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Civilization 5 Preview

April 3rd, 2010 by Troy Goodfellow · Firaxis, Gameshark, Preview

PAX East came right on the heels of the Game Developers’ Conference, so the presentation that I was treated to was very much like the one that GDC attendees saw. There is nothing in my preview that you haven’t read somewhere else.

Actually, that’s not entirely true.

It’s amazing what little things games journalists miss. Assuming that my group wasn’t the first to see the combat model in action, why am I the only one (that I know of) that noticed the use of flanking bonuses in the battle calculations? With a single unit per hex, maybe people assumed this would be the case. But Civ has never had this sort of thing and it’s worth mentioning since it reflects the Shafer approach to war.

Most reports on the leaders of Civ 5 have also mentioned Julius Caesar, but he’s not the Roman leader – Augustus is. This might seem like a small thing, but considering that other early reports mentioned Stalin (who is also not in the game) I wonder what people are seeing when they get previews. Given all the animations required for the leaders in this game, I doubt they are swapping names in and out at this stage.

Not in the preview, since I didn’t know what to write about it, is a curious happy face icon in the upper left. Is this a global happiness thing for your empire? Is this being taken out of the cities? No idea.

This is, by the way, typical of how I approach preview presentations when I don’t get a hands on demo. Once it becomes clear that the amount of new information will be sparse, I scan the menus and images and look for things the presenters aren’t talking about.

The big problem with a presentation like this is that it is a feature list. Better diplomacy! Bismarck! Hexes! Battles! Civ, however, is a system. No preview presentation can really capture how the whole package fits together. At its best, Civilization is a bunch of things interacting with other things, creating an impression of coherence. It’s great to ooh and ahh over the maps – and they look amazing – but I still don’t have a clear idea of how everything works.

We know that armies will be smaller and that outproducing in the arms race will be less important than sound tactics. But what does this mean for production in general? Culture expands more slowly and deliberately, but you can buy up land, too. So where does wealth fit in? Is it now more useful to turn a profit than a small deficit? You can sign research pacts with other leaders but how is the bonus compared to libraries? What’s the penalty?

I am excited about the possibilities here. Civ 5 seems to be as big a departure from 4 as that was from 3. But even after seeing some of it, I have more questions than clues.

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Three Moves Ahead Episode 58: Phoning it In About Pax

April 1st, 2010 by Troy Goodfellow · PAX, Podcast, Three Moves Ahead

ThreeMovesAhead

With the post con exhaustion, panelists running around like crazy and Julian Murdoch fighting some sort of bug, it’s sort of a wonder we got a show together at all this week. Rob, Julian and I talk about why we loved PAX East. What makes a fan con different from a trade show? Is Microsoft Surface the future of board games? What strategy game was my surprise of the show? Probably one of our shortest and slowest shows, but we promise a stronger one next week.

Listen to win a prize.

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My thoughts on PAX East
Julian’s Thoughts
Rob’s Thoughts

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Print is Not Dead at PAX

March 27th, 2010 by Troy Goodfellow · Media, PAX

It’s been a crazy couple of days, and I still haven’t met everyone I wanted to meet. I did, however, meet some of them at the panel about the future of print games media.

Of course, the panel title was “Is Print Dead?” – a much sexier handle than “What is the future of print?” but much less accurate. It was moderated byThe Escapist’s Russ Pitts – a perfect choice considering the online magazine’s early print-like pretensions and its continuing evolution into something very Internet. As the four panelist (Jon Davison, Julian Murdoch, Jeff Green and Chris Dahlen) made clear in their discussion, the issue is more about the form of print media in the coming years, not its obsolescence.

Davison was very up front about the costs of working in the dead tree world. It costs a dollar to print an issue, they are bundled in subscription deals where you get twelve issues for thirteen dollars, advertisers are moving online for more eyeballs (and where they have more power, he argued) and the demand for immediate news about games means that previews and reviews really have no place in print – he noted that no one complained about Gamepro’s Final Fantasy 13 review until it went online and was listed on Metacritic.

But print still has, for some reason, a prestige value for game publishers. Jeff Green says it’s because there are only twelve covers a year and everyone wants one. But as a writing enterprise, it’s clear that games magazines cannot be what they were. Chris Dahlen’s reader supported Kill Screen (which looks great, by the way) will be a quarterly magazine that tries to be a print version of The Escapist, I guess, when The Escapist was known for more than funny videos.

