Clash of the City-Builders

By Shamus Posted Wednesday May 7, 2008

Filed under: Random 30 comments

From e-mail, reader Dave asks:

Do you know, or could you ask your community of fans about, any civilization-building games where you have the option to simply *turn off* warfare? I ask because I’ve been playing and enjoying Civ IV, but I’ve realized that I resent the hell out of it every time I get invaded by a neighbour: “Dammit, now I have to spend two centuries thumping you! I’m trying to build libraries, here!” I’d love to be able to set a “no conquest” option (no matter how anti-historical it may be), since what I really enjoy is the process of building up a civilization over time, expanding its culture and technology, etc. War just gets in the way. You can approximate this in Civ IV by choosing the easiest difficulty level, but after that, “higher difficulty” is translated directly into “more aggressive AI players”. I’d be glad to crank up the city-building difficulty, if it didn’t mean that Genghis Washington was coming over the border every few years.

Good one. I know in Rise of Nations it’s possible to to play a totally nonviolent game. (Except of course, for purposefully expanding your borders so that they eat into your foe’s territory and cause his encroaching buildings to burn down. A devious tactic in which I indulge as often as possible.) But RoN isn’t a turn-based civilization game.

I can’t think of any turn-based games to allow players to compete with each other in the area of city / empire building while prohibiting violence.

Can anyone think of an example?

 


 

Iron Man

By Shamus Posted Tuesday May 6, 2008

Filed under: Random 28 comments

I rarely see movies in the theater because it’s expensive and inconvenient compared to just renting. So I go to see a movie in a theater about once a year. This year it was to see Iron Man, and it was worth it. (Last year I went to see Transformers, and it wasn’t.)

I don’t usually talk about movies here because I have so little to add beyond the binary “I liked it” / “I hated it” sort of thing, and it’s pretty hard to expand that into a full post. I can do armchair tabletop game design, and I’ll analyze the everloving crap out of any videogame you put within arm’s reach, but I am simply a consumer of movies with no illusions of knowing what I’m talking about beyond my own preferences. But Iron Man was so enjoyable that I thought it deserved a few words…

I’m not really sure how the hardcore fans of Iron Man will receive the movie. I’ve never had more than a passing interest in the character, mostly as he crossed over into stories I do follow. I don’t know if they were true to the original characters or followed the established story. I will say that they met the most important goal of making an entertaining flick. We’re getting a lot of superhero movies these days, but about half of them (Hulk, Fantastic Four, Ghost Rider, Spider-Man 3) end up infuriating fans with their deviations from established canon while at the same time boring the general moviegoer senseless. I don’t know if superhero stories are harder to produce than other kinds of action movies, or if they are just such sure moneymakers that they don’t make the effort, but I’d love it if they could get the hit-to-miss ratio better than 1 in 2.

One thing I’ve noticed about superhero movies is that the worst ones seem to rush through the origin story. They introduce the powers early so we can hurry up and get on with our action movie. But doing this generally means skipping the most crucial parts of character development so they can work in more fighting, and we end up with a boring guy doing exciting stuff. Zero times a million is still zero, and the result ends up being insufferably dull. Iron Man takes its time with the origin, and the payoff is that Tony Stark is an interesting fellow.

One thing I will suggest is that if you see the movie, stay to the end of the credits because at the very end Samuel L. Jackson appears as Nick Fury. The theater was still half full by the time that happened, and there was a lot of applause when that came on screen.

Great fun.

(If you want something a bit more longer and detailed: Alex saw it. Twice.)

 


 

CRT vs. LCD for Retro Gaming

By Shamus Posted Tuesday May 6, 2008

Filed under: Random 40 comments

I’m still using an old 19″ CRT monitor. I got it years ago, and I know that I could go out right now and grab a 22″ LCD for about half of what this unit originally cost. I’d like to do so now, both for the desk space and because it might help reduce the frequency of my headaches.

The reason I haven’t done so is that I’m worried it will interfere with the old games I play. I’ve heard complaints from some people in the past that they can’t get games like X-Com to run because their monitor doesn’t support 320×200. I’m not sure how much this is a limitation of the technology and how much is related to driver support. Given the number of old games I play, I don’t want to do an upgrade that will cut me off from some of my old favorites.

Any advice? Is it possible to run those early-90’s games using a modern LCD? Any other drawbacks to using an LCD that I should know about?

