<< Portico: June 2006

6/30/2006

Glory of the Roman Empire

Even though the score translates as average, so far, I'm the big, bad Hun when it comes to evaluating Haemimont/CDV's Glory of the Roman Empire. I found it much too easy to be interesting, and too boring to be worth playing for longer than I had to. CDV says that it is targeting casual gamers with Glory, but I think their idea of casual gaming is quite a bit different from mine.

My wife calls historical city builders "ant farm games" and there is a lot to this. You want to see your citizens changing the landscape, go about their business and live almost - but not quite - independent from you. Glory tries to make a lot of this easier on you by not letting buildings degrade in status - only upward mobility - but also requiring you to scatter your city with altars, statues and temples which only push the real estate further up the chain. So you end up with a fishing oriented suburb full of villas. Which means that they will demand a bath. In short, your entire city ends up looking just like what Hollywood in the 50s thought Rome was all about; marble buildings as far as the eye can see.

My review makes a lot of how easy the game is, even in its supposed difficult settings, and there is nothing wrong with easy. For some gamers the entire point of city builders is the sandbox. Start with abundant money and resources and build the city of your dreams. But when the entire game is like that, it loses a lot of the purpose of city builders - to plan ahead, to measure your pace, to keep supply and demand in balance. Glory of the Roman Empire is all forward momentum.

The resource construction and economic model is very similar to Children of the Nile, one of the best city builders in recent memory. But where Tilted Mill's game would let you taste the bitter tang of failure without pushing you over the edge into despair, Haemimont's Rome is nothing but short term success after short success. There are no monuments or wonders to work towards, only small scale challenges based on how many people you have in your city.

Oh, and I'd like to thank the two Game Rankings readers who voted to give my Games Radar review a single star. I'm here to serve.

6/28/2006

Fall From Heaven

The great hope for Civ IV was that its open architecture would lead to a lot of creative and unusual mods, taking the basic design of the game in interesting directions. For the most part, Civ mods have still emphasized adding more historical units, people fitting in their own countries as major civilizations, or adding a little bit of chrome, like my personal favorite, the Great Person Mod. There is even a Total Realism mod, though I have no idea what realism even means in a game as abstract as Civilization.

Fall from Heaven is something special, though. It is a fantasy world adaptation with almost everything remade. New resources, new tech tree, new civs, new skills, new units...but the thing is, FFH has a driving mythology in which the whole thing works. The Civilopedia is a delight to read because the modmakers have taken this job so seriously.

It certainly has its problems. Like many user created adaptations, it errs on the side of too much. The tech tree is so made over that I had to go back to Chieftain level to find my bearings. Though the techs themselves make sense in their own hierarchy, it's not obvious what Arcane Lore will give me. The new religions are a mixture of Tolkien tree-worship and other straight rip-offs from fantasy lit (there is a Cthulhu religion called "Octopus Overlords").

But these adaptations never seem forced. It becomes conceivable that these fantasy societies would have different religions, religions that even shape the look of your cities. Since the modders aren't bound to follow a particular author (though I'm sure there is a Middle Earth mod out there) or a certain established mythos, they take a bit from here and a bit from there, even creating elaborate justifications for the new wonders. Originality and creation and not necessarily the same thing.

The civics are also given some serious teeth. One religious civic offers huge benefits to your state faith, but penalizes you for every heretical religion in your city. Instead of the Civ 4 method of making each civic merely attractive in a different situation, the modders have given you the temptation to mold your civ to fit the needs of an upcoming development.

And it has dragons.

I think that this is what Firaxis had in mind when they said they wanted Civ IV to be mod friendly. This is a wonderful achievement, and I'm not one drawn to radical makeovers of my games. I have yet to finish a single Fall From Heaven game because there is so much I want to see that I get bogged down in the details. What does Mana do? How do I upgrade my Adepts? Why are Great Works worth so little in culture? Is that a hell hound?

Civilization IV was, of course, in no danger of disappearing from my hard drive. But more intriguing mods like this could mean that it never leaves.

6/27/2006

The Ten Best Years

Next Gen has an interesting story on what they see as the ten greatest years of gaming. I won't spoil their story by listing the punchline here. You can click on your own. Warning: It's been Slashdotted.

Eric-Jon Rossel Waugh proceeds chronologically, freeing him from the burden of ranking all these years in some sort of hierarchy. The story itself, however, is very console heavy, especially once we get past the 1970s. The PC isn't absent but it's a footnote. Lip service is paid to the shareware boom in the early nineties and the boom of 3D in the mid-nineties, but even here there is a concentration on the contribution of shooters to the industry. The story would be better sold as "ten years of platform wars".

