<< Portico: August 2005

8/30/2005

Armored Task Force is over

Just as I finish my reviews of the ATF games Raging Tiger and The Falklands War 1982, word comes that ProSIM is done with the engine. Their new games will use the Air Assault Task Force (AATF) engine. Their Arab-Israeli Wars game The Star and the Crescent uses a modified ATF, but their Afghanistan game will be remade to work with the new engine.

The ATF engine was good for what it was. It takes a while to learn, and I have less time to learn really complicated things these days, but once I got my head around it, the power of ATF was immediately obvious.

Like many engines, it tries to be all things to all people. By focusing on smaller engagements at a platoon level it can fool the eye better than, say, Norm Koger's stuff, where every combat feels identical after a while. There aren't really a lot of user created scenarios for the ATF games in spite of the editor, which is no more cumbersome than many other editors out there.

So, a fond farewell to the ATF. Here's hoping that ProSIM keeps making hardcore wargames, but also that they find a way to make them more accessible to a wider audience.

There is a demo of Star and Crescent available at the Shrapnel site.

Six Guns to Glory

I couldn't sleep last night, so I stayed up and caught Hour of the Gun on one of the local TV stations. It's a middling retelling of the Wyatt Earp story starring James Garner and Jason Robards. It has accusations of rustling, shady lawmen, a few gunfights. And through it all, I thought "Gee. This'd be a nice setting for a game."

Lots of people think this. Saying "I want a Western game" is like saying "I want scary games." It's one of the basic calls of the disgruntled gamer. And it's not like no one has tried. Last year's Red Dead Revolover met with some praise, but wasn't a huge hit. Gun is just around the corner.

In the strategy arena, we're left with the mostly forgotten America, a game with a tin-ear for social niceties and game play. Set in the West as seen through 1930s Hollywood when viewed by German game makers, America was full of racial stereotypes, clunky gameplay and very imbalanced factions. We've been spared the once planned America 2.

I still think that a good Western strategy game can be made, but it can't be in the RTS mold. America already did that, and had a lot of trouble keeping the game from being offensive. Not Command and Conquer: Generals offensive, but native rain dances and hard drinking banditos are probably out of any sane game design. Not that a clever designer couldn't differentiate the factions without being offensive, but so long as we are building on what Hollywood has given us, we have to understand that we are treading on boggy ground.

So here are three Western designs that should amuse and entertain:

The Clantons - The Sims has started getting clones, but they are all pretty much the same. They are usually sexed up takes on modern life (Playboy Mansion, Singles) and offer nothing new in setting or motivation. So why not a Sims-like game set in the West? Control a little town as seen by its inhabitants, satisfy their gun-toting needs and climb the ladder of ranching success.

Gunslingers - In another total ripoff from another game, Pirates! could be redone with a Western theme. Sid Meier always said that his game was done with pirate movies in mind, so why not go all the way and make a gunslinging game? Fight shootouts in the street to redeem your honor, or join a posse to hunt down a wanted man. Accumulate wealth through ranching, mining and stagecoach robbing.

Tombstone - An Old West city-building game. Organized like the Caesar games with scenario goals and a campaign, you develop you little town(s) through the phases of Manifest Destiny. Start with a small outpost successful enough to attract settlers and finish by building the capital of a brand new state. Cities would be rated with the usual combination of lawlessness, profitability and amenities, plus you could have the US Cavalry protecting you from raiders.

Shootout - Take Laser Squad Nemesis and convert the tactical combat game to a Western theme. Have guys with shotguns and rifles and six-shooters blast away from saloons and balconies and corrals (of course). Horses could give increased movement, but decrease accuracy. If this hasn't been done yet, it should.

So there we have it. Four perfectly reasonable - and completely derivative - models of strategy like games set in the Old West. All are perfectly reasonable and now belong to the internet.

8/29/2005

The Xmas Rush

Gaming has gone Hollywood. Just like the movie studios hold their big Oscar guns until the last couple of months of the year, the September to December period sees a lot of big game releases. The summer months are full of small gems or underappreciated titles, but, for the most part, gaming houses hope to persuade us to stuff a stocking or two with their games.

The holiday rush is four months instead of four weeks like the movie business, and this fall season will be a glorious one for strategy gamers. Some titles I am watching (all release dates are tentative and may conflict with other sites):

Warhammer 40,000: Dawn of War - Winter Assault September 20
Sims 2 - Nightlife September 14
Rome: Total War - Barbarian Invasion September 28

Three big expansions for the upcoming month. Warhammer was a tasty morsel, but not very filling. The Sims 2 and Rome are dinner table discussion in my home.


Shattered Union October 5
Black and White 2 October 5
Age of Empires III October 19
Diplomacy November 2
The Movies
November 9
Civilization IV November 15
Star Wars: Empire at War December 28

In AoE, Civ and Star Wars you have three critic proof franchises. In Black and White 2 and The Movies you have two games by Peter Molyneux which could be either amazing or disappointing or both in equal measure. Shattered Union is also being released on the Xbox and Diplomacy will be the first Paradox game that looks nothing like Europa Universalis.

Even spaced out over a few months, this is a lot of strategy goodness. I'm not even including games from independent publishers like Battlefront, which has Down in Flames coming out in a couple of weeks, or Matrix Games, which lists a bunch of games as "coming soon", which could mean anything or a bunch of other strategy titles which I am not excited about (Earth 2160, American Conquest: Divided Nation, etc.).

In the May to August 2005 window, you had no must have big name strategy games released. The OK Supreme Ruler 2010 and the very disappointing Imperial Glory were the closest things. Maybe the Codename Panzers sequel.

Yes, outside my own little strategy fiefdom you had two huge releases - Battlefield 2 and GTA: San Andreas. But this fall will also see Quake 4, Call of Duty 2, City of Villains, Serious Sam II, Fable and the already controversial 25 to Life. A fine lineup of games in demand that, if not the one-two punch of BF2 and GTA:SA, can hold its own many other games.

And I can't buy them all in a four month period. Even if I could, I doubt I could play them all. As much as gamers of my generation love to lament that games aren't any good anymore, each year there is no shortage of stuff for me to catch up on.

You want to know how bad it is? I haven't even gotten around to Warcraft III.

Yeah, a lot of my time is used up looking for full time work and writing about the latest obscure Shrapnel offering in breathless prose, but I know I'm not alone. Except for those few people blessed enough to make playing games their primary source of income, no one in my generation can really afford to game the way we used to, and by cramming all these promising games into one four month period we may not get around to them until they are old news.

I guess it shouldn't matter that they are old news, but there is something to the community sense of discovery when a major game is released and everyone plays it together.

"Have you tried x?"
"Why did they do it that way?"
"I hate this!"
"I love this!"
"Monster closets!? In Civ?"

I'd love to have the dog days of summer as full of great world conquering toys as the Christmas season is. Everyone wants to get new games at Christmas - it makes me very easy to shop for - but is it so hard for publishers to spread around the joy? I don't think I can wait three more weeks.

