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Napoleon Needed More Shovels

February 9th, 2010 by Troy Goodfellow · Me

The radio silence has mostly been induced by my unwillingness to do much of anything in the face of so much snow. I live in the Metro DC area and we were buried. And more is coming today. I just hope we can maintain power while I record the podcast tonight. (We’re a night later than usual.)

Many sidewalks aren’t cleared, so I get that Grande Armee Returning From Moscow feeling whenever I trudge outside. The determination of Capital Area drivers has led to accidents, traffic backups and probably a little hysteria as they try to drive their not-nearly-designed-for-this cars up and down the highway by my house.

So I think I will dig up a good winter war sim and try to take advantage of my current mindset.

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Odds and Ends

February 4th, 2010 by Troy Goodfellow · Me

1. My previews of what I saw at the Paradox Con are going up at Gameshark. Short previews, mostly because there’s only so much you can say about an unfinished game that is not just a feature list, which you can find anywhere. I really hate writing previews, especially if there’s no hands on or there’s just concept art. So you can read about Lead & Gold, Magicka and Victoria 2 now. More to come.

2. My colleagues over at GameShark also have a new podcast, the obviously titled Jumping the Shark. I’m listening now, and I will probably listen again. Much more general game stuff than we do at Three Moves Ahead, obviously.

3. PAX East registration is complete and travel has been arranged. If you’re going to be there, send me a note. Maybe we can have drinks.

4. Dawn of the Discovery on the DS is a much simpler game, and in many ways quite different from the PC version. But I still highly recommend it, especially to beginning strategy gamers. It’s a much simpler economic model with a lot less hauling of freight from one island to the next. So its pace is quite unique, even though it is clearly an Anno game.

5. My contribution to the 2002 part of the decade series will be up tomorrow. I just need to work out some issues I’m having with it.

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Three Moves Ahead Episode 50 – Designing Government and Debating Detail

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

ThreeMovesAhead

Having not seen each other in weeks, Tom and Bruce giggle like schoolgirls reunited after summer break before getting into their usual sparring. Troy just tries to keep people on topic – futilely. The putative topic: How do you design a game that makes the management of a government as interesting as the issues of war and peace? There’s a side trip into questions about abstraction and the problem of irrelevant detail.

Listen here.
RSS here.
Subscribe on iTunes.

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Field of Glory AAR

January 29th, 2010 by Troy Goodfellow · AAR, Ancients, Slitherine, Wargames

Ian Bowes and I are playing out the Battle of Cynoscephalae in Field of Glory. He’s still learning the system, but he wanted to play another MP game and kindly asked that I join him. I gave him the Romans and took the Macedonians for myself.

He is blogging the game over at his blog.

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Decade Feature – 2002: Age of Mythology

January 28th, 2010 by Rob Zacny · Ensemble, Feature:Decade, RTS

What this is about.

My father has always enjoyed the Age of Empires series, even though he’s quick to admit that he’s not skilled enough to really master them. He likes them because they will run on his laptops, unfold slowly, and reward him with lots of eye-candy. He loves all the moving parts: the siege weaponry, the farmers working their fields, and the towering walls and turrets that rise out of the landscape.

In essence, my father loves the Age of Empires series because it lets him play SimBase.

That is also one reason why the Empires games always left me cold. Fortifications tested my patience, and siege-warfare tested it even more. They confronted me with so many options that my choices seemed meaningless. I could see why my father liked them, but they were 180 degrees from the Blizzard RTSs that informed my expectations.

So I dismissed Age of Mythology, at first, because it seemed like a cash-in on a franchise that I already knew wasn’t to my taste. I could hear the pitch: “Age of Empires meets Clash of the Titans. Same game, but with monsters.” Perhaps it would work for the people who already loved Age of Empires, but it was probably not for me. My prejudice didn’t relent until long after the game reached discount racks. That’s when I learned I was a fool.

I had been correct about it being the same basic game with an exotic ingredient, but the effect was like adding vermouth to chilled gin. Age of Mythology was a perfect martini, smoothing out the rough edges of the Empires series while deepening the game through some fundamental changes.

