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Theme Parties

November 30th, 2009 by Troy Goodfellow · Design

In his Decade Retrospective essay on Combat Mission, Bruce Geryk wrote one of those lines that still make me envy his writing skill:

If you give players a hook, they will hang themselves on it every time.

In most cases, a strategy game’s hook will not be the mechanic or the appearance but the theme. The designer chooses an appealing setting and an attractive role for the player and attaches a game design that doesn’t do too much violence to the theme. The difference between theme design and mechanic design is most obvious in two of this year’s most celebrated remakes – Majesty 2 and Tropico 3. The former’s appeal is rooted in the way in changes the players’ expectations of how to play a RTS – it’s a generic fantasy world and would probably be a very similar game if it were scifi. The latter is about playing pretend tyrant and, as the pirate themed Tropico 2 showed, this setting is apparently integral to the series’ success.

Theme design springs to mind because of two games I’ve been playing heavily for the last week. Solium Infernum is (as readers and listeners already know), Vic Davis’s follow up to Armageddon Empires. It is, for all intents and purposes, a board game based on the idea of conquering and ruling hell. King Arthur: The Roleplaying Wargame is a Total War-esque game from Neocore that uses the enduring appeal of Arthurian myth as the selling point.

Though I can’t speak for either developer, I think two different approaches to theme design are obvious in these titles. Davis was, by his own admission, inspired by a line in Milton’s Paradise Lost about reigning in hell. So he built an imaginary set of conditions, rule and traditions that would surround getting elected boss of hell. Neocore adapted the engine and game play from an earlier Crusades themed title by adding Arthurian names, a quest system and some magic powers – presto, an Arthur game.

In my time with King Arthur, I’ve come to the conclusion that it is the Dante’s Inferno (the game) of the strategy world. It’s a competent game that absolutely no one would pay attention to if it weren’t for the “historical brand name” attached to it. Just as EA has glommed on to a medieval epic poem as a marketing device for a God of War clone that is more Hercules and Alcestis than Dante and Beatrice, Neocore uses the Arthur name and just enough of the Arthurian feel to sell what is otherwise an average game that I probably wouldn’t have bought at all if I weren’t such a sucker for Lancelot, Gawaine and Merlin.

I am certainly not suggesting that Neocore is using the Arthur legend for mercenary purposes – they have treated the material with enough respect for me to conclude that they genuinely wanted to make an Arthur game. But the Round Table is just a Council like you’d find in Knights of Honor, the RPG elements are quest dialogs and trait trees, the Arthurian legends themselves twisted to fit the game’s illusions of choice. (For example, an early choice forced you to decide between supporting the rightful ruler Balin or his evil brother Balan, with different rewards from each. If you know your Arthur tales, you’ll know that these brothers unknowingly killed each other in a duel – there was no disputed crown or good/evil thing going on.) In short, mechanics are either shoe-horned to fit the story or the story is mangled to fit the mechanics. This is how most theme games operate. Under its Caribbean skin, Tropico 3 was mostly a standard city builder, and the buildings served purposes not too different from those in the Caesar games – earning money and helping you reach numerical targets.

One of the biggest appeals of Solium Infernum is the setting. It’s hard to imagine people getting equally excited about a city council game that had similar mechanics. But even though I could certainly see additional card sets constructed for other settings – maybe a Clash of the Titans/Battle for Olympus set? – the way the rules have been constructed evolved out of the initial conceit. Where King Arthur is a medieval wargame with legends tacked on, Solium Infernum is a leap of the imagination. One game wears its theme, the other one is its theme.

This week’s Three Moves Ahead will deal with Solium Infernum in great detail, and I hope to address the issues of theme and design in great detail with Mr. Davis.

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Three Moves Ahead Episode 40 – Listeners Write Back

November 25th, 2009 by Troy Goodfellow · Podcast, Three Moves Ahead

ThreeMovesAhead

Troy, Bruce and Julian deal with a few questioners listeners brought to the panel. Can noobs and experts play together? What is the place of AI in current game design? Why do we keep doing this? And where is Tom?

