Ninja FAIL

This entry is part 4 of 10 in the series Total War: Shogun 2

Fresh from winning every* battle in a Shogun 2: Rise of the Samurai campaign and still losing the war, I found some much-needed comic relief in the following video.

 

 

My favourite segment is the one beginning at 0:18, but it wasn’t an easy pick!

 

Separately, Matchsticks for my Eyes wishes you all a very merry Christmas and a happy New Year. Thanks for reading, and may you experience many wonderful stories in the years to come!

 

* Okay, almost every.

Distant Worlds: The Verdict

This is part 3 of a series on Distant Worlds.

 

1. First impressions: the galaxy is a big place

2. How the opening moves play out – a mini-Let’s Play

3. The verdict

 

 

Note: I am playing a review copy comprising the base game plus both expansions, supplied by the publisher, Matrix Games.

 

 

4X strategy games, especially 4X space strategy games, do not think small. They challenge the player to build world- or galaxy-spanning empires, to juggle exploration, economic management, research, diplomacy, and military leadership. Yet even by these standards, Code Force’s Distant Worlds is a behemoth. Big (galaxies span hundreds of stars), complex, and breaking new ground within the genre, it could so easily have been a case of an ambitious indie developer biting off more than it could chew. From what I’ve read, it did indeed have its fair share of rough edges at launch… but as of the second expansion pack, Legends, it’s remarkable how well it works.

 

At a design level, DW’s distinctive features are:

 

  • Everything takes place in pausable real-time (which can be slowed down or sped up);

 

  • No separate tactical battles. As with a Sins of a Solar Empire or AI War, you can zoom in to watch ships fighting it out, at the same time that the rest of the galaxy goes about its business. However, there’s relatively little fine control available here – warfare in DW emphasises logistics and manoeuvre at the galactic level;

 

  • Relatively little emphasis on planetary management. There are only a bare handful of facilities to build, and they don’t unlock until a ways through the tech tree. As such, there are only a few levers to pull to influence the economy: laying down necessary infrastructure (starbases, especially with commerce centres, and refuelling posts), securing luxuries and resources (via mines and colonies), signing trade pacts with the neighbours, and building the odd wonder.

 

  • Rewarding goody huts. Finding a derelict cruiser early on is a nice treat. Finding a derelict armada, and making the necessary investment to recover it (the kind of decision that’s the crux of strategy games!), can tilt the balance of power.

 

The net effect is that the game emphasises exploration (which it does very well), warfare (at the level of the grand admiral, not the captain), and preparing for the above. As such, it’s often likened to Europa Universalis III in space… though a better analogy might be Victoria 2 or Hearts of Iron 3, because Distant Worlds’ other distinguishing feature is the ability to automate almost every aspect of your empire.

 

The AI automation is a joy to work with. It can be toggled off area by area, allowing you to concentrate on what you find the most rewarding part of the game. It smoothes out what would otherwise have been a fearsome learning curve – for instance, in my first game, I let the AI handle research and civilian construction while I learned how to play admiral. It takes care of tedious busywork, such as raising troops, fighting off pirate raiders, escorting civilian ships, or garrisoning outposts. As of Legends, it can even be given an intermediate level of autonomy: you can assign fleets an area of responsibility, either to defend or subdue, which allows you to dictate the “big picture” to the AI and let it handle the details. The AI, in short, is the assistant I wish every strategy game offered.

 

My main criticism of the game is an occasionally subpar interface. For example, I would love an easy way to route newly built ships to a given fleet, instead of having to select them one by one. I can only imagine how much of a hassle this would be on large maps, or when adding lots of smaller ships to a fleet! I’d also like to be able to see the total troop strength on a planet, not just the number of units. Still, this isn’t a deal-breaker for me.

 

Diplomacy is relatively simple, but works well. Here the various alien races’ personalities shine through: playing as the humans, I soon found out that the Space T-Rexes are much friendlier than their fearsome appearance suggests, whereas starting next to insectoids guaranteed an early war. Computer players will sue for peace if they’re losing a war or if someone jumps them on another front. They’ll even butter you up with tribute when they want something, if they fear your power, or, more benevolently, if they’re on especially good terms with you.

 

And that’s emblematic of all the cool things to discover in DW. If this game had a motto, it would be, “the dev team thinks of everything”. Time and again, Distant Worlds has enthralled me with little touches that sound trivial on paper, but that helped bring its universe to life. The light-bulb moment when I realised why my AI neighbours were showering me with gifts. The nasty shock of seeing colonies revolt when I declared war on their ethnic kin – something that should happen in games, but never does. The awe of first starting the game and seeing how big the galaxy was. The thrill of discovering a derelict space fleet, waiting for me to defeat its guardians and send in the construction ships – and the moment when, upon seeing another empire’s construction ships butt in, I wondered if it would be worth a war to keep the derelicts to myself. Perhaps the most impressive part: there’s so much of the game I still haven’t seen! I haven’t tried many of the setup options (including an entire gameplay mode), and I’ve only played the humans, leaving 20 alien races, each with certain unique victory conditions, to go.

 

All in all, Distant Worlds lives up to its promise. Vast, unique, and packed with the sense of wonder that lies at the heart of science fiction, I’d recommend it to any grand strategy fan – and to any strategy developer in search of good ideas. Thumbs way up.

 

I hope you enjoyed this post! To quickly find this post, and my other reviews, click the “reviews” tab at the top of this page.

 

 

The basis of my review

 

Length of time spent with the game: Roughly 30-40 hours.

 

What I have played: I’ve won two games on small maps, and walked away from many more on a variety of map sizes. Generally, I like my maps small enough to finish over an afternoon, and small enough for each individual colony or fleet to really count.

 

What I haven’t played: The “Return of the Shakturi” mode, any species other than the humans.

Opening moves in Distant Worlds: a mini-Let’s Play

This is part 2 of a series on Distant Worlds.

 

1. First impressions: the galaxy is a big place

2. How the opening moves play out – a mini-Let’s Play

3. The verdict

 

Note: I am playing a review copy comprising the base game plus both expansions, supplied by the publisher, Matrix Games.

 

The very first screen I see, when I set up my second game of Distant Worlds – my first was a practice game – looks like this:

 

 

It’s a lot of options, isn’t it? I choose the standard number of stars but accidentally make the map “large” instead of “medium”, a mistake I don’t realise until later.

 

Next up are race selection and empire tweaking. I choose the humans, and name my empire the “Republic of Lune”. Here, we encounter one of my niggles with the game: while it allows great flexibility when setting up the galaxy, unfortunately you can’t customise your race within the game*. As such, this is closer to Alpha Centauri than it is to Master of Orion (with its potential for hilariously unbalanced builds) or even Space Empires. Last I choose victory conditions – these are pretty much the default, except that I’ve disabled the Return of the Shakturi (first expansion pack) victory conditions.

 

Time to begin the game. Here’s my starting position:

 

 

Around my homeworld, I have a small fleet and several mining bases in nearby systems. This is the “early exploration” phase of 4X games, the time when players discover the lay of the land, look for city/colony sites and future chokepoints, and uncover goody huts. Distant Worlds has particularly useful goody huts (of which we’ll soon see more), and as such, I start building extra explorers and construction ships so I can quickly find and exploit them. Otherwise, I leave my empire to manage itself. I don’t know the tech tree very well, and my invisible AI viceroys can build mines and order scouts just fine on their own.

 

Soon, my scouts find what I’d hoped for, the independent world of Sol I:

 

 

To put this into context, colony population in Distant Worlds seems to grow very, very slowly compared to other 4X games, so your homeworld will still account for the lion’s share of your economy well into the game – no infinite city sleaze here! Thus, independent worlds, which already start with a moderate population and are undefended by spaceships, are a valuable prize early on. If their residents are friendly, you can simply claim them by sending in a colony ship; otherwise, you can send in the marines. You can’t wait too long, however, because by default** they will turn into new players if left alone.

 

Thus, I quickly order the construction of a colony ship, to be subsequently dispatched to Sol I.

 

Fully armed, not yet operational

 

Eventually the colony ship is ready, and Sol I joins my empire peacefully. I start building a starbase above the planet, and send out my navy against some nearby pirate bases, but otherwise the game proceeds uneventfully.

 

Then my scouts stumble upon a second type of goody hut:

 

 

This is Distant Worlds’ shout-out to the “big, dumb objects” beloved of science fiction authors, and I know just how valuable these particular BDOs are. In my first game, I had a hard time fighting past the space monsters guarding the derelict fleet, and it took forever to rebuild the capital ships I found, but once I did… wow. They swept all before them.

 

As such, I start beefing up my main strike force, the “Expeditionary Fleet”, in preparation to recover the derelicts.

 

A fly in the ointment

 

Eventually, one of my scout ships runs into two more independent planets in the Boskar system, a long way from my homeworld.

 

This is what the game has to say about the Boskara:

 

 

Clearly, these are not people I want as my neighbours. The potential threat on my southern border, so close to my homeworld, is unacceptable. With colony ships unlikely to succeed, it’s time to build some invasion transports and nip the potential threat from Boskara in the bud.

 

However, by the time I’ve built the first transport, loaded it with troops, and sent it to Boskara, it’s too late. Boskara I, still an independent world, falls easily to my ground troops. But Boskara II has now morphed into a single-planet empire: the Boskara Authority, complete with its own small space fleet. This is what the map now looks like (the Boskara are the purple blotch):

 

 

The threat remains. So does the logic of an early strike: better to smother the Boskara Authority while it’s still a single-planet empire than to allow it to grow into a mortal foe. I rename my main force the Southern Expeditionary Fleet and send it to defend my new outpost in Boskara (though it won’t have the firepower to win a war by itself). With the Southern Expeditionary Fleet unavailable, this means I’ll also have to start building a new force, the Northern Expeditionary Fleet, to recover the derelict ships.

 

The road to war

 

Preparations for war go well. My tech base reaches the point where I can start building cruisers, and I promptly order up a batch – at first, most go to the Northern Expeditionary Fleet, but I also build a couple at Boskar to form the backbone of the Southern Expeditionary Fleet. The Boskara, evidently daunted by my military might, even pay me some tribute; this ends up ploughed right back into my fleet.

 

Soon, the Northern Expeditionary Fleet is ready for battle. In my first game, sending token forces to derelict fields did not work well. This time, things go differently: the Northern Expeditionary Fleet carves through the space monsters like a hot knife through butter, and my construction ships can safely begin work.

 

As I build up my forces in the Boskar system, the AI viceroy is seemingly able to read my mind:

 

 

I don’t pay close enough attention to see what effect that has, but judging by the Boskara AI player periodically yelling at me to stop my attacks, it must be doing some damage. I also accept the game’s suggestions to send out my intelligence operatives to sabotage Boskara facilities.

 

All this is a prelude to the real blow. My transports are headed back to Boskar, after picking up troops at my homeworld; the Southern Expeditionary Fleet is growing in strength; and my AI-controlled 1st Fleet has also showed up in Boskar. But my opportunity is ebbing away; I can see the Boskara fanning out to the south.

 

It’s time to go to war.

 

No plan survives contact with the enemy

 

Of course, my “short, victorious war” is anything but. The moment I declare war, one of the coolest, most unexpected events I remember seeing in a 4X game rears up and bites me. Remember that ethnic-Boskara world that I conquered earlier? The moment I declare war on their neighbours, my Boskara subjects rebel, kick me off their planet, and join the Boskara Authority.

