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I think I’ve heard this before

June 8th, 2005 by Troy Goodfellow · Uncategorized

A couple of days ago I read this informative little interview with Firaxis’s Barry Caudill over at Computer and Video Games. The by-line is “staff”, which should have set some alarm bells ringing. But the interview intro said “…we managed to catch a word with Barry Caudill, senior producer on the title, to catch up on all the latest news and learn how Civ IV could be the one to capture strategy fans’ hearts all over again. Here’s what we discovered”

Sounds legit.

Then, today, I see the exact same interview over at Fragland. No by-line or any indication of where the interview is from. Or at least none unless you click on the “News” section. Then it is apparent that the Q&A is from 2k Games itself – the publisher of Civ IV.

So either 2k Games is passing around interviews they did with Computer and Video Games, or – more likely – they are passing around a generic interview script for the smaller sites to put up as content. So the C&VG people did not “catch a word” with anybody or “discover” anything. The exact same interview has been posted on an Italian website and a Spanish one. The interviewer is never identified and the questions are generic enough to fit just about anywhere. A question on game balance, a question on handhelds, a question on consoles…nothing that would make the reader suspect that this is a corporate Q&A.

So, credit to Fragland for saying that the interview came from 2k Games. This should be more prominently posted with the interview itself and not just on the news post, but it’s more than C&VG did. “Catch a word” indeed.

As for the interview itself, there is not a lot here that we do not already know. Civilization IV will be powered by Gamebryo and there will not be hardcoded civ traits – civ abilities will be connected to the leader you choose for your country.

This last bit is actually disappointing. It was much more fun to be addressed as King Troy than as President Napoleon, but I suppose there is no reason that picking a leader means that I am choosing a name.

And don’t forget to check out the new screenshots at the official site. Gandhi looks a little suspicious.

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Diplomacy beta test

June 6th, 2005 by Troy Goodfellow · Uncategorized

Paradox has opened applications to beta test their computer translation of Diplomacy. I am curious as to how they are going to make it work. The initial placeholder artwork in progress is pretty awful – at least I hope it is placeholder art.

I am certainly anxious enough to consider applying myself, but, to maintain my objectivity when the time comes to preview/review it, I’ve decided to forego applying. I have a minimal chance of success but if I were accepted to the beta test, the NDA would prohibit me from publishing gossip or rumors about how the game is progressing.

Early word is that the game will focus on the negotiation phase. The screenshots look very much like traditional board game Diplomacy, but one of the shots call the map “default”. This means that either there are a variety of map designs being considered for the final version or that the game will allow playing different variants of the game.

You can unleash your inner Kissinger in November 2005.

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Review update – Knights of Honor

June 6th, 2005 by Troy Goodfellow · Uncategorized

My review of Knights of Honor is published in this month’s (July) Computer Games Magazine. It’s an enjoyable little game that has ambitions bigger than its originality. It treads some very familiar territory and seems to intentionally mimick every Medieval strategy game from the last five years.

This melange of other similar games mixes to create something very much like everything that has gone before but still ends up pretty unique. As a starter strategy game, I can’t think of a better choice. Hardcore strategists will be entertained, but I have come to the conclusion that it works best as an introduction to more complex games.

Not that Knights of Honor doesn’t have complexity. There can be a lot of things to consider in any decision you make, but there isn’t so much going on at the same time that you will get overwhelmed by pop-ups, crises or wars.

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New Carnival of Gamers – and a cooldown

June 5th, 2005 by Troy Goodfellow · Uncategorized

Another Carnival of Gamers – a collection of gaming blog posts – will be held at Mile Zero on June 9th. Check it out soon.

If you do go to Mile Zero, you will notice this little rant about a mini-controversy over the last Carnival. Thomas links to all the relevant parts of what passes for debate on the Internet. (What is it about this place that makes us all act like we are on The McLaughlin Group?). Instead of really dealing with what could have been an interesting discussion of editorial ethics (the whole thing started with a standard blogger screed against big game media as personified by Gamespy) the thing broke down into Matt Gallant defending his opinion of the original post against others who were angry that he dismissed the entire Carnival as pointless. CGM editor Steve Bauman got involved, and I found the whole thing ridiculous.

Anyway, in the comments of that post you can get my opinion on Thomas’s summary, which ends up being a post about why Computer Games Magazine still sucks. (I am being a little glib, here, but he calling Mr. Bauman a liar and accusing CGM of misogyny gives me a little license here.)

I think Matt was wrong to dismiss the Carnival of Gamers based on a single blog post. I think that Peter exaggerates for effect in his original post on Gamespy and comes off sounding self-righteous and deserves a little slamming for it. Both make the cardinal error of dismissing swaths of good writing and editing based on one or two things they don’t like.

