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Three Moves Ahead Episode 37 – Chris Park and AI War: Fleet Command

November 3rd, 2009 by Troy Goodfellow · Indie Games, Interview, Podcast, Sci Fi, Three Moves Ahead

ThreeMovesAhead

Chris Park from Arcen Games joins us this week to talk about independent game development and how his sci-fi RTS AI War: Fleet Command saw the light of day. Park talks about the design process, the challenge of modeling risk and reward and the difficult part of difficulty levels. It’s also one of our longest podcasts ever.

Listen here.
RSS here.
Subscribe on iTunes.

Arcen Games
Tom’s column on AI War: Fleet Command
Feature Series: The Decade
Quarter to Three, where you can find Tom’s movie podcast

Send your questions for Episode 40 to troy.goodfellow AT gmail.com

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The Escapist Goes to War

November 3rd, 2009 by Troy Goodfellow · Escapist

This week’s issue of The Escapist is dedicated to the idea of war, and the articles are generally interesting. Greg Tito’s “history of wargaming” doesn’t really add anything new or interesting to the already large library on this topic but Shawn Williams article on the impact of video game soldiering to real war is quite good.

The two stand-out articles are Rob Zacny’s ode to Silent Hunter III, explaining how it is a game that never hides the inevitability of defeat and Jim Rossignol’s piece on Men of War, which recently got an expansion and I still haven’t played.

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Turn Based vs Real Time

November 3rd, 2009 by Troy Goodfellow · Blogs, Design

I’ve always thought that the division of strategy games into turn based and real time categories was artificial. How a game tracks time is, in my opinion, less important than what it expects the player to do within that time.

Soren Johnson seems to agree with me. He just posted his August Game Developer column on his blog and it neatly lays out the issues that game designers have to think about when they make the call on how their game will be played.

Therefore, the most important thing to focus on is not the labels themselves but what types of gameplay they represent. For example, the tower-defense game Plants vs. Zombies is ostensibly real-time, but its characteristics are more in line with traditional turn-based games. Besides being solely a single-player game, the gameplay itself is strictly deterministic, even moreso than many turn-based games. The map consists of five tracks along which the zombies progress, each with exactly nine slots on which to place defensive plants. Furthermore, the zombies’ behavior is entirely predictable – Pole Valuting Zombies will always jump over blocking Wall-nuts, even if that means falling right into the jaws of a Chomper plant. The game may look chaotic to an observer, but – like most tower-defense games – the strategic play is built upon predictable enemy behavior. The real-time mechanics simply provide time pressure, not the other qualities usually associated with the format, such as chaotic play or a multi-player mode.

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Egypt: Engineering an Empire

November 1st, 2009 by Troy Goodfellow · Ancients, Slitherine

I just finished teaching about this stuff.

Egypt is the first in a series a turn based grand strategy games with important economic and military aspects linked to the History TV channel series Engineering an Empire. You must engineer an empire from its roots to the height of its power. You take the role of ruler of one of the many tribes and kingdoms of the ancient near east ranging from Egypt to Assyria, and Persia to the Hittites. All nations, cities, troop types and events are carefully researched to be as historically accurate as possible without compromising on game play. A core concept of the games design is that it should be easy to pick up and play for new users, yet have hidden depths that allow experts to really gain an advantage.

It looks like a nice, simple turn based empire builder for the DS. Fingers crossed that Slitherine does a good job on it. I’m certainly very curious.

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Now What?

November 1st, 2009 by Troy Goodfellow · Me

With the teaching done and buried for now, it’s time to get back to the blogging thing. But I’m finding my strategy coffers a little empty at the moment.

Part of that is because there are so many non-strategy games to catch up on. I still have to play Arkham’s Asylum and Brutal Legend, both of which are likely to be shortlisted for game of the year talk. Dragon Age: Origins will arrive on my doorstep soon, so that will eat into my time. And the big strategy game of the year, Starcraft II, has been punted to next Quarter.

Here’s an outline of how my week should go:

1) AI War: I’ve only dabbled so far and I feel a little guilty about it. So the next two days are all about that.

2) East India Company and Privateer: I wasn’t keen on EIC, as you all know. But it has gone through a lot of patches in the meantime, and now there is a sequel/expansion thing called Privateer.

3) Dawn of War II: There’s a new Last Stand mode that I’ve been meaning to try out. I should get the TMA team to join me on it.

4) Reading Paradox Dev Diaries: Between Heir to the Throne, Arsenal of Democracy and For the Glory it’s hard to know where to start. Well, since the first one is a new expansion for EU3 and the other two are Paradox approved but not Paradox developed independent adaptations of HoI2 and EU2, I guess I do know where to start. Just the same, this is a lot of reading.

5) History: Great Battles Medieval: New from Slitherine and the History Channel, I’m not very impressed so far. But it could get better.