Thanks for your questions, and keep them coming. We might do this again some time soon.

Listen here.
RSS here.
Subscribe on iTunes.

Bruce Geryk on MOO3
Julian on Populous
Rob Zacny on Black & White
Solium Infernum Live Blogging

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Civ MMO Canceled?

November 23rd, 2009 by Troy Goodfellow · MMO

I wonder what the odds are that I could get 2k to actually comment on this.

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Field of Glory: I’d Like Some More Please

November 23rd, 2009 by Troy Goodfellow · Ancients, Slitherine, Wargames

The computer version of Field of Glory satisfies two itches at once. First, it is a very simple and very fast playing wargame, well adapted from what is, by all accounts, a very good miniature rule set. Second, it is an ancients game, and we all know that I can go on forever about that setting.

I only had a passing familiarity with the rules until I got the PC game so I wasn’t quite sure how all the support rules and rallying worked but like its predecessor, Great Battles of History, it is a good enough translation of the table top rules that I am actually confident that I could pick up a Field of Glory manual and play the game.

The computer game has 18 scenarios and I’ve already blown through almost all of them from at least one side. The scenarios play very quickly and have some of the funky stuff that inevitably happens in miniature gaming. The battles break up into two or three discrete portions, there is a rush to hit to the victory point cap (based on routing or disrupting a certain number of enemy units) regardless of the real tactical situation, the role of leaders in ancient warfare is fudged, unit definitions are not subtle or malleable…

And all I can think of is how much I want to keep playing this game. The 18 scenarios are not nearly enough, especially since a lot of major battles aren’t touched (Zama, Cannae, Pydna, Telamon, etc.) and a lot of armies are just absent. The Late Macedonians are the only Successor army, there are no Pontines or even an Alexandrian army. And there are some really stupid spelling errors in parts of the game.

On the battle side, Field of Glory comes with one of the most user friendly editors I’ve ever encountered, so I expect good scenarios to come to light very quickly. I could even build a few, I suppose – it’s that easy to use. There’s not really an army builder, though, which is a big part of the appeal of miniature gaming. You can’t have everything, though, and the editor is a real gem as it stands now.

The AI needs to be stronger, and I wonder if this is a problem inherent in the simple wargame rules of a miniature set. Though the calculations here are relatively simple, I see little evidence of the computer thinking too far ahead or putting itself in a position where it can roll up a flank with superior units if not superior numbers. The victory system puts a premium on routing the enemy, of course, but the computer opponent seems to be a little careless about putting its own weakened units in harm’s way. The Great Battles games had this same problem, and that’s a much more complex game than a standard miniature ruleset.

In spite of this, the elegant editor, strong MP game and faithful translation of the rules – not to mention the setting – makes Field of Glory my favorite wargame of the year so far. Is it the best of the year? Not so sure about that. But I look forward to new content.

EDIT: Just realized how negative this post seems…

I love how simple and clear the game is. Skirmishers aren’t just cannon fodder, but are useful arms. Legions and Phalanxes feel properly balanced in spite of the fudging with scale and frontages. Terrain effects are important, but not over riding concerns, reflecting the fact that – most of the time – an army wouldn’t fight anywhere near terrain that would screw it entirely.

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Solium Infernum Live Blogging

November 22nd, 2009 by Troy Goodfellow · Cryptic Comet

Tom Chick, Bruce Geryk and I have been playing Solium Infernum for the last few days. Because the build is still in flux, we had to abandon our first try as files got updated. But our newest game is being live blogged on the Quarter to Three forum.

Check us out over there. I will eventually work screenshots into my posts.

Troy

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Decade Feature – 2001: Kohan Immortal Sovereigns

November 19th, 2009 by Troy Goodfellow · Feature:Decade

What this is about.

