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Kings and Castles

February 15th, 2010 by Troy Goodfellow · Gas Powered Games, RTS

Gas Powered Games has announced a new fantasy RTS, named Kings and Castles. Here is a frightening video blog from GPG Boss Chris Taylor.

The press release says that Kings and Castles is “an epic real-time strategy game for the PC and next-generation consoles. This one-of-a-kind experience will let players take on the role of one of three powerful kings who are vying for control of an all-new, original fantasy world.”

In other words, something we have seen before in a setting we haven’t seen before. I’ll try to restrain my enthusiasm.

The interesting thing here, kicked off by that video of madness, is that GPG is planning on walking gamers through the development process step by step.

Future installments will take fans step-by-step through the design process, discussing the creation of prototypes, the work that goes into creating the visual look and feel, while others will cover the proper care and feeding of chickens.

I might not stick around to watch Taylor play with his barnyard pets, but I am actually interested in this behind the scenes stuff. When I see something cool, I’ll be sure to link to it.

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Vic Davis Interview

February 11th, 2010 by Troy Goodfellow · Blogs, Cryptic Comet, Indie Games, Industry

Over at Game, Set, Watch Phil Cameron conducted an interview with Vic Davis, the genius behind Armageddon Empires and Solium Infernum.

GSW is one of the best newsblogs on the internet, partly because it is so willing to giving space to indie games in a serious way. This is part of their IGF/Gamasutra mission, I suppose, but they could always give it up and go the way of other newsblogs. They don’t.

This interview treads the usual “getting to know you ground”, so you guys probably already know all the stuff Davis talks about. My favorite bit is where he jumps into the tired-but-never-exhausted debate over what an indie game should cost.

I actually thought hard about going with an even higher price point for Solium Infernum….in the $34.95 range. Seriously though, I think that a higher price might even be better but I have yet to test it out. I like the thought of winnowing out the people who are going to buy based on impulse and then not enjoy the game. My games are an acquired taste. It saves us both a lot of time, money and effort in the long run….and I can focus on my niche. I only want customers who feel they got some value for their purchase.

All that said, Solium Infernum is on the lower end of the price spectrum for niche strategy games (but is admittedly on the high end for and “indie buzz” game). But pricing in the games industry is undergoing a tremendous amount of turmoil. You have AAA games debuting at $60 and then a race to the bottom depending on the “success” of the game. You have a downloadable casual market that has just imploded in the Great Portal Wars deflation and you have services like Steam that offer huge volume moving sales while adding continually to already large catalogues. For a small developer or you might even say hobbyist like me that’s scary….how do I fit in? I basically just pick my price, stick my head in the sand and try and make games that justify the price to a small niche audience.

Thirty dollars is more than fair for what is a really original design. I think the days of expecting indie developers to be happy with shareware or twenty dollar price points are well behind us and thank God because this is where PC gaming is going and where strategy games are.

(Yeah, I complain about how some wargame companies charge too much, but that’s more rooted in how derivative and unoriginal so many wargames are. There’s a difference between thirty dollars for an original design and fifty for what amounts to new scenarios in an old engine or a re-release of a ten year old game.)

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Settlers 7 Preview and Selling Slow

February 11th, 2010 by Troy Goodfellow · City Builder, RTS, Ubisoft

I was in San Francisco last week to see a presentation of the latest version of the City Building Series That Just Won’t Quit. You can read about my time with Blue Byte’s Settlers 7 over at Gameshark.

Over dinner and drinks the night before the preview, Bruce Shelley and Benedikt Grindel talked about boardgames. Both of them are big boardgamers (Shelley, of course, is a veteran of Avalon Hill) and were excited about the integration of boardgame mechanics into their new RTS.

Here’s one that didn’t make it into the preview, for example. You can research technologies to improve your military or economic power, but each technology can only be held by a single player on a map. If your enemy researches faster troops, you can’t get that bonus. But, once they start researching it, you have a countdown timer to outbid them – you off to pay more to gain that tech for yourself. Eventually the cost will reach a point where it makes no sense to keep outbidding your enemies, so the auction will stop and someone will win the tech. Since some of the techs come with victory points attached, and the possession of victory points determines the winner, you can see how this mechanic could make things very interesting.

I think there was a little bit of willful blindness going on, of course. Though a lot of my friends play boardgames, it would be a stretch to say that love of boardgame mechanics is likely to bring them back to a series that many people are surprised is still continuing.

What could make Settlers 7 relevant to American gamers is the slower pace, but that presents a marketing problem. When Bruce Shelley says that there has to be room in the market for more than one type of RTS play, he’s almost certainly right. Settlers, like the Anno games, is more city builder than RTS and is more about how well you plan your economy. But there is some military stuff going on, too, so you need to be ready for it. Armies are essential, but not dominant. Dawn of Discovery and Settlers 7 are for those gamers who like the turtling part of RTSes, the resource gathering and city building and watching the people move around.

But how do you reach them? Especially in an American gaming media that has little patience for games that require patience? City builders, and even the most frantic RTSes, make for terrible game trailers once you get beyond opening cinematics. All the pounding music in the world won’t make building a fifth storehouse the must see movie of the year.

So the people who would appreciate a slower and more elaborate game will find it very hard to learn about it since those videos and developer diaries and previews will not get Dugg (Digged?), if they read the games media at all.

