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More ancient battle goodness

February 12th, 2005 by Troy Goodfellow · RTS, Stainless Steel

And so it continues. Stainless Steel Studios, the developer behind Empire Earth and Empires: Dawn of the Modern World have announced Rise and Fall of Civilizations at War.

The ancients gaming trend seems to be continuing strong in spite of the disastrous public reception of Oliver Stone’s Alexander biopic and the dominating presence of Rome: Total War on the gaming landscape.

Judging by the trailer on IGN, it looks a lot like Rome, complete with armored elephants tossing soldiers around like ragdolls. (Question: Why do these games insist on making these historically impractical weapons of war the sword and sandal equivalent of Panzer divisions?). The inclusion of naval combat looks promising, and there is supposed to be a hero based combat system. It will be ahistorical, so look for Alexander and Caesar to go toe to toe in the sands of time.

No release date yet. And they have to finish Empire Earth 2.

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Now powered by Google Ads

February 12th, 2005 by Troy Goodfellow · Uncategorized

So I’ve signed up with Google Adsense. So far they seem to think that I sell posters.

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Yet Another Ancient Game

February 11th, 2005 by Troy Goodfellow · Uncategorized

The ancient strategy trend continues with the announcement of Sparta: Ancient Wars from an unnamed international developer, to be published by IMC. From the two screenshots, it looks great. In fact, the announcement seems very heavy on plugging the game’s graphics.

It looks vaguely like Pyro Studios’ Praetorians. But it looks to have more traditional RTS elements. One of the screenshots seems to have a couple of peasants walking around.

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Gaming News?

February 10th, 2005 by Troy Goodfellow · Uncategorized

Can anyone clue me in as to how the renewal of Battlestar Galactica remotely qualifies as gaming news? I’m not going to tell another site what’s important and what’s not, but the contract renewal of a sci-fi program is not game related. Given the number of army shooters out there, news from Iraq qualifies as gaming news more than the continuing production of a show with no related game.

But, once again, this reinforces the place of gaming in so-called geek culture. If you game, you must like science fiction, you probably role play and know a lot of about comics. Somehow, these hobbies and interests have become inseparably linked in the minds of people who write about games.

Are these connections still typical, though? One could certainly argue that the “geeks” of the early 80s were the early adopters of computer and video games. But now I find it hard to sustain that stereotype. Most of the gamers I know have no interest in Star Trek and less in Battlestar Galactica. I certainly don’t buy comics – never have – though I will confess to reading my college roommate’s Spiderman comics.

Maybe Evil Avatar is staffed by a bunch of geeks who are really interested in this stuff. But please don’t tell me that it’s gaming news.

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Games that never were: Pantheon

February 6th, 2005 by Troy Goodfellow · Uncategorized

This is the first in a series of articles on strategy games that never got finished. I am doing this to show not just what we are missing out on, but to point out what kinds of games never get the funding they need.

Pantheon was to be Frog City’s next game after their historical business sim Trade Empires. In fact, if you look at the existing game art for Pantheon the debt to Trade Empires is obvious. The buildings look very similar to those in TE – even the landscape is reminiscent of it. The gameplay promised in Pantheon was to be more Populous than Capitalism, more Majesty than Age of Empires.

In Pantheon, the player would start with a single Olympian deity and then build a pantheon (naturally) of at most three more. With these gods, the player would compete for worshippers against a rival collection of gods and goddesses. Think of it as The Iliad come to life on your PC screen. The gods muck about in the affairs of men, do favors for their worshippers and smite the unfaithful.

This Computer Games preview is the best single article still available on this lost gem. As it makes clear, this game was about divine intervention but also about creating a core of worshippers who could fend for themselves. Like the favor resource in Age of Mythology, your gods’ actions would be limited by the amount of ambrosia that they had collected. Priests would work to make sure that your divine ego was stroked, heroes would undertake quests to further the cause of your people and your citizens would worship you so long as you were a constant presence in their lives.

Of course, Pantheon was never made. No publisher could be found and Frog City was last seen making Tropico 2, the underwhelming sequel to a decent city builder. Why no publishing deal? No idea. These are/were experienced developers with what looked like an almost finished game. The lackluster reaction of the gaming audience to Trade Empires might have made the development team less of a going concern, but worse games made by less talented people haven’t stopped their careers. Frog City still maintains a customer support forum and a website devoted to information of Pantheon.

I mourn the loss of this game for more reasons than just my natural bias towards ancient history. And, yes, Frog City was responsible for Imperialism, one my all-time favorite strategy games. The path set by Majesty, the archetypal give-and-go RTS (it lets you set the stage and then you just watch your little men go about their business), was never really followed. Pantheon seemed to moving more in that direction. If it had succeeded, and I am confident it would have, it could have given us gamers a real time strategy option beyond the Age of Empires or Warcraft mode that makes the player handle everything.

Pantheon could still be made today, of course, but both graphics and players have moved on. Age of Mythology has already made commercial hay out of the whole divine intervention thing, and done such a good job that Pantheon would have a hard time keeping up. Players have become so accustomed to the rock-paper-scissors/gold-food-wood model of RTS gaming that most other 3H games have to stick with it. I love Age of Mythology but it’s not been a huge success in multiplayer because is complicates the rock-paper-scissors thing by having two cycles to follow (infanty>cavalry>archers>infantry and heroes>myth units>mortals>heroes).

We don’t know for sure how or if Pantheon would have changed RTS gaming. Frog City, while not a marginal developer, was not powerful enough to get a publishing deal so it might not have had the public attention that it needed. But game designers would have seen something else out there. And that might have been enough to shake things up.

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Diplomacy

February 5th, 2005 by Troy Goodfellow · Uncategorized

Paradox Studios has announced that its next game will be a conversion of the classic boardgame Diplomacy. (See this entry for the place of this game in my grand theory of game design.)

This is good news. Though the games from Paradox have usually been just shy of greatness, there is a to be excited about in this announcement. First, diplomacy has always been a strong point of their game design so it makes sense that they should try a game named for it. Second, their acquisition of rights to the Diplomacy name being followed so quickly by an announcment that a game is on the way bodes well for the Advanced Squad Leader license, which they also own.

This would be the third PC game based on the board game. The first one (from Avalon Hill in 1984) was pretty crude and really designed for multiplayer. The second (from Hasbro in 1999) was roundly attacked for its terrible AI and wonky MP system. This means that there is a lot of experienced people around who have played or designed games based on the original board game.

The big worry, of course, is that the AI just won’t be able to make it work. As I noted yesterday, Paradox has a history of letting its computer opponents fall asleep and Diplomacy with a sleeping opponent would be a disaster.

Paradox is one of the only studios whose efforts I follow with bated breath, but its games are the ones I have the strongest love-hate relationships with. As in, I love the ideas but hate a lot of the execution (and day-zero patches). That said, I will be near the first in line to try Diplomacy when it comes out.

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