 

That dishes my dreams of conquest. The Southern Expeditionary Fleet blasts the Boskara space fleet to scrap, pulverises their space ports, blockades their worlds. But now I don’t have a forward base, my troop transports have a habit of running out of fuel, and what ground troops I can get to the Boskara system prove to be insufficient. With bigger fish to fry elsewhere in the galaxy, I settle for a face-saving compromise: the Boskara accept a treaty of subjugation, and my ships pull back from their system.

 

In the end, my fears about the potential threat from Boskara turn out to be groundless: sandwiched between myself and another empire on their southern border, the Boskara never expand far. When the dust settles, the whole war turns out not just to have been completely unnecessary, but also counterproductive.

 

With a whimper, not a bang

 

The early moves, culminating in the Boskara conflict, end up being the most exciting part of my second game of Distant Worlds. After that, my expansion is peaceful. The other computer players I encounter are mostly friendly, and those who aren’t are still smart enough not to declare war – remember, I recovered a lot of derelict capital ships? I generally don’t like starting naked wars of aggression in 4X games, and anyway, by the mid-game, the galaxy is just too sprawling for me to look forward to long-distance wars.

 

Unfortunately, Distant Worlds doesn’t seem particularly well suited to long periods of peace. Compared to Civilization or Master of Orion 2, which I had a lot of fun playing as “giant tycoon games” (as one forum poster memorably put it), DW doesn’t offer much in the way of colony development – it’s closer to Dominions 3 or maybe Europa Universalis 3, a few expansions ago.

 

In the end, with my empire tied for equal #1 place in the race for the victory conditions, I quit. Here’s how the game ended. The dark-blue empire in the NW corner is me, the purple dot at 9 o’clock is Boskara, and the small medium-blue empire interwoven with mine is an AI protectorate.

 

 

Observations from Game #2

 

(1) The “Normal” number of stars does not mix with the “large” galaxy size – everything is too spread out. This is further exacerbated if you spawn at the edge of the map.

 

(2) On large-sized maps and up, and also on smaller maps if you set overly ambitious victory conditions or if point (1) is in play, I suspect DW is one of those titles, like Europa Universalis or most of the Total War franchise, where you play through to the midgame and then walk away once you meet your own personal objectives. Since I would like to see a victory screen, my third game will probably be on another small map.

 

(3) That said, the early game in DW is a lot of fun, probably even better than in Civilization. The potent goody huts, the scarcity of worlds that can be colonised with early tech, and the importance of claiming independent worlds before someone else does/before they turn into new empires all contribute to an exciting exploration phase.

 

(4) With the default settings, the AI in DW is very peaceful compared to every other 4X game I’ve played. It’s almost impossible to play Civilization without at least one computer player picking a fight. In DW, on the other hand, I always find myself in the unexpected position of being the aggressor. Next game, I’m dialling up the AI’s aggression (remember, this is one of the options at startup).

 

 

* I believe you can mod in custom factions.

 

** I left this option checked at the start of the game.

Meiji Restoration standalone expansion for Shogun 2 on the way!

Sega has announced a new standalone expansion for Shogun 2, “Fall of the Samurai”, and boy does it sound cool. Excerpt from the press release below:

 

Based on the backdrop of the Boshin War period, the new campaign starts in 1864, a time of growing resentment against Western colonial power and influence. As Japan began to modernise and industrialise, the inevitable social and economic changes led to increasingly militant nationalism and antipathy towards the Shogunate.

 

New foreign powers

 

The American, British and French nations played an important part in the story of the Boshin war and your relations with these foreign powers will be integral to unit recruitment and to advancing your technology trees.

 

New 19th century Japan campaign map

  • The new island of Ezo extends [nowadays Hokkaido] the SHOGUN 2 campaign map northwards.
  • Fully refreshed towns and other campaign map features reflect the different time period, with railways making their first appearance in a Total War title.

 

Railway lines on the campaign map

  • Develop your own railway network to move armies and agents between your regions.
  • Railways can be sabotaged and transport can be blocked by enemy armies who take control of parts of the line or railway stations.

 

39 new land units

  • Including modern ranged units – such as the Gatling gun and Armstrong gun – controllable in a new first-person mode.
  • New units can also be recruited from foreign powers, including the British Royal Marines, US Marine Corps and French Marines.

 

10 new naval unit types with a total of 21 ships

  • New steam-powered warships, heavily armed with modern artillery.
  • Foreign ironclad ships can also be purchased, including the Warrior-class ironclad.

 

New port siege battle type

  • This new battle type triggers when attempting a naval assault on an occupied enemy port.
  • The attacking fleet must sail into the harbour and capture the port, running the gauntlet of coastal gun defences.

 

New land and sea unit interactions

  • During a land battle, armies can call in offshore artillery support barrages.
  • Conversely, costal gun emplacements can target enemy ships during port siege battles, when ending their turn within the range of upgraded coastal defences.
  • Campaign map bombardments: offshore naval units can bombard armies and cities in adjacent coastal areas on the campaign map itself…

(Snip)

Railroads! Gatlings! The Boshin war! Steamers! Ironclads! Naval bombardment (wasn’t this originally promised for the base Shogun 2?) and coastal batteries! Port battles! — something they should add if they revisit the eighteenth century or the Napoleonic era, incidentally. Woo!

 

I am leery about the first-person control for Gatlings, but that likely won’t be a big deal even if it is weak.

 

I also wonder if this is a dry run for an American Civil War game…

Distant Worlds first impressions: The galaxy is a big place

This is part 1 of a series on Distant Worlds.

 

1. First impressions: the galaxy is a big place

2. How the opening moves play out – a mini-Let’s Play

3. The verdict

 

 

Note: I am playing a review copy comprising the base game plus both expansions, supplied by the publisher, Matrix Games.

 

The first time Distant Worlds, the 4X space game from Code Force, impressed me, I was a few clicks into the tutorial.

 

The tutorial began in the usual way: camera focused on my homeworld, instructions on how to move the map.  Following the on-screen prompts, I scrolled around, hit “continue”, zoomed out. And then I saw the galaxy. Do you remember the godlike feeling of first zooming out in Sins of a Solar Empire or one of the Supreme Commander games? Distant Worlds brought that back for me.

 

To put this in perspective, consider that Master of Orion II, still the gold standard for the genre after 15 years, had 36 star systems in its normal galaxy and 72 in its huge galaxy. Well, in Distant Worlds, the normal galaxy has 700 systems, each with its own features (planets, black holes, etc). The largest galaxy has 1400, and even the tiniest dwarf galaxy has 100.

 

That sheer scope extends well beyond map size. There are 41 different resources, 20 different races, up to 14 AI players at the start of a game, multiple planet types, espionage, ship design, and a tech tree. There are separate private economies and government budgets. There’s even tourism*. It would be unplayable were it not for the game’s signature feature, and the second way in which it impressed me: automation.

 

Pretty much every aspect of your empire can be handled by the AI. Freighters and passenger liners will shuttle about your empire, construction ships will build mines and resorts,  research will proceed automatically, governors will auto-assign themselves to colonies. Even the military can be automated. In Distant Worlds, warships will auto-escort colony ships and other civilian vessels; patrol colonies; and fend off raiders. They’ll even automatically form up into task forces, and if you choose, the game will periodically ask if you want them to sortie against nearby targets (which could be anything from a pirate base to an enemy fleet).

 

This doesn’t mean you can simply become a spectator and let the game play itself. You can take manual control of most aspects of your empire (with the exception of NPC civilian ships), and for obvious reasons, this seems to work better for anything that’s a strategic priority: diplomacy, major fleet operations, and such. However, the automation largely frees you from the mundane work that is the bane of strategy games. Remember the “joy” of nursemaiding settlers in Civilization, playing whack-a-mole with rebels in older versions of Europa Universalis, or making up for passive unit AI in an RTS? In Distant Worlds, your virtual underlings can handle those for you.

 

So far, the game has been at its weakest when it didn’t free me from mundane work. Not surprisingly for a complex indie strategy game, the interface is not great. For example, fleets are the basic building block of military operations in the game – but there’s no way to set their targets, merge them, or disband them from the fleet overview screen, and no way to have newly built ships auto-join an existing fleet. You have to click-select the fleet to set its objectives, and you have to order ships in or out of the fleet by hand. As such, this is one aspect of the game that could still use some work.

 

When it comes to system requirements, don’t be fooled by the “indie” label. Even on a small galaxy, after 6-8 hours of play, the game became rather laggy – particularly noticeable when zooming in and out, or when scrolling the map. Tweaking a couple of settings today seemed to make my old saved game run faster, but this could have been illusory as I didn’t run it for very long.

 

Still, the technical issues are survivable. After having a lot of fun with my first practice game (I quit when I achieved my personal goals – it turns out cranking up the threshold for the victory conditions was not a good idea in a game this large), I’m looking forward to playing again. The galaxy is not just vast, it’s also full of cool things, so stay tuned for the next update…

 

* Oddly enough, resorts in the Distant Worlds-verse are under government control.

Civilization V: One year on

This entry is part 3 of 4 in the series Civilization V
The eve of my invasion of the Aztecs

 

Last night, I sat down to play Civilization V for the first time in most of a year. There have been a lot of patches in that time, and I’d grown pretty rusty. How well does it stand the test of time?

 

What happened during the game

 

I played as Siam on a Tiny map (four players, eight city-states), Continents, on King level. As it turned out, the other three players all ended up sharing the main continent while I had a large island/small continent to myself (big enough for three of my cities plus one city-state, and I could have shoehorned another city or two in there if I really wanted to).  Throughout the game, I followed my classic Civ play style by building a small but rich and technologically advanced nation, and eventually won a diplomatic victory.

 

However, my game wasn’t wholly peaceful. Montezuma, just across the sea from me, spent the game slowly gobbling up the other civs and city-states on the main continent. He knocked out Japan and one of my allied city-states, as well as grabbing some territory from Russia. So in the modern era, I decided to do something about it. I somehow made my way to Electronics (which allows mechanised infantry) when all the other AI players were around a generation or two behind militarily, so after training a small force of mechanised infantry and constructing a few battleships, I invaded the Aztecs*.

 

And I pulled it off. Between my technological superiority, the Aztec army being at the wrong end of the continent fighting the Russians, and my city-state allies gnawing at the Aztecs’ flanks, I went through Montezuma’s heartland like a hot knife through butter. Mounting unhappiness from my conquests, and the need to rest the troops,  made me settle for a peace treaty in which I took all of Montezuma’s cities except for the ex-Japanese Kyoto; that spiked my unhappiness even further, so I donated several of the Aztec border cities to my ally Russia. With the exception of a second, brief war later on that saw Russia gobble up the Aztec remnant, after that it was pretty much just a countdown to the diplomatic victory.

 

My observations

 

The naval AI really is broken: No invasions, no colonisation, minimal fleets. This meant once I had wiped the barbarians off my continent, I could safely neglect my military until it was time to invade the Aztecs. When that occasion came, I encountered absolutely no naval resistance…

 

… but I wouldn’t be so quick to rag on the land AI: My ground war didn’t last long , and mostly consisted of me besieging cities defended by entrenched artillery rather than fighting Montezuma’s armies in the field, so I can’t comment on how good the AI’s unit deployment is. However, judging by the large, artillery-supported armies I saw the Aztecs and later Russia pushing around, their sheer weight of numbers would have given me a much harder time if I’d spawned on the main continent.

 

Improved build times: Even on Quick speed, IIRC it took ages to build anything in the earlier versions of Civ V. In contrast, build times feel very reasonable now.

 

At first glance, I like the use of empire-wide happiness as a check on conquest: … although this really is only a first glance, since it only arose for me towards the end of this game and I don’t remember it being much of an issue when I originally played.

