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Comfort Games

November 17th, 2010 by Troy Goodfellow · Me, RPGs

Life has a way of throwing more things at you than you can really handle. I’m sort of in that situation right now. When I need to take my mind off things and relax with tea/wine/beer, I go to my comfort games – games that require very little real thinking but remain engaging.

A comfort game, for me, is not the same as a casual game. Casual games like Bejeweled or Peggle are great ways to pass the time, but can hypnotize you into a sort of zone where you unplug from the world. For me, comfort does require a sense of flow, but also a sense that you are remaining in the here and now.

My comfort game is a roguelike, Dungeon Crawl. I’ve played Nethack and the original Rogue and Dwarf Fortress and Ancient Domains of Mystery and Angband and a hundred other roguelikes but I always go back to DC.

I could tell you that it is because there are so many classes and races, but to be honest I don’t play Spriggans or halflings or Kenkus. I rarely play mages. (I like dwarf paladins – better armor and start knowing what a healing potion looks like. Very valuable information.) I could tell you that it is because there are fewer random deaths – items are more likely to help than hurt, sinks won’t murder you – and therefore you are the cause of your own misfortune, but the truth is I do stupid things anyway, like zap a weak kobold with a random wand that polymorphs it into a steam dragon. And it can be cruel enough to put a centaur on dungeon level 2. Hate those guys.

The truth is that I play it because there is so little to actually do. Nethack has tricks you need to memorize to get far. ADOM has a plot and time limit and corruption to watch. Dungeon Crawl is really just about finding awesome loot and killing monsters. As a roguelike, there is no save, so you are regularly starting from scratch. I’ve never ever come close to winning the game, certainly not as close as I have in Nethack.

A comfort game needs to be familiar, but has to be able to surprise you. DC’s artifacts are sometimes very surprising; the time I found an artifact ring on the third level that gave me +10 to damage was sweet and awesome. Then I got killed by poison. Or that great suit of crystal plate with poison resistance. Then I starved to death because I mutated into a vegetarian.

As someone who writes almost exclusively about strategy games, it might seem a bit surprising that my comfort game isn’t Field of Glory or Bronze or Colonization. It’s a graphically primitive, punishingly difficult game that forces you to begin again whenever you fail.

I contain multitudes.

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Three Moves Ahead Episode 91: Licensed Behavior

November 16th, 2010 by Troy Goodfellow · Podcast, Three Moves Ahead

ThreeMovesAhead
 

Troy almost fires Rob and Julian on this episode as a conversation about licensed strategy games. Bruce Geryk holds forth on why War of the Rings is like Stratomatic Baseball, Julian sings of Starfleet Battles and Rob talks about his experiences in another board game. What makes a license succeed or fail? Can either Star Wars or Star Trek really work as a licensed strategy game? Martin vs Erikson – who wins? Is Troy the only person who likes Babylon 5?

It is a loud and fun show. Listen to it.

Also, info on the upcoming 3MA/FOS meetup.

Listen here.
RSS here.
Subscribe on iTunes.

War of the Ring
War of the Ring article (Bruce is the final two comments)
Starfleet Battles

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Blog/Podcast Reader/Listener Fall Meetup on Nov 20

November 15th, 2010 by Troy Goodfellow · Me

This Saturday, I will host the seasonal DC area meetup at Gordon Biersch. Why there again? Because I know where it is, my life is a bit of a trainwreck right now and the food is good. Last time we had about a dozen people, which was great. I’ll make the reservation on Thursday based on people I can confirm will be there.

Next time we’ll do a board game thing someplace.

Time: 2:30 PM

Gordon Biersch Brewery Restaurant
900 F Street Northwest, Washington D.C., DC 20004
(202) 783-5454

Near Gallery Place/Chinatown Metro stop.

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The Aztec National Character

November 14th, 2010 by Troy Goodfellow · Feature:Nations, History

What this is about.

If the Aztec had faded into history like the Maya did, they would probably not be the popular draw that they are for strategy game designers. If they have to pick one pre-Columbian civilization, it will always be the Aztecs even if the Maya had better science and writing, the Inca controlled more territory, and the Iroquois had a more interesting government.

The Aztecs, you could argue, are included because of the glory of their fall more than their many accomplishments. Yes, they built a great city in a lake and exacted tribute from most of central Mexico. But it was the Spanish account of the golden city of Tenochtitlan and of the blood thirsty rituals of the Aztecs and of how they fell to a few dozen conquistadors (with a few thousand of their closest Mesoamerican friends) that made Montezuma a name familiar to many schoolchildren and his piteous death that made the Aztecs stars of history.

And it’s a great story. The idea of an advanced human civilization being mistaken for gods by a less technologically adept one has taken a hold of science fiction, fantasy lit, pulp novels, great fiction and cartoons.

But does it bother anyone else that the biggest thing games want to say about the Aztecs is that they loved human sacrifice?

In Civilization 4, the Aztec special building is a sacrificial altar that serves as a courthouse and reduces the unhappiness penalty for using slavery to rush a building or unit. In Rise of Nations, they get extra resources for every enemy they kill and double the plunder (it is even called “Power of Sacrifice”). In Civ 5, killing enemies gives you a small culture bump, giving you a reason to obliterate the army you see in front of you, not just run around it. You would think that there was nothing more to the Aztecs than more blood for the blood god.