8/28/2005

October CGM and Hot Coffee

You can find my interview with Doug Lowenstein, the President of the Entertainment Software Association, in October's Computer Games Magazine. The interview itself ranged over a few topics, but the edited version in the magazine focuses on Mr. Lowenstein's reactions to the "Hot Coffee" controversy and the possible industry response to it. The interview is in a sidebar to Steve Bauman's thorough summary of the "crisis" and the issues it raises for game developers and gamers.

This is, by the way, my first non-review contribution to the magazine.

I haven't discussed the Hot Coffee episode here at Portico, mostly because I had nothing to say that hadn't already been said by a few thousand other people in a few thousand other places. I found the reactions from all sides to be a little overblown and think that a lot of the doomsayers predicting the decline of mod-friendly gaming are a little overexcited. It's really too soon to know what the fallout from Hot Coffee will be. I doubt it will be very severe.

(This month's CGM also has Bruce Geryk's review of Crown of Glory. He gives it 3 stars and echoes some of my concerns about the game. 3/5 is an "above average" score at CGM, and is a little higher than I would have given it. The text of the review is spot on, though.)

8/26/2005

Wargamer review of Crown of Glory

Wargamer.com, the website of choice for discerning grognards, has reviewed Crown of Glory. Bill Gray liked it a lot more than I did. Admittedly, he left a lot of the decisions to the AI, including economic development and diplomatic activity. Maybe if I had made more use of the virtual viceroys I would have enjoyed it more, too. It seems a bit like cheating to just let the computer handle everything that isn't all interesting, especially in a review. Did Gray understand the economic system before ceding control? Because a lot of it still puzzles me.

I don't begrudge anyone who likes a game more than I do, especially a marginal title like Crown of Glory. Bill Gray knows what Bill Gray likes, I know what I like. And I wanted to like Crown of Glory more than I did. Gray doesn't address the utility of a lot of the functions and his review is largely a six month play of the 1805 scenario. The mid and late game is really where the game breaks down, in my opinion, and I am curious as to what happened to Gray later on in the game. Six months in, he says that his people are clamoring for food but he's happy in his victory. Let's see him deal with the revolt factor and then proclaim a win.

Gray is right on that this game will provoke different reactions from different audiences. I wouldn't worry about the "Arcadians" as he calls them; the glitz and glamor brigade haven't heard of this game. I disagree that this is a game that would appeal to a mainstream wargamer; I even think that a lot of grognards will be annoyed by it, especially if they don't trust the computer to make their decisions.

As always, though, the review is well written even if the conclusions are quite different from mine. I agree with Gray that Crown of Glory is a classy game. I just think that it needs a little more than that.

Comment Spam

Got my first comment spam today. Something about mortgages.

Anyway, now you have to do that word recognition thing to comment. There are only a few of you doing it, but I hope this extra step doesn't discourage you.

One more reason to move to Word Press.

Ethical play - WWTD?

A recent thread on a gaming forum I frequent turned to the question of whether there are some actions in games that you refuse to take on principle. Do you refuse to beat up the prostitutes in Grand Theft Auto? Do you always take the good options in role playing games? I posted that:

"Murdering children in Crusader Kings has always been hard for me - especially my own. Sometimes you get a dud heir and want to manipulate things so a better son climbs the succession ladder, but killing one of my own sons because he is a hair-lipped hunchbacked halfwit who steals from his playmates and doesn't believe in God has never been an easy call."

I almost never played the police state or the fundamentalists in Alpha Centauri; in fact, I usually headed for the Hive first, and never in peace. These things change, of course, and are never consistent. I never used to raze cities in Civilization until Civ III made corruption and waste such nuisances that the game forced me to virtual genocide. My Sims generally live happy and well balanced lives and I refuse to torture them, but what's the fun in building a Sim City if you can't throw a bunch of plagues and natural disasters at it?

Strategy and war games encourage behavior that we would abhor in our presidents and generals because the "people" involved are not real. We are desktop gods, smiting who and where we please. Nukes are dropped willy-nilly, civilians are legitimate targets, conflict is assumed to exist and there can only be one winner.

Still, there are things I hate doing in strategy games even though they obviously work. My Crusader Kings son is not my real son, and his death at the hands of my spymaster is assured. Why not knock him off in favor of a better son? Why don't I treat the bastards in my court like pariahs? Still, I murder infertile wives.

Like I've said, I'm complicated.

Feel free to fill the comments with your own ethical lines, from across the gaming spectrum.

8/25/2005

Sid Meier Interview at Gamespy

I don't want this place to become a Firaxis fanboy zone, but there is an interesting interview with Sid Meier on Gamespy. He went to GenCon to check out the games there and had some interesting things to say about the game industry in general.

Meier confirms that Firaxis is going to start designing more games for the console. Though the Pirates! transition seems to have been relatively smooth, Meier recognizes that most console games require the player to be able to just jump in and do stuff. Pirates! is that kind of game, and, I think, so is Civ. There is, in fact, no reason that a TBS like Civ couldn't be done for a console.

Meier's statement that board games and video games are competing for the same audience seems a little out of date. When video gaming was a niche hobby, there was probably a lot of overlap in the audiences; both have this geek aura that also explains the dominance of comic book/sci-fi nerds in both camps. I was never really heavy into serious board gaming, mostly because of my birthplace and roots - neither of which supported the kind of frivolity that 60 dollar board games represented.

The video game audience has changed to the point where people need to have hexes explained to them, and to the point where Settlers of Catan is not common knowledge. It is nice to hear that his son (who is as good as his father at Civ IV) is being raised with proper geek cred, including an interest in RPGs, but I think that he is a rarer case than he would have been five or ten years ago.

The whole thing does make me want to check out GenCon next year.

8/24/2005

Combat in Civ 4 - Caudill speaks

Gamespot has an excellent interview with Firaxis's Barry Caudill on some of the changes coming in Civilization IV. My own preview will be coming out in print in a few weeks, so I'll save most of my comments until it is published and you've all had a chance to read it. For now, my opinions are still on the CGM dime.

One part of the interview did stand out as unusual. In a discussion of the new and improved combat model, Caudill said:

"The main change is that we brought back a system similar to firepower from Civ II. That system was a bit too complex and many people struggled to understand it; so, like many other things in Civ IV, we decided to streamline the process."

How dumb do you have to be to find the combat system in Civilization "too complex"? In Civ II, units had hitpoints and firepower and the combat result was a function of those, taking into account fortification, terrain and veteran status. By and large, new tech beat old tech in most cases, so you didn't have to be a math whiz to know that your archers would have some trouble taking out that musketeer fortified on a mountain. The manual even had a nice little example and a formula.

Have we gotten to the point where even casual strategy gamers want to know the precise odds before they take an action?

Apparently so. Civilization IV lets you know what the fortification bonus for your unit is. It lets you know what the odds of victory are. It lets you add +1 or +2 bonuses here and there to improve your chances.