Mostly devoid of non-business commentary, Waugh cites the division between "technologists" and those who want games to be more culturally significant as being in 2001. This split is certainly older than 2001, so I wonder why that topic is raised at all, especially in that year.

There is a risk inherent in any list of this sort, especially if you focus on the games, like I would. Hall of Fame goaltender Ken Dryden once wrote that everyone's golden age is when they were twelve, when things are fresh and new. The golden age of baseball for me is the mid-80s, for example (Schmidt, Ripken, Hershiser) and there's something to that when I think of my best gaming years.

I think of 1990-91 when some of dorm mates got seriously into computer gaming and I discovered the glories of F-19 Stealth Fighter, Civilization and Wing Commander. A great year, to be sure, (I still think of years as determined by the school calendar) but primarily because it was my first deep introduction to the hobby.

I think of 1996 when I first had near complete control over a PC of my own, meaning I could game for as long as my new wife would let me. Also the year of Civilization II, by the way; a game that almost completely consumed me.

I think of 2000, when I began writing for a now defunct website (on a volunteer basis). People started sending me games - good and bad - but I thought it was just cool to have a small audience interested in my opinion. And here I am now blogging for (at most) a few dozen regulars and, more importantly, reaching a larger throng through Computer Games, Games Radar and Strategy Zone Online - all of whom pay. Imagine that. It's also the year that I went out and bought Europa Universalis on release day.

Of course, with some research I could make an objective case for a lot of events with no personal connection. The founding of Electronic Arts. The bundling of game software with new PCs. The last wargame sold at EB. I could just point to a list of good games released in any given year, but this would be inevitably colored by the way that those games fit into my life at that time.

6/26/2006

Strategy Games of the Half-Year 2006

It's been a good six months for strategy games. So good that I've had a hard time winnowing my list down to the top three of the year. I helped myself by excluding expansion packs from qualifying unless they introduced major new gameplay elements. This knocked both Hearts of Iron: Doomsday and Rome: Total War - Alexander off my list. Both are very good and highly recommended for fans of the originals.

I have also disqualified any game that I haven't finished diagnosing yet, possibly knocking a credible European RTS from the list. OK, it was a long shot, but it's not fair to include any game I haven't played extensively. To that end, games I haven't played at all don't count either, same as before.

I've also decided to leave off board games I just happen to play online or on my computer, putting Caylus and Ticket to Ride (the CD-ROM edition) off the radar.

And that still leaves me with at least five games I want to reward. But this is all about the hard decisions. The two games that just missed the cut are Birth of America, an excellent wargame set in 18th century America, and Take Command: 2nd Manassas, the sequel to last year's third place finisher.

Number 3: Rise of Nations: Rise of Legends (Big Huge Games/Microsoft) - I'll admit to being a little disappointed that this wasn't the runaway winner. RoL is the sequel to, in my opinion, the best designed RTS yet. And it took me a while to get over the disappointment that the game looked very little like the glorious screenshots. Now, there are a lot of criticisms that can be made about Rise of Legends. Its multiplayer is broken for some people, the end game takes on the swirling mass of crap look, the factions suffer from a cool imbalance with the Vinci being the kings of the neat-o units. But there is a lot going on here. The sides are very balanced in term of options, they are cleanly distinguised from each other in look and strategy and even if the end games all look fairly similar, there's a myriad of ways to get there.

Number 2: Galactic Civilizations II: Dread Lords (Stardock) - A lot of observers were surprised by how well GC2 sold in the early going. This is your typical "long tail" game; releases to some buzz but continues to sell based on word of mouth. This isn't a blockbuster title with a huge ad campaign, after all. I was not surprised. Not only was the community starving for a good 4x game in space, it knew where its next meal would come from. After the acclaim for the original GalCiv, the sequel could hardly be a surprise. No should people be surprised by the constant updates/patches/enhancements that have streamed from Stardock since the game's release. Like Rise of Legends, there was a sense in the first couple of months that every game would end in the same general manner. Because it happens in space, there is less to distinguish one session from another than there is in Civ IV. But every update, every tweak, every addition makes GalCiv2 even closer to being the perfect turn-based game.