 

Diplomacy still feels rudimentary, but it has its moments: Russia and I were best buddies for most of the game, but once the fall of the Aztecs left the two of us sharing a land border as the last civs standing, Catherine’s attitude cooled very quickly. Shades of the Cold War…

 

My overall conclusions haven’t changed. Civ V was decent to start with, and it’s better than it was a year ago, mostly due to the faster build times. But while I had fun, I still don’t consider it a great game. Even without the dysfunctional naval AI, the patches have done nothing to address my fundamental gripes with the game. In particular, diplomacy and the lack of religion make it feel more soulless than Civ IV or even Alpha Centauri (note, for example, this podcast discussion on the importance of faction personalities in that game). Back onto my Steam shelf it’ll go for now, I think…

 

* Appropriately enough, the  great general who spawned after my first couple of victories was named “Hernan Cortes”.

First impressions: Demon’s Souls, Bastion, Half-Minute Hero

Here are some of the games I started recently in lieu of pressing on with The Witcher 2

 

Demon’s Souls (PS3) – The infamously difficult action-RPG. As at the end of the first level, it’s actually much less difficult than I was expecting – it’s certainly less  frustrating than the opening sections of God Hand or The Witcher 2. It helps that I’m using a walkthrough and playing as the easiest starting class, whose ranged magic attack can OHKO most of the first level’s enemies. This doesn’t mean it’s easy. My magic takes time to lock on and cast, which leaves me vulnerable to being swarmed in close quarters; if you let attacks get past your shield or fail to dodge, you can die in a few solid hits; and if that happens, there’s the loss of time from having to replay swathes of a stage*. The one boss fight that I did was actually really cool: I ran from cover to cover taking pot shots, realised my approach wasn’t working, then pulled my sword and CHARGED! – what a thrill that was.  The online aspects of the game are also nifty – you can see ghostly outlines of other players, which once alerted me to an ambush (the ghost ran past a corner, then raised its sword to attack a foe I hadn’t seen), and touching bloodstains will let you see others’ last moments. I’m not sure how much more time I can spare for this game, but the first few hours were worth it.

 

* You can unlock shortcuts that allow you to bypass chunks of a level if you have to restart; however, there will still be some need to clear out respawned foes.

 

Bastion (PC) – Indie isometric action-RPG. I estimate I’m around halfway through, and so far, I’d consider this good but unspectacular. The game’s world is imaginative, colourfully drawn and fleshed out by omnipresent narration. Each stage feels distinct, both from an art and a gameplay perspective – some will involve a fairly long Macguffin hunt, in some you’ll find your Macguffin early but then have to flee a gauntlet of foes, and others steadily ramp up to boss battles. The combat feels fluid, as you alternate use of your shield, your various weapons, and manoeuvre. The difficulty level feels right – the mandatory stages start out reasonably easy (you can up the difficulty if you choose – I haven’t done so) while the optional stages are geared towards players who want a challenge. Yet, and this is very subjective, nothing so far has stood out enough for to consider the game “great”. I’m probably going to reserve this for when I’m too tired to play more involved titles.

 

Half-Minute Hero (PSP) – Now this is a clever concept. The flagship gameplay mode, “Hero 30”, is an 8-bit RPG boiled down into 30-second stages – level up, shop for better gear, recruit NPC allies, and then head for the boss’s lair! In practice, you’ll need more time than that, which is where one of the game’s key mechanics, paying the Goddess of Time to reset the clock, comes into play. As such, the challenge in each stage revolves around finding the right balance (on the fly!) between grinding, tackling the stage-specific challenges, allocating money between the Goddess, equipment, or other NPCs, and leaving enough time to reach the boss. A few hours in, I like its fast pace, I like its sense of humour, and just as with Recettear and Frozen Synapse, I like its original premise, and I’m already looking forward to the sequel (coming to Europe in October).

 

Take to the skies with these upcoming indie games: AirMech and Guns of Icarus Online

Sometimes, sequels and remakes are exactly what the doctor ordered. In recent weeks, two upcoming air combat-themed indie games have caught my attention: AirMech and Guns of Icarus Online.

 

AirMech

 

The further advanced of the two is Carbon GamesAirMech. This is basically a modern remake of one of my childhood favourites, Herzog Zwei:

 

 

Never played Herzog Zwei or Brutal Legend, another game it inspired? AirMech is an action/RTS hybrid where you fly about in your plane, purchase units and then transport them to the front, and drop down into robot mode to engage enemies on the ground. But watch out for surface-to-air missiles! Up to four humans or AIs can play at a time, and victory goes to the player whose army can destroy the others’ starting strongholds.

 

I’ve spent about an hour with various alpha builds of the game, and from a presentation standpoint, it’s already impressively polished. I particularly like its bright, colourful and slightly stylised art – this is how an updated Herzog should  look! The gameplay and interface are still being tweaked – the latest build plays very differently to the one I tried just a couple of weeks ago – but based on what the developers have achieved so far, I’m optimistic that the game can reach its potential. This just cries out for a Stompers of Comps multiplayer AAR, so stay tuned post-release…

 

Guns of Icarus Online

 

The other title to catch my eye is Muse Games’ Guns of Icarus Online, a steampunk airship MMO shooter. No actual gameplay in the following trailer, but it does look cool:

 

 

Critics were unimpressed with the original Guns of Icarus (which I never played), but the developers have acknowledged that “our ambition outstripped our schedule” for the original game; for the sequel, Muse is apparently better resourced and has benefited from its experience developing other games. While there will be PVP, I’m more interested in the “exploration” promised for the cooperative mode. At this stage there isn’t enough information to judge whether the developers can execute on this vision, but if they can, this could just turn out to be the steampunk airship Pirates! that I’ve been calling for. Worth keeping an eye on.

The Witcher 2: Strengths and weaknesses, so far

This is my second post on The Witcher 2.

 

1.  First impressions

2. Strengths and weaknesses (as of early Act 2)

 

I’ve now played a bit more of The Witcher 2 – I’m now up to early Act 2 – and I can elaborate on when it works best for me… and when it doesn’t.

 

My starting point is the familiar argument about whether games should focus on scripted storytelling or open-world gameplay. As an argument, this is silly – the only correct answer can be, “It depends” – but it provides a useful framework for thinking about the experience Witcher 2 offers, because the game’s strongest suit is its story. I like talking to NPCs, I like watching the more compelling NPCs in action, and I like finding out what happens next.

 

As such, the game’s prologue, steep learning curve aside, made a great first impression on me because it had such a high ratio of (quality) storytelling to gameplay: plenty of cutscenes, plenty of NPC interaction, and because it was so heavily scripted, every minute of gameplay pushed the story forward by directly advancing Geralt towards his goals.

 

In contrast, I didn’t enjoy Act 1 as much as I did the prologue because it reduced that storytelling : gameplay ratio. It did this in a couple of ways – first, the game opened up, but as a result, I spent much more time running around a town and surrounding environment that I didn’t care much for, and much less time actually progressing the story. In some games, such as Fallout 3, just wandering about in the open is a pleasure, but for me, Act 1 of The Witcher 2, with its narrow paths, was not. And crucially, the pacing of the story quests themselves sagged – while I disagree with Edge’s review of the game*, I do agree that much of Act 1 felt like a diversion. I realise these are very subjective complaints, and they carry a big disclaimer – I missed most of the side quests in Act 1, so quite possibly I made things worse for myself.

 

However, I will stand by my other bone of contention with Act 1: its difficulty spikes. By the middle of the chapter I could comfortably handle most battles, but the exceptions were still jarring. Even leaving aside boss fights, one sequence required me to fight a whole squad of guards in a little corridor – wide enough for them to swarm me, but not wide enough to take advantage of Geralt’s superior mobility. I reloaded again… and again… and again… and again… and this is where I’ll reiterate my comment from last week that the game needs a difficulty setting in between Easy and Normal, for action-challenged players like me. Outside of boss fights and other scripted sequences, it’s almost impossible to die on Easy (seriously, in that corridor fight I mentioned, on Easy Geralt could stand in the middle of five guys swinging their swords and still survive), and that reduces potentially epic moments to anticlimactic clickfests. On the other hand, on Normal, non-stop wiping at that same point wasn’t just annoying. It again negated potentially epic moments (instead of “oh, cool”, my reaction became “just get it over with!”), and it was immersion-breaking, which hurt a story-driven game such as this.

 

Now that I’m up to Act 2, I’m happy to report that the game has picked up again. Without spoiling anything, the scripted sequences that open the act are strong and even after getting past those, the story density remains high – I can find, and solve, a bunch of quests all in the main hub. Some of the side quests lead into cool fights that, while minor, help flesh out Geralt as a character (the fights became extremely easy once I realised how to cheese them, but that’s a story for another day). And I really like how Act 2 actually tries to justify the usual RPG “run around a new town, helping a bunch of complete strangers” trope. The Witcher 2 has returned to form, and I hope to play more soon.

 

* I consider the score too harsh based on what I’ve seen of the game; at least as of the latest patch, the combat system is much, much better than described; I actually like the prologue “fights and QTEs” that the reviewer pans; etc etc.

The Witcher 2: first impressions

This is my first post on The Witcher 2.

 

1.  First impressions

2. Strengths and weaknesses (as of early Act 2)

 

I picked up The Witcher 2 when it went on sale a couple of weekends ago, and so far, I’m a little way through the game – I’ve finished the prologue and I can’t be far off from the end of Act 1. My first impressions: “Everything you’ve heard about this game contains a grain of truth.” Specifically:

 

Not needing to play the first game: I’ve barely touched the original game, but I’m managing well. There is a huge qualification here, though – I’ve read the stories on which the games are based, so I already know the major characters and a bit about the world.

 

Storytelling: So far, I like it, starting with the prologue, which captured a “cinematic” feel through a combination of cutscenes, QTEs and gameplay. It dragged a bit through Chapter 1 when I had to do more running around the map with fewer cutscenes to reward me, but now it seems to have picked up again. I also like TW2’s characters, starting with protagonist Geralt, who shows how to pull off the “lethal-but-principled deadpan badass” archetype. This extends to the NPCs: the king feels like a leader should, larger-than-life, sometimes generous, sometimes ruthless. As for the world, the obvious comparison is Dragon Age (disclaimer: I never got that far into DA), another brutal take on the traditional elves-and-dwarves high fantasy world. There seem to be precious few heroes in TW2; corrupt lawmen grow fat from shaking down merchants, while elves and dwarves repay human oppression with nasty insurgency. I think if you’re interested in that kind of setting, you’ll like its depiction in TW2.

 

An imposing learning curve/difficulty level: I agree with the reviewer (Todd Brakke at Gameshark) who commented that this game could do with a difficulty setting in between Easy and Normal. As a general rule, outside of boss fights, Easy feels like god mode while Normal feels like God Hand. Enemies hit hard, especially when they attack from behind! Sure, Geralt is tough enough to take any trash mob one-on-one in a fair fight – but three, or four, or five trash mobs are a completely different story. (I was completely unsurprised to learn that Demon’s Souls was one of the inspirations for the combat.) So the trick is using the tools at your disposal – stun bombs, throwing knives, buffs, crowd-control magic, and more – to ensure that 1 vs many fights aren’t fair. This is why the game’s prologue has such a steep learning curve – it hurls the player into the deep end without properly explaining those tools. Eventually I did get the hang of things, and combat is starting to become more enjoyable. On the other hand, I find boss fights perilously close to being frustrating* rather than fun, so hopefully this will improve later on.

 

Hefty system requirements: This game is indeed a beast. I have a reasonably powerful machine (i7 7200M processor, Mobility Radeon HD 5730, 4GB RAM) and I still had to turn down the settings to Low.

