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AIAS Achievement Awards Nominees

January 22nd, 2005 by Troy Goodfellow · Uncategorized

You can find the nominees for the 8th Annual Academy of Interactive Arts and Sciences Achievement Awards at their website.

A lot can be said about the list as a whole. The weirdly captivating Katamari Damacy looks poised to win a few awards. I hope it beats all the big name, big budget shooters. The dearth of RPG and Sports nominees for the PC is also worthy of mention. I’ll focus on the strategy side though, since that’s what I know best.

There are no console strategy nominees, which is both unsurprising and frustrating. As the industry moves more and more towards console gaming, we have to start seeing developers working to make strategy games functional in the console setting. There were strategy games for the Atari 2600 and the like. For some reason no one has tried to make them work for the Playstation.

On the PC side, the nominees are Rome: Total War, Lord of the Rings: Battle for Middle Earth and Warhammer 40000: Dawn of War. This is a tough field. Though Rome was my game of the year, I think that Warhammer has a good chance here. It’s a new entry to the field, was bloody good fun and was a pleasant surprise to everyone who played it.

Sims 2 and Rollercoaster Tycoon 3 are packed into the simulation category with Pacific Fighters, a case of apples and oranges if I’ve ever seen one. How do evaluate a rivet counting flight sim compared to a virtual family and a light business sim?

And how does Sid Meier’s Pirates! get a PC Game of the Year nomination but no genre nomination? That’s the price you pay for genre busting, I guess. I think it would qualify as a role-playing game or even action-adventure. But I guess the esteemed jurors at the AIAS didn’t have a clue where to put it so they didn’t put it anywhere.

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Missing In Action

January 21st, 2005 by Troy Goodfellow · Uncategorized

As an ancient history nut, I was looking forward to Strength and Honour from Magitech games. They’re the guys behind Takeda and now Takeda II. If you aren’t familiar with their games, think of Rome: Total War with cheaper graphics and more complicated strategy. At least this was what Strength and Honour was looking like. The demo looked pretty promising, even though I could never quite figure out what was going on in the strategy end. Greg Micek, the editor in chief of DIYGames, played a more complete build for the 2004 IGF jury selection and was pretty pleased with it. They said that they were having some trouble finding a publisher last March and to date don’t have an English language publisher.

And so another promising independent game is in limbo. Clearly Magitech is still in operation. Takeda II was an entry in this year’s IGF, and they are searching for a publisher for that, too.

You have to wonder what the problem is. Their games are not AAA titles by any means and don’t have a lot of the polish that would draw big publishers. Their games are ten times better than Pax Romana or Superpower 2 though and those games found publishers. It could be that the energy devoted to Takeda 2 is getting in the way of finding a deal for Strength and Honour.

Of course, I could put on my journalist hat and drop them a line, but if I did that I would have to write it up for DIY. Which means getting Greg’s permission first. Besides, that’s not really my point.

My point is that so many games never get finished or see the light of day and most people never know why. If the studio closes, it’s pretty obvious why the games don’t get done. I still mourn the loss of Pantheon, a game that could have been the first Age of Mythology. When a big title doesn’t get released, there is usually a press release that blames the market or the loss of capital, or like the ill-fated Dinosaurs from Firaxis, the game itself.

But in this case, the game is done and even being distributed in Italy. This is a prime candidate for digital download, but if the strategy game isn’t made more obvious, this means another 200 page PDF manual for me to read (see my most recent DIY editorial for my all-too predictable feelings on this). I’m not about to join their forum and be yet another voice that is curious about where my new sword and sandals game is, but I’m getting a little tired of waiting.

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Update

January 21st, 2005 by Troy Goodfellow · Uncategorized

I’ve updated my review and editorial archive for DIYGames. Another review for DIY will be up soon.

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Beta testing blues

January 20th, 2005 by Troy Goodfellow · Uncategorized

I’ve been chosen to help Beta test the new historic grand strategy game Great Invasions, from the people who brought you Pax Romana. The lead developer, Philippe Thibault, is one of the original designers of the Europa Universalis board game and helped in the translation of that game to the computer.