Generally, openness is good in a game. Players shouldn't stumble around wasting units because they don't know what will happen. But Civ is one of the most intuitive games around. Even the much celebrated "phalanx beats battleship" experience was a once or twice a game thing - and no one made you attack that mountain phalanx. Generally, modern trumped ancient with some confusion in the middle stages.

Fortunately, Civ IV incorporates all this new information in a very user friendly and unobtrusive manner. But more on that later.

8/22/2005

Console Envy

I'm starting to feel a little left out.

I live in a console free environment, mostly because I don't have enough entertainment hours to play all the PC games I love or enough entertainment dollars to really justify more games anyway. There's also the issue of being not sure what console to pick (and Xbox so I can play Jade Empire? A PS2 so I can play Romance of the Three Kingdoms? A Gamecube so that at least one person in my circle of friends has one?).

Plus, strategy games are making tentative steps onto the console mat. Shattered Union will be released on the Xbox and introduce a whole new audience to the beauty of the hex map.

And now there's the Next Generation crap.

I understand passion for gaming, but passion for hardware is beyond my ken. Fans of all the systems are slavering over the tiniest hints about the Xbox 360 or the PS3 or the Revolution. You get the usual concomitant declarations that, this time, PC Gaming is finished or that we've been through all this before or that there aren't any titles worth getting excited over, yet.

And I completely don't care.

Here we have a major gaming industry moment coming up and I will have no position on it whatsoever. What's the point of blogging if I can't hold forth on why one console is clearly superior? Or, like many blogs, not state my opinion on this issue of importance, but skew all my commentary and links to one side or the other.

The good news for me is that the new machines should drive the old ones down in price and I can begin to catch up on a few years of gaming. But, regretfully, I will sit the Next Generation out for now.

A Questionable Reinstall - Business Sims and Me

As I browsed my collection last night, I thought it would be fun to reinstall Trade Empires. This historical business sim from Frog City via Eidos never grabbed me, but I hadn't played a business sim in a while and just wanted to control some camels.

It still doesn't grab me and will probably be off the hard drive by tonight. I have to install some Falklands War thing, anyway.

For a while I wondered whether it was the lack of real combat in the game. The multi-family scenarios aren't especially cut-throat. The AI doesn't seem to have much interest in cornering the ivory market and there are always lots of open towns that will buy my goods. The difficulty level for scenarios seems based on little more than how far apart the resources are.

The Railroad Tycoon games, on the other hand, are business sims with bite. Machiavelli/Merchant Prince, too. In the former you have aggressive rivals who think nothing of buying up any free stock and forcing you into early retirement - without a Golden Parachute, to boot. The latter had mercenaries you could hire to force open recalcitrant towns. You could murder rival politicians.

Most of the lighter Tycoon fair doesn't thrill me. Your only real opposition is the ornery crowd of consumers who are never happy. In short, I need my business sims to play like wargames. Everything must be to the death.

I suppose this is a flaw in my character, or another gaming blindspot of mine. The accumulation of wealth for the sake of wealth means nothing to me. I need to use that wealth to crush people under my foot.

Except in city-builders, where I prefer the whole sandbox thing with no goals or necessary end state.

I'm complicated.

8/20/2005

Bunk, Progress and Process - Games take on history

History is complicated, but, if we are going to have historical strategy games, it has to be grappled with in one way or another. Game designers always say that when history and fun collide, that fun will win. This is not an unreasonable statement, but it does leave open the question of which sacrifices are made and for what reasons. The game design approach to history can take three forms – dismissal, simplification and embrace. (Press read more for the complete essay.)

History is bunk

This quote, attributed to Henry Ford, implies that, ultimately, history doesn’t matter all that much. It is just everything that has happened before and therefore is of little relevance to the here and now. What we know about the distant past can’t be trusted anyway, so game designers and game players can pillage the days of yore for stuff that looks fun and avoid stuff that isn’t.

My personal bête-noire is the elephant unit in strategy games. They are almost always early tank substitutes – strong, durable, scary – even though they have historically proven to be unreliable units except in the jungles of South and Southeast Asia. In the West, they were expensive prestige weapons that were almost never successful in battle.

But elephants look cool, so you have to have them in your game. And if they are going to be in the game, they can’t be useless as history dictates. No one fights with elephants now so a little revisionism won’t hurt anyone. It’s a minor piece of history that no one really cares about so the cool factor can trump reality.

Is any real harm done by the history is bunk school? If it is limited to the invention of new weapons of war (head hurlers and wardogs in Rome: Total War) or the “culture is destiny” approach to distinguishing between civilizations, there is no reason to get too exercised about it. If a game makes pretensions to historicity, it should be judged on these merits, but few do. Sparta: Ancient Wars has made such claims, so it should expect a firm drubbing for its errors.

But what about when a game elides over important historical events in the interests of good taste or to avoid depressing a player? Paradox Interactive has a policy of not including references to the Holocaust or other genocides in its games, though slavery is treated as just another historical fact. Games that deal with the discovery of America tend to stay away from both slavery and the eradication of the native peoples. Designers don’t want to make light of these issues, but aren’t trained in how to deal with them in a sensitive, historical way that makes a game playable.

History is one damn thing after another

This quote is also attributed to Ford, but has been attributed to Voltaire and other historical figures. In this worldview, history is linear – facts and events stack up neatly and there is a preconception that people and civilization is inherently progress oriented.

Nothing exemplifies this outlook as well as the tech tree. Sid Meier’s Civilization is the archetypal game. To achieve higher levels of technology you must go through lower levels. This gives you access to higher forms of government and efficiency. In Civ 2, eras and epochs were introduced, keeping you in specific levels of development until you learned enough to leave it. RTS games since Age of Empires have had the concept of “ages” (naturally). There are higher and lower levels of civilization. Moving as quickly as possible to the higher levels is the best road to success.

This is done to keep the player playing. If you give him/her all the goodies at the beginning of the game, he or she has little reason to go through all the hunting and gathering. “Aging up” or technological progress is also linear to keep the process comprehensible. It makes intuitive sense to think of history as one story of progress and those who progressed faster “won”.

In fact, historical discovery is rarely linear and is never planned out. No one knew that Invention would lead to Gunpowder. Writing was originally intended for accounting, not Map Making. Jared Diamond’s Pulitzer Prize winning Guns, Germs and Steel demonstrated how geographically contingent success was.

In a move that almost conceded some points to Diamond, Civ III placed strategic resources randomly so you could find yourself without iron and therefore limited in what you could produce. The new Civ will make these resources more common and level the playing field, but loosen the constraints on research by not limiting you to an era.

Gamers often complain about how linear certain games are, but they rarely have strategy games in mind. For the amateur, history is a straight line from the past to the present. We, however, see history in reverse. No one in the Reformation knew that the Industrial Age was only a few generations away.

History is an unnatural act

Sam Wineburg’s Historical Thinking and other Unnatural Acts emphasizes how difficult it is to learn real history. Real historians are often engaged with primary materials and reconciling conflicting viewpoints. History is an interpretation of the past more than it is a settled account. We can agree that there was a First World War, but disagree on why it happened or why it turned out the way it did. Was American Independence inevitable, or the consequence of specific policies at specific times?