 

Dialogue: Yes, the characters say “ploughing” and “witcha” a lot…

 

So far, early impressions are promising, hair-pulling boss fights aside, and I look forward to uncovering more of the game’s story. I’ll keep you posted on The Witcher 2!

 

 

* Days later, I can still recall, “Trap it with the Yrden!” and, “Why are you hounding me?!”

Europa Universalis III: The price of freedom is deficit spending

This is part 2 of an irregular series on Europa Universalis III.

 

Part 1: The Byzantine Empire and puzzle-like gameplay.

Part 2: The Manchus, hordes, and the consequences of deficit spending.

 

 

I recently picked up Divine Wind, the Asian-focused expansion for Europa Universalis III, and I’ve had a lot of fun playing the Manchus, the people who would eventually conquer China and constitute its last imperial dynasty. The screenshot above shows the Manchu starting position in 1399 AD. To the south is the game’s sleeping giant, Ming China, and Korea.  To the east, Japan. To the north, unclaimed wilderness. And to the west, the nomadic hordes of the steppe.

 

This last point needs a bit of explanation. Divine Wind introduced a new type of nation to the game: the “horde”. Whereas sedentary nations are at peace with each other by default, they are automatically at war with hordes, broken only by temporary truces. Those truces must be bought with either prestige (via an admission of defeat) or tribute, from one side to the other. And rather than exchanging land as part of a peace treaty, possession is ten-tenths of the law – to claim land from the horde, first you have to occupy it with soldiers, then send in colonists who will eventually bring the province under your control. The hordes on the Manchu border are small and weak, but as we’ll see, even a small enemy can be dangerous in unexpected ways…

 

When starting a game of EU3, it’s usually necessary to cut military funding to the bone during peacetime, and so I did that. This worked out just fine, as for the first few decades I played like an East Asian Netherlands or Switzerland – colonising unclaimed patches of land such as Taiwan and bits of Siberia, sending out merchants to Nanjing and Malacca, and building up my infrastructure. What I didn’t realise was during that time, my game was affected by a glitch that prevented my armies from moving – and I strongly suspect this also prevented computer-controlled armies from moving, thus effectively enforcing world peace. In other words, things should not have been so easy for me. Eventually I cleared up the glitch, but I was able to enjoy a few more years of peace as a result of the Ming armies marching out onto the steppe to deal with the nomads.

 

Then the Ming struck a truce with the hordes. And the hordes, now free to attack me, flooded across the border, crushed my small standing army, and sacked half the Manchu kingdom.

 

But I still held half the nation. And in that half, I rebuilt the army, making it larger, stronger, more cavalry-heavy. This cost money, and lots of it, but I didn’t care. I wanted the invaders out! And with my new army, I was able to drive them back, before eventually settling for a truce that would get them off my land.

 

Five years later, the truce expired. But I was ready. My expanded, and now lavishly funded, army surged onto the steppe. This time, the shoe was on the other foot – the nomads stood no chance. And behind the soldiers came the settlers. The hordes had started this mess, but I was going to end it.

 

Well, I did end it – but not for the reasons I envisioned. Raising my new model army cost money. Maintaining that army cost money. Starting those colonies cost money. Maintaining those colonies, before they became self-sustaining, cost money. Sending out more colonists to make them self-sustaining cost money. When there was no money, I borrowed it. But paying the interest on the debt… cost money.

 

In the end, my budget was being chewed up by interest payments. My inflation* was dangerously high, far higher than I would have let it get had I been playing a Great Power. My technology and infrastructure were suffering. I could no longer afford my campaign. So I opted for peace, though this time I was able to exact tribute from the nomads.

 

In due course, I turned around my economy and paid down the debt, and my future campaigns were much more affordable. But for me, that episode – the diciest so far – will be the high point of the Manchu game. Historical strategy games tend to be about the extraordinary: extraordinary conquests, extraordinary empires.  (Just look at the victory conditions in most of the Total War games – historical kings would have given their right arms to rule over that much land.) Even EU3 is no exception, once you get past the early game. It’s far rarer that they convey a sense of limitation, of why these conquests and empires were so exceptional in the first place. But that costly steppe campaign was one of those rare cases. The limitations imposed by the game helped to drive home why civilised emperors, from Rome to China, opted to throw tribute to the barbarians rather than sending in the army**. It was an example of games allowing me to “reach out and touch history”, and I’m glad to have had the chance.

 

* In real life, inflation would reduce the value of my debts, but I don’t think that’s represented in the game.

 

** For example, every year, Sung China (circa-11th century AD) sent 300,000 bolts of silk and 200,000 ounces of silver to the neighbouring Liao dynasty – and the Liao were just one of the two nomadic states on China’s frontiers.

A game that could have been: Emperor of the Fading Suns

If I had a penny for every game set in outer space, I’d be writing this post from somewhere sunnier and sandier. How many first-person shooters have cast us as Angry McShootsalot, the space marine? And how many RPGs and 4X games have treated us to  “classic space opera” universes, the sort familiar to anyone who’s seen Star Trek or Star Wars, or read a Larry Niven novel? This extends to gameplay conventions. If you’ve played Master of Orion, Sword of the Stars, Galactic Civilizations, or Space Empires, you know the formula – players start with a single world at the dawn of the age of interstellar travel, then colonise virgin territory until eventually the whole galaxy is claimed. Technology progresses in a smooth upward line. The real fighting is all done in space; ground combat is abstracted to ‘bring troop transports and roll the dice’. Everything is clean and crisp and futuristic.

 

If I had a penny for every game set in an original version of outer space… well, at least I’d have one cent, courtesy of Emperor of the Fading Suns (EFS), the 1996 turn-based strategy game from Holistic Design, Inc (HDI). Set in the same universe as Fading Suns, HDI’s pen-and-paper RPG,  EFS falls into the broad 4X genre defined by classics such as Civilization and the games I listed above, but carved out a space all its own. In EFS, the main conflict was human against human, though there was an alien menace in the background. And there was nothing crisp or clean or futuristic about its universe, filled with princes, priests, psionics and peasants in what’s usually described as “a cross between Dune and Warhammer 40,000”.

 

The princes were the players, competing to become emperor of the 40 “known worlds” that were all that was left of a once-thriving interstellar society.  40 worlds might not sound like a lot… but unlike other 4X games, where a world would be defined by a few numbers, in EFS each had its own unique, Civilization-sized hex grid map. Each had its own layout of continents, islands, oceans. Each had its own assortment of resources: fertile farmlands, oil-rich deserts and seas, mountain ranges containing ore and gemstones. They had different terrain palettes, and a very different feel – you would not mistake snowy Delphi, capital of the Atreides-knockoff House Hawkwood, for the jungle world Severus, capital of the Harkonnen-knockoff House Decados.

 

EFS’ combat system also emphasised the planetary level. Ground and space battles were fought Civ-style (without tactical combat) between stacks of up to 20 units at a time, with different units excelling at different phases of battle – for example, artillery could shoot first and target any unit, but would be vulnerable in “direct” or “close” combat. While there were relatively few types of space unit, the game’s lavish technology tree offered ground units aplenty, starting with basic tanks and self-propelled guns, and culminating in power-armoured assault legions, genetically engineered warbeasts, and hover tanks. Capital spacecraft (cruisers and dreadnoughts) could bombard enemy stacks before you sent in the ground troops, but they couldn’t hit every unit, and planet-to-space batteries – perhaps protected by the planetary shield! – could shoot back. Thus, to invade a world, gaining space superiority wasn’t enough – you had to land troops to establish a beachhead and fight your way across the surface, all the while keeping up a flow of new ground units from your homeworlds. As a result, EFS, better than any other game I’ve played, captures just how colossal an undertaking a planetary invasion would be.

 

EFS’ uniqueness extended to its victory conditions. To start with, players could trade favours to win control of what was left of the Imperial ministries (space fleets, spies, border garrisons) – every 10 turns, the players would elect one of their number to be the regent, the one in charge of handing out these offices. To win the game, you had to first be voted regent, then declare yourself emperor. Instead of putting you through the tedium of steamrolling every other claimant to the throne, EFS “just” required you to be confirmed by a final vote after another 10 turns.

 

And this was when the game was at its most exciting. To vote for regent or emperor, you needed two things. First, each player’s voting rights were represented by five sceptres – actual units on the map – and these could be stolen from one another (or from certain NPC factions). More sceptres, more votes. Second, you needed a noble in the capital to cast your vote. You started with five nobles – four on your homeworld, one in the capital – and if they all died, it was game over. Now, for most of the game, the capital was a neutral zone where assassins could strike, but overt conflict was forbidden. But once the regent crossed the Rubicon, that prohibition was lifted. Rival armies would converge on the capital to slaughter each other’s nobles while safeguarding their own. Battle fleets would take up position to stop the armies arriving. Blood would run in the streets, as neglected garrisons were overrun by their more prepared rivals. And hanging over your head was the looming deadline of that second vote. That was how a race for the imperial throne should feel. And that was how a strategy endgame should play.

 

To cap things off, EFS was also highly moddable: it had a map editor and it stored rules and unit data in Notepad-editable files. If you thought the common artillery unit was too powerful, or that special forces legions should be able to live off the land, you could change it yourself. But this was just the tip of the iceberg. Ambitious mods upped the challenge, reshaped the game’s economy, changed the combat rules, added whole new classes of units that could fight in space or on the ground.

 

Unfortunately, EFS also had its fair share of flaws. The game was quite clearly not a finished, let alone a polished, product.  Vestigial, unimplemented features remain to tantalise the player – for example, you could throw your weight behind one Church sect or another, which had absolutely no effect but implies that the designers intended players to stack papal elections in their favour. And while the game did come with multiplayer, its AI barely knew how to play. Rather, my most challenging single-player experience came from a fan-made scenario that lumbered me with internal foes (a frail economy and a rebellious populace), in a prophetic flash-forward to 2005’s Rome: Barbarian Invasion.

 

For whatever reason, EFS did not succeed in the marketplace, and ultimately it made little impression on the genre. You will see plenty of Civilization or Master of Orion retrospectives and sequels, but none for EFS. Years later, the potential of the franchise glimmered again when HDI announced a spin-off project, Fading Suns: Noble Armada. Rather than being a 4X title, Noble Armada followed in the footsteps of “freelance starship commander” games such as Elite. Set during the peace following the emperor’s accession, it would have allowed players to venture into unknown space, trading, fighting, exploring and questing at the head of a small fleet. And Noble Armada made it quite far through the development process: I remember playing a pre-release demo, buggy and crash-prone but tantalisingly fun. But sadly, this flicker of hope never came to fruition. Noble Armada bounced from one publisher to another, before finally dying, never to see the light of day. With it died the Fading Suns franchise on the computer.

 

Nowadays, Emperor of the Fading Suns is a dusty entry on abandonware sites, and a fond memory in the minds of fans. It’s a sad fate for a game that, with a bit more polish and a better AI, would have been one of the best strategy games ever made. As it is, it’s still a gem, albeit a flawed one. It’s a unique experience, both in terms of game mechanics and flavour. And for a player looking for immersion rather than a competitive single-player experience, it still holds up very well. I wish it were both better known and more widely imitated. I can’t do anything about the latter, but with this post, I hope I can do something about the former.

 

Resources

 

Video tutorial (Nova mod)

Hyperion mod – my mod of choice when I played EFS

Nova mod – no personal experience with this but a lot of players like it

 

I hope you enjoyed this post! To quickly find this post, and my other feature articles, click the “features” tab at the top of this page.

