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The Irrelevance of World War 2

November 29th, 2010 by Troy Goodfellow · Design, WW2

Nothing like a provocative title to get the readers, I always say.

As I play through the year’s good and great games and try to figure out which ones deserve which awards, I keep coming back to RUSE, a game that could be the biggest surprise of 2010 or the biggest underperformer of 2010 or the best strategy game of 2010. Though I can in no way claim to actually be good at it (the game has a weird pace that makes it hard for me to find the flow), I can claim to know that I know when I am seeing something unique.

Unique is not a word one associates with World War II, at least not in the gaming world. Even in terms of world wars, it was a sequel. Even as gamers complain about getting tired of the setting, though, games keep coming out that show how World War II the history is often meaningless when it comes to actually making the game.

Take RUSE. It is a game about deception, misdirection and seizing supply points. (You could say the same thing about Company of Heroes, only it requires a lot more micromanagement.) There is absolutely no reason for RUSE to be in WW2. The mechanics are irrelevant to the war – no battle looked anything like this, not that Blitzkrieg was historically accurate – and you can easily imagine changing merely the art and card titles and turning this into an elves v orcs game.

World War 2 is, as many gamers have feared, a default setting. The sides are familiar, the powers of the units are familiar and even the setting itself, be it Tunisia or Kharkov or Dieppe, is tilled soil.

RUSE and Company of Heroes and probably a bunch of those shooters that the kids today like reveal just how many really good historical games are only vaguely historical. Game history is like Colonial Williamsburg, a moment ripped from context to entertain for a few hours and maybe soothe a few contemporary worries for a while.

This is why I have become less and less exercised about accuracy in strategy games that make no pretense of caring about it. I am still deeply interested in what choices game designers make about history may actually mean, as the national character series reveals. But making WW2 look and feel like WW2 is not something RUSE is going for.

There are pitfalls in the “history as theme park” approach to games. Context does matter, as does some level of “truth”, even if accuracy doesn’t necessarily always figure into things.

But WW2 highlights one of the problems we will be addressing in this week’s podcast – how does a game’s theme connect to its meaning, and how do the mechanics fit into that space? You can read ahead at Soren Johnson’s blog. Parts one and two of his thoughts.

I never ask you guys to do homework. Don’t pout.

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Decade Feature: 2002 – Soldiers of Anarchy

November 27th, 2010 by Bruce G · Feature:Decade

What this is about.

Back in the times when I was reviewing a lot of games, I also participated in a very secret web forum populated by game freelancers. We used to discuss all sorts of freelancer stuff, which mostly consisted of how there were fewer and fewer outlets and why was the pay so bad. Oh yeah, and bad editing. There were a lot of examples of “I wrote this and then they changed it to this! Haha!” And then people would say oh that’s terrible. Anyway. One thing which is kind of mean but which we all did was we would read bad reviews from other people not on the forum and speculate as to how long those people actually played the game in question, if they did so at all. So it was basically like any other game forum, except one with just bitter game reviewers on it.

So at some point I reviewed a game called Soldiers of Anarchy. A little while after the review was published one of the other freelancers totally called me out on it. He basically said, dude, you gave an 8.1 score to this game that has so many problems. He then listed all the problems, kind of like an indictment or something. It was like he was accusing me of all the stuff we used to secretly accuse other people of, like not playing the game and whatnot.

I remember being kind of taken aback by this, like wait a minute, you’re calling me out on my own forum? But it was a fair cop, as Tom Chick would say fifteen times right after he learned a new Britishism, and in retrospect I don’t blame him for being all like “are you sure you played this game before you reviewed it?” And since, yeah, I did, I ended up being glad for the opportunity to think about why something with so many problems ended up being so good. Or at least why I liked it, which is the same as being good.

You people may not remember this, [Read more →]

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The Babylonian National Character

November 25th, 2010 by Troy Goodfellow · Feature:Nations, History

What this is about, including full list.

Few ancient civilizations are as famous as Babylon for doing so little.

