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Miscellany

July 10th, 2010 by Troy Goodfellow · Me

* It’s been one of those weeks where everything comes together at the same time. I had to write three articles in ten days, totally around 2500 words. All strategy game related, all coming to a game place near you. So the blogging has been even lighter than usual. But a couple of these opportunities mean that there is a chance this blog will be updated even more often as I will have more incentive to play more games.

* I also was approached by a former colleague to do some non-game related writing. I haven’t done that for a while, but it could be interesting.

* I love my readers and listeners. Rick Wyatt pointed me to this excellent Dominions 3 walkthrough/AAR over at Something Awful. The author has been at it for over a year making commentary on every race’s strategy. It is amazing.

Though I’m not a member of SA, nor do I consider myself a regular reader, I do know that there is a strong strategy community over there that listens to the podcast. Thanks, Rick, for pointing this out.

* Meanwhile, Michael Braly (aka Sareln) compiled an analysis of the tech system in the Elemental: War of Magic beta. He did a great job of it. You can find the doc here on dropbox, or read the discussion on the official forum. Thanks, Michael for this excellent guide. Once I get my beta, I’ll use it.

* I have to review Hearts of Iron 3: Semper Fi this week. I have not really been following the evolution of the game since soon after release, so I have no idea what to expect.

* I also have Reign: Conflict of Nations on my hard drive. I really want to like it, and I think that once I have an idea of what exactly is going on, I will. It is very attractive at least.

* There is a new expansion for King Arthur: The Role Playing Wargame called The Saxons. I am seriously considering buying it. I never gave Arthur as much time as I should have but I am really looking forward to Neocore’s next game, Lionheart: King’s Crusade.

* Lots of other professional writing ideas in the hopper, including one opportunity I am very excited about. I hope we can pull it off.

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Three Moves Ahead Episode 72: Technological Innovation and Strategy Games

July 7th, 2010 by Troy Goodfellow · Podcast, Three Moves Ahead

ThreeMovesAhead
 

This week, hardware expert and long time strategy gamer Loyd Case joins Troy, Julian and Rob in a chat about how various advances and changes in the technological environment have changed how see and approach strategy games.

Listen here.
RSS here.
Subscribe on iTunes.

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Pacing a Strategy Narrative

July 4th, 2010 by Troy Goodfellow · Akella, Design

“Pacing” is one of those words that critics use as sort of a catch-all to explain why a game doesn’t flow as well as it should. It can refer to stories or plots that climax too soon or too late, to mechanics that get in the way of whatever progress you are making in learning a game, to all kinds of things that interfere with that sense of enjoyment you get when you are lost in a game.

When we think of pacing in strategy games, we generally mean how well it spaces out tasks or shows you new things to move on. The whole “one more turn” thing is predicated on the idea that you have set up a game that has steadily delivered a feeling of accomplishment to the player and promises more of that feeling if the player is just willing to sit there till 2:00 AM making the trains run on time. Good pacing can be a slow burn (the Imperialism games) or a constant sensory assault (Age of Empires 3).

Pacing problems are more noticeable when games try to tell a story. Though the drama of kings and wars should make for a natural story-telling genre, the way that strategy games deliver the war machinery and diplomacy has proven generally ill-suited for story telling more elaborate than cut scenes in between mission assignments. When mechanics and narrative collide, the game usually wins in this genre.

I’m playing Disciples 3: Renaissance for review and it has major pacing issues. There is a lot of good stuff in the game, too, but the pacing prevents me from going back out of joy instead of out of obligation. Nothing focuses the mind like a deadline.

One of the big problems for scenario design in story based campaigns is mission length. In a turn based game like Disciples 3, where you have to end turn and watch the enemy make its moves, all the while interrupted by tactical battles that can take a while to finish, the decision on how and where the player can best spend his/her time is a critical one. Completing one objective after two hours on a map only to find that there are now new objectives is a pacing problem for both game play (new objectives can mean that you have the wrong tools in your toolbox) and narrative (too long in one place means the story does not get told efficiently.)

Real time strategy games can have this problem, too. The first Supreme Commander game had maps that expanded and unveiled new things to deal with and each one made me groan in frustration.