Play rocket scientist with Kerbal Space Program

 

 

Lately, I’ve been playing around with Kerbal Space Program,  an indie game where you design rockets with several components (command module, parachute, solid- & liquid-fuel engines, etc) and then fly them into space. The picture you see above was taken at the apogee of my most successful flight to date — the last motor didn’t sputter out of fuel until the rocket was 30,000 metres off the ground, and the Kerbals made it back to earth safely again! Needless to say, being able to laugh at your own screwups is a vital part of enjoying the game. Currently it’s more of a toy than a game, but it’s an entertaining (and at least slightly educational) one for all that. If you’re interested in real-world space travel, and especially if you remember an old game called Buzz Aldrin’s Race into Space, this is worth a look.

Spoiled by Greatness

When we want to praise a well-made device, a skilful cook, a more convenient way of doing things, anything, we commonly say, “It’s spoiled me.” Usually this is just a figure of speech. But as with many other clichés, there is a literal truth at the heart of this: sometimes, we really do find something so good that it takes away our ability to enjoy inferior alternatives. And I think this is the case with two of my preferred forms of entertainment, games and books.

 

My most recent gaming example is Total War: Shogun 2 (my verdict here); in mechanical terms, the best strategy game I’ve played in years. Shogun 2 didn’t just fix much of the Total War series’ traditional bugginess. It also fixed two endemic problems with the strategy game genre: the boring late game, and pointless diplomacy. Now, when I think about other games in the genre, I have a much more critical eye for those two issues (especially the former) after seeing them done correctly. One studio that might suffer as a result is Paradox Interactive. I’ve loved Paradox’s historical simulations for years and I have plenty of cool stories to tell about them (see, for example, my Byzantine adventures in Europa Universalis III), but they are not particularly fun after the early- to mid-game. So Paradox’s upcoming Crusader Kings 2 and especially Sengoku will have to surpass a bar that Shogun 2 set pretty high, and Paradox will have to work that much harder to convince me to buy them.

 

Something similar may have happened to me in books, although here it may simply have been that my taste improved as I grew up. When I discovered fantasy fiction in my early teens, I loved Raymond Feist’s tales of orphans-turned-sorcerers and swashbuckling young heroes. Then, over the years, I read George R R Martin, and Glen Cook, both of whom specialised in taking apart the traditional fantasy novel. Martin needs no introduction; Cook’s Black Company series depicts a traditional fantasy world, with centuries-old wizards capable of destroying armies in the blink of an eye – but from the perspective of the underdog, the common foot soldier. Now I can’t even remember the last time I glanced at my Feist collection. My tastes in space opera tell a similar story. I used to happily read military science fiction novels that were little more than glorified after-action reports. Then when I was 17, I discovered Lois McMaster Bujold’s space opera novels – character- rather than explosion-driven, hilarious, moving, brilliant* – and I didn’t look back.

 

You can even see my own writing reflect the above trends in my literary tastes, albeit, it seems, with a lag. The first decent story I wrote, back around 2005 or 2006, was a heroic fantasy Tale of High Adventure, set in a world awash in magic and starring a hero who’s stronger, more cunning, and more superpowered than his foes. By late 2008/early 2009, when I wrote the first draft of The First Sacrifice, things had come down to earth. Artorius of Cairbrunn, the main character of The First Sacrifice, might be tough, clever, and a spirit to boot, but he’s decidedly short on superpowers. (To stretch an analogy, Artorius is the Daniel Craig to my earlier imagined Conneries and Moores.)

 

I’m not so sure whether I’ve experienced the same phenomenon, of discovering the good and being unable to return to the mediocre, in other media. Anime went in the opposite direction –  I discovered most of my favourite anime within the first few years after I started watching the medium. While I am unable to enjoy the majority of anime, I think this is more because common anime tropes annoy me than because I’ve been “spoiled” by watching the cream early on. And I don’t really watch enough movies or TV, nor am I sufficiently analytical when I do, to be spoiled for lesser works.

 

Is this phenomenon a blessing or a curse? Often it feels like the latter, when I just can’t find anything that interests me. On the other hand, bypassing the uninspired is what allows us to have time for the truly good. And if being spoiled is the price that must be paid to encounter greatness, well, I think it’s one well worth paying.

 

* You can legally read most of Bujold’s space opera series, the Miles Vorkosigan saga, for free here. Highly recommended if you like space opera at all.

Terraria first impressions: Patience seems to be required

Dig, fight, explore, build! Nothing is impossible in this action-packed adventure game. The world is your canvas and the ground itself is your paint. Grab your tools and go! – official Terraria blurb

 

I picked up Terraria, the 2D Minecraft-alike, over the long weekend, and I’ve spent a little bit of time messing around with it. So far, I can see how this could become either very addictive, or very tedious.

 

My first in-game day was a lot of fun. I knew I had to build shelter before nightfall, when monsters would come out, so that immediately gave the game a source of tension. I hacked down trees, dug away at the earth, and finally threw up a simple house for myself. It was satisfying to plonk each bit of wood down to form a floor, wall and roof, add a door, and build a workbench.

 

The problem became every day after that. Most games are built around offering the player a constant stream of rewards. In Civilization, this means building new farms and mines, researching the wheel or electricity, or completing a Wonder of the World. In RPGs, this consists of levelling up and recovering cool loot. And in Terraria, this consists of obtaining higher-grade ores that I can then use to craft better gear. Unfortunately, so far I’ve found very little in the way of decent ore. I have wood and stone aplenty; and I’ve found crumbs of iron and copper and even gold; but nowhere near enough to feel as though I’m actually making significant progress. So after several in-game days, or possibly even a week, my gear consists of a basic helmet and nothing more intimidating than a wooden sword.

 

Now, this issue undoubtedly arose from my inexperience leading me to “play the game wrong” (I’ve read the wiki and some forum threads, but I’m still very much learning as I go). I seem to be doing a little better now – tonight I found a cavern where I recovered some decent ore. But I was perilously close to boredom before I found that cavern, and I no longer have enough free time to be able to invest significant amounts of time in a game while I wait for it to become fun (or resume being fun). So the jury is still out….

The price of heroism: storytelling in X-Com

This entry is part 5 of 7 in the series Storytelling in Games

Note: Storytelling in Dominions 3, part of this feature series, is available off-site. You can read it at Flash of Steel.

 

 

Almost every game out there casts the player as a hero: someone who accomplishes great feats in the face of extraordinary odds. By the time we finish, we’ll have vanquished tyrants, terrorists, aliens and ancient evils. But few titles have had gameplay mechanics that convey heroism better than X-Com: UFO Defense (aka UFO: Enemy Unknown), the 1994 strategy game from Microprose where you led a multinational force – soldiers, scientists, pilots and purchasing officers – against an alien invasion. And X-Com managed this without a single line of dialogue or scripted plot event.

 

First, being a squad-level game gave X-Com an immediate advantage: it was built around individual characters. It was individual characters whose stats, ranging from marksmanship to carrying capacity to reaction speed, you pored over at base. It was individual characters whom you controlled in battle, telling this one to take cover behind a wall, while his sergeant prepared a grenade and a tank scouted ahead. It was individuals you named for friends and colleagues (you could freely rename soldiers), individuals who saved the day with lucky shots and well-placed grenades, and individuals whose progress you followed as their stats and kill counts inched higher with every mission.

 

So far, so good. But I could say the same of any RPG, tactical RPG or squad-level game. Thus, while the focus on individual feats was necessary to X-Com’s storytelling appeal, it was not sufficient.  And this was where the “overwhelming odds” part of the formula became important.

 

For in X-Com, those feats came at a terrible cost in lives. Think of any science fiction scene where human soldiers plink away at armoured monstrosities, only to be slaughtered once the aliens open fire; that’s what the start of X-Com felt like, especially when the aliens showed up with heavy weapons. As your technology improved – once your soldiers started bringing home alien guns and grenades for your scientists to reverse-engineer, once your workshops began turning out armour made from the same material as UFO hulls – the situation did grow less dire, and by the endgame, the balance shifted decisively in favour of a human player who brought an “A” squad loaded with the game’s most powerful weapons.

 

Yet that lethality never completely disappeared, because even with the best armour in the game, one (un)lucky shot could still kill. You may have become better at preventing the aliens from ever getting the chance to move and shoot, but your finest marksman, your most seasoned veteran would die as quickly as the raw recruit once the aliens drew a bead on him or her.  As a result, this was one game where it was so tempting to reach for the reload button when something went wrong – but where it was equally rewarding to resist that urge. For it was that sense of overcoming the odds, of bouncing back from slaughter and catastrophe, which made victory in X-Com so sweet.

 

I remember Swordlily the sniper, a key player on my “A” team and one who steadily rose through the ranks. I gave her one of the most accurate weapons I had, and a suit of advanced armour to keep her intact. Then one day, an alien fired a shot right into the transport plane – where she should have been safe, at the far end of the troop compartment – and killed her where she stood.

 

I remember the time three soldiers, the last survivors of their ten-strong squad, straggled across a field to storm a giant UFO by themselves – and won.

 

I remember when the aliens came swarming in to assault an outpost manned by my “B” squad, undergunned and underskilled rookies. A guided missile sped around a corner and right into the midst of my defensive layout, turning half the squad to ash. One survivor, wounded and panicked, dropped her gun. But right opposite her was the less fortunate soldier who had carried my squad’s missile launcher. So on my next turn, once she pulled herself together, I sent her racing out of her hiding spot. Across the hallway she ran. With a few clicks, she grabbed the dead man’s launcher. With a few more, she returned fire with a missile of her own. And it worked. I salvaged that battle and saved the base. Not a bad accomplishment considering the odds – and it rested on one soldier’s courage.

 

If that isn’t a tale of heroism, one that X-Com made possible as so few other games could have done, I don’t know what is.

 

I hope you enjoyed this post! To quickly find this post, and my other feature articles, click the “features” tab at the top of this page.

Let’s Play the Empire: Total War Multiplayer Campaign – Episode II: Havoc on the High Seas, Losses in the Low Countries

When we left off with the first instalment of the Empire: Total War multiplayer campaign, Great Britain had held off the French at sea, while on land, the Dutch had driven a mighty French invasion force out of their homeland. What could possibly go wrong for Great Britain? (Wondering what this series of writeups is all about? Here’s the introduction.)

 

Read my  writeup, below, to find out…

 

***

 

The War of the World

 

At the start of the game, I had sent Britain’s shipyards into overdrive producing warships and merchantmen, and that pays off. With the defeat of the French fleet at the end of the first turn, this leaves the Royal Navy – and accompanying British ground forces – free to go on the global offensive, ready to make the world safe for tea, cricket and British trade.

 

Britain's targets in its initial Caribbean offensive

 

Britannia’s might lands most heavily in the Caribbean. The pirates, in their lairs at Antigua in the Leeward Islands and San Jose de Oruna in Trinidad & Tobago, learn that His Majesty’s soldiers do not know the meaning of the word “parley”. The undefended Spanish – formerly French – colony of Martinique surrenders without a shot.

 

To be sure, the Spanish computer player ensures that the naval campaign is not a one-sided affair. The Royal Navy takes its fair share of losses in a series of largely auto-resolved skirmishes in the Caribbean and in the East Indies. But when the smoke clears, the Spanish navy has been driven from the East Indies, leaving British trade fleets free to move in.

