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Large Scale RTS and their intimacy problems: SupCom 2 report

March 10th, 2010 by Troy Goodfellow · Design, Gas Powered Games, Me, RTS

At this week’s GDC, Gas Powered Games boss Chris Taylor told Greg Tito of The Escapist that Supreme Commander 2 was one of the best games he’d ever worked on. (I’m still working my way through the campaign, but I’ll let you know if I agree with him soon.)

He also said that SupCom2 was a top notch “large-scale RTS”.

It’s really leading the way in large scale RTS. I’ve never actually said those words before now, which is really odd, because you’d think it’d be the first thing out of my mouth when I was launching the first Supreme Commander. There’s small scale and large scale RTS, and we’re on the large scale side of things.

Though I’ve often talked about how the RTS is becoming smaller and more streamlined, I’d never really thought to distinguish the genre in terms of how big its scale is. And, of course, no RTS really has the scale of the Supreme Commander/Total Annihilation games. Taylor makes a comparison between the size of SupCom and the masses of armies we see in Hollywood blockbusters (though his choices for movie comparisons are odd because none of them really show huge engagements on any super scale. Happily for me, all ancients themed movies, though.)

As kids when we played in the sandbox, we may have only had 25 plastic soldiers, but we imagined 25,000. This is where large scale RTS plugs into the psyche of the gamer

So, for Taylor, a large scale RTS is making manifest all those childhood dreams of huge clashes of arms. The movie analogy isn’t a bad one for Supreme Commander. Though Spartacus had to use real men, it is relatively trivial to paint ten thousand CGI soldiers storming the beaches of Troy. Likewise, SupCom’s lack of a meaningful population cap makes it trivial to assemble hundreds of units for your army. You can churn out tanks like candy if you have the mass and energy, and resources are infinite.

The price, of course, for having almost unlimited manpower is that your armies become cannon fodder. Playing Supreme Commander 2 sometimes feels like playing a General Haig simulation – storm into enemy defenses to wear them down while you prepare your big strike because, after all, there’s an unending supply. This doesn’t work so well in the skirmish game, but the campaign maps have little sense of urgency or conservation, at least in the first third of the game. So I’ve picked up a lot of bad habits, I’m sure.

One reason I’ve never really warmed to the technically impressive SupCom/TA games is that the scale is so large that it does detract from that sense that every unit I have is important. Intimacy is probably the wrong word here, since I never feel all that close to my snipers in Company of Heroes. But one of the perils of relying on scale to make your statement is that this scale has to somehow be made relevant to the player once they get past the “Look how big this is!” thing. Ironically, the large the scale of battles, the more work a designer has to do to give the player a reason to play beyond “Go win”.

Let’s return to Taylor’s Hollywood movie comparison. Most large battle scenes are on screen for less than a minute. You get a big panning shot or something. And these battles are tied to characters or situations that we are asked to have a connection to – a hero, a pivotal historical event, the world in the balance. Peter Jackson’s Helm’s Deep worked because the stakes were so high for characters we’d grown to like (except for Rhys-Davies’ Gimli. Ugh.). The large scale was representative of the importance of the battle, of the odds that our heroes faced. Homer’s catalog of ships in The Iliad is similarly there to underscore the size of the Argive operation against Troy even as his story focuses on the leaders.

Strategy games don’t expect you to make these same sorts of connections, but they are there. When Gary Grigsby does one of his huge wargames, he’s counting on us to appreciate the size of the effort it took to defeat Japan in the Pacific or for the Soviets to roll back the Germans.

A year ago, I wrote about how so many people misunderstand what it means for something to be “epic”. SupCom 2‘s campaign is, so far, attempting to be a real epic about a real character with real issues leading hordes of robots into battle. Well, not lead, exactly. One problem with the SupCom 2 campaign as an epic is that your hero in his ACU will spend the first three quarters of the battle back at home base building stuff. It remains to be seen if GPG can build that link between me and the hero(es) and this army of whatever that thing I just made is.

