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Lionheart: King’s Crusade – The Politics of War

October 27th, 2010 by Troy Goodfellow · Design, Medieval

I am still in the early moments of Lionheart: King’s Crusade. I am reviewing it for Gameshark, so I’ll leave any expansive comments on its quality for there once I am sure how I feel about it. Like Neocore’s last game, King Arthur: The Role Playing Wargame, it makes some interesting design decisions in the battle mode that I am not entirely comfortable with, but it is otherwise a major step forward for the developer.

One interesting decision they have made is to try to model the Crusader army as a bunch of factions that you as King Richard can court or ignore. Each of the four factions (France, the Holy Roman Empire, the Templars and the Pope) present you with battle plans that serve their own interests and whichever one you choose to support earns you a little favor. You can then spend this favor on bonuses and support from that group (hero units, special powers, morale improvements, etc.)

Anyone who has read about Richard’s crusade knows that this is not much of an approximation of how things went down in the Holy Land. Richard kicked some butt in Cyprus, had to deal with a bunch of people who wanted to become King of Jerusalem and spent some time getting dissed by the French. The politics of the the Crusade was not about how to get people to like him as much as it was getting people to stop screwing up what he was trying to do.

The entropy of alliances is hard to model in games. Here in this medieval conflict, the Christian rulers all had an incentive to cooperate but also had their own agendas that often collided and led to bad feelings. Richard may have been the greatest soldier king in Europe, but he wasn’t the boss. Lionheart makes him the hero, of course, following on centuries of tapestries and stories and folk tales. But the politics is largely reduced to a shopping spree; you accumulate favor more than you diminish it. You have complete control of the battlefield. No snooty king or uppity knight is going to do anything to steal your glory.

Given the state of the AI in a AAA game like Civilization, I certainly don’t expect Neocore to surprise me with political machinations or a Pope who feels like a pope. I might have to wait for Crusader Kings 2 to get anything near this and even there, I expect more soap opera stuff than diplomatic drama.

But I do want an historical game that demonstrates the fragility of these alliances. Romance of the Three Kingdoms comes closest; heroes can be lured from one side or another, captured and converted or killed. But even here there isn’t much sense that the heroes have their own desires beyond being pushed toward an enemy. Maybe I am asking for too much, but this is really the diplomatic game holy grail.

More on Lionheart later.

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Three Moves Ahead Episode 88: Ethics, Morality and Motivation

October 27th, 2010 by Troy Goodfellow · Podcast, Three Moves Ahead

ThreeMovesAhead
 

Bruce Geryk returns to the show to give special guest Michael Abbot a hard time in a discussion that is intended to focus on the ethical and moral dimension of wargames and wargaming, but ranges all over the place, including a sidetrack into why people get into wargames to begin with. Rob Zacny tries to keep things on topic and Julian Murdoch explains why Defcon makes him cry and his daughter says the smartest thing in the hour.

Also, one final pitch for dollars and news on the next DC area FoS/TMA meetup date.

Listen here.
RSS here.
Subscribe on iTunes.

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Three Moves Ahead Episode 87: Borrowing and Personalization

October 21st, 2010 by Troy Goodfellow · Podcast, Three Moves Ahead

ThreeMovesAhead
 

Hellmode‘s Ashelia (aka Rhea Monique) joins Rob and Julian for a discussion of how strategy games can learn from other genres.

Rob also coins the Old Country Buffet approach to strategy game design.

The October pledge drive continues with a more subdued plea for money.

Listen here.
RSS here.
Subscribe on iTunes.

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December 2010 PCGamer

October 19th, 2010 by Troy Goodfellow · PCGamer

I have three pieces in this month’s issue. My column tackles the issue of story based campaigns in RTSes (and why Starcraft 2’s is still terrible), I preview the upcoming scifi 4x game Sword of the Stars 2 and I review Victoria 2.

There are also reviews from other people of Elemental and RUSE.

I’ll publish more from my interview with SotS2 design lead Martin Cirulis here on the blog later.