Historical uncertainty is, of course, anathema to good game design. But there are very few games that actually take a position on history, that try to consciously present it as an interpretation. Most games, it is true, stick to what is known. There were men with sharp sticks who got beaten by men with metal sticks who lost out to men with booming sticks who were eventually run over by metal cars or hit from above by flying fortresses.

Sid Meier’s Colonization will always, to me, be the perfect historical strategy game. Not as a game. It had many flaws and gaming idiosyncrasies that kept it in the “good, not great” category. But it wore its history on it sleeve.

It was the story of America, and by America I mean the United States. The goal was not an empire, but independence. Independence would be rooted in a tax dispute with the Crown. So, if you played the French or the Dutch you would still be as American as the British settlers that liberated the Thirteen Colonies.

This design choice undoubtedly turned off some gamers. The goal was predetermined and the goal was a highly historically contingent one. It was probably partly driven by the fact that the AI was never very good at improving his colonies, so the deus ex machina of a super army teleporting from across the ocean made a good enemy.

But there are all kinds of touches in here that separate it from other historical strategy games. The genocide of American Indians isn’t ignored, but is made a game mechanic dependent on player choice. Just like colonists in the past, tensions will grow with the natives if you encroach on their lands. You can avoid their lands if you like, but the desire to win at all costs will convince some players to grab that silver mine in Cherokee land. Conversion to Christianity is possible, but it’s an awkward tool that produces some resentment and inefficient workers. But it can give you an early productivity boost if you don’t mind convert labor.

Colonization is not history in the professional sense. You are never asked to make an interpretation; the interpretation is all done for you. Slavery is skipped, even though prison labor and indentured servitude remain. (Somehow, wholesale destruction of enemies has been made acceptable but forced labor has not. Games are strange that way.) Colonization does present an interesting interpretation of the colonial experience that required making historical judgments, and not simply doing things the way they were done in Civ or other related titles.

PureSim Baseball joins Matrix

PureSim Baseball 2005 has been signed by strategy clearing house Matrix Games. You can download a fully functional shareware version of PSB 2005 from the PureSim site. It gives you thirty activations before it stops working.

I love baseball sims. The action sports games don't impress me very much, but give me a good baseball management sim and I'll be happy for months. Baseball sims get me through those long winter months when the diamonds are quiet and, more importantly, let me relive the days of my youth when we didn't worry about steroids. Yeah, there was cocaine, but the extent of its use didn't break for a few years.

I prefer the Out of the Park Baseball series to PureSim. It's a little more intuitive and has the fine tuning that you would expect from a series that is now going on its seventh version. Both allow you to import historical seasons from the Lahman Baseball Database, but I was less satisfied with PureSim's replay of the 1982 season (the first I followed really closely) because Andre Dawson hadn't hit a single home run by the end of April. That wasn't my Hawk.

PS2005 is available for $29.95. The latest version of OOTP (6.12) is ten dollars less, though the expansion pack is another ten, wiping out the savings.

8/19/2005

5000 hits

Portico will get its 5000th hit today.

Well, the real 5000th hit was some time ago, but when I changed templates and had to reinstall sitemeter I lost a thousand. So I'll celebrate this one.

I know. 5000 is not a lot in the grand scheme of the internet. But traffic has been slowly increasing and I have quite a few regulars I would like to thank. Thank you to Vermont and New Hampshire and Finland and Massachussets and Iowa and California and DC and Brazil and the UK and British Columbia. Knowing that I have regular readers is what keeps me posting.

Sometime in the next month or two I will be moving to a new domain. As user friendly as Blogger is, I think it's time I move to something a little more professional. I'm still examining blogging software and will try to find a way to move all this content over to the new location without too much hassle. Advice is always welcome.

Thanks to all of you for making Portico a minor success. It looks like I have a reason to keep doing this.

8/18/2005

Tilted Mill builds again - Caesar IV for real

Tilted Mill, the developers of my favorite city builder, Children of the Nile, have announced that Caesar IV is in the works. The made the announcement at this week's game developer's conference in Leipzig. Vivendi Universal, the heirs of Sierra, will be publishing it. All the news at www.caesariv.com.

Returning to Rome is a good move for Tilted Mill. As former Impressions employees, the legacy of the Caesar series looms large. Rome is familiar to gamers, and has a more traditional economy than the feudal oligarchy of ancient Egypt. There's a nice brief on the history of the Caesar games at the new game's site.

Caesar IV will have the walkers follow their needs just as they did in Children of the Nile instead of following the near random routes that they did in the earlier games. I loved this innovation, though not all did. One friend disdains my love of Children of the Nile and, like many gamers, considers Pharaoh a superior game.

Tilted Mill will have some competition, though. Deep Silver's Heart of Empire: Rome is on its way and will probably hit stores before Caesar IV does. There doesn't seem to be a lot to choose between the graphics. I do hope that they keep the grungy feel of CotN; in spite of what Hollywood would have you believe, the ancient world was not all stone and marble.

No release date appears to be set.

Blogging Roundtable

Corvus over at Man Bytes Blog is hosting a gaming blog roundtable on innovation in first person shooters. I was invited to participate, but my knowledge of shooters is severely handicapped by the fact that I suck at them.

Lots of great contributions though, and some interesting ideas on innovation in general. There's a drop down menu that links to all the other contributions, so read away.

I think the roundtable is a great idea. The Carnival of Gamers is great, but a little wide ranging. I love participating in it, but the posts are a "greatest hits of the last month" type thing and there is rarely any dialogue between them. The roundtable has bloggers addressing the same issue, and are often inspired by the same games or concepts.

Thanks to Corvus for hosting this, and I promise to write something next time.

8/17/2005

General Chaos - AI in Rome: Total War

It is neither a secret or a surprise that I love Rome: Total War. The subject matter is my favorite game setting (the ancient world) and the execution of the game is amazing. After the Risk-like strategy levels of both Shogun and Medieval, Creative Assembly gave us something new and strategically interesting in Rome. The AI was no longer psychically able to always move where you were moving to or from, there were fewer pointless civilian units, and the geography of the maps made it important to engage the enemy where you would have a terrain advantage.

But some people are never happy. For all the beauty and brilliance of Rome's design, there were clear signs of an AI that easily lost the forest for the trees.

The most obvious example is the suicidal general problem. Generals are very important in the Total War games. Their command power and success offers a morale boost to the army they lead. A five star general can easily whip armies twice the size of his own - three times the size if he has veteran troops. Their death in battle can presage a rout, as the forces he led lose heart and flee. So this is a unit you want to keep safe.

It is also a unit you want to use. General's Bodyguards are elite units with devastating power if used properly. It is this tension between power and vulnerability that makes them precious to the player.

For the AI, though, the general is just another super-unit. It never puts a premium on keeping him out of danger and will send the commander charging into the thickest part of the battle. This makes him easy pickings for any decent player.