Since it is a beta, and there is a non-disclosure agreement, I certainly won’t post any reflections on it here. The game seems to be at a pretty advanced stage, though.

I will say that beta testing strategy games has to be one of the more thankless types of beta testing. A friend is a beta of another strategy game and will probably back me up on this.

First, the grander the grand strategy the less control beta testers have in how things work. The designer has chosen the rule set for a reason, but if a game mechanic simply doesn’t work it can’t just be changed like in a shooter or RPG. If you change one rule, you often have to change everything connected to it so that the causal connection you like isn’t turfed altogether. Display and interface issues are often also so entiwned with the stuff going on underneath that UI changes – often necessary – are often too difficult to implement at the point that most betas get involved. In a RPG, there is often a genre consensus about the goals, the terms and the style. In a grand strategy game, players may come to the beta stage with different goals in play style (conquest? simulation? alternate world creation?) or with some idea that they can import ideas from their favorite games on to a game set that’s already in place.

Of course, betas don’t try to change too much because it’s usually pretty clear what can and cannot be changed when a game arrives. The big problem with testing the grand strategy genre is finding the time to actually give them the play time that they deserve. These types of games require serious testing time in order to find out what exactly is wrong with them. Sometimes it requires making new AI files, sometimes it means sitting through lots of crashes, often it means looking at tons of menus. Of course, you learn the game in and out while you are beta testing but it makes you a poor choice to review the game (a fact I had to face when I was offered a chance to review Pax Romana for a couple of websites – an opportunity I turned down because of my involvement in the beta process.) If you know a complicated really well because of the time spent working on it, it is hard to distance yourself from the learning curve that new players frequently encounter.

Please comment on your own experiences beta testing strategy games. What worked? What didn’t? And is strategy gaming that much different?

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Video Game Ombudsman

January 17th, 2005 by Troy Goodfellow · Uncategorized

I encourage you to check out the gaming blogs I link to on the right hand of the screen. Lots of them out there, but there are my favorites.

Video Game Ombudsman(aka Kyle Orland) has had a couple of great stories this past week. One is on the recent ESA press release that emphasizes that gamers have a life outside of their games. It has data on religious observance, reading habits, etc. VGO makes a great point that the specialist press (gaming magazines and websites) has done a pretty bad job at breaking out of the gamer nerd stereotype. I strain to think of the latest issue of any of the gaming mags I read that didn’t make a Star Wars reference. Somehow I doubt that the New York Review of Books does this all the time, though there’s a good chance that a lot of Star Wars geeks read that too.

Earlier this week he posted on how he would change the programming at the woeful G4 network, currently in the midst of a programming reshuffle that largely meant axing much the TechTV stuff that they spent so much money acquiring. One of his best program ideas – in other words, a programming idea that I have been musing about for some time – is a video game roundtable discussion show. He bills it as a McLaughlin Group on games and the game industry – I think I’d prefer more a Tucker Carlson Show approach. Have a moderator and a rotating group of industry writers and experts to talk about what’s going on in the industry.

Weekly may be a bit much to ask. The issues that face gamers and gaming aren’t that pressing. I guess you could have a different focus every week, with a couple on industry issues and others on the games themselves. I can already think of the people that I would stick on such a show. (I would moderate of course…).

Anyway, this is more a plea to give Mr. Orland the readership his blog deserves. I’m sure he gets many, many more readers than me, but if I can do anything to send another one his way, I’m happy to do so.

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The limits of strategy games and education

January 17th, 2005 by Troy Goodfellow · Uncategorized

I’m doing my teaching training at the moment (I feel like I’ve been in school my whole life…) and when my colleagues learn that I am an avid computer gamer, many of them ask about the applicability of gaming to learning history. This is a common theme. A lot of people claim that a particular game got them interested in studying history or that their favorite game would make an excellent teaching tool.