Regarding Victoria 2, I haven’t played much since the patch. Early reports from acquaintances and friends say that it has fixed a lot of the weirdness with craftsmen being hard to satisfy and immigrants flooding to tiny islands.

In our podcast interview with Chris King, it became clear that this is a game that is very hard to balance. Victoria 2 almost has too many systems, each of which has a distinct purpose but all of which are linked by the flow of money.

There have been some complaints in the Paradox community that it took so long for this patch to be released, but considering how complicated this game is, I’m not surprised. A patch can easily introduce new problems. There is probably some domino theory of Paradox patching that has fixing one thing breaking two more and fixing those breaking three others.

Still this patch has been a long time coming. I hope to give it a real workout once I get some time free. Fill the comment box with your insights and reflections.

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Now Available

October 18th, 2010 by Troy Goodfellow · Gamer's Bookshelf

I married above my station to someone smarter and more organized than I am. Her book, Brokering Belonging: Chinese in Canada’s Exclusion Era, 1885-1945, is now available at Amazon.

I don’t expect any of you to buy it, but it’s worth an announcement anyway because I saw how hard this was for her to write and the finished product is excellent.

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This Is Your Brain on Strategy Games

October 18th, 2010 by Troy Goodfellow · Me

It’s not that I only play strategy games – I love a good RPG or puzzle game. I used to play a lot of adventure games, too. But strategy and war games are my bread and butter, my alpha and omega, the reason I blog and podcast and get paid to begin with.

There is a price to going for depth in a genre instead of general breadth. While most of my colleagues have sunk time into Dead Rising 2 or Halo Reach, I’m still working through the improvements to Victoria 2 and finding the perfect way to use the Akkadians in Bronze.

It’s not just that I am outside many conversations; most gamers I think don’t play every major game as soon as it comes out and only take part in a few conversations anyway. It’s that strategy games condition your mind in certain ways that makes an abrupt change to another genre quite difficult.

It also leads you to believe that if you can master the Cultural Victory in Civilization 5, then playing Rhythm Heaven on your DS should be a piece of cake.

My good friend and colleague Jenn Cutter is a bad influence on me in many ways. Her gaming covers a wider and more Japanese map than mine, plus racing games and things that I have never heard of. Our discussions often refer to rhythm and music games, which she knows very well, and she, in effect, challenged me to play Rhythm Heaven.

I suck at it, and I think I know why.

The obvious explanation is that I, in fact, have no rhythm. Given my general aversion to freeform dancing, this is apparent to any casual observer. But I think there is something more to it than this.

Deep immersion in strategy games and even action RPGs conditions you to expecting certain things from a game. You expect to have the signals and cues appear on screen in a certain way and to have your responses to these cues translated in a certain way. Aural cues are rare and give you some time to respond.

Rhythm Heaven is really all aural. You need to respond purely to a sound and then you have to take that sound and answer it with a physical action. On the DS version, this means flicking the stylus sharply and strongly.

A rhythm game like Rhythm Heaven would work better if I could confidently close my eyes and know that my stylus flicking thing would work. (When I explained to Cutter that I had never flicked my stylus before in a game, she accused me of never using my DS; in fact Dawn of Discovery and Civilization Revolution just never use stylus flicking.)

I’ve written before about the grammar of games, but we have to recognize that many games and genres have completely different languages. I don’t mean in terms of jargon or acronyms – though those matter. I am hardly monolingual in gaming matters, but I am so immersed in one language that the shift to a game where my ears are more important than my eyes and my reflexes more important than my brain is a humbling experience.

But like a language, the only way to fix it is to get more deeply immersed in it. So I haven’t quite given up on Rhythm Heaven, though progress will be slow. I’ve got a couple of ideas in mind about how to regularly get more exposure to new non-strategy games without breaking my budget.

In some ways, I expect this is like someone who only plays Madden trying to get into Out of the Park Baseball or someone who only plays Call of Duty pausing for a ripping game of Imperialism. It’s not just a matter of unfamiliarity – it’s a different brain space, a different way of understanding how your expectations of how a game should work defeat you.

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