Number 1: Battle for Middle Earth II (New Line Cinema/Electronic Arts) - I feel a little dead inside putting a movie licensed game on the top here. But there is no denying that, aside from last year's game of year, Civ 4, this is the game that I played the most. I played it the most in single player, I played it the most in multiplayer. I played all the factions. I played the freaking campaigns. The "War of the Ring" mode is the game's single misstep; it's a convoluted effort to integrate a turn-based campaign similar to the Rise of Nations campaign mechanic. BfME2 is not only beautiful, it is in your face with decision making at all times. What power do you burn those palantir points on? Is it worth building a tower in that pass to channel my enemy somewhere else? If I go for the ring, can I protect it long enough to summon my super-unit? How far into neutral territory do I build my economy? All of these are major decisions, all must be made quickly and many simultaneously.

This list is very different from last year's six month check in. Last year we had a bunch of developers saving their energies for the last quarter, when a spurt of major titles were released. So my top three games had two indie titles and one obscure still underappreciated RTS. 2006 has one plucky indie TBS that is hardly obscure and two RTS publised by industry behemoths. This shows, I think, just how wide and varied the range of quality strategy games is. No other genre can boast as many good games made by marginal players as well as strong and serious attention from the giants.

6/24/2006

Profiling Gamers

Only a Game has released some of the results from a survey they took of gamers. The intent of many of these question is to establish whether gamers who prefer certain genres approach games in different ways. Judging from the results, strategy gamers tend to enjoy messing around in a game world, whether or not progress is being made (Question 3) and want to take care of a game character (Question 8). This latter finding is attributed to an "X-Com effect", but sort of presumes that these gamers remember what X-Com is.

And that leap of logic is my big problem with this survey as it is presented. Even when coupled with data on the hardcore/casual distinction derived from the same data set, there is a lot we don't know about these gamers. Even leaving aside that the sample size is only 319 gamers, split into a number of overlapping catergories, the deciding factor in what gamers look for in a game might be determined by more boring stuff than genre boxes.

How old are people who prefer progress to sandbox games? Are student gamers more or less sociable than adult gamers? Until this basic and obvious question is answered, you really can't draw a lot of firm conclusions about what gamers are looking for. How long have they been gaming? How many games do they buy a year? Console or PC?

In fact the Demographic Game Design 1 survey used as the basis for this study doesn't even track this sort of information, sort of missing one of the big parts of demography. Gender, education, etc. - these sorts of things determine who has the time to play certain types of games and the environment in which they do so.

But real insight into what types of experiences certain gamers prefer is clearly not the purpose of the study. The purpose of the DGD is to slot gamers into four archetypes of game players (Conqueror, Manager, Wanderer, Participant) so that designers can build around these archetypes. I'm a Wanderer (according the survey) but this is based entirely on the boxes I clicked in regards to what I look for in games.

Take a look at the DGD. It asks the respondent for three games they like and a single game that captures what they don't like about gaming. (My responses were Civ 4, EU 2 and with Baldur's Gate with Superpower 2 as my bad experience.) There is no way that this information can be used to generate the result unless the surveyor knows what I like and don't like. After all, the design documents for Superpower 2 and Europa Universalis 2 are pretty similar. How can the computer survey slot me in as a Wanderer without asking me what separates these two broadly similar games?

The survey is too short to be useful in drawing any meaningful conclusions about gamers, especially by using mere percentages as your analytic tool. While I support and encourage the use of data collection and analysis by anyone interested in gaming, no one should make too much of the DGD.

6/21/2006

Sid Meier is always right

I was at Firaxis yesterday, mostly tagging along with a fellow scribe as he worked on a preview of an upcoming game. He had a chance to talk to Mr. Meier about a wide range of things. One of the topics touched on was how nice it would be to just plop a disk into a computer and have the game just start. You know, like a console game.

At the time, I smirked a little on the inside, mostly because I don't usually have enormous problems installing games. We have a wide range of machines with a wide range of abilities. I like this flexibility and the install time gives me opportunity to read the manual.

But today I spent well over 90 minutes trying to get a single game to install. First the game was on a 16x DVD-R, so that ruled out the first machine. So I moved up a level and the installer kept starting and stopping. Starting and stopping. Sometimes not starting at all.

Then it started well, but prompted me to register. No problem. I always register. This crashed the install.

Finally I get it on the computer. But wait - it has to update my DirectX. Actually, it doesn't since we keep Dx up-to-date at all times, but games now require that you use their Dx installer. Fine.

Oh, and it's Starforce. So it has to install "additional libraries". Install those. But before I can play, I need to reboot so that installation can complete.

