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The Slitherine/Matrix Merger

May 10th, 2010 by Troy Goodfellow · Industry, Matrix, Slitherine

My life has been a bit of a mess lately, so this is my first opportunity to post on last week’s big strategy business move. From the press release:

Slitherine Ltd and Matrix Games today announced that they have signed a comprehensive agreement to merge the companies creating the world’s largest wargaming specialist publisher. Both Brands have strong identities and core values and these will be maintained to provide maximum enjoyment and added value to all customers.

Slitherine is best known as a developer. They’ve made the Legion family of games (Legion, Chariots of War, Spartan, Legion Arena) and are a co-developer of Field of Glory, my current wargame girlfriend. Matrix, of course, is the big publisher in this area and has published many of Slitherine’s games. Slitherine is a publisher, too, but on a much smaller scale.

The big difference is geography. Matrix is American and Slitherine is British. A merger gives each easier access to the other market. I asked both sides for comment and Slitherine’s Chairman, JD McNeill, took the opportunity to speak to what this merger means.

The management team has a wealth of experience and knowledge in the Wargames and History world and each member of the new combined board of directors has a very specific role to play revolving around their various skill sets and experience. This has always been an issue for both companies in the past, we just never had the time or the band width to chase the extra opportunities. With the new structure we all slot very nicely into our specific roles and responsibilities and we are very excited by this.

Both companies will continue their trading activities as before and individual opportunities will be evaluated to see where they sit best. Matrix is second to none in the PC Digital Distribution market and works closely with some of the best developers in this field. Slitherine has pioneered taking the Wargames Genre to the new platforms and so we see the combined benefits as a huge opportunity for growth. Our focus groups and forums tell us that there is a strong desire for our sort of products out there which is simply not being met by the traditional retail models.

Another advantage of this deal is that Slitherine now have a US headquarters which is a fundamental requirement to gain publisher licensing status with console platform owners. We are already licensed publishers with Sony, Nintendo and Microsoft in Europe and the rest of the world and the new move will enable us to pursue this status in the USA. For Matrix it will create far greater exposure to the European markets and the possibility to localise and sell their games into all European territories. We also understand that a number of the developers are keen to explore the possibilities of taking their games to the various console platforms that might suit their titles.

Field of Glory would work great on a console, by the way.

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Civilization 5 Makes You Pay More for Babylon

May 6th, 2010 by Troy Goodfellow · Firaxis, Industry

I love Civilization. Millions of us do.

I love Babylon and Nebuchadnezzar. Hundreds of us do.

But the idea of paying for a Digital Deluxe Edition if I want the Babylonians as a playable Civ? Not nice, 2k Games. Not nice at all.

I get the business thinking here – bonuses for special editions or early orders is standard operating procedure now. And if you are going with Steam you need to have something to encourage the digital downloads. And Steam is great when it works, which is most of the time. It’s a DRM scheme that we’ve become used to.

But have they thought through the impact here? Civilization multiplayer is getting more popular and viable with every version. If I buy the Digital Deluxe Edition and choose Babylon, will any of my friends who do not have this version be able to play me? What if I don’t choose Babylon, but they are still in the game somewhere (the Civilopedia entries, for example). Does that mean we can’t play together? Will people be able to buy Babylon separately as DLC? Though I can imagine 2k has visions of making a lot of money by trickling out new nations as DLC, this would just make the MP problems even larger. I have Babylon but not Holland, Tom has Holland but not Canada, Bruce has Canada but not Babylon…

This is not really new, I suppose, if you consider expansion pack compatibility, but this is one nation. A single Civ. No other gameplay additions. And this could cut many users off from each other.

Even more fundamentally, Firaxis is seen as one of the good guys in the business. This is obviously not their call – this is a publisher decision – but this decision does take some of the shine off the idea of this small, user friendly developer that churns out good games without the need for a huge media machine or developer drama.

Civilization is a game that has always embraced a complete toybox approach to design. Everyone who bought it got to experience playing as Caesar or Mao or Gandhi. And it’s not like Babylon is Portgual – no offense to my Portuguese readers. This is a major foundational civilization and one of the originals from the first Civ. (Also the first time Hammurabi is not the leader, by the way.) This business decision is a small one, but one that strikes at the core of what Civ has always been about.

This is not the same as preorders getting new uniforms or cavalry troops in Napoloen: Total War. This is like preorders being able to play the Swedes when no one else does.

This makes me a little angry. (Even though the Mesopotamia Map Pack will be cool.)

