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Slitherine Adapts Miniature Rule Set for PC

June 28th, 2009 by Troy Goodfellow · Ancients, Slitherine

Slitherine Studios was born as a computer game company formed by two miniature wargamers (they played miniature wargames, I mean. They aren’t especially small.) A couple of years ago they took a break from computer game development to co-publish a new rule set for ancients miniatures. The Field of Glory: Ancient and Medieval Wargaming Rules
rules were designed to be an alternative to the simpler DBA rules, and were in many ways a step towards complexity in a hobby that had moved more toward the abstract.

Now they are doing a computer version of Fields of Glory. Zama, the final battle of the Punic War, is taken as the starting point and there are 11 other battles ranging up to the war against the British rebel Boudicca. There will be a scenario builder and, in later releases, other armies and an army builder. Which is great because as it stands there are no Greek armies, so Pydna and Cynocephalae are out.

Judging from the screenshots, it’s looking pretty rough, but there’s a chance this could be the EoW: Ancient Battles spiritual successor that I’ve been waiting for. DBA never made the jump to the PC world except for DBAOnline, a multiplayer only experience that, at least, has a comprehensive army list.

In spite of the enduring appeal of miniatures for a small wargaming (and Warhammer) community, few computer game developers have really tried to tap into that submarket. The Tin Soldiers series copied the look, if not purely the play, of miniatures gaming and the Dawn of War RTSes are probably more thrilling than most WH40K tabletop experiences.

This is a very marginal product by any definition. But I am looking forward to it. I, too, am a marginal product.

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Print Screen June

June 25th, 2009 by Troy Goodfellow · Crispy Gamer, Print Screen

E3 kind of screwed with the usual publishing schedule, so my Print Screen column is up now – a few weeks later than usual. Plus had some back and forth with my Crispy Gamer editors because the book was a pain in the ass to really make comfortable to most readers.

Read here for some blather about Miguel Sicart’s Ethics of Computer Games.

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Three Moves Ahead Episode 18 — Franchise Diagnosis Day

June 24th, 2009 by Troy Goodfellow · Podcast, Three Moves Ahead

ThreeMovesAhead

This week, the panel takes the pulse of strategy franchises. What makes you strong? What makes you weak? And is any particular franchise in trouble?

We also give you a preview of our next epic multiplayer gaming experience. Will Tom and Julian redeem themselves after such a terrible showing last time? Not with this game.

Listen here.
RSS here.

Subscribe on iTunes.

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Sims 3 and Religion: The Answer that Isn’t

June 23rd, 2009 by Troy Goodfellow · Electronic Arts, Maxis, Religion

Give Tom Chick credit. He’s not afraid to ask the obvious question that puts people on the spot.

Okay, well let me ask you about another tricky issue. Something that I think is conspicuously absent from The Sims is something very important in many people’s day-to-day lives. That’s religion. How come the Sims has never incorporated that?

Now MJ Chun is no knucklehead. The best response is to stall for a bit, resisting the implication that The Sims is inherently materialistic. She sticks to the mantra that The Sims is, in fact, about making people comfortable with the stories they can tell. Religion, she suggests, is akin to clothing. Why penalize or reward people for specific accessories if they don’t match up with what the player wants to tell?

For us, because it’s such a storytelling game, one of the things we don’t want to do is make judgments. The danger of making a game that is international, that crosses so many ages, is that tagging clothing a particular way is a slippery slope in terms of making judgments. If you give the long flowing dress a moodlet because you’re more attractive, then somebody would wonder “Why not the pantsuit?” It limits players’ storytelling ability. I think it’s the same deal with religion. It’s a game for everyone. It’s like public schools. Public schools are for everyone. We don’t want to impose on anyone’s storytelling. We don’t want to make a judgment on anyone’s particular way of seeing the world. This is your game, your story. If the player decides that they’re going to tell a story of a particular sim and religion happens to be a part of it, that’s the story they’re telling. But we’re never going to insert that into their gameplay.

So, we want you to tell stories so long as those stories don’t suggest that faith is central to your self-perception. We’ll have hedonists and mad scientists. but no televangelists or quiet workers for God.