When the battle is auto-resolved, though, the AI general will survive most of the time. Unless the army is obliterated, the strategic game knows well enough that an enemy family member is something to be protected and preserved. If you want to kill that ten star Gallic chieftain, you have to get into the battle and know that he will come to you.

This nuisance becomes a hazard when the player has the AI control reinforcements in a battle. You cannot always control all of your side's troops; sometimes the computer will take command of allied forces depending on the ranks of the leaders involved. Choose one army to attack, and your friendly neighborhood allied faction leader could rush to your aid by running through an enemy hoplite wall.

This is just of the problems. The AI will happily break up a phalanx line to chase down light infantry so you can smash it to pieces from the rear. It will open a battle by sending the cavalry from one side to the other instead of deploying them like that or, more sensibly, leaving them to cover a flank. Artillery is always exposed. On the strategic map, it will attack with three small armies instead of one big one. It will waste time and men on the mostly harmless rebel armies and never reinforce its navies.

Almost as surprising as the AI’s mental lapses are the people who swear that the AI in Medieval was so much better. It wasn’t. On the strategic map it would cheat in movement to get a manpower advantage in a battle. On the battle map, it, too, would leave the flanks of pikemen open to assault. It, too, would chase a decoy unit all over God’s green earth. It, too, was negligent in the use of its general, in this case often cautious to the point of cowardice. Even if Medieval’s AI was marginally better in some circumstances, Rome trumps it in so many other areas (graphics, interface, sound, map, variety) that to raise Medieval to its successor’s level is madness.

AI confusion aside, Rome remains my favorite game from last year. I am less enthused about Barbarian Invasion, not least because the expansion will not do much to improve the original game. Plus it only has two historic battles. Where’s my Pharsalus?

I’ll keep playing the game, of course, even if the AI is a little silly. But if Julius Caesar was controlled by a computer, he never would have made it to the Rubicon in one piece.

8/16/2005

Pimping a friend's blog

My blog links on the left sidebar are for gaming related blogs, since that's the community that this blog is a part of. But a gaming related friend of mine has started a blog that is not about games, so I thought I would devote a post to it.

Sarinee Achavanuntakul is best known as the proprietor of the online game archive Home of the Underdogs. She is also a killer Literati player and I consider her a good friend, though we've only met in person once. She is dedicated to her "abandonware" ideals, and tries her best to recognize active copyrights, to the point of removing all downloads for games that were published by members of the Entertainment Software Association.

She is now a blogger. Her site is the usual blogging mix of opinion and personal revelation. And some of it is in Thai.

So if you are remotely interested in the person behind one of the Internet's most popular guilty pleasure website, go to Fringer. (She has the good manners to link to my blog (under one of my Internet pseudonyms), but this will have to do for now. At least until the template changes.

8/15/2005

Advocacy Journalism

The always reliably interesting Kieron Gillen has published the full text of his address to the Free Play conference in Melbourne, Australia last July.

Gillen paints an interesting picture of how the gaming press can help small developers get noticed and sell more games. It's not about corruption (unless you consider sending out copies of your game to reviewers "corruption") but networking and gaming the system.

I like his advice to indie developers to seek out advocates. I imagine myself an advocate for the indie strategy world. I've pushed Tin Soldiers, Children of the Nile, Darwinia, the Slitherine games and others on poor friends and acquaintances and mention the still in development Imperium at every opportunity.

But an advocate is not a shill, and I'm sure that Gillen would agree. Just because I want to see more strategy games out there doesn't mean that I will turn a blind eye to repetitive design (Spartan), archaic interfaces (Crown of Glory) or unsatisfactory play experiences (Flashpoint Germany).

I say this not because I expect free games (sending games out is another piece of Gillen's advice) but because it's not easy to get air time for smaller games, especially in a niche world like historical strategy games. Almost every publication or website has a guy (it's almost always a guy) who is into this sort of thing. And if not, there are a few of us freelancers who love to talk about this sort of thing and will pitch it to an editor we know. We can't talk about games we don't know about, so even an email here and there saying "What do you think of this idea?" or "We have new screenshots for X" does a lot to build the buzz.

Even if I don't like your game at all, the fact that I am talking about it here on my blog or on one of the many gaming forums I frequent can't help but raise your profile. Plus you might get an idea what gamer like me are looking for.

A better example than myself is DIY Games' Jozef Purdes. He also writes for Netjak, but it is his role as DIY's Adventure Game publicizer that he is most constructive for developers. He seems to play every tiny adventure game that developers do in their spare time, and he hates a good number of them. But he knows his stuff, and will absolutely play your adventure. And you can always build on his criticism.

There is a line, of course, between advocating for the little guy and being a mere extension of somebody's PR line. But the gaming review side of the media is enthusiast press, not investigative journalism. This applies to most gaming blogs, as well.

So take advantage of the enthusiasm. As Gillen notes in his speech, it's the part of the job we love.

When enough isn't enough

In spite of my tragic turn towards real time games, I think play by email remains one of my favorite multiplayer modes. I have been fortunate to find a small group of people who are mostly steadfast in their turns, and who almost never quit because they "forget." At the moment, I am heavily engaged in a Civil War scenario designed for the 19th century mod of Century of Warfare, the final edition of The Operational Art of War.

It's been an odd little war, mostly because I keep forgetting all the house rules that the mod designer has asked us to follow. Headquarter units have to be nearby for any attack. Ships have to stop at some coastal forts for a turn so that the opponent gets an opportunity to shell them. Troop transport is simulated through the movement of what are, in effect, dummy units, to prevent you from moving thousands of men. The house rules are a kludgy way to simulate mid-nineteenth century warfare in a game designed for twentieth century battles.

I have been losing this scenario so far mostly because my game playing habits have not adapted to the shift in time. Moving your troops every turn proves to be a recipe for quick and easy destruction. The attrition rate in battles is grotesque in scale, especially for the attacker. I have more troops on the way to replace the poor boys who I killed with foolishness, but it's going to be an uphill fight.

This game is, in fact, at a point where I could have just thrown in the towel. My opponent is firmly entrenched in a major supply area. Even if I take it back, it will cost me much of the army it has taken ten turns to amass. If this were a single player game, I would almost certainly have reloaded once Baltimore fell - I neglected to garrison it.

But multiplayer is a different animal. I tend to play it out even when things are getting miserable, because, chances are, my opponent is having a great time. If he/she offers surrender and I truly believe that the battle is hopeless, I will accept the end of the game. But history keeps going for the loser; so should the game. Besides, as a longtime Montreal Expos fan, I've oft suckled at the breast of misplaced optimism. Maybe things will turn around.

This "keep going anyway" attitude of mine makes the instability of most PBEM games surprising. I had two War!: Age of Imperialism games going once, and then both stopped about the same time. Victory was assured for the same guy in both games, I think, but there was no agreed on surrender - just no turn returned. I don't nag people I barely know, so there was no point in poking people to complete their turn. But the poor state of PBEM etiquette is probably why so many people prefer LAN or Network games, even for turn based titles.