Please comment if I’ve missed something important in the last six weeks.

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Decade Feature – 2000: Sacrifice

October 31st, 2009 by Troy Goodfellow · Feature:Decade, Retro

What this is about.

The just shall live by faith and kill by hellmouths.

Sacrifice is the very definition of a cult hit. Like so many other strategy games that have come and gone through the years, it attracted a small and devoted following but never really got the traction that the Starcrafts and Warcrafts and Total Wars have.

It’s not hard to see why. Sacrifice was a bit of an ugly game, even at the time. Though the art design was stunning in some places, you spent most of your time running around a blocky looking world ordering around units that you could barely distinguish from a distance. You can see polygonal shapes dropping in and out sometimes. The universe of Sacrifice is a clear example of inspired visual concepts running into the technical limitations of the era. Seen up close, the 3D effect was impressive, but also obviously incomplete. The same art design today would turn out much different, I bet, though even this would not have turned Sacrifice into a hit.

Sacrifice01

It’s an odd game. It’s clearly a real time strategy game. You summon units from harvested resources (in this case, souls) and command them to fight your enemies. Matches end in the destruction of the enemy base and a party for everyone involved. But you don’t get the bird’s eye view you got in most RTSes. You direct an avatar – a wizard – and your view of the battlefield is largely limited by what he can see or make out from the mini-map. You can’t quick snap to a trouble spot without spending mana on a teleport spell…in all it’s a cumbersome approach to real time strategy. Sacrifice is almost an RTS adaptation of capture-the-flag, with a lot of worry about whether or not your home base has enough protection if the enemy wizard shows up first and whether you have enough mana fountains to keep things going.

This made it hard to keep an eye on what was going on where. While cat herding is inherent to the RTS world, the third person perspective made it even more confusing. Multiplayer games are always stressful – Sacrifice in multiplayer was a pounding headache because you had really very little idea what was going on with your enemy most of the time. Teleporting, binding, setting guards, killer stacks to escort your wizard…it could kill a man.

In many ways, Sacrifice lives on in Overlord, the sarcastic console action/RTS/RPG. In both you summon assistants to work with you while you do the heavy work of spell casting or boss beating. Unlike Overlord, however, there’s constant strategic thinking going on. The maps are only so big, so maybe you can stick some archers on that pass. Or bind a melee thug to a mana fountain to slow down an attack. The third person perspective just makes it even messier.

If I were a New Games Journalist, whatever that is, I could probably make the case that Sacrifice is one of the best indictments of religion available in the gaming sphere. The campaign opens with your hero gazing upon a field of fallen soldiers, wondering at all that had come to pass. Then you flash back to the beginning, with your wizard hero offering to do jobs for five squabbling gods. Victory in any battle means harvesting the souls of fallen foes and sentencing one of your followers to be sacrificed on an enemy altar. The entire game is about a holy war that your hero tries to manipulate for his own ends, i.e., your own enjoyment. Since you know from the opening campaign cinematic that this will not end well, the only real mystery in the campaign is which path you take to Armageddon and the final battle against your Real Enemy. There are no illusions that the gods will co-operate or come to some Pantheon of Harmony. Only one can rule.

Sacrifice02

While Sacrifice is justly praised for its original game play mechanics and peculiarly crafted world, it remains one of the best written strategy games I’ve ever played. The campaign is majestic and captivating in a way that few RTS campaigns are, even though much of the writing is simply one god spouting nonsense. But the five gods are so distinct, so alive, that you can see how they would attract followers. Persephone, the goddess of nature, is as belligerent in her own way as Charnel, the god of death. James, the earth god modeled on Shiny’s hit hero Earthworm Jim, is downright friendly where Pyro, the fire god, behaves like a tycoon from the Industrial Revolution. Then there’s Stratos, with the balloon head. Few RTS campaigns have had antagonists so well realized, especially when you consider that your encounters with them are limited to lectures about why the others gods are so stupid.

In a way, Sacrifice belongs more to the 1990s than the 2000s. Of course, that’s the thing with decade divisions – history doesn’t move in neat ten year bundles. But Sacrifice‘s unique aesthetic and peculiar design makes it a symbol of a design philosophy in decline, not a harbinger of strategy design pioneering to come. The last decade has – in all genres – become dominated by franchises and clones and comfortable modes of play. Sacrifice was not comfortable.

We’ve seen a lot of remakes recently, and somewhere someone is probably thinking about remaking Sacrifice. This is not a bad idea, especially since the design would be very console friendly. It had one of the earliest radial selection menus, the commands were relatively simple, and most of the action centers on your avatar making selection of targets and units easier than in the traditional RTS.

Next up, Bruce Geryk looks at Combat Mission and how it changed wargaming for him, but not the wargaming industry.

(All images courtesy of Mobygames.)

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