OK, that’s an oversimplification, but that’s really the problem with writing about Babylon as a faction in strategy games. Who are they, really? The Hammurabic Code is certainly important for understanding the evolution of law and society in the Middle and Near East. That was in the first Babylonian Empire. After a thousand year hiatus, they returned as what is now called the Neo-Babylonian Empire, and under Nebuchadnezzar, this local bully sacked Jerusalem and held the elite of Judah captive for a generation, transforming the Jewish faith – and thereby all Abrahamic religions – in dramatic ways. The same king also built a famous garden to please a sad wife, and his city was famous for its impregnable walls.

 

But when you think about it, [Read more →]

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Three Moves Ahead Episode 92: Classic Game Analysis – X-Com

November 23rd, 2010 by Troy Goodfellow · Design, Podcast, Three Moves Ahead

ThreeMovesAhead
 

PCGamer’s Dan Stapleton joins Troy, Rob and Bruce to talk about what made 1994’s X-Com one of the best strategy/tactics games ever made. Tension, atmosphere, UI, level blending, real time v turn baed and indie efforts to bring the magic back.

Listen here.
RSS here.
Subscribe on iTunes.

Hideous UK Box Art
Xenonauts
UFO: The Two Sides
Dan vs Evan in The Two Sides
Tom Chick on X-Com

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I Still Have This?

November 21st, 2010 by Troy Goodfellow · Me

As I reorganize my office (i.e., put things in boxes), I keep stumbling upon the leftovers of a life spent playing some very unusual games – things I had forgotten altogether. The dry and dull Age of Sail game Salvo. A bunch of modern era RTSes that blend together in my memory (Act of War, Joint Task Force, World in Conflict). Manuals for Spiderweb Software RPGs that I never finished even though I had walkthroughs. Flight sims, sub sims, Sim sims… I am sure that some day I will answer a Formspring question saying that I have never heard of a game only to find it on my shelf the next day.

My manuals are such a mess that I can’t even find my Age of Empires manual, which would probably come in handy as I write the National Character series. I found the foldout chart thing, but the manual had all this history stuff that might help me make sense of some of Ensemble’s decisions. So while packing this stuff has to be done, it’s also a reminder of how things constantly go missing in the clutter that I’ve built up.

Now that so much of the PC gaming world is going digital, I will not accumulate this sort of driftwood at the same rate. I was sent a Collector’s Edition of Elemental, for example, that had the manual and a miniature, but no game – that was on my Impulse account.

In some ways, opening a new game was a ritual for me. I don’t keep boxes – I’m a hoarder, not a collector – but I remember reading the box copy with great interest as I installed games from disk. Then I’d be prompted to put in the next disk and I would turn to the manual. Manuals have gone the way of the dodo, or gone PDF to be more accurate, and I don’t read them while I wait for the game to install. Steam or Gamersgate or Impulse take care of everything and the removal of the Insert Disk ritual means that there is no reason I can’t be working or multitasking on something else.

Now, the ritual isn’t some great awesome thing that changed my life. I mean, it’s not like I miss the experience so much that I will reinstall Cuban Missile Crisis or Morrowind. But I do have fond memories of preparing to review a game and seeing stuff in the manual or on the box that set off my spidey senses as the disks spun.

Steam calls your collection of games a “library” and I suppose it is. And digital delivery is a big step forward for the PC gaming industry. But there is something special about the material good that can’t be replaced by code. I have the manual for Ancient Art of War – an oversized booklet with a black cover and red printing. Caesar III had a handy little recognition guide for your citizens so you knew who was whom as they walked around and told you what a crappy you were doing as governor. It is cute and unnecessary, but I like that I have it and that someone thought of it.

Maybe my console focused friends have it better, even if their games aren’t. They get boxes that they can scan the spines of and see what they want to play. I have to read a table on my PC. I think real libraries have spines.

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DC Area Fall Meetup Reminder: Tomorrow at 2:30

November 19th, 2010 by Troy Goodfellow · Me

Details here.

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