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The Sims and Roleplaying

July 20th, 2010 by Troy Goodfellow · Escapist, Maxis, RPGs

You can read my new article on The Sims over at the Escapist – the first thing I have written there in a long time.

As always, any comments about the article itself should be posted over there if you have an account. That way people know you are reading it.

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Guessing Wrong

July 18th, 2010 by Troy Goodfellow · Design

I spent last week working my way through Spartacus: Blood and Sand, the Starz TV series from earlier this year that is equal parts soapy fun and ridiculously overdone spectacle. The first couple of episodes are terrible, and it never really rises above “good”. But the pacing is excellent with some great “what the hell just happened?” moments.

I talked to a friend about the historical Spartacus and some of the problems he posed for Rome and that he still poses for historians. It led me to think about one of the issues that made the slave rebellion so successful so quickly – Rome underestimated the size of the problem, even though it had faced a rather large revolt in Sicily a generation earlier.

Guessing wrong is one of the great joys of strategy gaming, but one that is difficult to pull off well. In the ideal design, the player would encounter an unforeseen situation, misjudge how to deal with it, face further setbacks, but then be able to come up with a workable solution. The player will have been challenged, suffered near defeat, but learned valuable lessons. A good strategy game should always give you the impression that nothing is certain.

This is hard to do for a number of reasons. First, strategy gamers tend to embrace the Powell Doctrine – use overwhelming force to subdue an enemy. Underestimation is hard to work into a design if players use their biggest and best army to crush the tiniest speck. Second, a lot of strategy gamers have embraced the narrative of eternal forward progress. Suffering a near crippling loss can get in the way of this upward momentum story, so people reload games or quit if things start falling apart. Third, good gamers are much less likely to guess wrong consistently, especially once they’ve learned how to read the system.

Some of my favorite gaming moments have come when my own hubris has gotten in the way. The Civilization game where I was loved by all but one rival, and that tiny war I started still spiraled into a World War because I misjudged my enemy’s diplomatic strength. The Europa Universalis game where my Muscovite empire though a weakened Lithuania would be a pushover, leading to a bloody war of attrition that took me 50 years to recover from – to win the game and teach those Lithuanians a lesson. The wargame where I rushed my armor ahead to seize an objective, but was then forced to extricate them from an encircling enemy because I scouted poorly.

It is important to note that I take responsibility for those errors. That is the fourth and hardest part of designing recovery from error. If the player feels that he/she can blame the game for his/her mistakes or chalk it all up to bad luck, then there isn’t a lot of joy in undoing the damage or in rebounding from folly. Being an idiot and learning from it is a big thing, and the stories you get from those experiences are better than the inevitable march of the Aztecs, or whatever alternative there is.

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New Honor for Hegemony

July 15th, 2010 by Troy Goodfellow · PAX

Pax has announced that ten independent games have been awarded free display space on the show floor – a big deal for companies with not much money and desperate for attention.

Hegemony: Philip of Macedon is one of the chosen. I hope this means a lot more success for Longbow Digital Arts.

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What I’ve Written for Game, Set, Watch

July 14th, 2010 by Troy Goodfellow · Uncategorized

Gods at Play Column 1: Virtual Viceroys
Gods at Play Column 2: Zoom Levels

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What I’ve Written for Gamespy

July 14th, 2010 by Troy Goodfellow · Gamespy

    Features

Other People’s Stories
Coming Attractions

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Three Moves Ahead Episode 73: What Made You?

July 14th, 2010 by Troy Goodfellow · Podcast, Three Moves Ahead

ThreeMovesAhead
 

This week, Troy and Rob are joined by Jenn Cutter in a trip down memory lane. The topic: How did you end up the gamer you’ve become? When did Rob and Troy learn they were strategy gamers? How do games fit into the rest of your life? How do you deal with being the only gamer in a social circle? Which games poke which aspects of our character? Troy and Jenn also explain BBSes to Rob.

Also, a date is set for the Washington DC area Flash of Steel/Three Moves Ahead meet up.

Listen here.
RSS here.
Subscribe on iTunes.

The Realm

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