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Three Moves Ahead Episode 54: Introversion

March 4th, 2010 by Troy Goodfellow · Indie Games, Podcast, Three Moves Ahead

ThreeMovesAhead

Troy, Julian and Rob wax rhapsodical about the glories of indie strategy game developer Introversion. What makes Darwinia a “different” RTS? Is Defcon the best multiplayer game ever made? And can you make a game about terrorism?

Listen to the end and learn how you can win a prize. Seriously. I have one for you.

Listen here.
RSS here.
Subscribe on iTunes.

Gamers With Jobs talks to Chris Delay
Introversion’s Tough 2008

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Decade Feature: 2002 – Emperor: Rise of the Middle Kingdom

March 3rd, 2010 by Troy Goodfellow · City Builder, Feature:Decade

When we think about Roman history, we generally have an idea of what we are talking about and what a game would look like. Same with Greek and Egyptian and even American. A few centuries or milennia have been compressed into cultural shorthand for a population that has only the vaguest idea that the Golden Age of Athens was not the entirety of Greek history or that Egyptians stopped building pyramids well before their Golden Age even started.

So how do you sell something like Chinese history? They don’t even have ninjas or samurai or cherry blossoms like Japan. There’s a wall and a history of warlords. And old faiths. But there is no iconic idea of the Chinese city in the Western mind, I think. Thousands of years of history with invasions and inventions and even a Western brain accustomed to think of the mysterious Orient as an exoticized other can’t really conjure what a Chinese city builder is supposed to look like.

Playing Emperor: Rise of the Middle Kingdom convinces me that I’m not really alone fumbling for something to hang Chinese history on. Co-developed by city building masters Impressions and Maryland’s own Breakaway Studios, Emperor is a mess conceptually even if its design makes major leaps sideways in the standard Impressions mold.

Emperor is the only city builder I can think of that lets you choose from a wide range of historical starting points, each of which makes different buildings available to you. If you start in the bronze age you will have different religious and production options than you will in the steel age. From an historical perspective, this is a clever idea since it tries to capture the miliennia of Chinese history in all its variety. From a gameplay perspective, this is a mini-disaster since you don’t see much of the content unless you really commit to learning how the game changes in each era. These are, admittedly, small changes. Getting a feel for where buildings fit in the build order and which goods make for quick profits is still something that requires a significant time investment and changing the industries can disrupt that process. If the changes between the different ages are minor and cosmetic (which some people think) then the disjunction is even more curious.

Emperor‘s big innovation was multiplayer – just after the Anno games did it and before Cities XL did it. The more I think about it, the more I become convinced that multiplayer city builders are a bit of a stupid idea. The games take too long to really be competitive and in a persistent world like Cities XL you are designing against the primary appeal of city builders – being god-mayor without the interference of other pesky people. Emperor went about it in an unusual way…. Emperor’s idea of competition was to have two players isolated from each other try to complete the same objectives. It was an interesting idea, but I doubt it attracted any real player base.

Did it feel like China? I was never sure. Even though the Caesar games were not Rome, they were Roman enough to be persuasive. Pharaoh and Children of the Nile fudged a lot of stuff about Egypt, but by tying everything to the cycle of the river they made games that felt as authentically historical as any more serious wargame or simulation. Where Romance of the Three Kingdoms has a clearly historic Chinese voice, Emperor never really communicates how it sees Chinese civilization. It’s worse than an error-filled stereotype of marble filled Rome; it’s a bland melange of elements that doesn’t speak to any understanding of The Middle Kingdom.

Emperor is certainly a very good city builder, probably the best that Impressions ever made. They had perfected the template by this stage of its history, but it feels dry to me. Lifeless even, despite the Feng Shui. Where 1998’s Zeus embraced a strange mix of classical architecture and Greek myth, Emperor embraced all of Chinese history and therefore none of it.

Of course, there’s another possibility here – I’m just not interested in a Chinese city builder and am not familiar enough with that world to appreciate how Emperor represents it. We all build up cultural biases and tastes as we evolve and, being as steeped as I am in Western history and myth, there’s probably some personal baggage that has me preferring Pharaoh to Emperor, Crusader Kings to Romance of the Three Kingdoms, Rome: Total War to Shogun: Total War. My wife, an expert in Asian American history, has certainly done her part in breaking the hold of the Western canonical history on my imagination and it’s still hard to undo twenty years of education that privileged certain histories over others, for both legitimate and illegitimate reasons.

I know I’m not alone in this. There has not been a flood of city builders that move out of the Mediterranean basin or Medieval castle era. SimBaghdad, SimTenochtitlan, SimKyoto…they all appeal to me as a rational historical thinker. When it comes down to it, most gamers prefer to replay stories in worlds they already know. People do Google searches for adding Hitler to Civilization 4 but not for Tang Taizong. I’m like most gamers.