My doggedness, even in my failures, makes me want to try Civilization III in multiplayer. I haven't yet, largely because Civ in multiplayer doesn't seem right. The scale of the game is no more ridiculous than the uber-Civil War game I am in the middle of, and some of my favorite single player moments in Civ have been me leading my ragged bunch of halfwits to triumph after geography and the Mongols have beaten me down.

Civ IV promises muliplayer that isn't cobbled on as an afterthought, but it remains to be seen how effective or popular it will be. In the meantime, email me or comment here if you want to try this MP Civ III experiment. I promise not to quit.

8/12/2005

Off the board - Computer wargames and the people who don't buy them

Strategyzone Online has an interesting article and discussion on the question of whether wargames on the computer have been left in the past as the gaming industry and hobby find new ways to exploit the power of computers in other genres. Don Maddox writes:

"It is abundantly clear that wargames have not kept pace with the impressive improvements seen over the last decade in other genres. One only has to glance at the difference between the original Sim City and Sim City 4, or the original Doom and Doom III, to see just how far PC gaming has come from its early days."


This is undoubtedly true. The hex-based wargame still, for the most part, uses the force icons that we are all familiar with, and most of those that use graphical images for the armies don't spend a lot of time on them. Look at the blurry soldiers in Dragoon (a hex-based game) or the "adequate from a distance" armies in Take Command: Bull Run. Maddox worries that the failure of computer wargame designers to offer something new and compelling is preventing the hobby from growing. New gamers have little interest in wargames because there is nothing bringing them to the table. It's not that graphics are the most important thing, it's that they are the first thing new gamers will notice.

The article gets really interesting when Maddox interviews wargame designers for their opinions. Dave O'Connor claims that wargaming leads the industry in AI. John Tiller defends wargames by saying that "I wouldn’t say that wargame designers are using outmoded ideas. A better way of saying it would be that they are using classical time-proven ideas." There is a lot of disagreement on whether or not boardgames are still an influence on wargames.

I think that Patrcick Proctor (ProSim Games) hits the nail on the head with his answer to the second question. The answer reads, in part:

"But some innovations just are not being accepted. There is no reason to play on hexes anymore. Hexes were an abstraction that allowed human beings to easily calculate move distances and facings. Modern computers (even not-so-modern computers) can crunch numbers so fast that this is no longer neccessary. Discrete turns are not really needed anymore, either. ... Again, the power of computers allows a modern wargame to iterate several times per second, if the designer desires. As long as there is a facility to allow players to stop the action when things get hectic and consider AND implement orders (read: give orders while paused) during game play, why shouldn’t a player be able to intervene whenever he wants? "


Preach on, Proctor.

I look at the 1989 classic Harpoon and wonder why it didn't lead a revolution in wargaming. It was derived from a tabletop boardgame, but didn't mess with hexes or turns. It was completely real-time, allowed you to pause whenever necessary (it was often necessary) and was completely compelling without being overwhelming. But, in the last 16 years, real time strategy games have moved to simpler fare and wargames have, by and large, stuck to the tried and true.

Call it "classical time-proven ideas" all you want, I think that many wargame designers resort to the hex system because it is easy and familiar to them. It's also easy and familiar for their audience, and this is to be encouraged. Wargaming can't grow if it scares off the few missileheads who still love these games.

But, just like adventure games, wargames are dying because of their inability to adapt to a new technical reality. True, many wargamers love the niche. For some grognards, the small size of their cohort means they are an elite squad of afficianados. They fear, with some good reason, that opening up the genre might also mean dumbing it down.

There's no reason this has to happen. There are wargames out there that have innovated and drawn audiences - Harpoon, Sid Meier's Civil War games, Combat Mission. And there are good hex-based turn based games, too. But it may be time to leave the hex behind before all the wargamers are.

8/11/2005

When did realtime become the norm?

I guess it had to happen. Years of strategy gaming, in both turn-based and real-time settings and my paradigm has finally shifted. I now enter games expecting them to be real time - or at the very least simultaneous turns, like Combat Mission. Turn based games are not only rare, now. They are also not quite what I expect when I learn about a new game.

I'm not sure how or when this happened.

I think I finally noticed it last night when I opened a new game, started playing it and immediately asked myself why the developer didn't go with real time. Real time is more realistic for a battle game, and a number of developers, like Battlegoat and Paradox, have shown that grand strategy is feasible in a real-time environment. Why wasn't this game doing what I expected it to do? (Fortunately, the designer anticipated this critique and there were answers in the manual.)

Technology and history kept strategy games in the turn based world for so long that many people still expect their strategy games to be done this way. Every game forum has one or two people who lament the "end" of TBS. They never stop to think that games were done this way mostly because the board game origins of strategy and war games were all based on turns or that the tiny processors of the eighties and early nineties couldn't handle a lot of stuff all at once. And, except for round based RPG combat or traditional board/card games, no other genre moves in turns.

I've never been one to look back on the Golden Age of my youth (except regarding baseball) and have embraced the real time strategy world with open arms. I surprised myself, though, when I started picking apart a game design because it looked like it should have been going faster. Real time games seem more alive, the AI isn't always responding to things that you are doing, and your typical resource collecting RTS games give you enough time to do what you have to do.

Some games try to blend the two styles. The Total War series grafts its brilliant real time battles onto a strategy map that allots moves in turns. The whole "pause and give orders" thing in many RTS is about stopping to assess the situation like you would in a turn based environment.

And it's not like I disdain the turn based world. The Civ series is my one huge weakness, and from what I've seen and heard of Civ IV, I may need better ergonomics for my office because there's going to be a lot of marathon sessions. TB games also lend themselves to the sweet give and take of Play By Email - the inexact science of waiting for the next turn to arrive or wondering if your opponent is mad at you yet for making him wait.

But I have crossed that threshhold. And, when I play Shattered Union, I expect that I will wonder why it's not in real-time, too. (I already know the answer in that case, though.) I have already decided that flight sims are too hard for me, and that today's shooters make me dizzy. And now I have "real time" as my default setting for strategy games.

8/10/2005

Trends in Historical Gaming - Napoleon rides again

Battlefront has announced that it is publishing HistWar: Les Grognards, a Napoleonic battle game with 15 countries, 10 historical battles and over 50,000 soldiers on screen. It's Imperial Glory but bigger - and hopefully better.

So, it looks like Napoleon is back on the hotlist for computer wargamers. For a few years now it's been nothing but World War II and ancient warfare. This year we have had three middling games set in the years around the Little Corporal - Cossacks II, Crown of Glory, and the aforementioned Imperial Glory. Matrix Games has Black Powder Wars and the long awaited port of the boardgame classic Empires in Arms on the way. Shrapnel's naval game Salvo will spend quite a bit of its energy on the classic battles of Nelson versus the Frenchies.

True, there are still many more "Panzer Blitz '42" or "Age of Cvilized Nations on the Rise" type games out there, but for afficianadoes of the period, more than five games in a year is quite a major haul. Of the above listed games, only Cossacks II and Imperial Glory could really be said to target a general gaming audience, but most gamers never hear about most wargames.

