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STAVKA-OKH and the Limits of Decisions

July 15th, 2011 by Troy Goodfellow · Wargames

Rod Humble is the CEO of Linden Labs. He is also makes small games, the most famous of which is probably the conceptual game The Marriage. He’s also a wargamer, and I wish I’d had more time to talk to him about what he was playing when I briefly saw him at E3 this year. He’s written his own miniature ruleset for Napoleonic battles. In general, one of the coolest guys in the industry who acts like he is continually astonished that he is a senior executive.

Anyway, Rod recently made a very simple game set in World War II. STAVKA-OKH is quite unlike any other wargame, in fact I’m not even sure it is a wargame. STAVKA-OKH is a game that is partly about strategy, partly about percentages, but really about decision making, player identity and the verdicts of history.

You can play a game in a matter of minutes, so I recommend you do so before you finish reading this post. It’s free. Read the rules carefully, since it’s an odd game.

First, you are a senior general in one of the totalitarian armies on the Eastern Front; the game chooses for you when you start up. You don’t assign the forces that are given to you – you only choose between three possible plans of attack. Each of these plans has a strength or a weakness strategically depending on the enemy plan, and each has different odds of being overruled entirely by the dictator.

So, the only real choice you make that can decide the outcome of the war can be regularly invalidated by your political master. Any decisions you make are contingent.

Success earns you glory, failure costs glory – unless the dictator has overridden your plan. If it’s his bright idea, then he reaps the rewards or penalties. If you think the Germans are going to steamroll you anyway, pick a plan you know Stalin will hate and let him look like a loser. And then you turn the war around with your genius. Right?

This is where the game gets even messier. If you take the role of your general seriously, there are two other variables to consider. First, do you support the party or not – doing so will add to your glory, failing to do so will subtract but each of these will also have an impact on the other variable, the verdict of history which is laid out at the bottom of the screen in each turn. If you take your “character” seriously, winning the war might not be enough or even what you want to happen. Because the war carries on around you.

Failing to win the war could lead to an honorable retirement. Or you could be hanged for war crimes. If you win the war, your politics might lead to you getting purged or exiled. Or maybe you become the heir to a brutal dictatorship responsible for genocide – the game never fails to remind you that Volga Germans and Crimean Tatars and millions of Jews and Poles and other Slavs are being killed. There are tallies for civilian casualties as well as military ones. A quick victory is in everyone’s interest, of course, but a gamble that fails will probably lead to your own head on the block.

Rod is one of those guys who loves the question of ethics in wargames. Be clear – there are no ethical choices to make here. If you try to waffle and try to avoid calling attention to yourself, you will avoid the hangman’s noose and the sword of Damocles, but you will also prolong the war leading to tens of millions of more deaths. If you fight well, but lose, you might be seen as a Rommel, I suppose – a general who avoided politics, but then Rommel didn’t survive the war, did he?

So we play a general, who ultimately has only the power of suggestion, being judged on the success or failure of plans he did not choose to begin with or approve in the end. And all around him is murder and savagery and criminality. But the war must be fought and the war must be won, or at least lost with energy.

STAVKA-OKH is not a game that I will come back to a lot. It’s an interesting experiment, and it’s cool to see the optional futures change as I gamble with my full throated support for the madman in power. And, like a lot of wargamers, I like to see how quickly I can get to Berlin or Moscow. It’s not a difficult game to win, and I think it’s easier to win if you just keep supporting the party, but that may just be my own luck.

But I felt a little dirty when Hitler said I could take over when he was gone.

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Three Moves Ahead Episode 125 – The Friendliest Phillipic

July 14th, 2011 by Rob Zacny · Podcast, Three Moves Ahead

ThreeMovesAhead

Troy and Rob are over the moon about Longbow’s Hegemony: Wars of Ancient Greece, and invite programmer and writer Rick Yorgason to the show so they can ask that timeless question: “How awesome is your game?” The three go into detail on the game’s simplicity, its superb camera controls and artwork, its integrated and effective tutorial, and the compromises and adjustments Longbow made to the design along the way. Then Rick says there are two copies of the game available to loyal 3MA listeners, and Troy promises to award them randomly to two people who leave comments on this episode. Deadline for comments is Wednesday, July 20th.

Troy’s Review

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Not Contemporary

July 12th, 2011 by Troy Goodfellow · Design, Industry

In an interview with MCVUK, Christoph Hartmann, the president of 2K Studios, was asked about why X-Com was being turned into a first person shooter, instead of using the IP as God intended – a tactical strategy game.