Done. Everything installed. This being a press review copy, I put in the "start disk" (some European thing...) so I can actually launch the game.

"The code you have is invalid or incorrect. Please enter a code or contact customer service."

Code? CODE!? There is no code on any of the stuff they sent me.

Some days it doesn't pay to get out of bed.

6/18/2006

A Sense of History

I've been listening regularly to the PC Gamer Podcast for the last month or so, and it is getting a lot better. The addition of a single female voice helps a little in distinguishing which male is which, and since the voice is the learned Kristen Salvatore, even better. There is a better sense of an agenda and many fewer in-jokes. So, kudos to the guys at PCG for giving me a reason to keep listening.

But the most recent episode caught me short when Editor-in-Chief Dan Morris said that he wasn't sure who Chris Crawford was.

This admission came by way of commentary on gaming's Jeremiah once again emerging from the wilderness to say that gaming has lost its way and that it can only be saved by innovation, whatever that means. The PCG discussion followed the expected form of talking about what innovation there was in the industry, a recognition that there is a lot of me-tooism in the industry and some curiosity that Crawford can make these claims when he cops to not really following the game industry that closely.

But the EIC of computer gaming's number one publication saying that he didn't know who Crawford was stuck with me. True, he hasn't made a game in a very long time. But this is the founder of the Game Developer's Conference. One of the fathers of war and strategy gaming on the computer. The first real analyst/practitioner of electronic game design.

I'm not going to say that these credentials mean that his opinions on the current industry automatically have merit. I think he's a bit of a crank, divorced from the market pressures that exist today and blind to all the great stuff going on in the industry.

I will say that a man of Crawford's stature should at least have his name recognized by computer games journalists/analysts. If this is the fate of Crawford, who emerges from his cabin to rant every year or so, what has become of the reputation of the late Dani Bunten, probably the single most creative and wide-ranging talent of the early days of the hobby?

In a way, this is a result of the now-ism of the hobby. It's mostly about "what have you done for me lately?" which is perfectly reasonable if you see your job as a critic to simply be reporting on what is on the shelves. But not knowing what has gone before makes it impossible to recognize how far game design has come.

It is the mirror image of Crawford's problem. He was powerful and important when the industry was in its infancy; a time when everything was new and everything seemed possible. Games had little hope of going mainstream. So he sees everything around him today as a pale shadow of those glorious days of invention and creativity. Could there be a time in the near future when journalists forget when there were no RTS games? When MP was either absent, unreliable or hotseat? When Sid Meier made flight sims?

The historian in me naturally thinks this sort of stuff matters somewhere along the line. No, your average gamer doesn't need to know this; your average American doesn't need to know about the Shay's Rebellion to be a good citizen, either. But a little perspective on where the hobby has been can give game journalists and critics some clue as to how it has gotten where it is.

In other words, to know Crawford, you must know his opinions on Balance of the Planet and why he thinks it failed.

6/17/2006

Firaxis podcast

I'm an admitted Firaxis fanboy. Though I will often take shots at the company for resting on Meier's past triumphs, I can't deny that the re-imaginings and revisions of his classics are irresistible and addictive.

If you want some insight into the company, they have a podcast now. I mean, why not? Everyone else does. It's pretty short - less than a half hour - and will be monthly. The purpose behind the podcast seems to be to show how cool Firaxis is as a workplace. But there is also some insight into how the games industry works with some discussion of what exactly a producer does and how QA may not be the most exciting job in the world.

Stay till the end for the Meier Minute. The podcast looks like it will be slowly releasing information about an unannounced Firaxis game.

6/16/2006

Developer Interview: Xavi Rubio

I recently noted that Rise and Fall: Civilizations at War has some of the best RTS naval mechanics around. And, considering the dearth of good naval simulations out there, it's nice when anyone pays attention to that military arm that Mahan considered the sine qua non of real power.

To that end, my latest developer interview is with Spanish wargame developer Xavi Rubio, the brain behind Hyperborea's upcoming ancient naval wargame Galley Battles.

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Naval warfare is an underserved topic, and ancient naval warfare doubly so. What brings you to this period?

In fact I think that this is probably one of the reasons to make a game about this topic. There are no games about these battles, that I think have plenty of room to make an interesting game. Moreover, I'm interested on ancient warfare, in fact part of my research is related to it, so I tried to create a game focusing on an interesting yet not touched before topic.

