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Stardock’s Customer Report 2009

November 19th, 2009 by Troy Goodfellow · Industry, Stardock

Brad Wardell has published the Stardock customer report and it’s got little bits of interesting information, especially if – like me – you are interested in, but not necessarily knowledgeable about, the business side of PC gaming and software development in general.

For example, on Demigod:

For Stardock, the more significant shock of Demigod has been the discovery of the low number of PC gamers who play strategy games online. Demigod’s single player experience, while decent, did not get anywhere near the care that the Internet multiplayer experience did. Despite this, only 23% of people who have purchased Demigod have ever even attempted to logon to play Internet multiplayer.

And who are their customers?

Who are Stardock users?
– 96% male
– 35% 20 to 30 years old, 28% are 31 to 40
– 63% are in the United States (24% are in Europe, 9% are in Canada)
– 67% described themselves as expert or power users.

96%!

(Thanks to Cubit on Qt3 for pointing out the release of this report.)

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Field of Glory now available

November 18th, 2009 by Troy Goodfellow · Ancients, Wargames

The PC adaptation of the Field of Glory miniature rule set is now available from Slitherine.

. Game play that allows key decisions to decide the results of historical battles.
· Detailed and accurate depiction of ancient warfare (combat mechanics, leaders, morale).
· Single and 2 player head to head modes as well with an internet based multi-player system.
· 18 battles of varying size.
· Play as Achaean League, Carthage, Caledonians, Gaul, Germanic Tribes, Macedonians, Spartacus Slave Revolt, Romans or even Romans vs. Romans at Pharsalus.
· Comprehensive scenario builder is included. There are graphics for 11 different terrain types with western European and arid settings. 141 different battle group types with the system with almost limitless ability to modify their individual behaviour in the game.

I’m not sure what “battle group types” means, but 141 is a big number. And do the Macedonians include the Successor kingdoms?

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Supreme Commander 2: A Ten Minute Presentation

November 18th, 2009 by Troy Goodfellow · Gas Powered Games, RTS

Chris Taylor narrates a ten minute trailer of Supreme Commander 2.

I love how the game looks, even though it is in pre-Alpha.

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Three Moves Ahead Episode 39 – Bob Smith and Armada 2526

November 17th, 2009 by Troy Goodfellow · Matrix, Podcast, Sci Fi, Three Moves Ahead

ThreeMovesAhead

Another guest this week as Ntronium Studios lead Bob Smith talks to Troy and Tom about the imminent release of Armada 2526. Bob is a veteran of Creative Assembly and has been making games for over a quarter century. Is there room for another 4x sci-fi game? And how do you differentiate one title from another?

Listen here.
RSS here.
Subscribe on iTunes.

Armada 2526 at Ntronium Studios

One week left to send in questions to the TMA crew at troy DOT goodfellow AT gmail.com

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Decade Feature – 2001: Black & White

November 17th, 2009 by Rob Zacny · Uncategorized

What this is about.

I have this fear that something bad will one day happen to Peter Molyneux. Because if he ever suffered harm under mysterious circumstances, I worry that a police investigation will uncover things I said in 2001. I may have expressed ill-will toward him, and perhaps even made comments to the effect that it would not be in his best interest to encounter me in a dark alley. I might rashly have expressed the opinion that Black & White was a gaming experience that I would one day avenge.

Black and White Black Cover

Calling Black & White a bad game oversimplifies the problem. Black & White had flashes of true brilliance, but they were also the source of its cruelty. Those glimmers in the dark would buy another two or three hours of hope-crushing gameplay. Just as you were about to consign the game to Uninstall hell, it would do something mildly clever and you would once again think that maybe you were getting the hang of this thing. Maybe the problem wasn’t really the game, but your own clumsiness and stupidity. It was such a smart, creative game, and your plodding imagination and incompetent hands were ruining it.

Black & White was one of those, “The future is now!” games: high-concept, reactive, dynamic, and completely user-driven. Millennial expectations, coupled with the fact that the late 90s had seen an explosion of creativity on the PC, created an environment where gamers were ready to believe that a game really could do all the things that Black & White set out to accomplish.

The sales pitch went like this: you were a deity who presided over the lives of his believers, free to be whatever kind of god you wished. You could be a punishing death-god, whose unrelenting violence was rewarded by fear and misery. You could be a loving god who helped his people arrive at Utopia. Or you could strike any number of middle-paths, balancing beneficence and wrath as you saw fit.