The ‘90s generation of gamers all love Xcom and we own the IP, so we thought OK, what do we do with it? Every studio we had wanted to do it and each one had its own spin on it. But the problem was that turn-based strategy games were no longer the hottest thing on planet Earth. But this is not just a commercial thing – strategy games are just not contemporary.

I use the example of music artists. Look at someone old school like Ray Charles, if he would make music today it would still be Ray Charles but he would probably do it more in the style of Kanye West. Bringing Ray Charles back is all fine and good, but it just needs to move on, although the core essence will still be the same.

That’s what we are trying to do. To renew Xcom but in line with what this generation of gamers want. The team behind it is asking themselves every day: ‘Is it true to the values of the franchise?’ It’s not a case of cashing in on the name. We just need to renew it because times are changing.

I have to be careful how I write this post (can’t really offend anyone) but since people are going to ask me about this on Formspring or on the podcast or over Twitter, I have to comment. And I can’t lie to you guys.

First, it is clear that 2K is trying to cash in on the name recognition, and there’s nothing wrong with that. When they acquired the IP, there could have been rules in place that required they use it or the rights would revert to the previous owner. There is no reason to use the X-Com brand name on an alien shooter unless you want to exploit the nostalgia that people my age have for that name and series. It is a perfectly sound business decision to just slap the IP on a shooter, and I’d rather someone came out and said it. This makes financial sense.

Second, I think there is only a small risk of brand confusion here. When people my age say they wanted a new X-Com game, I doubt that any meant that they want a box or desktop icon that said X-Com. There are a thousand good names for an alien killing FPS – X-Com was chosen because it is a recognizable brand name even if the new game has nothing in common with what gave the brand power to begin with. For this audience of a certain age, there will be no escaping the question of why 2K is taking the brand in this direction. There will, of course, be thousands of people who will buy the new X-Com without having any connection or nostalgia for the name, which, let’s face it, is a pretty good name. For these people, the game has to stand on its own through marketing since the name creates no warm fuzzy feelings. As far as 2K’s future is concerned, it’s these new gamers that really matter. The X-Com name creates the media buzz, gets the game on all the websites and some cover stories, and then new gamers keep the IP going with an entirely new meaning. Tactical strategy X-Com dies.

Third, and most important for the purposes of this blog, Hartmann is absolutely right that strategy games aren’t contemporary insofar as AAA budget development is concerned. The budget problem is a big one facing the industry at large. As companies expand and the gaming dollars are harder to grab, the top publishers are playing it safe, spending money not to stand out but to blend in. Since the biggest sellers of the last few years have been military shooters, publishers tend to feel justified spending tens of millions of dollars chasing these “sure things”. Of course, this means that all the AAA strategy customer dollars are left for a handful of titles to scoop up; Total War, Starcraft, Civilization, maybe Dawn of War. It doesn’t help the genre that PC gaming dollars are scarcer than console dollars, both because strategy gamers will stick with one title longer than gamers would with a story based shooter and because Steam sales have encouraged PC gamers to wait for a big discount.

Of course, I think that strategy games in general are very contemporary – probably one of the most contemporary genres because there has been more experimentation and originality in the genre in the last five years than I have seen in most other major genres. Part of this is because the explosion of new platforms in the last decade (consoles, handhelds, cellphones, Facebook, browsers) has opened a space for thinking about strategy games in new ways, leading to a feedback to the PC where the open architecture lets designers go nuts. Look at the small science fiction subgenre – Gratuitous Space Battles, AI War, Sins of a Solar Empire, Distant Worlds, and in a couple of months, Sword of the Stars II; each of these is distinct and unique and original in core design. There are only so many ways to capture a flag, but apparently many ways to capture a galaxy.

I guess it comes down to what it means to be “contemporary”. If you are talking about the contemporary bottom-line (“What will the most people pay to see?”) then Hartmann is right on. As gaming became a mass audience affair, the tastes of the gaming population changed and those tastes leaned to shorter games with multiplayer sessions you could wrap up in an evening.

But, for me, the question is what is the spirit of contemporary game design all about? I am not arguing that what is popular is bad, or that 2K is wrong to make the choice that is making. But I think there is genuine enthusiasm in both the games media and the gaming audience for games that let you do things you didn’t do before. Increasingly we are seeing talented AAA designers and developers breaking free from the established publisher model and setting up their own studios because they want to experiment and they want to recreate the feelings they get when they play boardgames or arcade games with friends.

