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Victoria 2 – “Because we can”

November 11th, 2009 by Troy Goodfellow · History, Paradox

Fun fact: My review of Victoria for Computer Games Magazine was the first review I was ever paid for.

Chris King’s opening developer’s diary for Paradox’s upcoming Victoria 2 tries to explain the thinking behind making the game in the first place, and the reasoning is still a little unclear to me.

There are two main reasons for this, first up was Victoria Revolutions. Now it itself it wasn’t a blockbuster, those of you who follow game sales charts will notice it wasn’t quite able to shift games like World of Warcraft or the Sims of the top of the charts, but as an expansion it had its following. So one idea bounced around was a second expansion to Victoria and ideas were generated. All this came to nought because as a company we decided to not work with the old engine again, but the ideas remained.

So the first reason is that they had all these ideas left over from another expansion and wanted to do something with them.

Meanwhile the new engine is cranking out games and the code base for the new engine is steadily expanding. With this foundation projects that we did not consider possible a few years ago suddenly became doable. So when it came to decide which game to do after Hearts of Iron 3, there were these ideas sitting around for an expansion to Victoria. These ideas looked pretty cool but more was going to be needed. However, here was the kernel of what we believe is a great game. The rest is history.

And the second reason is that the new engine means that they have an excuse to put these ideas into place.

I imagine the future developer diaries will have a lot to add to this post by unveiling just what ideas were so pressing that they had to see the light of day, still, as a rationale for developing a game, “because we can” is necessary condition but not really sufficient. Is this just a matter of adding things that they thought of while Victoria: Revolutions was still a going concern or is there a real attempt to address the many issues that kept Victoria one of the “niche-iest” of their stable of niche titles?

I should really reinstall Victoria and see how well I am remembering my issues with it. But here are some of the challenges facing King and the Paradox team as they move forward:

1) The Pax Britannica: Though there were certainly some major wars in the short century covered by the series, this was not a period typified by repeated great power conflict. Britain held the counterweight to pretty much any action on the continent, and military energies were more likely to be directed against colonial populations or a nation’s own citizens. But for strategy gamers, the military option is often the most attractive – we have been conditioned to be empire builders, and not just lording it over distant colonials.

2) Domestic Relations: Much of the conflict in the Victorian Age was domestic. You had a Civil War in the USA, of course, but you also had revolts, rebellions, unification movements, fights for liberalization, the continuing March of the Enlightenment and counter-Enlightenment forces, etc. The first Victoria had a quite sophisticated political model that was sadly buried under layers of menus and numbers whose relationships to each other were never as clear as they should have been. To its credit, Paradox is much better at UI and transparency now than they were five years ago. This is the time period perfect for the Decision model that the developer introduced in EU 3: In Nomine.

3) Industrial Revolution Tycoon: Victoria: Revolutions made some major steps in reflecting the rapid expansion of railways and factories in this period. There were still problems with the trade market system. In general, however, the construction of a fine furniture factory in Victoria was still less interesting than building a road to a gold mine in Civ 4. How do you make the corporate and scientific transformation of the period as fascinating as the political stuff? Paradox never quite managed it but considering how integral this material is to the game, they should come up with something besides the promise that your Uhlans will be able to cross Poland by rail if they need to.

4) White Man’s Burden: The scientific and technological revolution made the colonization of Africa and imperial wars in the Far East possible. But here, Paradox faces the same problem of history that it always does. The player knows how and when the century ends, so they move very quickly and end up settling Deepest Darkest Africa by the 1850s when the big scramble was decades later. The player also knew the rules for colonization better than the computer opponents so it was generally pretty easy to squeeze an enemy out. Then there’s the anomalous position of India in this era – the crown jewel of the British Empire was de jure independent but under the protection of the East India Company until the Indian Mutiny.

5) The time frame: The core problem is that this is a game that takes place over less than a hundred years but sees remarkably rapid change. Napoleon could move his armies only a little more quickly than Alexander the Great. Foch had taxis, trains and steamships. Your nation evolves from largely agrarian societies to urban middle class nations that offered the possibility of upward mobility and the resultant demands for power sharing. But because the time frame is so compressed, you can’t do the gradual approach available to the centuries long EU, Rome and CK games. (Hearts of Iron also sees rapid change in weaponry in a short period, but that’s a game where it’s all about the war so it’s easy to do. No need to deal with women working in factories or the legacy of the New Deal or Chinese government dysfunction.) But you also need to balance the effects of the rapid changes to forestall the runaway winner problem.

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Command and Conquer Comes to Conclusion?

November 10th, 2009 by Troy Goodfellow · Electronic Arts, Industry

Always be wary of rumors, especially from sites that specialize in rumors. But Kotaku is reporting that the massive layoffs at EA will include the team making Command and Conquer 4: Tiberian Twilight.

Sources tell Kotaku that the team working on Command & Conquer 4: Tiberian Twilight was warned of its fate today, with almost the entire team expected to be let go after the real-time strategy game ships some time in 2010.

