree. Just because I want to see more strategy games out there doesn’t mean that I will turn a blind eye to repetitive design (Spartan), archaic interfaces (Crown of Glory) or unsatisfactory play experiences (Flashpoint Germany).

I say this not because I expect free games (sending games out is another piece of Gillen’s advice) but because it’s not easy to get air time for smaller games, especially in a niche world like historical strategy games. Almost every publication or website has a guy (it’s almost always a guy) who is into this sort of thing. And if not, there are a few of us freelancers who love to talk about this sort of thing and will pitch it to an editor we know. We can’t talk about games we don’t know about, so even an email here and there saying “What do you think of this idea?” or “We have new screenshots for X” does a lot to build the buzz.

Even if I don’t like your game at all, the fact that I am talking about it here on my blog or on one of the many gaming forums I frequent can’t help but raise your profile. Plus you might get an idea what gamer like me are looking for.

A better example than myself is DIY Games’ Jozef Purdes. He also writes for Netjak, but it is his role as DIY’s Adventure Game publicizer that he is most constructive for developers. He seems to play every tiny adventure game that developers do in their spare time, and he hates a good number of them. But he knows his stuff, and will absolutely play your adventure. And you can always build on his criticism.

There is a line, of course, between advocating for the little guy and being a mere extension of somebody’s PR line. But the gaming review side of the media is enthusiast press, not investigative journalism. This applies to most gaming blogs, as well.

So take advantage of the enthusiasm. As Gillen notes in his speech, it’s the part of the job we love.

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