Ancient naval warfare is pretty simple stuff. Ram another guy and either board or sink him. Is it a challenge to make this material compelling?

Is not that simple, and this is the main reason why I think the topic can be enjoyable. Galley warfare was, on a microscale, similar to the aerial duels of the 1st World War. Individual galleys try to maneuver in order to make a good position to ram the enemy without being rammed. Boarding techniques are more rough, but the fact is that you need to create superiority points where you have more ships than the enemy on local zones, in order to break the opponent's formation and make his morale sink.

Moreover, reading ancient primary sources you notice that there were complex "multi-ship" maneuvers, like kyklos (hedgehog formation), periplus and diekplus (flanking attacks, deep formation attacks), etc. so in fact the type of battle was quite more technical that the ones of other naval eras like Napoleonics or First World War.

What experience do you have in developing wargames?

This is my first title, so I don't have any previous experience as developer of wargames.

Except for the high points like Salamis and Actium, the ancient sources are mostly vague in how these battles transpired. Do you find the lack of solid material an obstacle to design?

Sometimes it is, as we don't know exactly how the galleys of Carthage were, or the composition of the persian fleet in Salamis. But, on the other way, it gives the developer more interesting options, as we need to read every article and book about the topic in order to make things historical (at least as it can be on a computer game).

The screenshots of your game look, frankly, old - something from the early 90s at best. Is this a choice, or just a stepping stone to something better?

It was a choice, and we don't think that the game interface looks old. I mean, of course it doesn't have 3D graphics but it was our choice, because a battle with more than 200 ships each side could be difficult to manage with other views. We thought that the 3D topic wouldn't improve the game enough to waste our time on it, so we decided to go on 2D. Anyway the artwork is, in my opinion, quite good, and the animations of the galleys, sea, weather, etc. will make a dynamic battlefield, trying to avoid the "board" effect of most of computer wargames.

How did you come to work with Shrapnel?

We sent some pics of the original engine, and the concept behind them to some publishers, and the first of them that contacted us was Shrapnel Games. They are the best help a "rookie" game developer can get, I can assure you :-)

Time and money are always issues for the indie developer. How would you describe your process so far?

Time is the decisive factor. I'm working on a research group, so I'm trying to divide my time between both activities. Is is not easy, and I think that every developer that wants to start an indie project should be quite sure
about it, because it's a tough task!

Wargames are tough sell, and hard to make profitable even when costs are low. But you wouldn't be doing this if you didn't have some hope. Who is your audience?

In fact I didn't started the game as a profitable project. Programming is a hobby for me, and I started this game as some people construct models or see films. It was a creative way to improve my programmer skills and enjoy with it.

After realizing that some people could be interested on the result, I contacted with Ruben Zubillaga, the artwork designer, and started to make it a professional product. As the game has been focused on a "niche" sector of the market, we know that we won't get millionaire sells, but we are sure that there exists an audience insterested on this kind of game. In fact, the existence of several publishers of this kind of indie games is the proof.

What has been the most difficult decision so far?

The change of the movement system. As you can see in the first screenshots, we started with a classical hex-grid system. When I tried to develop formation-complex movements I realised that the system wouldn't work well with only 6 headings for a ship, so I started to search for a more flexible system. The result is a movement and combat engine that combines real physics
(acceleration, weight, inertia, ...) with the common factors of wargames (maneuverability, toughness, etc.).

If a mysterious investor showed up and gave you 15,000 dollars to spend on the game, how would you spend that money?

Tough question. Maybe I would like to sell the game with some additional values like printed maps of the battles represented in the game, and diagrams of the ships. This kind of objects have disappeared from modern games, as I recall that some years ago every game was sold with the manual printed and some valuable items like maps and so on. In fact, Shrapnel Games sell its games with printed manual, one of the topics that decided me to sign up with them.

As a developer, which other games or game designers do you look to for inspiration or ideas?

I have played quite a lot of games (specially wargames) in my life. Some of them are classics, like Operational Art of War and Panzer General. I suppose that they are part of my inspiration, but talking about modern titles I would choose Combat Mission and Highway To The Reich. Galley Battles is similar to CM in the fact that the player gives orders to units that try to accomplish them (instead of move like automatons). The turn system is WE-GO, too (orders are executed at the same time). HTTR is an impressive game with the best AI that I've seen ever on a computer game. We are trying to make a competitive AI capable of making tactical plans
and surprise the player.

When will we finally get a chance to see Galley Battles in action?

It depends on the time I will be capable of invest of the game. We expect to publish it this year.

