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Calvin and Hobbes

June 2nd, 2005 by Troy Goodfellow · Design

Your favorite cartoon brat and stuffed tiger started as two of the great thinkers of the 16th and 17th centuries. John Calvin was the great Reformer whose strong opinions on right, wrong and the inevitable led to Puritanism and Presbyterianism. Thomas Hobbes was one of the first philosophers to put forth that all men were created equal, and that the only way to rein in this equality – which is mind is equality of murderous abilities – was to surrender all of our rights to an absolute sovereign.

What does any of this have to do with strategy gaming? More than you might think. These two men are not only giants of Western thought and civilization, they are the founders of the precepts that underlie almost every strategy game out there.

The link to Thomas Hobbes is obvious. In the Hobbesian mindset, a world without a government to enforce order, his state of nature, meant that people’s lives would be “nasty, brutish and short”. It was a war of “all against all.” In his magnum opus, Leviathan, he pointed out that while we had kings to keep us from killing each other in the domestic sphere; the international arena was still anarchic; no government enforced rules so it was a free for all.

And there we have all strategy gaming. Cooperation is a sucker’s game and conflict is the entire point of the exercise. Conflict is not only inevitable, it’s the rule set. Does anybody in Civ III trade iron or oil to rivals who don’t have them? Of course not, since these are the sinews of Civ-war. Collaborative victory is impossible in most strategy games and is generally unsatisfying.

But if you look around today, you will see that international relations is highly dependent on cooperation, trade and even has a fine amount of generosity and altruism in it. Countries do not live lives that are nasty, brutish and short and interstate war is the exception and not the rule. In fact, war between large powers has reached the point that it seems self-defeating to even conceive of it.

Why are there no strategy games that try to simulate this? Almost all of the large history spanning games make war more frequent at the end than at the beginning and none capture the true friendship that can grow between countries. If the world ever was Hobbesian, it’s certainly questionable if it still is.

Conflict may be more exciting to portray. You get explosions, neat weapons and the like. Trying to make a trade pact look exciting is a challenge for all the great graphic artists of our generation. But it would be something new and give players an interesting way to “win” a game without necessarily beating everyone into submission. Even “cultural” or “wonder” victories require you to either annex others or hold the wonder before an opponent knocks it down.

John Calvin’s connection is less obvious, and has not always been present. One of Calvin’s central precepts was predestination. In his learned theological interpretation of scripture, God – being omniscient and prescient – already knew who was saved and who wasn’t. Therefore, your fate is already decided. Any exercise of free will in this world is also preordained to achieve the God-established decision of who makes it into Heaven and who doesn’t.

Increasingly, developers of strategy games have tried to differentiate between opposing sides with more than just unit descriptions or force compositions. In the original Civilization, there were no differences between the opposing races except in how pretty their leader was. Warcraft had human and orc forces that were exactly the same except for the art. But ever since Starcraft blew everyone away with three wonderfully different and balanced forces, strategy game designers have ordained that certain cultures will have certain tendencies.

So, if you an easy early game in Civ III, you have to choose an “expansionist” race. If you randomly end up with the French, the rush to gunpowder becomes even more important. If you like artillery in Rise of Nations, the Turks are your best choice. If you choose a random race and end up with the Mongols, you’d be an idiot not to spam your empire with stables.

Cultural traits therefore determine the game you will play. And, since race is destiny, you can expect some of these issues to move from game to game because, as I wrote earlier, game designers tend to go back to the same templates for national powers. If you make a Rome that does not rely on heavy infantry, you are not only scoffing at history. You are risking the wrath of ten million gamers who know that Rome conquered the world because its infantry rocked. So it must rock in the game they are playing.

I know why developers do this. It provides a variety of different gameplay styles for the player and allows them to try to win games in different ways. Sure there is a best strategy for the Aztecs or the Egyptians, but they are different enough from each other to persuade the player that some thought went into balancing the game. And, since history is there, developers might as well use it as a baseline for each culture.

I have no major complaint with Calvinizing strategy games, but it does make me wonder whatever happened to the idea of gaming against an opponent with an identical set-up. In chess, the black pieces don’t get +1 moves with their pawns while White bishops can jump a single piece. The whole idea is to beat a force the same as your own without relying on magic powers or special advantages.