 

What’s Spanish for “‘tis only a flesh wound”? The Battle of the Invincible Frigate

 

When the Spanish fleet finally shows up in force in the Caribbean, my luck looks like it’s run out. Against my fifth-rate frigate and sloop, the Spanish have brought a frigate and sloop of their own, plus a galleon that tremendously outguns anything else on the field. My first response is to panic. And then, once the battle starts, I breathe a sigh of relief: the Spanish ships are damaged and missing most of their guns. It’s still not a done deal – even in its weakened state, the galleon is able to blow away my sloop when it strays too close.  Still, the frigate duel is as one-sided as I could have wished. I shoot away the Spanish frigate’s masts, destroy many of its remaining guns, leave its hull blackened and punctured. Yet the crew neither flees nor surrenders in the face of volley after volley of cannon fire. And, to add insult to injury, their morale remains high even as the ship rides lower and lower in the water.

 

The Ship of the Black Knights?

 

I am left wondering, over the in-game chat, what the Spanish sailors are eating for breakfast. It takes the outbreak of fire for the crew to abandon ship, by which time I am convinced that if they had been around 120 years earlier to man the Spanish Armada, history would have taken a very different course.

 

Disaster in the Low Countries (I): Never rely on a computer-controlled ally

 

Back in Europe, though, things don’t go quite as smoothly. When we left off, the French had been repelled at the gates of Amsterdam and John Churchill, the Duke of Marlborough, was leading a mid-sized force into what is today Belgium. The small Spanish garrison in Brussels falls quickly, and I turn the territory over to the Dutch. I feel well pleased with my raid! While my army doesn’t have the movement points to make it back to the sea on the same turn, I am able to withdraw my army so that it’s close by a friendly, smallish Dutch force. What could possibly go wrong?

 

As it turns out, plenty. The French army – numerically superior, even after its defeat at the walls of Amsterdam – moves in to attack Marlborough. The Dutch computer player, instead of taking up a good defensive position, charges out into the open field, and I follow suit, fearing the piecemeal annihilation of the allied armies. My infantry-short army lacks the numbers to shoot it out with the French, and I botch the timing of a cavalry charge at the French flank. When the dust settles, the British army in Europe is reduced to Churchill, a single artillery battery, and a handful of horsemen who escaped the rout. In an eighteenth-century version of Dunkirk, they slink back across the channel, and with them goes any thought of a quick land victory in Europe for Great Britain.

 

That did not go according to plan

 

Disaster in the Low Countries (II): Le Roi, Jeeeenkins!

 

Still, when the French army follows up on its victory by marching into the Netherlands and laying siege to Amsterdam for the second time, I am less than fazed. True, the Dutch are outgunned – the professional garrison is small, so most of the defenders consist of hastily armed townsfolk.  But as the first battle of Amsterdam showed, even armed civilians can put up a good fight from within the fortresses protecting the city.   “No problem,” I shrug. “I held off the French once, I can do it again.”

 

The turn ends. And the Dutch AI player abandons the shelter of its walls to attack the French.

 

The ill-fated Dutch sally

 

The resulting battle, trained and experienced French soldiers versus the Amsterdam mob on an open field, goes predictably. The best thing about the fight turns out to be a bout of unintentional comedy, when one Dutch regiment, retreating from the massacre, climbs the walls of its own fort to get back inside after the gates refuse to open.

 

Amsterdam falls soon after. And with that, Britain’s strongest ally is now out of the war. (Portugal remains in the fight, but is too far away to threaten France.) With the French in force across the channel – over the coming turns, they march out of Amsterdam and briefly lose control of the city, but retake it soon afterwards – and a mighty Spanish fleet of galleons crawling up towards the English Channel, I’m getting nervous. For all my successes overseas, the European theatre isn’t looking too good for the British Empire…

 

Unfortunately, at this point, we had to switch French players, as PC issues forced Peter Davies, our original France, to drop out of the game.  Stay tuned for the next update!

Frozen Synapse: A good first impression

Over the weekend, I picked up Frozen Synapse, a new, cyberpunk-themed indie squad tactics game, and so far I’m quite impressed.

 

First off, the actual game seems pretty cool. It’s stylish, with its green-and-red outline soldiers, blue backgrounds and futuristic music. It’s minimalist: there are only five unit types in the game. And it’s quick-to-play, due to the extreme speed at which units die off. But the real genius of Frozen Synapse is that turns execute simultaneously: the players input their orders, trying to guess what the other will do, and then they see just how little of their plans survived contact with the enemy (this synergises really well with the lethality of combat; one foe unexpectedly lying in wait can cut down half your squad). As a result, I get the impression that this is one of those “minute to learn, lifetime to master” titles.

 

The second area in which Frozen Synapse has impressed me is its multiplayer. This is one game where the basic concept – trying to anticipate what the other guy will do – is just tailor-made for playing against other humans, and the designers have taken advantage of that. The game’s multiplayer is asynchronous – i.e. players can take their turns at any time, upload them to the server, and load the latest turn when it’s ready – which makes it easier to work around clashing real-life schedules. And the designers were also shrewd enough to integrate a touch of Web 2.0 – at the end of a multiplayer match, there’s a handy button to upload a replay to Youtube.

 

The experience so far hasn’t been flawless. The documentation is practically nonexistent, even by my “never read the manual” standards; I had to visit a forum to find answers to basic questions such as “what are the units good for?” and “who shoots first if two units spot each other? Correction: the game is in fact pretty well documented by the readme file in the game directory. The playerbase is currently split amongst several different servers (which the designers have said is just a stopgap), and the servers themselves have a tendency to go down (for maintenance?) when I’m free to play in the evenings after work. Still, none of these issues has been a game-breaker for me – now I have found answers to my questions, and I could also play the single-player campaign or botmatches.

 

All in all, Frozen Synapse is definitely worth a look if you’re a fan of the game’s genre.  Check it out on Steam, Impulse or the developer’s website!

Let’s Play the Empire: Total War Multiplayer Campaign – Episode I: The War Begins (France)

The following post, by Peter Davies (aka Beefeater1980), playing France, is the belated first instalment in the Empire: Total War multiplayer campaign write up! Click here to see what it’s all about.

 

In this episode, Britain and France go to war on the high seas and in the Low Countries. Will one side score a knockout blow early on? Or will the war turn into an early stalemate?

 

Over to PD…

 

***

 

Here they come (Crick! Crack! Bang!), those red-coated, black-booted, musket-toting minions of a mercantile empire, flags waving and cannons bristling. In ETW, Britain has advantages to make a royal weep and hang up his ius primae nocti: unassailable home regions in Europe that can each churn out a land unit or several every turn; high-value ports, ready to knock out those sleek and deadly fifth-rate ships that will demolish the sixth-raters I can build in the time it takes to say ‘Hornblower’; and the most powerful alliance in Europe at its beck and call.

 

Against them stands France and my enviable record of five defeats and no wins against the campaign AI on ‘Normal’. Oh, and Spain as an ally: 10/10 for machismo but, in deference to Real Historical Fact, her glory days are behind her and she will lose interest a few years in, only to spend the rest of the game swigging Sangria and reminiscing about Pizarro and Cortes. Gentlemen, place your bets!

 

And yet. PS may have more and better ships and an invulnerable home base but the British army starts the game small and unimposing: France on the other hand has a solid core of infantry, cavalry and artillery in Europe itself and a huge income from her home regions – after a couple of turns I was pulling in around 8000 income per turn net despite a comprehensive trade blockade. If anyone can save the world from the fate of British hegemony, association football and the expression ‘eff off’, it is La Grande Nation.

 

Empire: Total War - The War Begins

LE PLAN: France is likely to fall behind Britain diplomatically early on, since my fleet is made up of a couple of bathtubs floating in the channel with only three one-eyed gunners between them. Unfortunately, the one thing CA didn’t mess up in programming this game was making the AI a vicious little jerk whose sole aim is to kick hard in the unmentionables the human player it judges to be weakest. Naval strength is a major component of that determination. Left to their own devices, Britain’s AI allies (Portugal, Netherlands and Austria) will declare war on me in the first few turns, leading to a three-front war on sea and land and a very, very short LP.

 

However, I have a cunning plan. Because my position starts uncertain, Peter S (who is a solid strategist) will probably expect me to try for a boom, building a couple of grant continental armies – he’ll never suspect a pre-emptive attack. This isn’t as crazy as it sounds: attacking in turn 1 will force Britain’s scary allies to make a snap decision on whether to join the war at a time when the calculus is more likely to be more favourable to me. This is why my first action in the game is to move my leaky little fleet to attack the nearest British armada, a move which goes swimmingly in the sense that the remains of my navy are now doing the breast-stroke back to Le Havre.

 

Empire: Total War - We are sinking, we are sinking

 

A SHAMEFUL DISPLAY! Over the next couple of turns, PS moves his fleets into both of my northern ports, leaving them smoking ruins. However, what we lose on the swings, we gain on the roundabouts. Austria and Hanover – the only land powers in Britain’s coalition – decided that they had better things to do than get in a bust-up with my army and have said ‘Nein’ to this war.

 

On the home front, while conventional wisdom is to tear down those religious schools as soon as possible and replace them with hotbeds of radical study so as to speed off down the tech tree. I want to see if the additional tax and stability I get from keeping Europe Catholic can outweigh this, so I’m following the Jesuit path for now. It will be interesting to see how this pans out.

 

DIPLOMACY: Diplomacy? Diplomacy! I’m worried about protecting my American colonies, since I need all my resources for the struggle in Europe. To get around this, I sell a few of my less wealthy colonies to Spain for 1000 / turn over 10 turns. It’s probably not a great deal, but it’s better than trying to extract income from provinces I can’t reliably hold.

 

Over the next couple of turns, I start my army marching on Amsterdam. My initial plan was to carry out the siege for the full 5 turns, but immediately after deciding to end turn 4, I get a bad case of invader’s regret; now that he’s smashed my fleet, PS probably has an army inbound and, while it’s not going to be as big as France’s, if it catches our force at the walls of Amsterdam, my only army is going to be ground into so much mincemeat. Since I have more artillery than the defenders, I will try an assault next turn, and hope that it it goes badly I’ll have enough of a force intact to hold off a British counterattack until reinforcements get there.

 

Drawn up before the walls of Amsterdam. Imposing, aren’t they.

 

Empire: Total War - The French at the gates of Amsterdam 

 

Onward for France! They charge, they charge…

 

Empire: Total War - Here Come the French

…and they retreat, as natural to my troops as eating frogs and cruelty to geese.

 

Empire: Total War - The French Retreat
So, yeah. That went well. At least the army didn’t get totally smashed. To add insult to injury, as my battered soldiers flee in disarray from the walls of Amsterdam, PS has landed a large army under the command of John Churchill, aka 1st Duke of Marlborough, aka the Mindelheim Murderer, who eats Parisian babies with his morning breakfast and cleans his teeth with toothpicks made from the bones of French grenadiers, to besiege Brussels. I try to console myself with the knowlege that it would have been even worse if the army had attacked while I was besieging Amsterdam, but it doesn’t help.

 

Things are looking bleak for L’Hexagone.

 

Next up, in Episode II, the Royal Navy goes on the offensive around the world  — but closer to home, events proceed a little differently…

Xenonauts, the fan X-Com remake, draws closer to completion

One indie game project I‘ve followed for a while is Xenonauts, essentially a fan remake of one of my favourite games: X-Com (which I played under its UK title of UFO: Enemy Unknown), the strategy game where you led a secret government organisation against an alien invasion. Many of Xenonauts’ bullet points seemed promising, from a backstory tweaked to explain the familiar X-Com starting position, to the addition of a feature I’d always wanted, allied NPC human soldiers. Still, I was cautious. Would the project simply turn out to be vapourware? Even if it did come to fruition, well, X-Com clones generally haven’t been well received.

