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Dawn of Discovery: Early Moments

July 11th, 2009 by Troy Goodfellow · City Builder, Review, Ubisoft

I’m about four or five missions into the campaign for Anno 1404: Dawn of Discovery. The first few are tutorial missions that get you quickly up to speed with resident needs, resource chains, trade routes, etc. In fact, they are one of the better city builder tutorials I’ve seen since they start you out with a city that is already partially laid out so you get an idea of how things should be set up. You get a ton of FedEx quests to complete, and then these are added up to give you a score at the end of a scenario.

Dawn of Discovery seems a lot lighter than the Anno fare I remember. Cities don’t bounce around from poor to rich as much as they used to and the interface is much cleaner. But I remember why these games aren’t near the top of my city builder fan list – the missions take forever.

Now, to be fair, this in itself is not unusual in city building campaigns. Some Caesar IV maps would take tens of hours. The problem here is that there is isn’t enough other stuff to do to make those hours pass. Once you get to the second tier of buildings, you need tools, bricks, wood and gold to build something new and fun. But if you’ve been trading those bricks and tools to make easy coin, you won’t have enough to expand the city, so you need to stop trading that and move on to trading fish or something less glamorous. There is a lot of busy work in this model – if I get a quest from the Vizier that asks me to give him weapons, I need to rejig everything I’ve been doing up to that point so I have the infrastructure in place for weapons. Weapons need patrician citizens who need spices and a tavern which needs 2000 gold and some of those tools and you can’t sell all your fish because everybody loves fish. In other games I love this sort of thing since it requires flexibility. But, in a city builder, it is a bit of a design failure for me because it means that there is a firm limit on how organically my city can grow.

In Caesar IV, your goals were pretty clear but in a vague kind of way. You needed to get to X amount of gold or make Y pieces of furniture or have a prosperity score of Z. How you got there was really up to you. DoD is a little bit tighter on the reins. Islands are usually small, the requirements for each of the dozen or so quests are very specific and if you waste you time occupying an island you don’t need to, then you might as well burn that money.

I am still captivated by DoD, at least so far, because the cities look great and the resource chains actually require quite a bit of planning if you don’t want your town to stagnate. I will probably mess around some in the free build later tonight, and I haven’t tried the military side of things – generally armies and city builders do not mix.

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This Would Be Sweet

July 11th, 2009 by Troy Goodfellow · Me

There are surely better ways to spend nine thousand dollars. But it has a Command Center!

Who am I kidding? It would be covered by paper and books within three days.

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Done With Blood Bowl Solo

July 9th, 2009 by Troy Goodfellow · Board Games, Review

If strategy games are about understanding and then defeating a system, then Blood Bowl has been thoroughly understood and defeated, at least at the single player level. Time to find my league opponent and beat his brains in.

Bill Abner has done a better job analyzing the AI than I ever could, but I figured I would have more time with the single player experience than he did because he’s an old veteran of the board game – he knows how all the races work already. Wood Elves are the West Coast offense, Dwarves are the classic Pittsburgh Steelers, Chaos are mutant Indianapolis Colts, the Goblins are cheating New England Patriots…each race has a personality. This is not a game about countering your weaknesses – it’s about emphasizing your strengths.

Bill points out the big obvious hole in the AI – it turtles too often. If it can, it will shelter its ball carrier with eight guards – a sound defensive plan, but a poor way to advance the ball unless you are willing to take some chances. The Skaven (a nasty rat race) have some great runners so they can turn this turtling into a break out offense. The slow moving built-like-a-tank Dwarves cannot. I have lost to Dwarf teams, but only because of bad kickoff outcomes and a couple of unlucky injuries/deaths. When the Goblins try a strategy like this, it just means that I have all the things I can squish in one central location.

Now how is this different from playing against a bad or new Blood Bowl player? New players tend to take more risks, for one thing, which could mean that they will make a lot of mistakes. But, importantly, they will also adapt to changes in their team and in response to increasing knowledge. As it stands now, a 1400 point Dwarf team is just a little bit tougher than a 940 point Dwarf team – the tactics don’t change even if they line-up does.

The AI, as it stands, has no awareness of how the turn count affects strategy, no awareness of how it should use its star players, and is too conservative about scoring even when it only needs one touchdown to tie. If you have movement points, use them for God’s sake.

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Command and Conquer 4

July 8th, 2009 by Troy Goodfellow · Electronic Arts

Not official yet, but an announcement is on the way. This is why people have to use their Twitter with caution.

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Three Moves Ahead Episode 20

July 7th, 2009 by Troy Goodfellow · Design, Podcast, Three Moves Ahead

ThreeMovesAhead

The panel returns to game design territory with a discussion of the problem of runaway winners in strategy games. Can you design around it? Should you? How do you keep a game interesting for everyone?

Also, a progress report on our Dominions 3 game.

Listen here.
RSS here.
Subscribe on iTunes.

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Civ Con 09

July 5th, 2009 by Troy Goodfellow · Convention

The second ever Civilization fan convention is now open for registration.

Assuming I can work out travel without having to drive to Hunt Valley, I’ll be reporting on the event. The first one (called Apolycon back in 2006) was sparsely attended, but was still interesting.

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