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Three Moves Ahead Episode 96: Shafer, Patches, Holiday Wishes

December 24th, 2010 by Troy Goodfellow · Podcast, Three Moves Ahead

ThreeMovesAhead
 

On the night before the day before Christmas, Troy and Rob and Julian sit down to talk about Jon Shafer leaving Firaxis, mega patches for turn based games Civ 5 and Elemental and then we wrap up with seasonal reflections including New Year’s resolutions for the podcast.

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Divinity 2, Or Adventures in Quick Saving

December 23rd, 2010 by Troy Goodfellow · RPGs

Divinity 2 was recently reissued with a new expansion pack, so after hearing a number of really good things about it, I jumped in.

It’s been a while since I played a non-party RPG, Dungeon Crawl aside, so I forgot little things for some reason. Like how even a slight upgrade in your weapons can have a huge effect on your success in battle. Like how my usual warrior tactics of charging in and hoping the mage will clear the room for me are best left to action movies. Like how I need to adapt MMO tactics like kiting to suck monsters away from their friends.

I love RPGs – they aren’t games that generally force me to put my brain in an uncomfortable place like Rhythm Heaven does. And I am really enjoying Divinity 2 – I will do up a proper review once I have gotten through it.

What I do not love is being a moron. And as my friends will tell you, my high intelligence, wisdom and charisma do not prevent me from making an ass of myself either in public or private.

Quick save is not mapped in Divinity 2. So I chose a key that would cause no problems – Grave/Tilde, way over on the left. No problems. I might accidentally hit the 1 key, but since that was a power move, no big deal.

Then I somehow mapped my healing potions to the 1 key.

You can see where this is going.

Stuck in the middle of a tough battle, I reached for a potion. Hit the quick save. And screamed as I saw what I had done.

This is not an issue for a game that uses a lot of autosaves, but you have to understand that I save my RPGs very rarely. I think I used two or three save slots in Dragon Age. A few more when I played Oblivion or Fallout, because those games allowed more experimentation.

Anyway, I ended up replaying hours of the game because I am a moron.

Quick save is now the = key.

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Jon Shafer Leaves Firaxis

December 21st, 2010 by Troy Goodfellow · Firaxis

I don’t use LinkedIn a lot, but it’s not a bad resource to update your resume just in case someone needs it. It is also a great place to find out things.

While I was updating today, I noticed that Civilization 5 lead, Jon Shafer had updated his work history:

JonFiraxis

I have sent emails to Shafer and Firaxis PR for comment. I can confirm that Shafer has indeed left the building, but I have no information on the whys, wherefores or where tos.

I will update this post as the information becomes available. I do know that Shafer spent his last weeks at Firaxis crunching on the patch to get Civ to a better place. Maybe we can get him on the show for more than 15 minutes now.

UPDATE: Jon Shafer replied with this comment, which says nothing, but since I said I would run a comment, here it is:

I very much enjoyed my time Firaxis, worked on many projects that I’ve very proud of and got to know a lot of amazing people. I’m appreciative of the opportunities provided by Firaxis and 2K, and hope to see (and play) more great games from them in the future.

He would also like it made clear that he left of his own accord and was not dismissed by Firaxis.

UPDATE 2:: Another non-comment but good wishes from Firaxis marketing
director, Kelley Gilmore.

We are grateful for Jon’s contributions to Firaxis and the Civilization franchise and wish him all the best in the future.

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Big Time Patch Week

December 20th, 2010 by Troy Goodfellow · Firaxis, Patches, PCGamer, Stardock

Last week saw the unveiling of two huge patches for two huge turn based strategy games – in fact the two most disappointing games of the year in the eye of departing Fidgit blogger Tom Chick.

I won’t go as far as Tom does regarding Civilization 5. It had a lot of AI problems, and wasn’t the instant love affair that Civ 4 was for me. But I have put in a lot of time. The big patch was intended to address some AI, diplomacy and balance issues.

The diplomacy fixes are very welcome. It is now possible to make friends with the AI controlled nations and their reasoning is more transparent because they are always interrupting you with commentary, but it also reverts a little to the Civ 3 end game gang up according to some reports. I am usually kicking so much ass by the end of the game that it doesn’t matter if Napoleon, Caesar and Bismarck want to team up to take me down. Bring it.