School's Out

The last exam taken, the last form submitted, the last tearful farewell from a student and my year of teaching has come to an end. I had a lot of fun, learned a lot about myself and my tolerance for bureaucracy and public school expectations.

But I can't say that I'm sad that it is over.

Plans for the summer:

1) Finally get this blog on to my own domain.
2) Deliver all my promised articles on a more regular schedule.
3) Get a couple of chapters written on my book.
4) Get this blog on a routine, with regular weekly features.
5) Clean my house.
6) Play more games.

Top of that "play" list is to play more Gal Civ 2. This is one of my favorite games of the year so far, but I haven't had much time to play it since the review was written. It has been continually updated since release, and the new 1.2 update is supposed to be a big one. Stay tuned for my opinion on that.

6/14/2006

Rise and Fall - Between Good and Average

You can read my review of Midway's Rise and Fall: Civilizations at War here. Actually, this is Stainless Steel Studios' game - the final game from the people that brought you the highly overrated Empire Earth and the greatly undervalued Empires: Dawn of the Modern World. As you can see, their titles never got very creative.

At Gamespot, Jason Ocampo ruled it "fair" - a 6.6 score that would have given me an out if I was allowed to use decimals. Over at 1up, Tom Chick ruled the game barely average with a 5/10, though the conclusion sounds like he almost gave it a three. There is actually quite a bit of difference in those two reviews, but both are let down by Rise and Fall. I wasn't, but then my expectations were really low.

I went back and forth a long time on what score to give R&F. I know that the score isn't the important thing, but I was held to a pretty strict word limit (and still went over...) and there was a lot I wanted to say about R&F. I had to decide whether this was a good game (a seven) or a solid game (a six). Then I had to choose my text to fit the conclusion.

Why the indecision on my part? Because, in many ways, those guys are right. Rise and Fall fails at a lot of what it sets out to do. The action part of the game is cool for a while, but ultimately unfulfilling. There is no sense that this is anything new or novel; it's the same historic RTS that people have been making ever since Ensemble made Age of Empires. The campaigns are terrible.
But for me, the good outweighed the bad. No other RTS this side of Cossacks promises you huge armies and epic sized battles - and delivers. Sure, battles degenerate into swirling masses of crap, but that's true about Rise of Legends, too; the big difference is that BHG's swirling crap is usually very large and easy to notice. The siege warfare component is excellent - you can man the ramparts with archers and force your opponent to build weak ladder carriers to take them out. Civilian advisors are hired by spending "glory" a precious resource that can only be rapidly increased by going into battle. Choosing when to posess your hero can turn the tide of a major battle, or not if your opponent holds of on posessing his/hers until your Cleo in a miniskirt is seriously drained.

And, unlike some observers, I think Rise and Fall is actually a very attractive game. The trees wobble when struck by an axe, the flora and fauna frolic, the battles are appropriately gory. The buildings are a little dull, but really that's about it as far as graphics complaints go.

None of this, however, makes me blind to the problems that neither Ocampo nor Chick spent much time on. (Ah, the tyranny of the word count.)

Take hero selection. Each nation gets two heroes, but for some of them there is only one real choice. Alexander is always a better bet than Achilles, Julius Caesar always trumps Germanicus; both favored heroes are faster, stronger and better with a bow. The Persians have the crappiest heroes (which isn't surprising since they're not even Persians) but Sargon's Bow of Many Killings is almost always a wiser choice. They could have easily made this decision more interesting by making one hero cost more than another, making you choose between an early hero attack or a later one, or giving you the option to switch from a lame hero to a cool one once you had amassed a certain amount of glory.

Take naval combat. This game has great naval combat. Galleys ram each other, troops have to disembark and not just leap off en masse, you need drummers and sailors to perform sophisticated maneuvers...all very cool stuff. So why are there so few naval maps? Or so few maps that balance the new and wonderful ramming battles with the familiar archer/spearmen/horse-dude circle?

So, as you can see, I'm still a bit on the fence between good and average. (I'm on the fence about Rise of Legends, too, but it's in a better neighborhood.) And this is why I wish I had more words. There are never enough words, even on the infinite page of the internet.

How did I finally decide? Well, I took my screenshots, wrote my two or three drafts...and did not uninstall. In fact, once the review was sent off, I played it again. And again. Is it the pull of material that I find inherently interesting? Considering my rapid uninstall of Legion: Arena, I don't think so. Yes, I wish the AI was more aggressive. Yes, I sometimes wished the early economy wasn't so weighted towards waiting.