You will not make a lot of money doing this. Can you sell ads in a Paris Review type of games magazine – something feature heavy and review light? How long will people be willing to pay for a 20 dollar per issue magazine, even with high quality art and editing?

Dahlen likens the premium print market to that for vinyl records. Where most consumers are perfectly happy with their MP3s, there is in fact an increased demand, if tiny, for vinyl recordings since some connoisseurs appreciate album art and notes. In other words, somebody out there will buy it, and with the right printing model you can build a business around it.

It’s an interesting analogy. But it’s worth remembering that nobody is paying for eight tracks or cassettes. Vinyl just happens to have things that you can’t do on those forms or on the current preferred music delivery system. Online game sites are much more versatile as media forms. You can do features as well online as you can in print, plus use video & audio (Green noted that he didn’t become a “personality” until he was forced to do what became a very popular podcast) and other things that print cannot. (E-books may find a way around that but we’re not talking about that.)

From where I sit, print’s biggest advantage is coherence. There is a front, a middle, and an end. This means you can organize your material in a form that either matches or challenges reader expectations. Gaming websites are still largely a mess of links, constantly changing and never well organized. There is a reason we use the verb browse more than the verb read when we speak of online text. Most sites still do not use fonts or color or layout to heighten the effect of a piece the way a good magazine does. We’ll get there eventually, I think. But not yet.

In any case, the panel was top notch – even Julian.

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PAX East 2010: The Arrival

March 26th, 2010 by Troy Goodfellow · PAX

You know how when you get ready to meet people you think you know for the first time and you begin to wonder if there’s going to be any real connection? Yesterday was like that. And, like many of life’s worries, it was a pointless concern.

Yesterday was the day I arrived in Boston for PAX East and it was mostly a day about getting oriented, fixing problems caused by my poor packing skills and meeting friends and colleagues I only knew online – ex-CGM colleague Tiffany Martin, Gameshark writer Meghan Watt, my very dear friend Jenn Cutter and Three Moves Ahead panelist Rob Zacny. The five of us went to a very reasonably priced steakhouse and had the type of conversation that only five nerds could really appreciate – the type of conversation that we will be swimming in for the next few days.

God help us.

Today is raining and nasty, but I will also get to meet Julian Murdoch at a party later tonight, so it will be worth sticking around. I also have appointments with a couple of developers and will be serving as Jenn’s escort/cameraman while she does the stuff she does so well. Lots of other friends and colleagues to meet, too.

If you are here and see me walking along the show floor, please say hello.

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Flash of Steel/Three Moves Ahead Sunday Meetup at PAX East

March 24th, 2010 by Troy Goodfellow · Me, PAX, Three Moves Ahead

After checking reviews, schedules and locations, I’ve settled on the Trident Booksellers & Cafe around the corner from the Hynes Convention Center.

For now, I am planning on Sunday at 10 AM for the meeting, but I may bump it as early as 9:30 depending on a number of things. Don’t be afraid to come late, and please let me know if you plan on coming so we can try to get a reservation or something a couple of days ahead. I may have to leave by 11 to help with something else, but no one has ever needed me around to have fun.

Who will be there? Me, of course. Julian Murdoch and Rob Zacny, too. And who knows who else will show up?

Please come and meet, and tell us how much you hate us.

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Three Moves Ahead Episode 57: Supreme Commander and Command & Conquer 4

March 23rd, 2010 by Troy Goodfellow · Electronic Arts, Gas Powered Games, Podcast, RTS, Three Moves Ahead

ThreeMovesAhead

Troy, Tom and Julian devote the hour to dissecting the surprisingly good Supreme Commander 2 and the disappointing Command & Conquer 4: Tiberian Twilight.

Why does SupCom 2’s deviation from the franchise formula make the game better? Why is it like Sins of a Solar Empire and Demigod? Do we want to gain experience points in our RTSes? When good design meets bad design in the same package, what wins?

And come hear how disorganized we are for PAX!

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Tom Chick’s review of SupCom 2
Tom Chick’s review of C&C 4
Troy Goodfellow’s review of SupCom 2
Quarter to Three Community podcast on SupCom 2
The Flash of Steel Store

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