What we think of as the Aztec civilization was, historically speaking, a blip – a couple of centuries of real power bookended by a mystical quest that led to the founding of Tenochtitlan and a bloody conquest and conversion that erased much knowledge and understanding of the Aztec people from the face of the earth.

You often hear people say that history is written by the winners. It really isn’t. The legend of the Lost Cause and the oppressed South dominated understandings of the American Civil War for a long time. The Greeks wrote about how they civilized Rome. The near genocide of America’s native peoples is not an untold story. The power of nationalist and separatist groups demonstrates how history is always contested territory.

History is, in fact, written by people who write it, so there is very little Aztec history. Just as the story of the Mongols was told by their mostly terrified neighbors, the historical Aztecs almost appear as outsized monsters from the perspective of their tributary states and as barbarous blood thirsty heathens from the view of the crusading and gold mad Spanish.

Given how much of Aztec culture was torn down, paved over, or burned, you could make the case that game designers, charged with sticking a template on a nation, are working with as much legend as truth.

In some ways, the Aztecs play the role of the “savage civ” in strategy games, that old historical trope of a grand but primitive nation built on the corpses of its neighbors. Civ IV went as far as to make Montezuma the biggest jerk and worst neighbor in the game, building early stacks of doom and running over you for laughs. (And it’s always Montezuma because nobody knows anyone else, and specifying that it is Montezuma I – as Civ 5 does – doesn’t erase the fact that his son was a terrible king and that’s all anyone knows.)

monty

Of course, most nations in video games are mostly mythic avatars of some cultural personality. Rarely is the avatar so consistently unpleasant, however, so rooted in a single cultural event like human sacrifice; it would be as if someone made a game about Utah that understood that state primarily through the lens of plural marriage.

Not that human sacrifice was not important to the Aztecs – from my reading, you can exaggerate its importance to Aztec expansion, and (as a pseudo-slave state) there were other reasons to take prisoners in war or demand hostages as tribute beyond offering their hearts to the sun god. You cannot exaggerate its centrality to the priestly cults that dominated Aztec politics and society (assuming the Spanish got something right in their narrative.)

But it is a captivating picture, isn’t it? One that grabs the imagination with both horror and astonishment. A great empire, strongest nation in its region, whose power and expansion is fueled by a desire to placate fickle gods (the Aztec pantheon is a wonder of consonants and mythology) with the organs of enemies. Civilization V poses its Montezuma behind a fire – it casts ominous shadows and he always sounds pissed off. Sex may sell to some people, but monsters are also good business.

The other side of the coin, though, is the alternate history – imagining a world where the Aztecs can resist the conquest. If the Tlascalans or Aztecs had cut Cortez’s throat or Malina had murdered him in his sleep, who knows how long it would have been before the Spanish had expanded to the mainland? (Yes, European diseases were an important factor, but so was political division among the natives. Even calling them “the natives” assumes a unity of purpose that never materialized.)

Though not technically about the Aztecs, an underappreciated European RTS tries its best to put the player in the position of a Mesoamerican leader who knows the Spanish are coming. The player, comfortable in this century, always knows the Spanish are coming.

Theocracy is a strange game. It was never widely distributed on this side of the Atlantic, which is a shame. Not a great game by any stretch of the critical bar, it had an original idea behind it. What if you were a Mesoamerican people that had a chance to prepare for the holocaust on the horizon? Could you use conquest and economic strength to build a Mexico strong enough to resist the coming of the conquistadors?

Theocracy

The power of the priests was still clear. This was an almost Aztec civilization that relied on its religious infrastructure to win wars. And, again, sacrifice is a central mechanic. Sacrificing a slave to the gods will increase mana for your priestly spells, but you can’t keep doing this infinitely since the slaves themselves are the engine of production. Still, the opening cinematic climaxes in a priest plunging an obsidian dagger into the chest of a human victim. Theocracy indeed – priests have the power of life and death over every slave in the game.

But now the sacrifices aren’t just one thing that one civilization ruled by an obnoxious green colored prick king does. You make the sacrifice so you can power of your priests to kick some butt in the next battle. You are doing an ahistorical conquest of Central America to prevent the historical eradication of a way of life. No diseases, no horses, no gunpowder – not a single luxury will give the Spanish the edge over a united Mesoamerican nation.

Next we go to the cradle of civilization, the Fertile Crescent, and the rivers of Babylon.

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Three Moves Ahead Episode 90: Order, Order

November 9th, 2010 by Troy Goodfellow · Podcast, Three Moves Ahead

ThreeMovesAhead
 

News that a genetic algorithm has cracked the Starcraft code prompts Troy to ask the panel about the place of build orders and in-stone strategies in the genre. Julian talks about chess and Hoard, Rob talks about the beauty of a game that opens up and Troy sucks at everything.

Also news on the upcoming DC area fall meetup. November 20th, btw.

Listen here.
RSS here.
Subscribe on iTunes.

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The Return of Kohan?

November 9th, 2010 by Troy Goodfellow · Industry, Timegate

Oh please let this be something….

Via RPS:

In a sprawling interview with GamesIndustry.biz, TimeGate bossman Adel Chaveleh said that: “We’re not walking away from Kohan by any means. It’ll see daylight again.” In what form? He wasn’t sure, or able to say, and he wasn’t about to be lured on talking about that Facebook RTS revamp route.

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