Emperor stands somewhat apart from the Impressions legacy. It never quite fits even though it is, design wise, the logical conclusion of years of refinements. Part of the problem is its lack of voice. Part of the problem is me.

Next up, Bruce Geryk looks at how Soldiers of Anarchy reveals how he has changed along with games.

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Napoleon: Total War Review

February 26th, 2010 by Troy Goodfellow · 1up, Creative Assembly, Review

Read it here at 1up. Not especially happy with how it turned out, writing wise.

Part of the problem is that Napoleon Total War
can be seen as an improvement over Empire in many ways. The attrition and replenishment mechanics are very well done and there are finally historic battles to fight. And the AI is better, though still not perfect.

I get very annoyed when great content is locked behind walls. I don’t want to have to fight Lodi before I go to Waterloo or Borodino. I want to lead France to victory over the kingdoms of Europe in my first campaign, not after I’ve already fought two smaller ones. This is like Civilization only allowing you to play as the Americans until you’ve defeated a nation in battle. Then you can eat its heart and lead it in your next game. Tin Soldiers: Alexander did this with its battles and I hated it then, even though I loved the game. People play Napoleonic games to play France.

This is not new for Creative Assembly. Both Rome and Medieval 2 forced you play a campaign (or edit a file) before unlocking other nations. But there you had more choices and the stars of the story (Rome and Western Europe) were available to begin with.

The review is a positive one – I will play it again, I think. Rob Zacny likes it more than I do, Tom Chick likes it much less. Maybe we can find some time to talk about it on Three Moves Ahead. But not this week.

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A Tale of Two Boxes

February 24th, 2010 by Troy Goodfellow · Industry, Ubisoft

This is the British box art for the upcoming city builder / RTS Settlers 7:

UKS7Box

This is the American box art:

USAS7box

Same game, two very different tones. The British box is light and happy and full of daylight. The American box is dark and grim and full of fear. The British box says “This is a fun game”, the American box says “Games are serious business.”

What does it say about Ubisoft’s opinion of strategy gamers that they think that dark is what sells in America? And doesn’t this art go explicitly against the idea that Settlers 7 is going after a different audience than traditional RTSes? Because a black box with a grizzled soldier guy (weird since the hero of the campaign is a heroine) targets the exact same audience that other strategy games are going after. In fact, the same audience that every PC game without the word “Sims” in the title is going after.

(Thanks to Nabeel Burney of Slowdown for pointing me to it. He found the links to the To The Game images on the twitter feed of Alex May, developer of Eufloria.)

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Three Moves Ahead Episode 53: One Year Anniversary Show

February 23rd, 2010 by Troy Goodfellow · Podcast, Three Moves Ahead

ThreeMovesAhead

No agenda this week beyond a few of my favorite clips, some chat about the podcast’s high and low points and what we’d like to see in the coming year of podcasts. Learn about Tom’s other podcasts, Bruce Geryk’s origin story, whether or not Julian is a game reviewer and how Rob makes his girlfriend cry.

Lots of self congratulation, too, so if you don’t like that sort of thing, maybe you shouldn’t listen.

Listen here.
RSS here.
Subscribe on iTunes.

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One Year of Three Moves Ahead: Some Stats

February 23rd, 2010 by Troy Goodfellow · Podcast, Three Moves Ahead

The anniversary Three Moves Ahead podcast will go up later today, but I thought I’d put some numbers out there so you have some idea how we are doing.

March 2009: 4368 downloads, with a peak day of 456 downloads (Episode 2 – Halo Wars, Sins, Empire)

January 2010: 8413 downloads, with a peak of 632 downloads (Episode 49 – Story telling)

Best month ever: December 2009, with 8519 downloads, led by the huge traffic for episodes 41 (Solium Infernum) and 42 (Epic Fails)

This February is on track to set a new high.

There were many days in the first few months where we did not top 100 downloads a day. Over two recent stretches, we had 30 straight days of 100+ downloads – including many days of 250+ – both streaks interrupted by a day in the 90s. We averaged 230 downloads a day over the year.

Our two earliest shows still have the most downloads (people tend to start there when they are trying a new podcast). Episodes 21 (Soren Johnson), 25 (World War 2) and 29 (Getting Started) are our most listened to from the middle run of the show.

When we focus on a particular game, traffic increases a lot, mostly because fans of that game will link to the show. This is not very surprising. We get more comments, however, on our “idea” or “concept” shows.

I wish Libsyn had more flexible stat tracking than it does because I’d lack to track this stuff in more detail. It’s not easy, for example, to compare daily downloads of one podcast with another over a similar stretch of time.

Thanks, everyone, for listening.

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