But mostly I wished for a little more stamina so I could finish off those elephants.

6/12/2006

Peace, Love and Understanding - Zero Coverage

This month's CGM has my review of Breakaway Games new "serious game" A Force More Powerful. And so far, it is the only review of this title.

This has nothing to do with me. I was curious about the title, but was waiting on requesting a review copy until my desk cleared of other stuff. My editor pre-empted me by asking if I would write it, so there I was. And, if you are familiar with the magazine, it even gets one of those gray backgrounds that make it look special. (I use the "give peace a chance" line twice because...I'm an idiot, I guess.)

The game itself is good. Not great. It has some repetitive bits, and I think succeeds more as a management sim than as the edutainment title it pledges to be. But it is undoubtedly a game - a strategy game even. It's just one with an overt message.

The lack of mainstream gaming press coverage of this, admittedly marginal, game is a little disappointing. I know that "serious games" are usually outside the bailliwick of the gaming press, but I think that A Force More Powerful is actually something special in spite of all its faults.

A Force More Powerful works as a game because it takes its message completely for granted. There is never an option for your movement to escalate to violent action. Usually constraint of action is a bad thing in a game; you want to give players lots of options. But this overarching constraint doesn't limit all the peaceful actions available to you. Do you rally the troops this time or call a press conference? Does Susie need more training? Is getting that newspaper out more important than passing out pamphlets in the boonies? These are make or break decisions.

And there is no single way to win a scenario. The government response to your action may vary from game to game, and you might have assets available to you at a crucial time this session that were lacking in the previous session.

I won't re-review the game - I have misgivings that were given ample airing in CGM. And you should buy the magazine anyway. (Not for me, mind you. Do it for the children.) But I would like more people to give AFMP a look. It looks ancient, but plays out today's headlines and reinforces an important point that all us bloodthirsty strategy and wargamers should be reminded of from time to time.

King and Gandhi remade the world without firing a shot.

6/09/2006

What I've Written for Games Radar

Macedonia: Total War

You can read my hands-on preview of the new Alexander expansion to Rome: Total War at Games Radar. This is my first, but hopefully not final, piece for Future Publishing's new web venture.

The download only Alexander expansion has none of the innovation of Babarian Invasion but it does put the phalanx in its proper place as a major military innovation. Rome left open the possibility for a powerful line of spearmen, but there were so many swordsmen and cavalry available that these brave front line troops were often easily outflanked and destroyed.

This is actually pretty common in wargames. GMT's Great Battles series - both in tabletop and computer form - were often criticized for underestimating the strength and longevity of a phalanx on the battlefield. Strong up front but weak in the rear and flanks, phalanxes were easy rout points if you could make a gap somewhere in the line. Though intended to be the anvil to a heavy cavalry hammer, phalanxes are often stuck in place and then routed in a gaming exchange.

A big part of this is the inevitable result of hindsight. Though contemporary Romans described the Macedonian phalanx as one of the most terrible sights they'd ever seen, modern historical wargamers know that the low mobility and poor performance on rough terrain means that the phalanx is dead meat to a group of disciplined swordsmen or light cavalry.

Hindsight is a big problem in most historical strategy and wargaming. Unless design forces it, who would repeat Pickett's Charge? Or Dieppe? Who would waste Me-262s as fighter-bombers instead of bomb group destroyers? Or underestimate the value of gunpowder weapons?

So we are never really "there" no matter how much game designers promise it. I would tell Pompey to charge at Pharsalus. I would tell Ney to move faster at Waterloo. And I would tell Darius to draw Alexander into the hills.

6/07/2006

New Paradox Expansion

Victoria is the ugly stepsister of the Europa Universalis games. It's good, but fatally flawed in a number of ways. Even the much vaunted regular patch reputation of Paradox couldn't fix the problems associated with a Byzantine economic engine, the population management system and armies that swelled to incredible sizes.

It looks like they have finally straightened out the kinks to their own satisfaction. Victoria: Revolutions will be available later this summer. It extends the calendar into the interwar period (making a converter for Hearts of Iron II a no-brainer) and revises many of the troublesome areas of the game.

Colonization will be slowed by requiring states to reach tech levels consonant with living in the severe climates of tropical Africa. Certain government policies will restrict the amassing of a large mobilization pool or the construction of factories. The election system will be reworked, hopefully to the point where the player won't be able to manipulate it so easily.