You had a representative on earth: Stay-Puft to your Gozer. He was a giant animal guarding your territory from other gods and their creatures, and would perform tasks using his own divine energies. Where the player would have a limited supply of belief with which to create forests and rainstorms, the creature could perform those tasks unceasingly. The creature could also police the faithful, calling in lightning or simply devouring the divinely disfavored.

There were two twists: first, mouse-based spellcasting. Rather than simply binding “lightning strike” to a keystroke, you had to make a glyph on the screen with your mouse. There was to be no visible interface standing between players and their world. Your mouse hand was the hand of god. Second, your creature could learn. You trained it to behave as you desired, and its personality changed with how it was treated. Treat it like a beloved pet and train it to help the villagers live their lives, and it would be like the Jolly Green Giant. Torment it without reason and reward it for destruction, however, and the creature would become something out of Clash of the Titans.

Black and White Spell

So went the theory, at any rate. In reality, the mousecasting worked terribly. Too often, the mouse simply would not cooperate in making the smooth character needed to generate the spell. If you had a trackball mouse, the game was nigh unplayable. Beyond the simplest spells, Black & White’s casting system was impossible to use efficiently. Belief would be consumed by miscasts, and spells were never at hand when they were most needed.

Worse, the creature was a Tamagotchi from hell. Needy, helpless, and hopeless, it had to be babysat constantly in order to learn anything useful.

Which is why the torture began.

After spending an hour showing it how to conjure wood for the villagers, which it would do only sporadically before going back to its favorite activity, standing around doing nothing, I finally snapped. The gestural controls that were so inept at doing anything constructive proved surprisingly satisfying when they were used to mercilessly beat my pet.

All my frustration at the broken, boring, and semi-playable game started coming out in an endless series of slaps across my creature’s face. Once it started cringing and cowering, I moved onto the villagers.

They didn’t do anything useful and kindness wasn’t making them particularly faithful, so I started flinging them with my mouse. A farmer on his way to the field would be snatched from the ground and hurled into the ocean, and they started to believe. I burned down their houses and they started to believe.

Black and White Mountain Village

I tossed one of them into the sacrificial fire at my temple, and received a small surge of power. This got me thinking, and I went in search of an infant. Grabbing a baby from its parents, I tossed it into the flames and got a tremendous amount of power. I still couldn’t cast anything interesting with it, but laying waste to this insipid little civilization was its own reward.

My pet grew lean, miserable, and angry. I fed it on a steady diet of villagers, destruction, and senseless beatings until it became a Dorian Gray portrait of me playing the game. Black & White had become a journey into spiritual sickness, portraying the unjust fury of an impotent godling.

That’s when I lent it to someone I didn’t like, and never asked for it back.

Black & White was important because it served to remind us that the future was not, in fact, now. The 1990s were not giving way to some creative explosion brought on by new wonder-technologies. AI still didn’t “learn”. There was no “neural net AI” that would create an endlessly dynamic and responsive gameworld. There were only the dazzling promises of technologies just out of reach, and designers like Peter Molyneux, who sold these mirages.

(All images courtesy of MobyGames.)

I

(have this fear that something bad will one day happen to Peter Molyneux. Because if he ever suffered harm under mysterious circumstances, I worry that a police investigation will uncover things I said in 2001. I may have expressed ill-will toward him, and perhaps even made comments to the effect that it would not be in his best interest to encounter me in a dark alley. I might rashly have expressed the opinion that Black & White was a gaming experience that I would one day avenge.

Calling Black & White a bad game oversimplifies the problem, because Black & White’s true malginance came from its flashes of brilliance. Those glimmers in the dark would buy another two or three hours of hope-crushing gameplay. Just as you were about to consign the game to Uninstall hell, it would do something mildly clever and you would once again think that maybe you were getting the hang of this thing. Maybe the problem wasn’t really the game, but your own clumsiness and stupidity. It was such a smart, creative game, and your plodding imagination and incompetent hands were ruining it.

Black & White was one of those, “The future is now!” games: high-concept, reactive, dynamic, and completely user-driven. Millenial expectations, coupled with the fact that the late 90s had seen an explosion of creativity on the PC, created an environment where gamers were ready to believe that a game really could do all the things that Black & White set out to accomplish.

The sales pitch went like this: you were a deity who presided over the lives of his believers, free to be whatever kind of god you wished. You could be a punishing death-god, whose unrelenting violence was rewarded by fear and misery. You could be a loving god who helped his people arrive at Utopia. Or you could strike any number of middle-paths, balancing benificence and wrath as you saw fit.