What decides which subjects will get mass coverage in the game development offices? Who decided that Napoleon was cool? The return of World War II war movies (with Saving Private Ryan and Band of Brothers) ushered in crates of WW2 themed games, including a number of first person shooters - history was now safe for everyone and not just wargamers.

Iain McNeil, tabletop wargaming champion and Slitherine executive, once pointed out to me that games, like all media, tend to trail in the wake of something else in the popular culture. He explained the increase in ancients games as an echo of both technical advances in moviemaking (allowing the epic to be feasible) and the familarity of the troops involved, as well as riding the trend started by the Gladiator movie.

Well, Gladiator gave us the movie Alexander. And the game Alexander.

Napoleon though is an odd case. He is a perennial favorite of tabletop wargamers. His battles are well documented, usually pose interesting tactical challenges and you get some outsized personalities that make the battles a rewarding study. There have been no breakout Napoleon games to lead the way, like Age of Empires did, and the cultural hold that Nappy holds on the imagination is much weaker than the good-versus-evil narrative of World War II.

One obvious explanation is that wargamers are coming to terms with the computer. Instead of waiting for one of the big wargame houses (HPS or SSG or Norm Koger) to make a Napoleon game, the wargamers will do it. The computer has a lot of advantages over the cardboard map, and no wargamer can looks at those Histwar screenshots and not be impressed. And of the titles I mentioned, most are wargamish - only the two pseudo-mainstream titles are really outside the wargame category in any meaningful way.

This explanation is pretty weak, though. There is dearth of new American Civil War material for the PC, and that's the archetypal bro-v-bro conflict here in the US. But, aside from Mad Minute's excellent but very poorly named Bull Run game, there's not a lot on my shelf. Thankfully, they have a new game on the way, but I don't see any others. Shouldn't wargame designers be working furiously on this subject matter too?

I do sense a trend, though. It may not last long. It may only be for the next year or so. The trend could just stick in the wargame camp, or like Ancients, it could filter down to MMOs (Gods and Heroes) and action games (God of War).

And for the record, I think Histwar is a terrible, terrible name.

8/09/2005

Boney earns reprieve - Crown of Glory patched

Crown of Glory (reviewed here a few days ago) has been patched. You can get the patch from the downloads section of the game info on Matrix Games's site. The patch description is not especially helpful (lots of general errors are mentioned) and there is a reference to an "occasional PBEM save issue" but nothing else related to the MP game.

That said, I will certainly try Crown of Glory again. As I mentioned in the review, this is a game targeted at me. As disappointed as I was in the execution, I am going to give it a lot of time before the inevitable uninstall - inevitable not because it is bad, but because there is too little room on my hard drive.

One of the great virtues of blogging is that I can update my review if necessary. My discussion of Paradox's beta patching process served as a mini-review revisiting my original perception of the game. In print, reviewing games after every major patch would waste of time and space, not to mention readers' patience. Even online, reviews are rarely re-examined in light of new material.

Of course, I won't do this for every game and every patch. (Another great virtue of blogging is that no one can tell me what to write). But I will give Crown of Glory another serious play session once my schedule allows.

8/08/2005

Secret Sales

Grumpy Gamer Ron Gilbert has a beef to pick with NPD. Why are sales figures for games kept a secret from the public or the small developer? You'll occasionally see a list of the top ten games of the week, or the month or the year but rarely with numbers attached. And there is never much of a clue whether these sales are typical or not. There is never much historical perspective beyond "PC Games are down. PS2 Games are up."

Can anyone out there tell me how Age of Mythology did compared to Age of Kings? If you have a few grand to spend on this type of data, you're probably also not allowed to tell me. Was Psychonauts a total failure? Where did it fail more? Are sales going up based on word of mouth? Think of all the interesting industry/audience analysis stuff that could be written about or discussed if gamers and bloggers and even tiny freelancers like me had access to sales data.

Gilbert's point is developer focused. How will indie developers know what sells unless someone tells them? Marketers and publishers might have a different definition of "flop" than a developer does. He notes that box office figures are public knowledge. Box Office Mojo has a lot of the historic data for how well movies do at the box office. Games are different. Point of sale info is controlled by one company - a company that doesn't count many online sales, and so may have limited reliability in any case. (It doesn't count MMO subscriptions, either.)

There may be good business reasons for keeping this information closed off, but I doubt that there are many trade secrets involed in reporting how many copies of Cossacks II were sold in the US.

Previews are hard

I am now writing a preview for a major winter release and am getting bogged down in review speak. As I write about the game, I have to resist the urge to pass judgment on it. It's not done yet, there is still a lot of tweaking to do, I didn't get a chance to play a single game the whole way through...all kinds of reasons for me not to say how good/bad this game will be in three or four months time.

But, as is often pointed out, previews are usually just lists of features and some glowing summary statement about how this game will cure cancer in small rats. I have some good quotes and a few screenshots provided by the developer. I have my hands on experience, which will find a way in somehow. So how do I avoid the preview praise trap and still make the article compelling reading?

I have a few things in mind, and it is certainly a nice change from the reviews that have been my bread and butter for a while now. But let no one tell you that previews are easy. If you want them to be good, they aren't.

8/07/2005

Rome expansion demo

Barbarian Invasion, the expansion for last year's hit Rome: Total War is now available for download at Filefront. The demo has the original game's tutorial done with new units and two "historical" battles - one with a pseudo-historical King Arthur (following the Artorius hypothesis popularized in last year's movie) and the other the crucial Battle of Chalons, where the forces of the Western Empire faced down the Scourge of God, Attila and his Hunnic hordes.

The demo will sway no one. If you love Rome, the new units, night battle and new formations will do nothing to change your impression of the game. If you were unimpressed by Rome, the demo shows nothing that will fix your opinion.

Strangely enough, I have neither of the expansions for the first two Total War games. I can get both cheap now, and probably should fix this oversight, but neither the Mongols nor the Vikings really grabbed me. To be honest, the late Roman Empire is not one of my favorite periods either. I love Rome with a passion that neither Shogun nor Medieval instilled in me, though, so I will certainly get Barbarian Invasion.

It's only a few hundred megabytes, so it's worth a look I guess. But don't expect any revelations.

8/06/2005

On-Site Review: Crown of Glory

Western Civilization's Crown of Glory is one of those games designed with people like me in mind. It is grand strategy set in a compelling historical period. It has numerous diplomatic options, detailed battles and a basic economic system that doesn't require lots of micromanagement. It keeps its eye on the big picture and wants players to do the same.

The original design document for this Napoleonic simulation must have been huge. Most projects get trimmed down over the course of development, and Crown of Glory has been in development for six or seven years. And it's still huge. You play as one of the major powers of Europe in one of four historical settings. In 1792, France has to count on a miracle as the crowned heads of Europe decide to gang up on the fledgling republic. In 1805, Napoleon is creaming every army sent against him, but he has a lot of enemies. Each setting has new challenges for each country.

For the player, the biggest challenge will be trying to understand the interface. Crown of Glory shows its age in the way that information is presented. All of the information you need is there, but it can be hard to find at times and you are never really sure what information you need in a given situation.