Victoria was my first print review and it was a modest recommendation. I haven't played it much in the last year or so. Crusader Kings - a much better game - followed closely on its heels and the patching team at Paradox seemed to be at a loss when it came to fixing their sad little 19th century strategy game.

Part of the problem is that Victoria tried to set Europa Universalis in an era that was ill-fitted to that model. Hearts of Iron has the war already pre-ordained, so the diplomacy and domestic policy it sets for the twentieth century can be shallow. The entire point of the game is to win a war. But Victoria has to have domestic policy to reflect the shift from monarchies to democracies, the rise of nationalism, the effect of railroads on industry and mobility, the migration of hundreds of thousands of people for a better life...all the things that make the 19th century the 19th century.

So they threw out the simple economic and military models of EU - too abstracted to capture the radical changes in post-Napoleonic Europe - and tried to capture every major trend in what was a pivotal hundred years in human development. The result was confusing at best. You could tax your lowest class at 100% with no negative effects. Historic events were few and far between, and those that were there never fired right. Immigration was hard-coded to certain geographic regions, frustrating those who thought Australia could be a land of opportunity. Great innovations like the domestic politics model seemed to be only partially implemented.

I am glad that they are taking another crack at it though. Victoria has been cast aside for too long and it has too many interesting ideas to not get another chance.

6/03/2006

CGM Summer Issue

Computer Games Magazine has a combined July/August issue this year, which makes sense since they are trying to launch their MMO mag. One less CGM issue to produce probably means more time for the new publication.

Lots of great strategy stuff in this issue, including a delicious preview of Medieval 2: Total War by Kelly Wand and a preview of the three upcoming Roman city-builders, co-written by Alex Handy and Cindy Yans. My interview with Firaxis' Jesse Smith is there, too. The wargame Birth of America gets a big thumbs up from Bruce Geryk.

Two reviews from me this month. I gave Take Command 2: Second Manassas a strong endorsement; Mad Minute Games should start getting some serious money behind them, because I think they could do some great things if they had things like a staff.

The other review is of the non-violent edutainment title A Force More Powerful. I have some issues with the game, but this is my favorite review of the year so far. AFMP is a game with ideas, and I'll write more about it later. The review was hard to write since the game fails in its primary mission, but succeeds in ways I wasn't quite expecting. Not a great game, but an interesting one.

Be sure to check out Steve Bauman's opening editorial, wherein he writes that New Media sucks. Well, that's an oversimplification. But he makes some very good points about how New Media isn't all that new, and is held to different ethical standards than the print media.

Then there were three...

Paradox has postponed the release of Roman city-builder Heart of Empire Rome until the first quarter of 2007. No reason was given for the delay, naturally. Heart of Empire hasn't been getting nearly the press coverage that CivCity and Caesar IV have which suggests that they have less to show at this point than two games that were announced months later.

Reading interviews and seeing screenshots of the Roman SimCities still leaves me with the disturbing sensation that there will be nothing to distinguish one game from another. If I had to bet now, it would be on Caesar IV being the best of the three, mostly because of Tilted Mill's beautiful and underappreciated Children of the Nile.

In the meantime, you can build modern cities in the new release City Life from CDV and Monte Cristo. It has been getting good reviews, even from the hardasses at PCGamerUK and Eurogamer (the Old World is mean).

6/01/2006

It's the little things...

Gamespot has a nation preview of the Persians for Midway's upcoming Rise and Fall: Civilizations at War, Stainless Steel Studios' final game.

So they go through the units and the heroes and something is a little off. Well, more than a little off.

Persia, like all the nations, gets two heroes. Theirs are Nebuchadnezzar and Sargon II. Two great rulers. Conquerors, diplomatic masterminds, both builders in their own way.

Of course, neither is Persian. Nebby is the great Babylonian king who hauled Judah into exile and promoted the prophet Daniel as his right hand man. Sargon is considered the most important of Assyrian kings.

The rest of the article makes reference to Persia's wars against Greece and Macedon, so they know who Persia is.

Is this just a nitpicky point that doesn't really affect the game. Sure.

But it's not like there is a dearth of great Persians to choose from. Where's Cyrus the Great, the builder of the Achaemenids? Darius who reformed the administration and suppressed the Ionian Revolt? Stick a Sassanid or two in there. But a Babylonian and an Assyrian? Both of whom died before Persia was even an empire?

Things like this bug me. Not enough to write off the game, but enough to make me roll my eyes once or twice.