You had a representative on earth: Stay-Puft to your Gozer. He was a giant animal guarding your territory from other gods and their creatures, and would perform tasks using his own divine energies. Where the player would have a limited supply of belief with which to create forests and rainstorms, the creature could perform those tasks unceasingly. The creature could also police the faithful, calling in lightning or simply devouring the divinely disfavored.

There were two twists: first, mouse-based spellcasting. Rather than simply binding “lightning strike” to a keystroke, you had to make a glyph on the screen with your mouse. There was to be no visible interface standing between players and their world. Your mouse hand was the hand of god. Second, your creature could learn. You trained it to behave as you desired, and its personality changed with how it was treated. Treat it like a beloved pet and train it to help the villagers live their lives, and it would be like the Jolly Green Giant. Torment it without reason and reward it for destruction, however, and the creature would become something out of Clash of the Titans.

So went the theory, at any rate. In reality, the mousecasting worked terribly. Too often, the mouse simply would not cooperate in making the smooth character needed to generate the spell. If you had a trackball mouse, the game was nigh unplayable. Beyond the simplest spells, Black & White’s casting system was impossible to use efficiently. Belief would be consumed by miscasts, and spells were never at hand when they were most needed.

Worse, the creature was a Tomogatchi from hell. Needy, helpless, and hopeless, it had to be babysat constantly in order to learn anything constructive.

Which is why the torture began.

After spending an hour showing it how to conjure wood for the villagers, which it would do only sporadically before going back to its favorite activity, standing around doing nothing, I finally snapped. The gestural controls that were so inept at doing anything useful or constructive proved surprisingly satisfying when they were used to mercilessly beat my pet.

All my frustration at the broken, boring, and semi-playable game started coming out in endless series of slaps across my creature’s face. Once it started cringing and cowering, I moved onto the villagers.

They didn’t do anything useful and kindness wasn’t making them particularly faithful, so I started flinging them with my mouse. A farmer on his way to the field would be snatched from the ground and hurled into the ocean, and they started to believe. I burned down their houses and they started to believe.

I tossed one of them into the sacrificial fire at my temple, and got a surge of power. This got me thinking, and I went in search of an infant. Grabbing a baby from its parents, I tossed it into the flames and got a tremendous amount of power. I still couldn’t cast anything interesting with it, since the controls were terrible, but laying waste to this insipid little civilization was its own reward.

My pet grew lean, miserable, and angry. I fed it on a steady diet of villagers, destruction, and senseless beatings until it became a Dorian Gray portrait of me playing the game. Black & White had become a journey into spiritual sickness, portraying the unjust fury of an impotent godling.

That’s when I lent it to someone I didn’t like, and never asked for it back.

Black & White was important because it served to remind us that the future was not, in fact, now. The 1990s were not giving way to some creative explosion brought on by yesterday’s wonder-technologies. AI still didn’t “learn”. There was no damned “neural net” that would create an endlessly dynamic, responsive, and adaptive gameworld. There was just the dazzling promise of technologies that were still just out of reach, and designers like Peter Molyneux, who sold these mirages.

Next up, Timegate’s Kohan: Immortal Sovereigns.

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Decade Feature – 2000: Combat Mission: Beyond Overlord

November 15th, 2009 by Bruce G · Battlefront, Feature:Decade, Wargames

What this is about.

When I was in grade school, I had a set of painted toy soldiers. While my friends had the anonymous green plastic bazooka guys that you could buy at that time, I had dozens of colorful Polish toy soldiers obtained on multiple family trips back to Poland, and each time we went I expanded my collection. They were the first choice whenever we conducted our sixth-grade field maneuvers, and while I no longer remember the rules we invented to regulate the campaigns we fought for control of my parents’ backyard, I still remember how the soldiers looked, all lined up for battle, dug in for cover in the azalea patch, frozen in various poses struck to capture our adolescent imaginations. After all, that was the whole point.

When I heard about Combat Mission for the first time, I half imagined that some veteran of my lawn wars was responsible for reviving my childhood memories. But really, didn’t every wargamer who grew up with early personal computers imagine eventually recreating these kinds of full-sized computer Stalingrads, complete with incredibly detailed StuG IIIs and Pioneers? At a time when the best computer wargames were still trying to figure out how to visually recreate a cardboard square with an X drawn on it, everyone had visions of panzergrenadiers supported by tank platoons, fighting over photo-realistic terrain, simulating battles I had spent years reading about in my long-since-lost spare time.