 

Well, today, I saw a developer diary on PC Gamer that highlights the current state of one of the two main game modes, ground combat – and I was impressed. The basic gameplay – moving your soldiers around, taking cover, shooting it out with aliens, using tanks and rocket launchers as support – is in place, although the art assets aren’t all there and the game balance is still a work in progress. I’m not a huge fan of the tile graphics, but the unit sprites themselves look pretty good. And a glance at the Xenonauts website, which I hadn’t visited in some time, indicates that much of the game’s other key component, the world map, is also in a playable state (for example, air combat, base building, and R&D are all present).

 

The finished product could still fail to work out, but after seeing the latest coverage of Xenonauts, I do have more confidence that it will see the light of day. For fans of the original X-Com, this is one title to keep an eye on as it draws closer to release.

 

(Link to PC Gamer courtesy of No High Scores)

Section 8: Prejudice – First impressions

Over the weekend, I had the chance to spend a few hours playing Section 8: Prejudice (see here for my “looking forward to…” post in which I mentioned the game), and so far I like it quite a bit. Here are some specific thoughts:

 

  • The game’s pacing feels about right. It plays quickly enough to have a joyous, madcap feel, and it doesn’t take long to get into the action. Power-armoured soldiers blaze across the map only to be cut down by in a volley from entrenched defenders, while respawning players take a mere 6-7 seconds to drop down from the sky. That said, the game is also just slow enough for me to keep up.

 

  • I really like how well the game accommodates players like me, who are terrible at the actual running and gunning in shooters. There are plenty of fun things I can do instead – I can indulge my specialty in video games, fortification, by patrolling the base, throwing down turrets in key locations, and repairing defences when necessary. I can equip myself to take out enemy turrets or outposts (which are easier prey than other players…), I can repair teammates’ vehicles, and so on.

 

  • And on that note, one area where I do seem to have an edge on random online players is teamwork and tactics. In one match, I thought I was the only guy who had ever heard the words “repair”, “fortify”, or “convoy”, and it’s a pain when other players capture an objective and charge off to the next one, only for the enemy to waltz back in and recapture the undefended objective. None of this is surprising, but still…

 

  • I also like the ability to call down vehicles as a match progresses. Not only are the vehicles themselves – a hover bike, a mech, and the holy of holies, a tank – pretty cool, but saving up for vehicles gives me something to look forward to.

 

So far, so good…

Total War: Shogun 2 – The Verdict

This entry is part 3 of 10 in the series Total War: Shogun 2

This is the third post in my series on Shogun 2. You can find my early impressions here and my write-up of the game’s diplomacy here.

 

 

Total War: Shogun 2 is the latest entry in Creative Assembly’s grand strategy, conquer-all-before-you franchise, and its core strengths are those of the series as a whole. Play Shogun 2 for making you feel a master strategist as you build cities; develop farms and mines; raise armies and march them across a beautifully drawn map of Sengoku Japan. When those armies meet, play Shogun 2 for making you feel a natural general as your samurai flow across the battlefield with an easy click of the mouse. Play Shogun 2 for the tension as you wonder how long your beleaguered men can hold, and for the thrill of triumph as you tilt the balance with one well-timed charge.

 

But unlike its predecessors, Shogun 2 offers more than that, for this is the game where Creative Assembly applied the lessons learned from earlier missteps. Where previous Total War titles started strong but wore out their welcomes with boring late games, Shogun 2 is about planning and preparing and gathering momentum for a decisive endgame showdown. Where previous Total War titles were aptly named because diplomacy was so dysfunctional, Shogun 2 makes diplomacy not only viable, but a vital part of the preparation for that showdown. Where previous Total War titles were buggy and often crash-prone, Shogun 2 seems much more stable. Where previous Total War titles suffered from risibly inept AI, Shogun 2’s computer opponent appears more capable (though it still sends generals on suicidal cavalry charges, while failing to repair ships). Last but not least, where it was painful to keep track of a growing empire in previous Total War titles, Shogun 2 offers a far more user-friendly and better-documented experience.

 

In technical terms, then, Shogun 2 is a very good strategy game, one from which other developers could learn, and one that benefits from being built upon the foundations of previous mistakes. It even nails pacing and diplomacy, two elements that strategy games struggle to get right. The question of whether it is a great game is more subjective. As a game, Shogun 2 is so much better implemented than Empire: Total War that it makes me sad for the wasted potential in the latter, but I will still cherish how Empire brought to life a pivotal historical period and the real-world importance of seapower. Shogun 2 sheds no such light for me, but this is more a function of my own interests* rather than being any fault of the game’s. All in all, I would recommend Shogun 2 to any strategy gamer (especially one interested in the Sengoku era!) who would like to see the series’ core mechanics at their most refined.

 

*  While I am interested in Shogun 2’s subject matter, the Sengoku era in Japan, I am even more interested in Empire: Total War’s scope and subject matter: the Enlightenment, the wars of the eighteenth century and the dawn of the modern world.

 

You can buy Total War: Shogun 2 from Amazon here.

 

 

I hope you enjoyed this post! To quickly find this post, and my other reviews, click the “reviews” tab at the top of this page.

 

 

The basis of my review

 

 

Length of time spent with Shogun 2: Roughly 29-30 hours’ playtime (adjusted for time spent away from the keyboard).

 

What I have played: Two short campaigns (one aborted as the Oda, one won as the Shimazu), two historical battles, several custom battles, several “classic mode” multiplayer battles.

 

What I haven’t played: The avatar conquest multiplayer mode, the multiplayer campaign.

Total War? Only for the undiplomatic: the lessons of Shogun 2

This entry is part 2 of 10 in the series Total War: Shogun 2

Update: You can find my verdict on Shogun 2 here.

Total War: Shogun 2: A diplomatic victory, but not in the way you’d think

I’ve now finished the Total War: Shogun 2 campaign (short length, Hard campaign difficulty and Normal battle difficulty, playing as the Shimazu), and I can update one of my earlier impressions. In my previous post, I mentioned that getting too close to the finish line would trigger “realm divide” – a final showdown, with “almost every single computer player in the game [declaring] war” on the human.  It turns out this is not quite correct: even after realm divide I was able to stay on good terms with several allies both large and small. How did I pull this off?

You see, realm divide’s effect is indirect – it works by lowering the human player’s relationship with the AI  players. This negative modifier is big to begin with, and grows turn after turn after turn (there is a cap, but it’s ridiculously large). When that relationship becomes sufficiently negative, the computer will declare war1.

The trick, then, is to pile on every positive modifier possible. Research techs (such as the tea ceremony) that grant a bonus to diplomacy, and keep your daimyo’s honour high so everyone will be more fond of you. Then bribe your chosen buddies to get the ball rolling. Once they’ll agree to it, wed their daughters (or vice-versa) for another, large positive modifier. Strike an alliance for a further boost to relations. Exchange hostages – in my case, an eight-year-old grandson – for yet another boost. And for good measure, declare war on their current enemies (you’ll fight them anyway once the realm divides) for a final bonus.

The net effect: I never had to take on more than a handful of enemy factions, and the ones I did fight were usually busy with wars on other fronts as well! Good relationships bought me the time to win the game before my allies, too, turned on me.  In other words, diplomacy made the final war manageable before I fired the first shot. That is how it should work in a game like this.

How Shogun 2’s diplomacy stacks up to other games

Seeing diplomacy done properly in Shogun 2 underscores how weak it was in the previous Total War games. Afterwards, I loaded up Empire: Total War – from 2009, just two years ago – to compare the available diplomatic options, and boy, has Shogun 2 come a long way since then. Empire has barely any tools I can use to influence a relationship – I can give gifts, I can return land, and, uh, that’s about it – and the options which are there, in my experience, do not work nearly so well as they do in Shogun 2. Suicidal computer players, ahoy!

Shogun 2 also showed up the weakness in the diplomatic system of another game, one you might not immediately think of: Civilization V. Its predecessor, Civ IV, is much like Shogun 2 in that it provides plenty of ways to butter up a computer player, from trade to missionaries and shared faith to open borders. Civ V is a big step back from that. It offers a bare handful of ways to influence a relationship (I can sign “declarations of friendship”, denounce people I don’t like, and… what else?); those features present are poorly documented; and the computer’s attitude can feel infuriatingly random. This was not helped by a design decision to make diplomacy feel more like interacting with other humans – who are explicitly out to win, who are harder to read, and who are more prone to treachery – and less like the application of a game system. Firaxis undid some of the damage in a patch that allowed you to see some of the factors underlying the computer’s attitude, but the lack of diplomatic tools remains. The overall result, as I wrote around Christmas 2010, is an unpleasant throwback to Civ I, a game that’s 20 years old this year.

In contrast, Shogun 2 does appear to owe something to another game renowned for its diplomacy: Galactic Civilizations II, the 2006 4X game from Stardock. I only played a moderate amount of GalCiv2, but I did observe that like Civ IV and Shogun 2, it offered plenty of tools to influence relationships – including techs that conferred a bonus to diplomacy, an idea that Shogun 2 may well have picked up from here.

What makes Shogun 2’s diplomacy work – lessons for other strategy games

What underpins the successful diplomacy in Shogun 2 is the clear link between investment and payoff. In an RPG, if I spend points on my speech skill, that visibly pays off when I unlock new dialogue options. In Shogun 2, if I spend my money raising an army, that visibly pays off when I take my new recruits and use them to conquer my neighbour. And in Shogun 2, if I spend my money on bribes/gifts to other factions, my in-game time researching the tea ceremony when I could be researching gunpowder, and my real-world time messing around in diplomacy screens, that visibly pays off in a secure border and healthy profits from trade.

In turn, this is the result of both successful design and execution. From a design perspective, Shogun 2 provides players with a whole menu of options, most of which involve a tradeoff of some kind (the “investment” part of the equation), while making it very difficult to take on everyone at once in the endgame, especially in the absence of trade income (the “payoff” part of the equation). And from an execution standpoint, these tools work because the diplomatic AI in Shogun 2 is not – at least, in my experience so far – the spiteful and bloody-minded brute that it is in so many other games. Offer a good enough deal, and it will accept. Treat it well enough, and it will be your staunch ally for years.

The benefits to gameplay are real. Good in-game diplomacy means less whack-a-mole, more choices, more strategy. More intangibly, it contributes to immersion and suspension of disbelief. RPGs have party members and non-violent quest solutions, adventure games and shooters have sidekicks and snappy dialogue, Gondor had Rohan, and strategy games should have proper alliances. If even so martial a game as Shogun 2 can succeed here, then other strategy games should follow suit and offer us the rewards of jaw-jaw.

  1. I believe, but do not know for a fact, that realm divide makes the computer more willing to go to war when the relationship is negative (whereas pre-realm divide, a computer player that hates my guts may be more willing to keep the peace). This is conjecture, though, based on how quickly the computer is willing to attack, post realm-divide, once the relationship becomes low enough.

Shogun 2 impressions: THIS is a difficulty spike

This entry is part 1 of 10 in the series Total War: Shogun 2

EDIT: I’ve since won the Shogun 2 campaign! You can find my updated views on diplomacy here, and my verdict on Shogun 2 here.

 

 

A while back I declared that I’d hold off buying Shogun 2, but in the end, positive reviews and word of mouth, even from skeptics of the series, were enough to change my mind. I’ve now played an abortive campaign as the Oda on Normal, and I’m in the early-to-midgame of a Shimazu campaign on Hard. What are my impressions the game now that I’ve had the chance to play the full version?