Also said to be affected heavily are Spore and former-Sims studio EA Maxis, social network gaming acquisition Rupture Studios, and Mercenaries and The Saboteur creators Pandemic Studios LA.

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Three Moves Ahead Episode 38 – Expansions and DLC

November 10th, 2009 by Troy Goodfellow · Industry, Podcast, Three Moves Ahead

ThreeMovesAhead

This week’s show begins with a business chat as we talk about the changing revenue models in all gaming as downloadable content begins to supplant or supplement the traditional retail expansion pack. Be sure to stay tuned for Bruce’s Nietzsche moment in which he declares that gameplay is dead.

The last half of the show is spent celebrating expansions that were good, denigrating those that were bad and mourning those that never happened. Lots of Big Huge love – kind of standard operating procedure.

Listen here.
RSS here.
Subscribe on iTunes.

Don’t forget to send your questions for our Listener Feedback show to troy DOT goodfellow AT gmail.com

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Favorite News Item of the Day

November 10th, 2009 by Troy Goodfellow · Electronic Arts, Industry

Via Shack News:

“We definitely have had some people say this is something EA shouldn’t be doing or, you know, we’re desecrating the original poem. I just don’t agree,” Dante’s Inferno creative director Jonathan Knight explains over footage of giant tentacles spilling forth from damned vulvas in a new developer diary. “We’ve taken it pretty seriously.”

Because the great poet was all about the damned vulvas.

Who would have thought Dante’s name would be a brand seven hundred years after writing The Divine Comedy? Because the only reason to stick his name on it is to legitimate what is clearly the fevered imagination of people who missed the point of The Inferno. Hint: It’s not an action movie.

Not that I worry much about creative adaptations – that’s what people do and sometimes they add some new perspective and insight to the original work. I don’t think that’s what will happen here but Dante’s epic will live on long after people have forgotten this hilarious appropriation of his work.

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Dragon Age: Origins

November 7th, 2009 by Troy Goodfellow · RPGs

It’s not a strategy game but I thought I should weigh in on what’s been consuming the time of me and my friends.

I sprung for Dragon Age: Origins (both versions) and I downloaded the toolset and even bought the Warden’s Keep DLC. So I am obviously hooked into yet another Bioware game. Some observations:

1) The story is pretty familiar with the expected twists and arcs and political double dealing. But the back story of the place of magic in this world…wow. It’s a truly interesting examination of the idea of how a society would have to organize itself if people could channel powers of unfathomable destruction and run the risk of going mad with this power. You need watchdogs with a Terminate order, you need the possibility of lobotomization, you have the likelihood of resistors and liberators. As conventional as Dragon Age‘s plot is, they thought magic through. The main story arc and many of the subquests deal explicitly with the problem of magic.

2) Therefore, it’s a shame about the dwarfs. They are seen as greedy, mountain dwelling isolationists. Unless the big reveal is that dwarfs have politics. Big whoop. At least elves have a history as a slave caste to set them apart from every fantasy world ever. I guess you can’t break too many rules at once.

3) This is a bloody game. Yes, the boss kills are especially gory, but even the basic combat encounters are splatterhouse stuff. In a run-of-the-mill fight my warrior decapitated a servant. You could see the lifeless, headless body slump to the floor. Then he stabbed her ally and a blood fountain spurt from his abdomen. And do I need to see so much blood on my hero in every conversation? When I’m talking to the duchess of Redcliffe, I should look my best not like a sloppy house painter.

4) This is a bloody hard game. I have died many times, and part of that is because of the usual RPG power slide. I’m playing a noble dwarven warrior, which made him very powerful to start but by the midpoint he gets manhandled by magic. A big part of one quest sends your hero alone into a mysterious world where he or she will get pummeled over and over. Even in a melee encounter, a single warrior is no match for three or four enemies because of the generous flanking bonuses. Also, Redcliffe can go to hell.

5) This is a bloody good game. I don’t think it really stands with Baldur’s Gate 2, and the toolset will need to lead to a lot of amazing content to compete with Neverwinter Nights in my opinion. (Proper documentation and proper early support for dungeon masters and NWN could have been the Best Game That Ever Was.) It is clearly a Bioware game, with lots of long dialog trees, 3/4 of which will always end in the same way no matter which option you choose. But the combat is very satisfying, especially since the tactics menu lets you set up a wide range of parameters for how your party will fight. You will need to experiment a lot with how it works especially since upgrading the Combat Tactics skill will unlock another planning slot for your character. How many do they need? It really depends on the role you envision for your support team.

And please go to Fidgit and read Tom’s tips. They proved very useful.

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Histwar: Les Grognards Dropped By Battlefront

November 5th, 2009 by Troy Goodfellow · Battlefront, Indie Games, Industry, Napoleonics, Wargames

I can’t say I blame them. Histwar, an ambitious Napoleonic strategy/wargame, has been in development forever and it says something about the state of independent publishing that Battlefront stuck it out this long. I do hope the game gets finished, of course, and that it is good. But all it would take is one or two more delays for a publisher to think that maybe this is a commitment of time and resources that are better spent elsewhere.

Thanks to Rob Zacny for the tip.

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