If you play Combat Mission now with a certain eye, it looks almost silly, like a ping-pong table with ridiculously cartoonish infantrymen: Drinky Crow with machine guns. To the end of the series, infantry never looked right. But oh boy, the tanks looked fabulous. At least from where I was standing. And the whole series always worked best when it was tank-vs-tank. I hated the infantry-vs-infantry scenarios. Didn’t you? Admit it: you wanted some cat-and-mouse Pz IV-vs-Sherman. When Combat Mission: Barbarossa to Berlin came out, it was all about Tiger-vs-T34. Don’t tell me it wasn’t. I still remember the PBEM game where my Tiger I picked off three of my friend’s T-34’s from a hull-down ridge position. All on the same turn. That was, I am not joking, eight years ago. I can still picture that replay.

Canadarules

The turn-based, simultaneous resolution system was a revelation for one reason: unlimited replay with free camera. With that, you could go looking for every story in a game. How come that enemy breakthrough didn’t pan out? Turns out your little 37mm AT gun in the brush stopped the lead tank, then the rest of his armor bunched up behind … and then your own tanks arrived. It was your AT gun’s third shot. The first two missed. An artillery fire mission took him out right afterward. But that one shot changed everything. And you watched in twenty times from every angle possible, because that was the best story of the game.

I remember the negotiation I had with Computer Gaming World just before the game came out. Even in those days, page count was tight, and as the “wargame review guy” I felt a bit sheepish saying this was going to be so big, it needed a two-page review. Who gave hardcore wargames two-page reviews? My editor at the time, Ken Brown, was one of the best I’ve ever had, and not because he immediately told me I could have the space if I felt the game was that important. We ended up doing two pages of strategy tips as well, thanks to Ken, and Jeff Green. My inaugural genre column for the magazine, “Inside Wargaming,” was entitled: “Combat Mission Kills Wargaming: Pow. Dead. No Foolin’.” I just couldn’t imagine anyone wanting to play a hex game afterward. I mean, hexes and NATO symbols? For serious?

But looking at the games released after Combat Mission: Beyond Overlord, it seems like nobody wanted to take the idea any further. The number of copy-cat resource-gathering real-time strategy games released within five years of Dune II was indeed amazing, but here we are nine years after CMBO and the only game I can think of that even came close to trying the same thing was Panzer Command. And that game got the whole premise wrong. Guys, it’s about the individual dudes. Giving orders to a platoon doesn’t work for me. I might as well drag-select. I’m dying to know what happens to *that guy.* Fine, I can’t level up his Dexterity. But halfway through the game, I’m treating him kind of like a character in an RPG. An RPG with 88mm guns.

I wrote once that the awful, awful computer game criminally titled Squad Leader could have gotten decent reviews had it just had reasonable line-of-sight rules and believable animations. The latter is essential if you want to help people build stories in their heads. The toy soldiers in my parents’ backyard had assault rifles, machine guns, anti-tank weapons, and radios, but the whole point was that they were unique and individual. If you give players a hook, they will hang themselves on it every time.

Bill Trotter wrote a great review of the game for PC Gamer, which incorporated this storytelling aspect into the review itself, by including a sidebar which purported to give a snapshot of Tiger ace Michael Wittman being simulated by CMBO, with screenshots and a little narrative. I was so jealous. How perfect is that? The whole game is about telling stories, and he did a little one in his review. He thought of it and I didn’t, which is why he is Bill Trotter. But I think we both got what made the game special. Just like thousands of wargamers did.

tanksonfire

I still have a copy of a late beta of CMBO, along with the CD mailer it came in, postmarked April 2000 with a return address of Charles Moylan’s house. I ran across it the other day, in fact, while looking for something else. It followed me through two moves, one across the country, and I don’t think that was necessarily on purpose. But something about this whole series seemed like a promise of game which exploited gamers’ imaginations because they understood how they worked. When I first heard about the game, I thought, “That’s so obvious!” And it was, but the game would live or die on the execution, and for the most part — even with the goofy infantry — Combat Mission nailed it. Battlefront gets a ton of credit for that, and they did a nice job for two subsequent releases. Then it was like they totally forgot what the point was with Combat Mission: Shock Force. But that’s another article.

I still have those painted toy soldiers, all packed in boxes in my parents’ attic. But I’m no longer sure there are many people left who understand why I loved them so much.

Now on to 2001.

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