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Three Moves Ahead Episode 63: Frozen Synapse

May 5th, 2010 by Troy Goodfellow · Indie Games, Podcast, Three Moves Ahead

ThreeMovesAhead
 

Tom and Bruce are absent again while Troy, Julian and Rob dissect the still in beta Frozen Synapse, a small team tactics game from Mode 7. Troy finds it too difficult, Rob loves the potential for story telling, and Julian digs the puzzles. Listen as we talk about tactical games, the union of art and design, indie game marketing, a digression on Ancient Trader and an apology from Troy on his terrible mailing skills.

Listen here.
RSS here.
Subscribe on iTunes.

Frozen Synapse
Rob Zacny on The Hunter (Escapist), Sins of a Solar Empire (Game, Set Watch) and Birth of America (UGO)
My Formspring

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A Social Media Follower

May 1st, 2010 by Troy Goodfellow · Me

While I sort the clutter of my desk and office – trust me, it’s a disaster – I’ll be answering questions on Formspring.

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Strategy Gamers and Art (Not About Ebert)

May 1st, 2010 by Troy Goodfellow · Design, Indie Games

Ancient Trader is a beautiful game. Tom Chick calls it one of the most beautiful games of the year and he’s probably right.

The gracefully sepia-toned map and Gorey-esque characters are unforgettable. But the map isn’t just a static screen. It breathes. Clouds gently waft over undiscovered territory. Ships and sea monsters bob gently. Waves break in the ocean. Look, a dolphin leaps here! A whale breaches there! It’s all ink and vellum and cursive script and layers of lovingly drawn facades drawn on plywood and stacked up for a 19th Century stage production. It’s positively Gilliam.

I am easily seduced by a novel artistic style and clever use of color. I might have liked Birth of America less if the units and map weren’t so appropriate to the theme. One of the main appeals of the Tin Soldiers games was the miniature art.

Strategy games are one of the few major genres where pseudo-realism in graphics never really made inroads. RPGs, shooters, sims, sports games…all have either dabbled with or jumped whole hog into a quest for a look that mimicked the real world in important ways. The subject matter, of course, doesn’t really lend itself to that kind of appearance. Except for a few wargames that focus on small scale combat (Combat Mission: Shock Force, Theatre of War, Achtung Panzer), strategy gaming works on a larger stage and a more abstracted level. The Total War games are a hyrbid, of course, with real-ish looking battles and an abstracted map.

This means that strategy game designers are freer to work with different art styles and even reach back into the past for a theme that is appropriate to the subject matter. So we get the pastel maps of Imperialism evoking washed out atlases and the bright colors of Dawn of Discovery enticing you into a world of adventure and profit and the medieval woodcut echoes in Solium Infernum.

The problem with really good and really original art is that it can seduce even us jaded strategy gamers that think they know better than to be tricked by graphics. Ancient Trader is a very attractive game, but is ultimately a shallow trifle. There is little enjoyment in the trading game, so the combat is the thing. The combat is a rock/paper/scissors affair with three colors that each trump another except for when upgraded values come into play. If you can win the first round of combat then you are very safe for the next two rounds since you can see the value of your opponent’s cards and rely on trump colors. The game goal (buy three artifacts and then slay a monster) is neither compelling nor that different from anything else you do in the course of play.

That’s OK because this is a light game – very light. I can see kids or casual gamers really getting into this over XBLA, and it plays fast enough that you don’t feel like you’ve wasted your time.

I just wish the amazing art was in service to a better game. Tom is right that so much of the beauty in Ancient Trader is in the superfluous detail. It’s the kind of game you can look at or take screenshots of to serve as wallpaper. But, unless I’m missing something, the game has no staying power for me.

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Gods at Play 1: Virtual Viceroys

April 28th, 2010 by Troy Goodfellow · Design, Gods at Play

Gods at Play
 

Today marks the debut of my strategy game design column “Gods at Play” at Game, Set, Watch. This week I talk about virtual viceroys and ceding power to the AI.

I’ve often said that GSW is my favorite of the news blogs that exploded a few year ago because it is interested in things like design and business in a way that most blogs are not. As a Gamasutra sister site, this makes a lot of sense. But it’s also been home to some of my favorite columns over the years. (Some of them are, alas, defunct.)

So it’s great to be invited to contribute regularly. I struggled with the first one for a number of reasons personal and professional. If you’ve read Flash of Steel regularly over the years, you will probably see some themes and ideas recycled and updated at Gods at Play. As I troll my archives, I see a lot of design posts that need to be refreshed. Three Moves Ahead has certainly helped refine my thinking.

The column title image was designed by the inimitable Jennifer Sparks, who is responsible for all the amazing art I use. The column name was coined by the also inimitable Jenn Cutter, who is responsible for keeping me sane on those afternoons when the words do not come and I need to brainstorm.

EDIT: Oh, and if you want to talk about the column, do it over there on GSW please or cross post your comment.

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