This is the last I will say on this issue, since I think the whole fight is both pointless and counterproductive. Despite the numerous examples of bad strategy game writing out there, or noticeable cases of people reviewing games they only half-played, I write very little about that. Why? Because the best counter to bad game writing is good game writing. And in a small way, I try to do that. You may disagree.

For the first time, I am disabling comments on a post. If you have a complaint, email me. But I do not want this fight on my porch. Any comments about this post in another post will be immediately deleted.

I will continue to contribute to Carnival of Gamers because it is fun and helpful. God (and Steve) willing, I will continue to offer my services to Computer Games Magazine and any other big media that want me.

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Games That Never Were: Twilyt Productions

June 5th, 2005 by Troy Goodfellow · Uncategorized

How many games never get made because of where the developer is based? How many silicon dreams are dashed on the shoals of local interest?

One such story is the tale of Twilyt Productions, a South African company that sought to bring the violence of the colonial African period to your desktop. It announced two titles in its short life, Zulu War andAnglo-Boer War. Screenshots for both are still available at Gamespot.

Founded in 1999, Twilyt was well aware of the challenges presented by its location. In the interview with Gamespot, Managing Director Travis Bulford stated:

“Being in South Africa is a blessing and a curse for a young development studio. Costs are low here so financing our developments is not as expensive. On the other hand, we are isolated from the heart of the industry and need to make quite a few trips each year overseas to keep the ball rolling with international contacts both in publication and in technology.”

The screens of the two games show similar artwork. Very polygonal soldiers shoot at each other, looking a little ridiculous. Even the 2D art of Shogun: Total War, released in 2000, is more attractive. But these are early development shots and should not be assumed to be representative of what the final games would have looked like.

The Imperial period of European expansion is certainly underexplored. There have been a couple of small wargames released that dealt with moments in the Scramble for Africa. The battles of Isandlwhana and Rorke’s Drift have been fertile soil for wargamers. Independent wargame maker Incredible Simulations has had a Zulu War game since 1996. But the content matter is pretty foreign to both American and European gamers at large. The two Twilyt games were clearly not going to be huge hits and would only find success by targetting the strong and loud niche of wargamers.

Plus, for a developer with only 13 employees they had a lot of irons in the fire. They developed an Xbox game called Toxic Bunny 2 that never saw the light of day as well as the two ambitious strategy/wargames based on their local history.

Then, all of a sudden, Twilyt Productions closed down. It was reported that there was a lack of funds. This probably means that it couldn’t find a publisher for its strategy games and wasn’t making enough headway on Toxic Bunny to keep its doors open. Despite public confidence that it could find capital investment for its projects, there have no reports of new development.

Zulu War was to be a quite limited game, judging by the description. Despite the promise of multiplayer ladders, having a game with only two battles – and those battles divided into 25 distinct chapters – does not sound especially appealing on its face. And, planning for an expansion before even finishing the first game is a bit of hubris. So it could not have been an easy sell to investors.

Undoubtedly, the fears expressed in the original Gamespot interview came home to roost in some respects. South Africa was still recovering from a popular peaceful revolution and years of sanctions, so any long term investment would have had to come from overseas. Face time is still precious and partially explains why, even here in America, there is a distinct regionalism to most computer game development and production. For all its beauty, South Africa is an ocean away.

The theme of the games probably played a role, as well. European Imperialism in Africa is both interesting and important. The battles – the focus of Twilyt’s games – are only part of the story. But the story of a heavily armed European aggressor wiping out autonomous African kingdoms is not a pretty one, and considering that the target market of these games, would be a bit of a downer. Sure, the Zulus win at Isandlwhana. But a savvy player who knows why the British lost could turn Natal into a killing field. There is a reason why The Battle of Bull Run is not a popular subject in computer games.

When Shogun came out in 2000, marrying a fair strategy game to amazing battles, pure wargames with no strategy element must have seemed a little antiquated. Add in the fact that you have redcoats with rifles shooting at waves of spearmen and the game is a hard sell. Anglo-Boer War might have been a better place to start, but that conflict is likely even more obscure to potential investors than the Zulu War.

We don’t know enough about Zulu War or Anglo-Boer War to assess whether they would have been truly interesting or not. They were a small development house, and there are hundreds just like them around the world. Were their eyes bigger than their stomachs? Did they overestimate the appeal of their local history to potential overseas investors? Their end did mean that we gamers were deprived of another look at an underexplored area of history.

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Joining the 21st Century

June 3rd, 2005 by Troy Goodfellow · Uncategorized

Thanks to Jim over at Bastard Numbered, I now have expandable posts for lengthier bits of fluff. The “read more” tag will be at the of every post, but, sadly, not all of them actually have more to read.

Confused? Don’t be. It’s just a way I can get more stuff on the front page without wearing out your scroll wheel unless you really want it.

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