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Three Moves Ahead Episode 55: Starcraft 2 and Napoleon: Total War

March 9th, 2010 by Troy Goodfellow · Blizzard, Creative Assembly, Podcast, RTS, Three Moves Ahead

ThreeMovesAhead

Two games this week.

First, Tom Chick and Troy Goodfellow report on their experiences in the Starcraft II beta. It’s an old school RTS that eschews fifteen years of evolution in favor of keeping things as they were in 1998. What do we like so far? What do we not like? Meanwhile, Rob Zacny asks questions about Blizzard’s continued relevance in the genre.

Then, Rob leaps to the defense of Napoleon: Total War. Hear why he will be probably be giving it a very positive review and why Tom still thinks Creative Assembly should be embarrassed.

Stay tuned to the end for a reminder to enter the game draw for a special prize.

Listen here.
RSS here.
Subscribe on iTunes.

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Is 2010 The Year of Strategy Gaming?

March 8th, 2010 by Troy Goodfellow · Industry

Every now and then I like to plan a bit ahead. Look over the release schedule, line up ideas for Three Moves Ahead, try to angle for high paying interviews and features (and the occasional review) and just get a sense for where the year is going.

I will not have time to play all the big strategy games this year in nearly the depth I will want to. Look at this list.

Napoleon: Total War (out)
Supreme Commander 2 (out, but not at my house yet)
Command & Conquer 4
Elemental
Starcraft 2
RUSE
Dawn of War 2: Chaos Rising

Civilization 5 (assuming it isn’t delayed)
Victoria 2

And, of course, this list is full of sequels and franchise stuff. Only Elemental is original, and Stardock’s Brad Wardell has been leaking tidbits left and right on his Twitter feed.

I can’t remember a year this busy with major strategy releases, and, of course there are tons of minor ones. Rise of Prussia, Greed Corp, Toy Soldiers, Conquest of the Americas, expansions to Tropico and Field of Glory and Majesty 2…and god knows what else Matrix games and HPS Sims will release this year.

With all these big titles coming out, this could be seen as a do or die year for AAA strategy games. I’m writing up a conference call I did last week with EA’s Jonathan Bass, the design lead on Command & Conquer 4, and like many RTS designers he’s thinking long term about the state of the genre and how to both find a new audience to justify development costs and not lose whatever audience he already has – as the lead on a major franchise, he’s felt the fanbase pain.

But what if sales are underwhelming? What happens to Gas Powered Games’ Kings and Castles if Supreme Commander 2 doesn’t perform up to expectations? The Command & Conquer team was already gutted by EA, so I think that that publisher needs big numbers to justify a presence in the genre. Yes, Stardock and Ironclad have shown that you can make a great strategy game or two without sinking millions and millions of dollars into it, but there is a AAA mentality that assumes you need AAA budgets for AAA publishers. (Soren Johnson talked a little about this in his podcast appearance.)

That is business stuff, however, and I’m not really a business reporter. (If there’s one thing gaming journalism really needs, by the way, it is a qualified and knowledgeable business reporter. Someone who can read an SEC statement and knows the difference between a merger and an acquisition. But I digress.)

As a gamer, this is a big year and I only hope I have time for half of it. Tom Chick was right – we will not be running out of things to say on the show in 2010.

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Design Notes Again

March 7th, 2010 by Troy Goodfellow · Board Games, Me

I’m meeting my neighbor for an afternoon of Maria. I’ve spent the morning reading the rules (I missed Sivel’s earlier Frederick) and they seem pretty clear cut.

The first thing I did, though, was turn to the design notes. One of the constant themes of both Flash of Steel and Three Moves Ahead has been a desire to understand how game designers transform history into rules and what those rules say about the designers’ understanding of history. I love design notes.