The AI stuff is harder to measure in a couple of plays, especially the tactical AI. Computer opponents are certainly more cautious with their siege weapons, which is a big step forward. It uses aircraft and nuclear weapons. Battles in the field are still pretty one sided affairs, though it at least knows the importance of keeping its archers in the back and holding a decent line of battle. I need to push it a little further to see if the computer still has the problem of producing a trickle of units at the front and not backing them up. My blitzkriegs leave little time for reinforcement.

The computer still doesn’t do a great job with city states. If these minor powers weren’t so important to building a victory of any kind, then I could probably forgive it. But they are important, so some competition would be handy. This could be related to the computer running out of gold to maintain the relationships, and your rivals still can’t manage a proper economy as far as I can tell. It doesn’t build many late game wonders, either.

So Civ 5 is still wait and see. I do like the new New World scenario that comes with the Spanish and Inca on Steam.

Rob Zacny commented that the patch notes for Elemental 1.1 rival the size of Brad Wardell’s Elemental novel. And he’s not kidding. These are an epic read.

PCGamer asked me to play and write up my thoughts on 1.1 – I think a sign that a lot of people really want this game to get a second chance.

You can read my full thoughts over at PCG, but I think 1.1 is a big step forward. Still, the core problems from the core game are still there. The AI has some issues and the world itself is still pretty bland. There is progress, though, enough to make me curious about the expansion.

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The Chinese National Character

December 18th, 2010 by Troy Goodfellow · Feature:Nations, History

What this is about, including full list.

Chinese Civilization is one of those rare cultures that is simply too big for a rule set to capture well. I wrote about this problem earlier this year in my look at Emperor: Rise of the Middle Kingdom. That game tried to embody all five thousand years of ancient and medieval Chinese history with the result that it had no voice or perspective at all.

Did it feel like China? I was never sure. Even though the Caesar games were not Rome, they were Roman enough to be persuasive. Pharaoh and Children of the Nile fudged a lot of stuff about Egypt, but by tying everything to the cycle of the river they made games that felt as authentically historical as any more serious wargame or simulation. Where Romance of the Three Kingdoms has a clearly historic Chinese voice, Emperor never really communicates how it sees Chinese civilization. It’s worse than an error-filled stereotype of marble filled Rome; it’s a bland melange of elements that doesn’t speak to any understanding of The Middle Kingdom.

It’s not there are not stereotypes about Chinese national character. You have the whole Confucian deference to authority, the allegedly inscrutable nature of their culture and society, the traditionalism…all things that might lend themselves to a national interpretation in a game if only China wasn’t so damned big and its history didn’t defy every expectation you have of it.

Age of Empires reveals the problem that size gives you. The Chinese culture they let you play is the Shang – a very early Chinese dynasty that predates unification of what we know as China. The Shang flourished for 500 years near the end of the second millennium BC. A good long rule with a strong culture and the beginnings of Chinese imperial civilization.

 

So why does the game manual talk about all Chinese dynasties right up to the Qin and have wall building as one of the special Shang skills in the game? The manual makes it quite clear that they are referring to the Great Wall and other post-Shang fortifications. The Great Wall is ancient China’s greatest monument, so it has to be reflected somehow – but it is not Shang.

RTSes aren’t even very creative about how to reflect the Chinese even when they do settle on a trait. What does everyone know about Chinese people? There are a helluva lot of them. So a population bonus of some sort is a default setting. In Age of Empires and Age of Kings, the Shang and Chinese start with extra villagers. In Empires: Dawn of the Modern World, Chinese commoners cost less. In Rise of Nations, Chinese citizens are created instantaneously (as are scholars and and commerce units) and all their cities are classified as “large”.

The very size of Chinese culture and history, with so many periods to choose from, makes it impossible to really pinpoint an era or attribute to highlight. With Britain you have the Elizabethan and Victorian ages, and their immense imperial legacy. With France you have the court of Versailles and the Napoleonic Age. Russia has the rapid expansion of the 18th century and the Soviet era of being a superpower. Even if you could settle on a Chinese era that is out of the ordinary in being really cool or powerful (the Tang Dynasty gets my vote), what do you do with it?