And I would be fine with that. Except for the fact they have ghosts. Another artifact of faith that may seem like fun and games for most people but, in a simulation game full of love and trust and pathos and the like, I don’t like the idea of coming face to face with the idea that my life is so important that I may never die. That my loved ones may never die. That life is, in fact, a game. I, as a Christian gamer, have to accept that ghosts exist but cannot have a spiritual outlet that rewards me for, say, being kind to the poor or donating old things or resisting the temptations of Bella Goth (or whomever this year’s Bella Goth is.) I have to accept the spiritual woo-woo nonsense – it’s built into the game.

I appreciate that religion is a messy, messy topic for game developers. And I appreciate that a one size fits all approach to religion might be worse. I am in no way advocating that religion be as constant a presence in my Sims’ lives as the broken tub is.

But don’t pretend that this is about story telling. My Sims resist me constantly. They want kids even if I know that it’s a bad financial decision at this point. They want a new computer while the Apple II equivalent is more than sufficient. They think about the hot barista when everyone knows the city councilwoman is a better choice.

In short, the stories I tell are often circumscribed by the collection of traits I choose and the early friendships my Sim makes. Some stories are just ones that EA/Maxis either do not want people to tell. Some terrible, terrible things could happen to their story telling forum if they became avenues for religious wars.

But why not add some spiritual element somewhere? Some way that certain traits lead to rewards for being a nice person – where altruism is as powerful as the selfishness that drives so much Sim behavior. The assumption that a Sim religion means a church or an exclusive club is a generational one, I fear, one that somehow skipped me in rural New Brunswick, where religion meant generosity and kindness and openness and hating gay people.

That last one has, thankfully, changed. Sometimes generational attitudes gain on your elders.

But look at the Sims trait list. No altruistic only ambitious. No kind hearted, but there is mean spirited. No generous, but there is mooch. Hopeless romantic, but no celibate. All the best virtues are lumped into one large “Friendly” category that is used to force you to make your Sim accumulate friends. The “Good” trait is the catch all for the Christian virtues we’ve been raised one. Not that the traits are everything, but they do – in general – point toward characteristics that are about gathering, collecting and self-improvement. They are a representation of how the game sees story telling.

Once again, this is a design decision that I can live with, but I would appreciate it if EA/Maxis would just be up front and say that this is not about freedom of story telling but about limiting uncomfortable story telling. Chun praises (rightfully) the endlessly linked Alice and Kevin story (Born on Quartertothree.com, mentioned in our podcast and sent to me enough times to realize that many of my friends don’t pay attention.) Part of that story’s beauty is how uncomfortable it is, how this poor girl makes us feel for and think about girls like her.

Why deprive the religious of this powerful story telling tool?

(Please keep the comments civil. I know I can trust you guys, but religion pisses people off.)

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Magic: the Gathering on the 360

June 23rd, 2009 by Troy Goodfellow · Card Games

Since we devoted an entire podcast to collectible card games and one of the highlights was a fight between Tom and Julian over why Magic sucks, I really should be playing the new 360 version.

Or maybe not. Over at GWJ, Julian Murdoch writes about why the game is addictive but not quite fulfilling. Punch line:

By simplifying the game so much, I find myself yearning for the “real” experience of Magic: customizing decks to min-max my way to cheap victory. Deck customization in Duels is anemic, consisting only of adding more cards to basic decks, with no ability to fine-tune the distribution or remove ineffective cards.

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Empire: Total War DLC Disappoints

June 22nd, 2009 by Troy Goodfellow · Creative Assembly, Patches

I’ll still defend Empire: Total War to whomever wants to listen, but there is a bit of a consensus that the early reviews – mine included – were too generous to the game. Whatever. I like a lot of what it does and have continued to enjoy it in spite of the bugs in the original release. (I do wish I had caught the naval invasion bug. I was so good at sinking fleets that I thought it was me.)

I am on board, though, with the DLC being a little bit lame. For $3.49 you can buy 14 Elite Units of the West. This is not the same as the 14 new units you get with the latest patch – these are super special guys like Hungarian Grenadiers and Freikorps troops.

I get that they want to add a little more variety to armies that were pretty similar, but what I want are battles. Historical battles with Napoleon and Frederick and Marlborough and Clive. Come on, guys. Don’t let me down.

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