Of the two, I think that Hobbes puts greater constraints on developers and players than Calvin. The primacy of warfare and elimination as the endgames of strategy titles does give a perverted view of what international politics is all about. As powerful as Age of Empires is in teaching people about pikemen and trebuchets, are the messages that gamers get about war and politics any less important?

And if Will Wright can make care about making a virtual doll take a shower, don’t tell me that a game about real international politics would surely be dull. All it takes is some imagination and a willingness to move beyond the canon.

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Yet another reason not to get cable

June 2nd, 2005 by Troy Goodfellow · Uncategorized

This year’s E3 Game Critics Awards will be televised on the testosterone fueled Spike TV. Given that these awards are being judged by industry experts, I hope there will be a little more class and maturity than has been on display at Spike TV’s annual game awards orgy, which usually has more rappers and B-movie actors than people actually connected to the industry. Given my lack of cable TV these days, I’ll catch the recap later.

Taking a quick glance at the judges for this event, I find it surprising that so many non-gaming publications have judges on the panel. Maxim Magazine? Rolling Stone? Time Magazine? CNN/Money? (On a side note, why are games usually put in the business or tech sections instead of the entertainment section?) No sign of my occasional platform, Computer Gaming Magazine though both of its rival US mags are represented. The big three game review sites are there, and so is Gamesdomain, once my favorite of them all. Some very capable judges on are the panel. Greg Kasavin, Marc Saltzman, Jeff Green – three of my favorite writers right there.

Zero women. ZERO. Why does this continually surprise me…

On to the games themselves. Well, the strategy and PC stuff.

The strategy category is all PC Games. While PC zealots might like to trumpet the continuing dominance of our favorite platform in this genre, the failure of game developers to find a way to make strategy work on the console might have serious ramifications for the health of the genre.

The titles are the usual suspects.

Age of Empires III (Ensemble Studios/Microsoft)
Civilization IV (Firaxis Games/2K Games)
Company of Heroes (Relic/THQ)
Rise of Nations: Rise of Legends (Big Huge Games/Microsoft)
Star Wars Empire At War (Petroglyph Games/LucasArts)

Spore was nominated in the simulation category, though it could fit here just as easily. It’s also a nominee for Best of Show, and it has to be the odds on favorite even though it is up against one of the three new consoles.

The strategy nominees are not an interesting bunch, sadly. I am looking forward to all of them, but only one of the five is not a franchise title. Company of Heroes looks like Combat Mission in real time, and could be the sleeper hit of the year. But most of the gaming press over the next twelve months will go to the new games from LucasArts and the three giants of strategy gaming – Meier, Reynolds and Shelley. Though Rise of Legends is, to me, probably the most interesting title on the list, Age of Empires III or Empire at War are probably the favorites. Both have more finished at this point and Empire can cruise on the goodwill generated by a not-crappy movie.

Age of Empires III is also nominated for best PC Game, but is up against Spore. Even though we don’t know all that much about Spore at this point, the post-E3 buzz is so strong that it will be a major upset if it loses. And, if it does, Battlefield 2 or Prey are more likely winners than AoE.

Previous strategy winners do provide an interesting perspective on the genre.

2004 – Lord of the Rings: The Battle for Middle Earth (EA)
2003 – Rome: Total War (Creative Assembly/Activision)
2002 – Command and Conquer: Generals (EA)
2001 – Age of Mythology (Ensemble/Microsoft)
2000 – Black and White (Lionhead/EA) – Best of Show, Best PC Game, Best Original
1999 – Homeworld (Relic/Sierra)
1998 – Homeworld (Relic/Sierra) RTS
1998 – Alpha Centauri (Firaxis/EA) TBS

First, there have been no turn based winners since they had a turn based specific award in 1998.
Second, there is no vaporware here, though the E3 awards have often been criticized for giving awards to games that are nowhere near finished. ((Both Homeworld and Black and White did win some sort of award in two consecutive years, but neither missed a release date by more than a year.)

Third, there are no games here that could be called bad or misfires. Black and White wasn’t the triumph that people expected, but wasn’t terrible either. There are none of the “Say what?” moments that you see in other genres or awards. (the yet unreleased Team Fortress 2, Sims Online, Majestic, Auto Modellista).