Age of Mythology cut the factions down to three and threw out the extraneous units. Each civilization had such a strong identity that it was clear where the strengths and weaknesses lie. Crafting an effective strategy around them was devilishly tricky, however, because everything depended on who you were fighting and the choices each side made during the course of the battle.

The mythology elements, far from being the gimmickry I feared they would be, proved to have subtle and far-reaching effects in every game. Choosing a supreme deity from among each tradition’s Big Three (for instance, the Greeks have Zeus, Hades, and Poseidon) gave each faction an inflection. Playing Greeks-Zeus was quite different than Greeks-Hades. Those differences became even more pronounced as players chose new gods with each new age.  Aphrodite could give the economy a huge shot in the arm, but Apollo offered giant Scorpions, archery bonuses, and a passage through the underworld for instantaneous point-to-point travel.

The most important addition for me, however, was a sense of wonder. The first time laser-crocodiles showed up on my doorstep and started blasting down towers while my Minotaurs sent Egyptian spearmen cartwheeling through the air, I felt giddy. I was astonished the first time an opponent opened an Underworld Passage behind my lines and started blowing my base apart from the inside out, and the thrill of launching an attack or rushing well-timed reinforcements to a battle using the Passage never gets old. It is wonderfully odd to see two hostile armies standing intermingled, peaceful as lambs, during an enforced truce while doves wheel and coo overhead.

For all Age of Mythology’s complexity, I rarely feel overwhelmed. In most RTSs, I’m dead certain I’m losing by the time my first barracks goes up, and usually get my proof a few minutes later as my troops are steamrolled by units two steps ahead on the tech tree. That rarely happens in Age of Mythology, where I still have time to think and plan. Expanding the economy alongside the army and technology is consistently challenging, especially since the factions and match-ups call for different strategies, but it’s not a black art of build orders. Most of the game is pleasantly self-explanatory, and even when I’m losing, I usually know why and leave the game with a bunch of ideas for the next match.

The RTS in general is a genre where I find as much that bothers me as pleases me, so when one comes along that instantly makes me so comfortable and hints at so much depth behind a straightforward design, I am ecstatic. Age of Mythology is one of a very few that strikes that balance.

In my household, it occupies the position of a favorite family boardgame. Several times a month, my partner will stand in a corner of the room, making certain that she’s in my line of sight, and start marching in place.

Eventually, I’ll peer over the edge of my book at where she is grinding carpet fibers into the floorboards. “I take it you wish to stomp some comps?”

She places a finger to the corner of her mouth and casts her eyes to the ceiling, making a show of thinking about my question while her big toe continues to press an imaginary Egyptian base into oblivion. Then, with a grave and solemn nod, she says, “Yes, please.”

Next up, Troy looks at the last great Impressions city builder.

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Least Surprising Cities XL Announcement Ever

January 27th, 2010 by Troy Goodfellow · City Builder, Industry

Apparently there were not enough subscribers to the Cities XL Planet system, meaning that Monte Cristo has decided to drop it entirely. They will not accept any new subscriptions to this mulitplayer system that allowed players to visit each other’s cities and interact in a trading system.

From the announcement email:

Three months after the launch we have to admit that the subscription rate is lower than what we expected and therefore the Planet Offer is not sustainable. Not enough players decided to subscribe.

Therefore, it is with deep regret that we decided to put an end to the Planet Offer as of March 8th 2010. It will no longer be possible to subscribe to the game starting Monday February 1st 2010.
Nevertheless the Cities XL adventure goes on! Cities XL will evolve into a fully single player game. As soon as march the Bus will be added for free in the solo game. At the same time we also keep on working on new content and new features to keep on improving Cities XL.

The online stuff was what separated Cities XL from the rest of the city builders out there, but one of the prices for investing in this was that the city builder itself wasn’t very interesting. It’s a shame to see an innovative idea go down in flames, but there’s probably a lesson in here somewhere about doing two things only half well.

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