But by and large, story based campaigns in RTSes are linked to the technologies available to you. So the missions grow in length and complexity at the rate you get new toys to play with. The default RTS mechanics of the story telling are generally in tune with good pacing.

This is a happy coincidence, since most of the problems with RTS story campaigns are related to repetitiveness or lack of good characters. Since they don’t have to worry about matching the mechanics to the tale, they can work on the puzzles of the mission scenarios. And maybe writing something interesting. (Someone. Please.)

So what is the sweet spot for a mission scenario’s length? Personally, any more than an hour and I get into some serious trouble staying interested, especially if I know that there are even more missions to come. Properly paced, an hour can seem like twenty minutes, but some games constantly remind you how long you are at something. (Turn counters are a good idea, but when I read Turn 50, my first instinct is to wonder how many more turns I have to play.) Disciples 3 is not well paced, so every hour feels like an hour. After a dozen plus hours in the game, I feel like I should be farther ahead than I am.

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What A Strange Idea

June 30th, 2010 by Troy Goodfellow · Design

While looking through the Steam sales over the last few days, I noticed a game I had never heard of – The Great Art Race. It was bundled with two games I *had* heard of (Patrician 3 and Darkstar One) and I can’t say that the bundle made a lot of thematic sense. A reliable PR guy noted my curious Twitter about The Great Art Race and was good enough to add the bundle to my Gamersgate Media Account. (Thanks, Joe!)

The Great Art Race is strange. You are an heir to a dying millionaire. Only his greatest treasure, his art collection, has been stolen. You and your fellow heirs are told to compete for recovering the collection by going through the auction houses of the world and buying back the stolen art.

Why haven’t the police been called in? No idea. Yeah, the game is set in 1918, but I do think that if you could demonstrate you owned the missing art that you could probably stop its sale on the auction blocks of the planet.

Stranger still is how you get enough money to buy back the art. There is a stock market subgame. You buy and sell shares based on…well, still not quite sure what determines which stocks go up and down. Buy low, sell high, watch the news. It’s not a very sophisticated stock market game.

Then there is the plantation management part. You take your starting funds and invest in growing cash crops in tropical climes, hiring workers, avoiding labor unrest and selling your coffee or cotton or sugar or silk.

The less said about the expeditions you can take in some parts of the world, the better.

And why is this a race? Because you and your rival heirs have to make a lot of money before Uncle Moneybags dies. Your travel is marked in days and hours, with a soundtrack that is a bit like an interwar Mad, Mad, Mad, Mad World thing.

So it is an auction-stock-trading-time management game.

Still much too soon to know what I think about it, but I can see why I’ve never heard of it. It is, according to Mobygames, a remake of an old C64/Amiga game called Vermeer which had a very similar design.

Has anyone out there played Vermeer? Or The Great Art Race? Am I alone in finding this very peculiar?

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Three Moves Ahead Episode 71: Disciples 3, Heroes of Might and Magic and Other Games Like That

June 28th, 2010 by Troy Goodfellow · Podcast, Three Moves Ahead

ThreeMovesAhead
 

Gameshark’s Editor in Chief Bill Abner joins Troy, Rob and Bruce to talk about Disciples 3, Heroes of Might and Magic, Jagged Alliance, King’s Bounty – strategy games with tactical components. To what extent are these RPGs? What differentiates a good one from a bad one? Bruce mentions Odium again.

The good doctor also promises to write something.

Listen here.
RSS here.
Subscribe on iTunes.

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Hegemony: Philip of Macedon Review

June 25th, 2010 by Troy Goodfellow · Ancients, Gameshark, Review, RTS

You can read my full thoughts on Hegemony at Gameshark.

Hegemony is one of those games that makes me hate the fact we are expected to score reviews. How do I weigh the charm and intuitiveness of the design against the constant interruptions of rebellions and unexpected attacks? Am I expected to know how readers feel about the lack of good diplomatic options in spite of the supply line mechanic? These are major strengths and major weaknesses. I came down on the positive side.

The campaign pacing is, as I say in the review, excellent. Yes, there are brush fires you need to put out all over the Peloponnese, but your objectives are set for you in such a natural way that you can set your priorities. Unit construction is easy, the RTS tactics make sense, sieges are well represented…there is so much cool and interesting stuff here that the B is as much as a “glad you tried something new and it mostly worked out” as anything.

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