This third point is easy to explain. Strategy games are harder to sell based on flash, glamor or licenses. People come to the strategy genre with a certain set of expectations and these expectations are probably harder to overcome than in other genres. Age of Empires III still needs to look like Age of Empires, Company of Heroes has to convey the impression of war. Tech demos only get you so far in this field. As impressed as people are by graphics, even the most pixel happy observer wants a little more from a strategy game.

I could not go to E3 this year, so if any of you readers were there, please pipe in with your observations. Do the nominees surprise anyone? What happened to 1C Games, the Russian company that had eight billion games on display? Any pet projects not here?

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Gigantism

June 1st, 2005 by Troy Goodfellow · Uncategorized

There is a new mod for Civ 3 available at Gamespot. The “Rise and Rule Mod” – an unfortunate title which only brings to mind this mess – promises the moon.

200 techs
13 governments
100 Improvements
67 Great Wonders
36 Small Wonders
14 Specialist Citizen types
52 Resources
340 Units 

13 governments? 67 Great Wonders? 14 types of citizens? Does this make the game more fun?

Not really. Though the designers claim that the point is to provide all kinds of cost/benefit decisions for the player, the fact is that Civ is, at its heart, a simple game. Too many decisions to make gets in the way of the elegantly simple design. Of the 340 units, many of them are simple reskinning existing units so that some countries have custom spearmen or unique aircraft. Many of the Great Wonders have no expiration date or nullifying tech, so the bonuses just keep stacking. Instead of making the game more challenging or interesting, it becomes a math puzzle in which the player must run sums in his head and determine which gives him the best cumulative payoff. For those Civ players that like micromanagement, this might sound appealing. I’m largely indifferent.

In a similar vein is the Total Realism mod for Rome: Total War which I wrote about a couple of days ago. Dozens of new units and new cities in an effort to approximate some ultimate realism almost lose the appeal of the game. As attractive and stylish as the new units are (and as enthusiastic as I am to see the Pharaoh’s armies made true Ptolemaic forces for Egypt) the changes to the map and the recruitment process take a lot of effort to really enjoy. The game does play out more historically accurate; Rome is slowed down in its expansion, especially to the East. And this is the obvious goal of the mod. But it also slows the game down, meaning that you spend a lot more time on a single campaign.

Speaking of which, RTR takes out the Imperial Campaign altogether in favor of “provincial campaigns”. There isn’t a lot of difference in the design, except the elimination of the other Roman factions alters the endgame considerably. It is still recognizable as Rome: Total War, but is not the game that I love. It’s merely a game I like.

Both mods, I think, point to a common issue with user created mods. There is an emphasis on increased amounts of content or greater accuracy without a clear idea of how it affects the game in general. Now these are mods, so no one is forcing me to play them. I can uninstall them at any time if I choose. My favorite games are not broken and lots of people enjoy these mods. RTR has become pseudo-official judging by the number of people who play it.

But more is sometimes less. Most players, including myself, are astonished at the ambition at first. I like my games tighter, though. When you start adding bits here and there, the parts of the game that make it a game get a little unfocused. The desire to add more content is a natural outgrowth of the feedback loop of Internet game forums and user friendly modding tools. There are lots of talented people out there. Give them a digital lever and a place to stand and show their work and they can remake the world.

I am largely resistant to large scale mods of strategy games, though. I preferred the Improved Grand Campaign for Europa Universalis, but the mods of its sequel have a greater emphasis on historical events and fantasy outcomes than on actually improving the game.

My resistance is based primarily on a distrust of amateur historians or “wouldn’t it be cool if…” people making a game. Once you start messing around in the rule set, the months of beta testing and QA work that the original developers put into a game are lost. True, many of the larger mods have teams of players testing them out, but most seem to be the already converted and not the wisely skeptical.

In spite of my own wariness towards these larger mods, I do think that they are valuable. Lots of people enjoy them, and though it is my job to tell them if a game is bad or not, it is not my job to rail against them if they think I am wrong.

There is always hope that some of the talented people behind these mods will get a chance to work on their own original game sometime soon. And maybe some of them will learn the beauty of a smaller scale.

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Memorial Day and Strategy Games: No Sacrifice At All

May 30th, 2005 by Troy Goodfellow · Uncategorized

Memorial Day is your typical American holiday. Though officially devoted to honor the sacrifices made by those citizens who have died in battle, it is mostly devoted to barbecues and beer drinking. It is the unofficial start of summer.