There is so much in Crown of Glory that I sometimes had to pause to ask if it was even needed. Take the 1805 setting. The priority for everyone fighting France is to smack Napoleon down ASAP. Therefore, it makes little sense to invest in infrastructure. The diplomatic options are many and varied, but I never saw much point to asking for a Royal Wedding or Feudal Reform - they seem to be little more than fancy names for bribes. Diplomats have almost a dozen separate activities, but are much less effective than a big army.

Napoleon reportedly said, "God is on the side with the bigger battalions" and that is very much reflected in this game. A well-led smaller force can win if it has a technological advantage, but it can't fight off larger forces for ever.

This is especially true in the "detailed battle" option. If two large armies encounter each other, the player has the option of dropping to a hex-map wargame where he/she controls the battle. It plays out very slowly - it's almost like the designers thought that if you had the patience for a grand strategy game, they could test you further with two hour battles with disorganized units, terrain bonuses, flanking, movement, rallying...all the stuff that you usually get in a wargame. This shift from large strategy to battle control works in games like Knights of Honor or the Total War series because the battles themselves play out pretty quickly. If you could separate the wargame component and make it a distinct MP option, you could justify its inclusion. As it now stands, it's unnecessary and will rarely - if ever - be used.

Even the game designers must recognize that there is a lot of stuff in the game that you don't really need. It comes with two PDF manuals - the long one with all the details (and some errors) and a "tutorial" manual that often tells you not to worry about one thing or another.

In MP, there are a lot of bugs that should have been caught. Whoever has the final turn in a round sometimes gets to make all kinds of important decisions for other players. In one game, I got to choose all the tech advances for my opponent. It's a good thing I'm a nice guy. There are a lot of exploits available in the diplomatic game - even in single player - that make house rules important in many cases. The AI easily forgets slights and can be bribed pretty easily to forget important strategic alliances in favor of being your thrall.

Crown of Glory, like the Little Corporal, has ambition bigger than its execution. It tries to capture the flavor of diplomacy and war fighting in the early 19th century but it never really holds you as a game. As the game progresses, you will sometimes feel like you are in the middle of a long retreat from Moscow, constantly asking if you are near the end of the journey. It is an average single player game at best, and mostly broken in multiplayer. Some of its problems can be fixed with patch, but others required someone to prune a feature or three at some point in the development process.

Diversity in the Industry

Today's Washington Post has a great story about a free video game academy in Washington DC. Targeting the city's African American and Latino youth, the organizers aim to get more of this video gaming demographic interested in the design and programming of games.

The story quotes a survey done by the IGDA that highlights the racial and gender imbalances in the game development field. In a survey of 2000 industry workers, only 2.5 per cent were identified as black and 3.5 per cent as Latino. Among male game players, blacks and Latinos are 18 and 17 per cent, respectively. (Only 1 out of 8 development workers are women, by the way.)

The fact that the Urban Video Game Academy is free really sets it apart from the high-cost summer gaming camps that many universities and technical schools run. The high cost of game development software means that many low and middle income families can't encourage their technically inclined children to experiment on their own time. This month-long academy has already been in Baltimore and will be moving on to Atlanta soon.

The article notes that minority women are almost totally absent and that black and Latino males are either athletes or gangsters. White protagonists run the gamut from space marine to serial killer to little Italian plumber. Even in role-playing games, the default skin tones for most races is a rosy or pinkish hue - orcs and drow seem to be the only exceptions.

Will a more diverse group of developers lead to more diverse portrayals of heretofore underrepresented populations? Maybe. The industry has a lot of tropes and cliches that are targeted at the large suburban male gaming population, and so many traditions will die hard. The profit margins for major games are much tighter than those of movies or television - both of which have strong African American content, but still mostly segregated from the mainstream.

It certainly can't hurt to have more blacks and Hispanics in the industry - or in gaming journalism for that matter. While the debate over the representation of women in games has been raging for years, the race question has been avoided for the most part. The Asian American population is well represented in both the press and development sides of the equation, perhaps obscuring the fact that the industry is not as diverse as its audience is.

8/05/2005

New Carnival of Gamers

The latest edition of the gaming blog round-up The Carnival of Gamers is up at Unfettered Blather.

Nothing from me this time around, but I'll make the next one.

8/01/2005

Can Games Make You Cry?

That's the question asked by consultant Hugh Bowen over at NextGen. In a survey of over 500 gamers, about a third suggested that they found games to be an emotionally compelling medium. He seemed to accept a very wide definition of "emotion" since both "competitveness" and "frustration" appear in the list. This probably explains why 39 per cent of gamers thought that "fighting games" were emotionally powerful.

Though the study is interesting in many ways, it really does very little to help clarify the question of what makes a game emotionally provocative.

While playing Rome over the weekend, I had my own personal Metaurus. My Carthaginian invasion of Italy was stalling and I needed major reinforcements to finish the thing. So I built a huge army in Carthage and decided to sail it to Rome to meet the armies already in the vicinity. I had naval superiority, but a blitzkrieg of Julian and Scipionic fleets ambushed my navy and wiped out the entire reinforcement force.

Did I react emotionally? You're damned right I did. A huge investment in time and manpower was eliminated through my own foolishness - an underpowered fleet and no escort. These are the moments that make strategy games great; unexpected failure and determination to play through. Never reload. Well, hardly ever.

But frustration and a desire to overcome are native to all games. I get pretty jazzed up playing Literati too, though I'd hardly describe it as an emotional experience. If we want to understand what in a game makes us laugh and cry, or identify with the electronic images in front of us, it doesn't help to consider the usual frustration of competition or adrenaline pumping of shooters as the emotional equivalent of the death of Aerith in Final Fantasy VII.

The fact that gamers at large ranked the hobby low in the list of emotionally powerful media shows that most of them think that there is a qualitative difference here, too. Movies, music and books all trumped games though none have that competitive element and I've never been frustrated by a book.

To answer Mr. Bowen's question, yes, games make me cry. But only on the inside. And mostly when it's my fault.

Left Behind trailer on Gamespy

We finally get a look at the evangelical Christian RTS Left Behind: Eternal Forces. There is no look at the actual gameplay, but the audience is clear here. The missionary zeal of the people behind the book series has not dampened one bit. The artwork looks a lot like a cross between The Sims and Republic, and the use of Tchaikovsky's Romeo and Juliet as misplaced as you can possibly imagine.

I will admit to being mostly unfamiliar with the books themselves, if not the message therein. The whole Rapture/Evil World Government/Jesus's Wrathful Return are staples of religious programming and much of the evangelical movement.

I've often said that I wanted a game with a message, and it looks like Left Behind could wear its message on its sleeve. This will be religious edutainment and might point the way for other developers. Will it work as a game, though?

It will be interesting to see if the option of playing as the forces of the Antichrist persecuting Christians will be a viable choice for the player. I somehow doubt that it will attract the same outcry that cop-killing has in games, though I would somehow think that religious persecution of the one true faith ranks pretty high in evil.