One of the great things about these feature series is that they give me license to reinstall games I hadn’t touched in a long time. I had to do some compatibility/patching nonsense to get Kohan: Immortal Sovereigns working (not quite perfectly, but functionally) and I’m glad that I did. But immediately after starting it, I realized just how isolated the Kohan series is.

See, in the intervening years I had forgotten how to play the game almost entirely. Told that a gold mine was out of my supply range, it took me a while to figure out what was going on. And which units are connected to which buildings? And why can’t I build a settlement there? A game that I truly loved and appreciated had wiped itself from my memory.

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This is a testament to two things. First, it revealed the originality of Timegate’s design. I could not necessarily fall back on old habits to figure out just how everything fit together. Second, and more depressingly, it revealed that Kohan has had next to no influence on the direction of real time strategy games even as that genre changed dramatically over the decade.

This does not mean that features you find in Kohan don’t pop-up in other titles. It was one of the first in a wave of Hero Centered RTS designs, games that encouraged you to organize your armies around super units that gained experience as they fought. It was not only hero based, but squad based since each group of units could reinforce and repair itself if it was in supply range.

This latter feature is one reason why Kohan remains one of the most remarkable examples of how tactics and strategy work together in a traditional real time strategy game. Strategically, you were always much stronger closer to your own towns than you were to the enemy’s; given a breathing space, you could heal and reinforce damaged units. And you could only draw resources from mines and forests you were close enough to protect (none of this running to a distant gold mine and mining the hell out of it before the enemy notices like in Age of Empires.) So every battle became a matter of razing rival economic buildings to prevent new units from entering the field while also preventing the retreat of wounded enemy armies. You would want to target commanders and sometimes build squads that had ranged units to support front line infantry.

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All this melded nearly perfectly into how the terrain of the maps matter. Yes, it had chokepoints – most RTSes do. But the forests also mattered for defensive purposes. If you could force a battle between squads on land that favored you, then you had a great chance of winning. Forced marches were commonplace, since they gave your foot soldiers a huge advantage in mobility with an equally huge penalty in combat. Even building upgrades had a crucial strategic and tactical component since you had choices of upgrades, each of which would emphasize a single aspect of your war effort.

And many of these great design aspects went nowhere beyond the 2004 Kohan sequel.

I totally understand why Kohan was a commercial bust, even though it was a critical success. It was a medieval fantasy RTS with no recognizable brand and no hook for gamers. Age of Kings had history, Battle for Middle Earth had Middle Earth. The name was actually quite descriptive but it describes things that mean nothing to you until you’ve initiated yourself in the mythology of Kohan and its immortal heroes. And it certainly didn’t help that the first Kohan was published by Strategy First in the middle of its “we’ll publish anything” meltdown.

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But one hopes that commercial failures can still have legacies in other games. Game design is clearly weird, though. As Bruce noted in his essay on Combat Mission, even a brilliant and successful design can have a hard time breaking through a genre’s orthodoxy. Kohan‘s design would have probably have had a greater impact on RTSes if it had come five or six years later, in the heydey of Relic rewriting the rules or Ironclad expanding the scope of the traditional RTS.

It might have made no difference at all. The genre has, for the most part, moved to quicker and tighter experiences than Kohan provided, and that’s perfectly understandable. And though I’d love to return to Kohan‘s gameplay ethos, I can’t say I have any fondness for the world of Kohan. And maybe that was part of the problem with the game’s popularity – the campaign doesn’t give you any reason to feel connected to the magical world it creates – admittedly something that few strategy games have managed with original worlds. So you are left with a brilliant design document, and even if that’s probably enough for a lot of critics, it’s certainly not enough for a universe of gamers out there.

But now that this essay is done, I will go back to Kohan: Immortal Sovereigns. At least now that I remember how to play it.

Next up, Bruce Geryk reminisces about Rails Across America.

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