That is the contemporary side of gaming that I would invest in. If I had money.

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Weekend of Music

July 10th, 2011 by Troy Goodfellow · Music

I know this is yet another non-strategy game post, and yeah, that sucks. I have a half dozen really big posts drafted that I don’t want to release into the wild quite yet – something on modeling crisis situations, the Indian character post, reflections on authorial voice in strategy game narrative…these are hard to finish when you don’t spend your entire days playing games. So, apologies.

I should write about the shows I saw this weekend. I probably saw more AAA singing talent over the last couple of days than I have in a long time.

Yes, I am a musical theatre nerd. I love music and I love the artistry of words. I’ve referred to my love of Broadway on this blog and on my Twitter feed more than once, and a large part of that is my admiration of a well turned phrase. Even a great title – wouldn’t You and Me (But Mostly Me) be a great title for a post about co-op and diplomacy in strategy gaming? (With Bigger, Longer and Uncut, Team America and now Book of Mormon – as well as the regular songs in South Park – I am increasingly convinced that Parker and Stone are the best lyricists in current story-based songwriting.) Not to mention War is a Science; that could be the motto for this blog or the podcast, I guess.

So this weekend, [Read more →]

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Three Moves Ahead Episode 124 – The Show Must Go On

July 7th, 2011 by Rob Zacny · Podcast, Three Moves Ahead

ThreeMovesAhead

Taking a moment from their respective vacations, Rob and Julian pick up the pieces after a couple show ideas fall apart at the last minute. Julian wants to talk about card mechanics and why he likes them so much. Rob wonders if most PC games eschew cards because they tend to symbolize and abstract concepts, and the PC tends to place a premium on the literal. Julian also theorizes that poker’s popularity changed games.

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Writing to the Goal & FoSTV Update

July 4th, 2011 by Troy Goodfellow · FoSTV

I love to write more than just about anything else in the world. It’s connected to a larger love of language and how words fit together to make sense. In a lot of my chats with my close friends, we will find great or terrible sentences and examine how they become amazing or go horribly awry.

As a media person, I wrote a lot of different things. Features were always my favorite, though they took the most work. Reviews were fun, columns were super hard but I liked the discipline they imposed. Previews were the absolute worst – writing about a game that is still eight or twelve months from completion is not something I miss at all. Then, of course, you have blog posts like the ones I wrote here as I laid out a bunch of general ideas on how to understand strategy games. (I think one of the reasons I blog less – on top of gaming less – is because I have less to say about that now.)

Now I write things that call upon talents I wasn’t sure I had. I’ve already talked about press releases and how they are not exactly the efficient brutal use of language that I was reared on. I’m using exclamation points now. And not ironically. This is a sad state of affairs.

I’m also writing memos and briefs, scripts for promotions, punching up names and text, converting awkward English translations into something both accurate and sensible without knowing the original language and sending email to former colleagues to implore them to maybe give one of our games another preview or to interview one of our clients. Talk about having to know your audience…

I’ve often said that there is no way I could write a novel. While I think I have a great ear for dialog and character (the voices in my head seem to agree, at least), my plot pacing would be terrible. It’s the efficiency bug again, you see. I would just race to the end and wrap things up. Fiction requires a skill set that I think may be beyond me, even in short story form. But the more types of writing I do and learn, the more plausible it seems that I could do long form fiction.

Though, of course, I would prefer my first book to be non-fiction.

Anyway, I post all this as way of reminding all of you and myself that work on Flash of Steel TV continues. The webcam is fine, though I need to find the right angle where I don’t look like a tool. The microphone has decent sound, but I will soon get a proper desktop mic.

It’s the writing and outlining of the episodes that is proving to be the most fun and challenge. I will want game video in here, so when do I choose to voiceover and what do I show when I am talking? How many pages is five minutes really? Especially when you are a fast talker like me? All of these things I had never thought about in writing are now pretty important and actually kind of cool. So, so, so much to learn.

I want the first episode to be decent, so I am taking my time finishing this plan. I can yammer to my webcam nonstop, but if I want to learn how to do all the skills that come with amateur video editing and script writing, then I need to take it seriously. I am getting good advice on how to approach it, and mid-July looks like a good target for unveiling the show to world. I will do some demo videos this week (not for public consumption) and see if I can find a back drop that doesn’t look as depressing as my apartment.

Watch this space.

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