For Maria, a game on the War of the Austrian Succession, Sivel faced a lot of problems and dealt with them in rather dramatic ways. He ripped the Italian Front out (it doesn’t start in earnest till the war is half over, so why bother?), he struggled to capture the allied tension between Austria and her “Pragmatic” allies (Holland, Britain, Hanover), and he surprised himself when the introduction of another mini-system solved all of his other problems with defining victory.

One of the side benefits of design notes is that they confirm in my mind that, though I am a passable critic, I have no real future as a game designer. It requires the sort of sideways thinking that neither me nor my Stoic logic are especially good at. Yeah, games are logic and math and all that, but there’s a creative spark that’s required – a spark that lets you make the leap from understanding a history to translating that history into a rule set. I don’t have that spark; I can see when a system is not working or when it misses something integral to what it is trying to capture, but I’ll be damned if I can just think up a new one on the spot.

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More Thoughts on that Literature Article

March 5th, 2010 by Troy Goodfellow · Gamespy, Me, Media

Other People’s Stories was one of the easiest articles I’ve ever written. As EA’s Jonathan Knight says of Dante’s Inferno, the ideas are so big. It’s impossible not to find an angle or know what questions to ask. Not everyone I asked for input replied to my queries, and that ended up being OK since I have enough material for another 2500 words – easily.

I chose to focus on relatively recent games, though there were lots of other possibilities. The Tolkien games and how they have changed with the fortunes of that literary franchise, a teeth-clenchingly difficult adaptation of Upton Sinclair’s The Jungle, how Romance of the Three Kingdoms has retained its strong historical and literary roots on platforms that are generally resistant to that sort of thing, American McGee’s attempts to turn not just Alice but also Grimm fairy tales into horror games and what this says about his sense of authorship…the possibilities were really endless. I wrote the first thousand words in a couple of hours.

As I note in my conclusion, one of the problems with adaptations is the constraint of genre conventions. AAA games seem to be reducing their genre breadth, making it very difficult to imagine adaptations in new forms. Most of us are not designers and see the media we know through the lenses we have in front of us. So, I see The Song of Ice and Fire as a Kingmaker/Crusader Kings type game, not a Heavy Rain style exploration of character and meaning.

Ironically, games are getting better at telling original stories even as they still struggle with adapting other people’s work. This should not be a sign that adaptations are a bad thing or that they can’t be done, only that I think that game developers should take some ownership of the stories they are adapting and consider what makes those stories so powerful. Yes, Dragonlance will always be an RPG; Beowulf could be almost anything.

To Knight’s credit, he has seriously thought about Dante and the game. When I asked him why EA’s Limbo was nothing like that in the poem, he explained that the player had just fought his way into hell; giving him/her a rolling meadow with a castle and lounging historical celebrities would break the pacing. I am sympathetic to the idea that there was no need to have Dante’s named attached at all – they could appropriate his hell and imagery and not bring up the poet at all. But, like it or not, the Western Canon is still a powerful brand and that name itself is probably responsible for a lot of the coverage for what is, at its core, a God of War-type action game. Knight and his team knew exactly what they were doing, and he knows this poem inside and out. Yes, the setting was the big draw but they didn’t stop there.

One side note: If these are the sorts of feature stories that you want to see, instead of simply long think-pieces (op-eds stretched over 1000 words), you need to support them by referring your friends to them or commenting there on Gamespy instead of here – even though you know I love and cherish all of your opinions. Ryan Scott has made it sort of a mission to acquire good writing for this sort of thing (including my friends Julian Murdoch and Lara Crigger) and it can only really be supported if he has the page views to justify the cost. In an eye-ball driven business like contemporary games journalism, I think we get what we deserve – support this stuff instead of Top 10 Lists.

Unless I have written that Top 10 List, because daddy has to eat.

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Other People’s Stories

March 4th, 2010 by Troy Goodfellow · Feature, Gamespy

In what is hopefully the first of many features for GameSpy, I look at the art of literary adaptation in game design.

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