Part of the problem with capturing China’s national character is that it is tempting to see them as the civilization that could have but didn’t. It was an empire far more advanced than much of medieval Europe, fielded huge armies and received tribute from as far away as Zanzibar. Zheng He’s treasure fleets, the printing press (for a written language with hundreds of characters), gunpowder, advanced agriculture and canals…At various parts of its history, China had the centralized government, manpower and know-how to expand forever, but it didn’t. A popular pseudo-historical book argues that China must have discovered America because they were certainly capable of doing it. (The Asian Dynasties expansion for Age of Empires III did a decent job using this alternate history as an opener for its story based campaign.)

But that wasn’t how the Ming rolled. If you already live in the richest and most advanced culture in the world, why bother with barbarians? China fell to Manchu invaders, became the sick man of Asia and was exploited by Europe and then a Japan that modernized faster and then we reach the present – Communist despotism and sweatshop to the world. To Western eyes, it’s a tale of failed potential more than a story of greatness surpassed. The Greek legacy is culture, the Roman legacy is order, the Chinese legacy is “what if?”

The new Europa Universalis 3 expansion, Divine Wind (terrible, terrible name – kamikaze or no), tries to capture the stasis of Ming China by modeling its politics as a competition between three factions, each with different priorities. The Eunuch faction prefers to reach to the outside world, so only it will let you place colonists and merchants – strong diplomatic leaders favor them. The Temple faction wants to export the Confucian way so this is the only faction that can declare war – strong military leaders will lean to Temple. The Bureaucratic faction is the only faction that can deal with China’s infrastructure and build new structures in provinces – strong administrative rulers will prefer the bureaucrats.

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Events pop up every now and then that can let you strengthen or weaken the ruling faction, but the sum result is a Ming China that moves very slowly. It can’t accrue a large overseas empire – you start with the eunuchs in power but the policy sliders heavily favor temple and bureaucrat drift. You need magistrates to construct buildings in Divine Wind, so you won’t go nuts with China’s wealth anyway, but you will slowly amass a huge treasury with nothing to spend it on because of restrictions on who can build anything and the tight cap on your military.

It’s an interesting way to model this retrenched part of Chinese history even if it does put gameplay burdens on Asian great powers that were also a factor for many European nations. Russia, for example, had competing factions through its history, some preferring a more Western outlook, others resisting reform. And the court politics of the Ottomans are legendarily brutal.

But China as an avatar, China as a nation, still eludes me. One of the world’s greatest and most fascinating cultures with a history as deep and rich as many that I know better resists the National Attribute Pigeonhole either because its Golden Ages lacked that burst of military glory that epitomize how games model Spain or Rome or because or because of the lingering feeling that its Golden Age was deferred – that if it had been more European, it would have been somebody.

Next up, another great monument building civilization, the one that we think about when we want to imagine a culture that awes you with what it builds – Egypt.

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Catching Up on the Portfolio

December 17th, 2010 by Troy Goodfellow · Gameshark, Me, PCGamer, Podcast

What a last couple of months. So busy on the personal and professional side of things, helping other people with their stuff, reorganizing my office, and publishing all kinds of reviews and the like. Some things are written but not up. The portfolio will be updated later today. But here’s a quick update.

    Gameshark

Sims 3 DS review: In summary, the Sims is too big a game for such a small platform.

Lionheart: King’s Crusader review: It’s not as good as I had hoped it would be from the preview events I saw, but still a better game than Neocore’s King Arthur was. Ultimately, it is too difficult and too linear for me to love it, but the sense of place and mission is very strong. Looking forward to their next game.

2010’s Under Appreciated Games: It’s a good list in general from some really smart people. If you just want the strategy stuff, there are strat picks from Bill Abner, Mitch Dyer, Rob Zacny, Me and Jenn Cutter.

    PCGamer

The Holiday 2010 issue had my column as usual. This month, Tactical Advantage talked about tactical battles in strategy games, and what needs to be done to keep me from autoresolving every last one of them. Alas, it is the only strategy content in the issue. Still worth reading and buying.

I was also on the this week’s PCGamer podcast.

OK, so it’s not that much. But there is a lot more to come in the coming months. I have been very busy and very productive. More updates as they get published.

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