 


 

Sins of a Solar Empire:
Gameplay

By Shamus Posted Monday May 5, 2008

Filed under: Game Reviews 55 comments

Mistwraithe once pointed out that most Real Time Strategy Games should be more rightly called Real Time Tactical Games, since the heart of the game is unit management, not strategy. Sins is a unique exception to this rule. In Sins, your ships are fairly smart. They know their jobs and will do them without a lot of coaching from you. It’s up to you to choose when and where you will strike, but once your ships are in the enemy system they can be trusted to do their jobs without you needing to babysit them.

Sins of a Solar Empire
I’ll reiterate my earlier comments that the game needs to do a better job of bringing new players up to speed. The tutorials do an adequate job of teaching the interface, but don’t give you a sense of what you should be doing, particularly at the start. This is a common lament, and I think it’s the biggest flaw of Sins. “Training” is something normally done in the single-player campaign as elements are introduced gradually, but since Ironclad didn’t include a single-player campaign, the only way to learn is to fumble around and lose a couple of times. This “drown until you learn to swim” approach to teaching new players is a bad idea. This problem is exacerbated by the fact that the AI in this game is simply outstanding.

This wouldn’t be a problem if Sins was just another RTS clone, but since it’s fresh and new and different, it needs to provide some way to ease players into its unique gameplay. The quickest and easiest thing would be to add an “advisor” that the player could turn to when they need some suggestions, as in Rome: Total War. It could just give the player a little hint and suggest doing whatever the AI would do when prompted. It could also be used to give the game a bit more personality. I realize that strategy games are not normally famous for their character development, but putting a face and a voice together would go a long way towards making the game less abstract, and would help define the overall personality of the three factions. Do not underestimate the power of personality.

The sad thing is that once you get over that initial hurdle of knowledge and competence, the game just isn’t that deep. Continue reading ⟩⟩ “Sins of a Solar Empire:
Gameplay”

 


 
 

It’s Me

By Shamus Posted Sunday May 4, 2008

Filed under: Pictures 23 comments

me_doodle.jpg

My wife painted a picture doodle of me. If you came to visit me, this is what you would see. I might turn around every once in a while to be polite and see if you were still there, but for the most part I’d be hammering away at the keyboard trying to keep up with my many obsessions. Sorry for being rude. I’m just terribly busy. Please help yourself to a drink from the fridge. Or some coffee. Maybe get me some while you’re up. That would be super. Thanks.

EDIT: My wife objects to calling this a painting, and insists that it was just a quick doodle, and that I’m making too big a fuss over it. Duly noted.

No fussing.

 


 

Starcraft:
The Secret Formula

By Shamus Posted Friday May 2, 2008

Filed under: Game Reviews 64 comments

Ten years. Ten years of re-installing this game, getting burned out on it, doing something else, and then coming back again. Ten years of “construct additional pylons” and “spawn more overlords”. Ten years of Battle.net rankings and LAN games. Ten years of custom scenarios and official patches. Not to mention that in that time the game has become a genuine professional sport in Korea.

Starcraft Wraith
Starcraft was not viewed as revolutionary when it arrived. It was popular, but (as someone pointed out the other day) it didn’t get perfect scores. The story was fine, but not remarkable, and didn’t seem to be related to the popularity of the title. It looked nice, but the graphics weren’t revolutionary. The AI was good, but games have come along since then with better AI, and Starcraft was still here after they’d gone. The production values were good, but the same can be said of a lot of other games that came and went.

I don’t think the Starcraft brand is the secret. The series has a few central characters, but Jim Raynor isn’t nearly as iconic as Link, or Master Chief. The attempted spinoff title Starcraft Ghost died in development, a sure sign that the people backing it don’t think the word “Starcraft” can guarantee a certain return on investment.

So what is it about this amusing game of resource gathering and unit management that has turned it into such a juggernaut? Why this game? Why not Warcraft II? Or Age of Empires? Or Command & Conquer?

I know I’m not the first person to ask, but I don’t think I’ve ever seen a plausible explanation. Having played it myself for ten years, I still can’t tell you why I keep coming back to it. It just… feels right.

A few notable things that I think Starcraft has going for it:


Continue reading ⟩⟩ “Starcraft:
The Secret Formula”

 


 
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