The former may be true. I have no way of telling whether playing Civilization is really a great way to introduce people to history. It strikes me as a little suspicious – I tend to think that people who have a passing interest in history are likely to play Civ and it might accentuate what’s already there. I know that Europa Universalis made me more interested in the early modern period, but I’ve always been a history geek.

The latter claim – that historical strategy games would make great teaching tools – is almost certainly untrue. Beyond the fact that people who say this have a very antiquated idea of what history is (names, dates, geography, etc.) and blinders as to what games are (rule sets that do not mimic anything beyond what the designers intended), historical strategy games fail as teaching tools for one important reason. They tend to whitewash history until it is no more than events happening one after the other.
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A good example is from Paradox’s forum on their new game Hearts of Iron 2. I’ll quote it in its entirety.

“NOTE: There will not be any gulags or deathcamps (including POW camps) to build in Hearts of Iron2, nor will there be the ability to simulate the Holocaust or systematic purges, so I ask you not to discuss these topics as they are not related to this game. Thank You.

NOTE: Strategic bombing in HoI2 will be abstracted and not allow you to terror bomb civilians specifically. Chemical weapons will also not be included in the game. Any threads that complain about this issue will be closed without discussion.


NOTE: There will not be any swastikas in the game, because it IS illegal to show them in Germany and various other countries. Same goes for other Nazi symbols (e.g. related to the SS) or Nazi propaganda material, including songs etc. Any link posted to a mod which includes a Swastika or other illegal Nazi symbols will be deleted. Any threads that complain about this issue will be closed.”

Now I have no complaints about this specific policy. I would find a game that encouraged the massacre of civilians or forced the player to repeat the worst crimes of human history to be beyond distasteful. The game does offer the Soviet player the chance to purge his/her military though (with disastrous effects to Soviet military readiness), so there is a little duplicity here. But it does severely undermine anyone who wants to seriously argue that this game is a useful tool for understanding World War 2. How can you possibly teach the greatest human conflict ever without understanding the motivations of Nazism or the industrialized murder of millions of innocent people? As it plays out in the game, the war is no more than the settlement of outstanding territorial claims. It is entirely possible to play Germany with no sense of horror or outrage.

This is, of course, typical. There would be no WW2 strategy games at all if you couldn’t play Germany. It is just a game.

The Holocaust is a peculiar evil – not unique in human history – but so close to our own time and so modern in all its features that its mere mention stirs up unease in all who hear of it. Paradox certainly thinks so, since their earlier Europa Universalis 2 had the ethnic cleansing of Muslims and Jews from Spain and even had slaves as trade goods, even if the controlling power had no logical reason to use slaves.

But even these crimes of history are treated with kid gloves. The evils of slavery are granted an historic inevitability instead of being placed in the context of a triangular trade that made captive Africans the primary good of sale in Western Africa.

I don’t mean to pick on Paradox – they simply stand out since their games are the most deeply researched and fact-filled and are often held out by their customers as people who make educational games. They aren’t alone though.

Civilization 3 is a big leap forward from its predecessors, but, for the first time, has game mechanics that encourage the razing of cities. Corruption and waste are such a problem that it is much more feasible to burn an enemy settlement to the ground than it is to garrison it. Rome: Total War has the same issue – extermination is easier than dealing with the foreigners you just conquered. This is normal for ancient warfare of course, but none of the horrors of the cleansing are apparent. Even your typical wargame never gives you casualty figures or home front consequences for disastrous failures.

I am certainly not advocating that all this stuff should be put in a game. I play enough “unfun” games as it is without all this doom and gloom put in them. But before people start celebrating a game as an aid to history education, they need to have a better idea of what history education is all about. Teaching history means teaching the ugly side of humanity as well the cool stuff like kings and battles. Showing people a map of Europe on a computer screen is no more educational than showing them the same map in a book. Letting students pretend to be FDR in a strategy game is no more educational than watching a movie about the Great Depression. For a game to be an educational device, you have to be clear on what it is you are trying to teach. Once you have that cleared up you can look for a game to fit the lesson. And it may not be the one with all the pictures of famous people in it.

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