When I started this blog (as Portico back in the Blogger days), strategy gaming was in better shape. In many ways, so was the gaming media since it too moved at a slower pace. The 24 hour gaming news cycle has become good for business and has led to more people writing about games, but it also means that there is a lot greater churn and a lot less emphasis on elegance and efficiency, because loud or cute are better for traffic. Part of this is the old man in me talking – and I do like loud and cute sometimes.

Settlers 7 is cute but it’s Hummel Figurine cute, not wacky Japanese cute. How does a game like this, still very relevant in Central Europe, reach a new audience? I hope that Ubisoft finds a way. I doubt trumpeting the board game elements will be the key.

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On Site Review: Dawn of Discovery DS

February 10th, 2010 by Troy Goodfellow · City Builder, Review

When you move a strategy game from a major platform to a handheld device, you have to expect a certain amount of change. RTSes like Age of Empires and Age of Mythology become turn based games. Wargames like Advance Wars and Panzer Tactics impose strict time limits or encourage the promotion of a group of persistent campaign units.

Dawn of Discovery becomes less a trading game and more a city builder. In the PC version, the transportation of goods from one island to another was a central game mechanic. On the DS, it isn’t. And this proves to change the game’s pace in some very remarkable ways.

The first thing you’ll notice about resource management is that some goods you acquire will be accessible to every island you own. So if you have a ton of wood production on island A, then you can use this wood on any island you occupy. This means no more shipping basic goods from one over-productive metropole to the hinterland colonies as they try to get up and running. Peasants need milk to become settlers, but so long as you have milk anywhere, you have milk everywhere. This makes it much easier to upgrade tiny settlements and allows even more specialization than the original game encouraged. You don’t just focus island production on particular luxuries – even the basics can be built in one location and not another.

This makes ships a lot less important. How less important? When you settle a new colony, your ship turns into the starting warehouse. Since you aren’t carting goods between settlements, you won’t miss it much. Selling goods doesn’t require schlepping them from one port to another, all you have to do is open the market interface and pick how much you want to sell. You will eventually need ships to explore new lands and warships, but there is a lot less emphasis on protecting trade routes since there are no trade routes.

On the PC, Dawn of Discovery had the delayed gratification of waiting for a ship to reach its destination. On the DS, Dawn of Discovery is about knowing what you have and need at this moment.

It’s still obviously an Anno title, but it feels a lot different. It’s not nearly as frustrating, for one thing. You can encounter characters who will “buff” your city’s production. The story based campaign is a lot more straightforward. This is an easier, lighter game than its very German original. There is a lot of repetition as you move from mission to mission but it’s the good kind of repetition – you already know what you need to do, so you do it and then see what the next step in the mission is.

All of which makes it the perfect DS strategy game, I think. It is challenging, but not so annoying that you have to start over and over again on a mission. Some of the interface things take a while to get used to, but once you do, Dawn of Discovery DS becomes ideal when you are waiting for a plane or taking a subway trip. It doesn’t have the rhythm that you’ll find in the PC game, which means you can easily interrupt whatever you are doing in the game and get on with your day without losing your place.

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Flash of Steel is New and Improved

February 10th, 2010 by Troy Goodfellow · Blogs, Me

Nothing like a fresh coat of paint and someone who knows what the hell they are doing to improve the look of a simple WordPress blog. It’s still the old Cutline theme, but fresh eyes and some aesthetic/technical abilities have brought a hint of organization to what was a bit of an ugly mess. Things have been rationalized, reorganized and dropped.

Thanks again to Jennifer Sparks for her amazing artwork. I get almost as many compliments on the logo she did for Three Moves Ahead as I do for the show itself. So I was thrilled when she offered to do a new more colorful banner for the blog. She actually did a bunch of them, and I just chose my favorite. Then Sparky did a favicon before I even asked her to, which was on my to-do list. She is a wonderful, generous, talented and funny person.

The other Jenn in the picture is Jenn Cutter, whom some of you heard on Episode 48: The Gaming Gender Gap podcast. She’s reviving her own video blog series soon after a long hiatus, and expect me to link to it quite regularly as thanks for her patience. Plus money, of course. This is not her job, but I’d hire her again in an instant. She’s responsible for the theme refitting and telling me to cut crap. Wider center column, a proper contributor list, easy to find contact info…stuff that I am too stupid to do on my own.

There are still some small things to do to tidy things up, but if you like the new look or see something broken please let me know.

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Three Moves Ahead Episode 51 – Science and Technology

February 10th, 2010 by Troy Goodfellow · Podcast, Three Moves Ahead

ThreeMovesAhead

Troy is joined by Tom, Bruce and Rob as they counter December’s religion show with a talk about how strategy games treat science. How do you link technology to other game mechanics? Is there a risk of runaway games if you emphasize science too much? Dead ends, blind research, science of observation and whether you can actually have hard science in a strategy game.

And Bruce replies to comments about his thoughts on Hearts of Iron 3’s infantry weapon research model.

Listen here.
RSS here.
Subscribe on iTunes.

Heisenberg’s War: The Secret History Of The German Bomb
Three Moves Ahead Episode 20 on The Snowball Effect in Game Design
Tom and Miriam Sitting in a Tree (Wayback Machine – very slow)

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