In a twisted game-framed idea, this is a lot like strategy and war games. Even though they often deal with the most serious issues that face mankind (war, peace, imperialism) they never ask the player to connect with those digital people “dying” for the cause.

In short, the soldiers who die for us in our games are expendable; a series of red-shirts who make no difference to us so long as the game ends in a victory. Whether the game is a long hard slog that is a war of attrition or a quick zerg-rush strike that ends the war in a moment, the casualties mean nothing to the player.

This, of course, means nothing in the short run. Digital dudes are digital dudes. But I wonder if it does give strategy gamers and wargamers a peculiar idea of what it is like to send men into battle. In a game, no cost is too large and the best strategy is the one that works.

I think that there is room for a strategy game that makes the gamer think seriously before committing men to battle. In this imperfect world, wars sometimes must be fought and many men and women obey orders and die for what they are told is a worthy cause. Strategy and wargames have none of this sense of sacrifice. There is never any onus on the player to minimize casualties or weigh the propriety of a war. Armed conflict is not only a legitimate option, but often the most efficient option. For all the grognard complaints about realism in games, there is rarely any critique about how realistic the cost of war is.

I hope you had a nice Memorial Day and took some time to move beyond the burgers and beer that have come to typify this holiday.

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Another reason to hate E3

May 29th, 2005 by Troy Goodfellow · Uncategorized

I wasn’t at E3 this year so I learned about what was going on the same way that most of you did. I read the major gaming news sites, kept an eye on my favorite forums and kept checking Gametab for anything new.

E3 has become such a huge press event that it puts the week before and after into a nether region of press coverage. Before E3 it’s all about “What we are looking forward to E3?”. After the event, it is all “Whither E3?” and “Ten cool things we saw at E3.”

Meanwhile, I am still waiting for reviews of Supreme Ruler 2010 and Imperial Glory – two strategy titles that show a lot of promise in this dead zone of game releases. I depend on reviews to guide my purchases (I am not a first day buyer i most cases) so the lack of coverage of recent game releases really cuts into my routine.

And, my most reliable source – word of mouth – is further limited because nobody is hearing about these games through game site coverage.

It’s not like there was a lot of surprising news coming out of E3. New consoles were launched with the specs that had leaked a few days before. Few new games were unveiled. The only uniformly positive buzz is about Spore. And everyone says that there are too many people there who don’t belong there.

I say leave a few people at home to man the store and keep the review updates going. Both Imperial Glory and Supreme Ruler have been out for a couple of weeks now, and Gamespy and Gamespot likely got advance copies. I want to know what their reviewers think. I need to buy another game. Help me.

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Rome: Total Modding

May 28th, 2005 by Troy Goodfellow · Uncategorized

Rome: Total War is one of the biggest strategy hits in the last five years. Every serious PC gamer I know has played it and, aside from the usual hardcore constituency who play a game for 50 hours straight and wonder why it starts to get easier, the praise is near universal.

It has spawned two very successful mods. The Rome: Total Realism mod tries to make the game more historically accurate by recasting all the factions and redoing the map. There are more cities, historical limitations on barbarian expansion and more realistic recruitment of Roman legions. It is a labor of more than love – it is a serious obsession. It’s a great mod in many ways, and should keep the grognards happy for now.

Historic Battles includes more of the great battles from the period, as created by a modder who goes by the handle of Ninjacool. The battles have huge unit sizes to give them that epic feel, but it does create a bit of slow down on some machines. The battles don’t quite look right all the time, but Rome itself had Trasimene look nothing like Trasimene. So this is not a major problem. All the usual suspects are in the mod. Gaugamela, Cannae and my personal favorite Pharsalus are the highlights.

The latest Rome patch (1.2) included a battle editor, and I think I will soon put my limited modding skills to the test with my own historic battles. The editor itself is not very user friendly, and is even more cumbersome in many ways than the baffling scenario editor that came with the Great Battles series. (That editor, though, spawned some amazing user scenarios, so if you have the Great Battles Collector’s Edition, don’t forget to download some of those at Wargamer’s file depot. )

So, with some time and talent, I think we might see some more professional quality work from all the modders out there. Creative Assembly has been very supportive of the modding community, a trend in gaming that we in the “press” can encourage by getting word of this body of work out.

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