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The American National Character

November 8th, 2010 by Troy Goodfellow · Design, Feature:Nations, History

What this is about.

There is always a group of people who resist the idea of putting “Americans” in a game as a race/nation/faction. Though you can certainly argue that there is a unique American history that predates independence by a good century, the United States of America is a relatively young nation whose imprint on civilization is sometimes seen as unfinished. But since most historical strategy games with discrete national powers happen before the 20th century, this is a nation that is largely left alone. You have the Civilization games and Rise of Nations. I strain my brain to think of any others.

But what a nation. [Read more →]

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National Characters

November 5th, 2010 by Troy Goodfellow · Design, Feature:Nations, History

If this blog has a recurring motif, it is how history and strategy games are uneasy partners. Despite our tendency to look to the past for analogies and lessons, history is a mess that refuses to conform to rule sets and is constantly under reinterpretation and understanding. Even if “making history come alive” is a goal for many history themed game designers, it is a goal that must always take a seat behind the goals of balance and entertainment.

But designers and gamers bring their own knowledge and expectations about the past with them to any gaming experience. There is a growing understanding between the two groups that no grievous harm will come to history and that things look like they are supposed to.

I’ve written before about the impact that history can have on faction design. Though a lot depends on what a particular game is about, it also appears that game designers try to find a way to make a nation’s perceived character come through in a design even if the game doesn’t necessarily reward that style of play.

Civilization V is only the most recent major historical game to try to capture millenia of historical behaviors in a rule book. RTSes and 4x games alike have worked at making nations seem different from each other but still able to play on the same field. But why are Persian golden ages in Civ 5 doubled in length? The Songhai get triple the gold from capturing cities – where does this come from? When a Formspring question challenged me to design a Canadian Civilization, I immediately fell into imagining what Canada meant to me and how it would be reflected.

The upcoming Europa Universalis III expansion Divine Wind is also wrestling with these ideas. How can they reflect the court politics of China in a model designed around European government? Diplomacy with the horde nations are being entirely re-engineered to reflect that dynamic. Embodying a national history in a game is never easy.

This series of posts will look at national character as portrayed in historical strategy games. What do designers believe, what do I expect, and what do these choices tell us about what some people think is important about a nation?

I would love to write about every nation ever captured in an historical strategy game, but that isn’t really feasible. My patience for my own writing is not inexhaustible. But I need a list to work from, and I will take detours as necessary – my essays on the Aztecs and Zulus will probably include musings on African and pre-Columbian nations in general.

My list? The original canonical list of nations in the first Civilization. Though the factions in that game were interchangeable, it is a good list to start with.

1. America
2. Aztecs
3. Babylonians
4. Chinese
5. Egyptians
6. English
7. French
8. German
9. Greek
10. Indian
11. Mongolian
12. Roman
13. Russian
14. Zulu
15: The Also Rans: Arabia, Japan, and Spain
16: Epilogue

Fifteen major parts…this should be fun.

First up, the land of the free and the home of the brave, America.

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Three Moves Ahead Episode 89: Elections and Campaigning

November 4th, 2010 by Troy Goodfellow · Podcast, Three Moves Ahead

ThreeMovesAhead
 

No one was in much of a mood to talk about anything this week, but we did it anyway and it was almost topical. Gameshark’s Bill Abner joins Troy and Rob for a rambling chat about election games they’ve played, election games they haven’t played and whether the dream election game they imagine is even possible.

Bill also gets mysterious messages from a lost soldier.

Listen here.
RSS here.
Subscribe on iTunes.

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Sword of the Stars 2: Interview Outtakes

November 2nd, 2010 by Troy Goodfellow · Interview, Sci Fi

As I’ve written many times, I am really not a big fan of scifi games, 4x or otherwise. You really need something special to keep my eyes from glazing over. Sins of a Solar Empire did that, Gal Civ 2 did that, AI War sort of did that but even there it was the design idea more than the game itself.

So I skipped the first Sword of the Stars. I played it a little so I could get an idea of what Kerberos was going for – enough to appreciate the writing and the setting, but I never really grokked why it developed such a following. Still, a job is a job and I need to know something about it so I can talk to the devs about how the game evolved in the sequel.

As is usually the case, my interview with Martin Cirulis for the PCGamer preview of Sword of the Stars 2 generated a lot more stuff than I could actually use. My first draft of the preview was heavy on the theoretical stuff behind why Cirulis and Kerberos made their game this way, which was, my editor pointed out, kind of silly since this was the first that PCG readers would have even read about this game. So I went in a more traditional route. (Thank heavens for editors who can save me from myself.)

Here are some more bits from Cirulis. He’s a loquacious guy, and very, very excited about his franchise. So shutting him up is harder than getting him going. It’s not all golden, but he and his studio think seriously about a lot of things.

On the link between gameplay and narrative:

The conflict between storytelling and open gameplay only exists in the most literal interpretations of the word “story”.

Yes, if you want to tell the player that the giant space squid is attacking them and if they survive that mission they will learn the whereabouts of the Space-Doohickey of Freedom, then you are definitely constraining gameplay to serve story, sometimes to the detriment of both. SotS, on the other hand, [Read more →]

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Guest Blog: Storytelling in Dominions 3

November 1st, 2010 by Troy Goodfellow · Design, Guest Blog, Indie Games

With my life falling apart around me, it’s a good thing that people keep sending in guest blogs. Long time reader Peter Sahui (aka Mind Elemental) has travelled through worlds of wonder as diverse as the Seven Kingdoms of Westeros, the blasted Capital Wasteland, the Roman Senate, and the spaceship Bebop. When not adventuring, he blogs about games, books, anime, movies and TV at Matchsticks for my Eyes. For comment, analysis, reviews, and future posts in Peter’s “Storytelling in Games” series, check out his blog.

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There are many strains of fantasy novel. Some are set in worlds with little or no magic, such as Guy Gavriel Kay’s analogues to Earth. Some, such as Tolkien’s Lord of the Rings, are set in worlds that are filled with magic, but of a restrained and subtle sort. And in some, such as Glen Cook’s Black Company, or Steven Erikson’s Malazan Book of the Fallen, mortals tiptoe between demigods capable of destroying entire armies. But how does a strategy game tell a story in the genre?

Enter Dominions 3, the 2006 turn-based strategy game from Illwinter that cast players as “pretenders”: mages or supernatural beings aspiring to divinity. I have argued that games can tell a story in one of two ways: through good writing and scripted experiences, or through the actual in-game mechanics. And Dominions is one of my favourite games because of how well it uses those two methods to tell a story about a dark, high-magic fantasy world. [Read more →]

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Two Kalypso Previews

October 30th, 2010 by Troy Goodfellow · 1up, Haemimont, Preview, RPGs

A few weeks ago I was in San Francisco to see what Kalypso Studios has coming. My previews are now up.

You can read about the strategy/tower defense game Dungeons at 1up, and about the action/adventure game The First Templar at Gameshark.

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