 

For starters, two points were quick to jump out at me:

 

1. Shogun 2 is much more user-friendly than its predecessors: Compared to the earlier games, Shogun 2’s interface makes it much easier to keep track of your empire. In Shogun 2, a handy panel on the right-hand side of the screen that allows you to quickly jump to any army, province, fleet, and so on (a little bit like the information panel in Europa Universalis III). Previously, you had to open up separate menus to access this information; now, not only is it more convenient to access, it makes it much easier to hop between locations on the map. And Shogun 2 also makes an effort to better document itself: the various unit blurbs and statistics are now collated in the in-game encyclopaedia.

 

2. The diplomatic AI lives on the same planet as the player (on Normal difficulty): One issue endemic to strategy games is computer players that just will not say die. Their armies can be shattered, their homelands aflame; no matter, when you drag them to the negotiating table, they’ll demand your firstborn. But my Oda game was an overdue exception – if I beat a rival clan badly enough, they’d come to me begging for peace, and once I was even able to use diplomacy to demand a beaten clan become my vassal. I am not sure, however, whether the diplomatic AI is always sensible on the higher difficulty levels; in my Hard Shimazu game, AI players have a stubborn tendency to outright refuse (without even making counter-offers!) to sign trade agreements with me. (That said, even on Hard, the AI will surrender when it knows it’s beaten.)

 

And as I played more of the game, a more fundamental difference jumped out at me. My standard gripe with the Total War games – again, as with many other strategy games – is that they’re challenging for a few turns, then I break out of my starting position and snowball until I grow bored and quit.  Shogun 2 changes this formula in two ways: it’s both shorter and sharper.

 

3. In Shogun 2, the short campaign really does seem short: The short campaign requires the player to conquer 25 provinces, including Kyoto – and in about five or six hours of play as the Oda (and auto-resolving trivial battles), I wasn’t far off from the 20-province mark. I think that a skilful player, on Normal, could finish the short campaign over a single weekend, which is a pleasant change from long slogfests. However, in order to finish, you’d have to survive the endgame. And that leads me to my next point….

 

4. This game is the textbook example of a “difficulty spike”: All too rare in grand strategy games, Shogun 2 finishes with a bang rather than a fizzle. This is how my Oda campaign, on normal, compares to the other Total War games I’ve played:

 

Shogun 2 - the difficulty spike is not an exaggeration
Shogun 2 - the difficulty spike is not an exaggeration

 

Remember the win condition in the short campaign is to capture 25 provinces including Kyoto? Well, when you draw too near to victory by capturing 20-odd provinces (the precise number can vary) or Kyoto, that is Shogun 2’s “crossing the Rubicon” moment. This triggers a “realm divide” event that will make almost every single computer player in the game declare war on you. Allies, trade partners, neutrals, formerly subservient vassals, even clans all the way on the other end of Japan – all of them will soon be at your throat. UPDATE – I have corrected this observation; refer to my post on the game’s diplomacy.

Now, from a thematic perspective, I like this a lot, for the same reason that I liked the noble lords dashing for the capital at the end of an old strategy game, Emperor of the Fading Suns. From a game structure perspective, I like this, too – I’ve argued before that games should build to a climax, and showdowns don’t come much more climactic than Player vs Everyone Else.

But a clever difficulty spike is still a difficulty spike. My Oda game went from “pushover” to “unwinnable” in the blink of an eye, as armies attacked me on every front. I had been able to coast up until that point; my fortifications were pretty minimal and my armies largely consisted of ashigaru zerg swarms, but they worked. By the time realm divide rolled around, I was complacent. Boy, did the actual endgame come as a nasty shock after that. Given that I did complain about the series’ tendency to have “a drawn-out, grindy and ultimately boring late game”, maybe this was a case of “be careful what you wish for”…

 

So far, the game is promising enough for me to keep playing. This time, with the Shimazu, I intend to dig in and tech up as much as I can before realm divide sets in. I’ve set the campaign length to “short”, this time, so the game should end on a high note with the realm divide showdown. And I’m looking forward to that, even after the hammering I took the first time. Finally, a challenge worthy of the name “Total War”!

Let’s Play the Empire: Total War Multiplayer Campaign – Introduction

The Total War series of PC strategy games does not dream small. Players choose a nation – a sweeping empire, ambitious upstart republic, barbarian horde, or anything in between – and set out to conquer all before them. On the games’ strategic map, players move around armies, spies, and generals; form new alliances and break outdated ones; and sink their money into economic development or raising fresh troops. When those armies clash, the game swoops down to put the players in control of a 3D battlefield showing hundreds or thousands of men at a time, charging, fighting, dying, fleeing. Set in periods such as the late classical world (Rome: Total War), Sengoku Japan (Shogun: Total War), and the Middle Ages (Medieval: Total War), the games wear a veneer of history, but ultimately they are not about accurately representing the past. They are about bringing toy-soldier childhood play to thrilling life.

 

The series’ ambition reached its zenith in Empire: Total War (my writeup here). Set in the 1700s – a century which started with a war over who should become king of Spain, and culminated with the American and French revolutions – Empire propelled the series into the age of gunpowder. And instead of tasking the player with the conquest of Europe or Japan, Empire broadened its scope to the whole world. In Empire, players can fight in three main theatres (Europe, North America, and the Indian subcontinent) and send ships to four lesser ones (the coasts of Brazil, West Africa, and the East Indies, and the straits of Madagascar). British redcoats can square off not just against French regulars in the fields of Flanders, but Iroquois warriors in the Thirteen Colonies, Maratha cavalry in India, or those same French in Quebec. Empire also plunges into naval warfare, allowing players to command their ships in battle and using overseas trade as a carrot to reward players for achieving command of the seas.

 

Unfortunately, Empire has a particularly noticeable Achilles’ heel. As with many other strategy games, the computer player cannot keep up with a human over the course of the campaign*.

 

The option to play the campaign in multiplayer alleviates this problem.

 

And this is what Peter Davies, aka beefeater1980 (edit: later replaced by Shane Murphy, aka Talorc), and I are doing. Each of us manages his respective kingdom and commands his troops and ships on the battlefield. And the way the Empire multiplayer campaign works, each time one human player fights a battle against a computer player, the other player is given the chance to take over for the computer. The result should be a game that’s exciting and epic in equal measure, and so far, it has lived up to our hopes.

 

The game: Empire: Total War.

 

The rules: The winner of the game will be determined by Prestige, which as far as we can tell is awarded for researching certain technologies, and building fancy public buildings ranging from infrastructure to palaces. We have set the campaign difficulty to Hard (which gives a boost to the computer players) and the battle difficulty to Normal.

 

The two sides: Peter Sahui (PS) as Britain (that’s me!). Peter Davies (PD) and later Shane Murphy as France.

 

Our game begins in 1700; historically, this was the eve of the War of the Spanish Succession. Great Britain** is allied to Portugal, the Netherlands, Austria and Hannover. France is allied to Spain. Britain controls the British Isles, Jamaica, the Bahamas and Prince Rupert’s Land; France controls metropolitan France, the Windward Isles and what, today, is eastern Canada. Each of us also has certain American possessions represented by a computer-controlled ally: the Thirteen Colonies for me, Louisiana for the French. Geography presents several obvious potential flashpoints for the two powers. But while conflict is inevitable, when it will break out, and the form it will take, are not set in stone.

 

And now, over to France…

 

 

* Based on my personal experience playing as the British in single-player.

** In real life, England and Scotland did not come together to form Great Britain until the Act of Union in 1707;  however, the game represents them under the British banner from the start.

Dawn of War Dark Crusade: The promise and peril of pacing

The original Warhammer 40,000: Dawn of War came out to rave reviews all the way back in 2004, but I didn’t play it until a few months ago, when I jumped into the Dark Crusade expansion. And I liked it! But it wasn’t perfect. In the process, Dark Crusade showed me how one element of gameplay should work… and how the very same element shouldn’t.

 

By way of background, most of the levels in the Dark Crusade campaign are just ordinary skirmish-style matches against one or more computer opponents. Here, the AI is more or less playing the same game as the human. A few, in contrast, are “stronghold” battles, which are more in line with traditional RTS campaign levels. The stronghold battles are hand-crafted affairs featuring special victory conditions, scripted events tied to particular locations, and more puzzle-like computer opponents.

 

Now, based solely on “ordinary skirmish” vs “hand-crafted affair”, you might think that the stronghold battles offer the superior gameplay experience and that the other campaign levels are just filler. But my experience was Dark Crusade was the complete opposite: I had the most fun with some of the skirmish-type battles, while the strongholds left me groaning. Why?

 

In a word, pacing. By “pacing”, I don’t just mean the game speed, although that is part of it. I mean the structure of a given match, how it unfolds, when it’s most exciting or challenging, and when it’s least.

 

Played on the right map, against multiple computer opponents, the pacing of the ordinary maps* in Dark Crusade was marvellous. If there were two computer players and only one of me, this forced me to quickly locate my foes, and then either successfully rush one, or keep them both bottled up while I out-teched them. If I took too long, either the superior enemy numbers would overwhelm me or else the second computer player would tech up and roll over me with top-tier units while I was still dealing with the first one. The actual speed of the game was also just right: fast enough to have a sense of urgency, fast enough for the match not to take too long, fast enough so that I could replay a stage if I lost. At the same time, it wasn’t so fast that I found it unmanageable, and in particular, it didn’t require me to split my attention amongst 20 different things (and thus it avoided the fate of Company of Heroes, from the same developer, which ended up as an exercise in frustration for me).

 

In contrast, I found that the strongholds fell flat for several reasons. The basic structure of the stronghold mission is that you have to fight off an onslaught in the first 30 seconds, when your forces are at their weakest… but after that the enemy attacks die down to a constant, annoying trickle. The computer players in stronghold missions didn’t build bases, they didn’t tech up, they didn’t come at me in increasing force. But (appropriately enough) they were very well-entrenched. And so, after I survived that initial rush, the strongholds degenerated into (1) maxing out my forces while fending off the continuing trickle, then (2) laboriously rolling over the excessively large maps. To put things another way, the challenge in the normal maps was high and stayed that way throughout the entire 30 minutes, or however long it took me to play; the challenge in the stronghold missions started high, plummeted after 30 seconds, and stayed boringly low for the rest of the loooong maps.

 

All in all, I really liked the Dark Crusade campaign and I walked away from the game thinking, “So that’s what all the fuss was about!” But that was no small thanks to the fact that the campaign has many more ordinary than stronghold missions. The former were tense, exciting, well-paced; the latter too long, too grindy, and an example of the complaints I often hear voiced about RTS campaigns. The combination of the two, I think, makes the Dark Crusade campaign a lesson in the importance of pacing to a strategy game.

 

 

* I only played one skirmish and one comp-stomp game of Dark Crusade, but from what I saw, they lived up to the high standard of the ordinary campaign maps.

Pricing AI War and Tidalis: Chris Park of Arcen Games speaks

A few weeks ago, I wrote about the differing pricing strategies that Matrix Games, Shrapnel Games and Paradox Interactive use for their respective catalogues of niche strategy games. Matrix and Shrapnel keep prices high and discounts rare, while Paradox titles are discounted far more frequently and have a lower base price once they’ve been out for a while. But I was also curious about the pricing strategy followed by another company, Arcen Games. AI War, Arcen’s first title, is deep, intricate and indie, but it and its expansions also frequently sell at a discount, and AI War’s base price of US$20 is also much lower than the typical price for AAA retail releases. So I decided to ask Chris Park, the founder of Arcen, about how useful Arcen finds discounting. With his permission, his reply is quoted below:

 

“Hi Peter,

Good to hear from you. I think that a variety of models can work, as you yourself pointed out, but in the case of Arcen we’re pretty much dependent on the occasional discount sales in order to stay in business.  Not to put too fine a point on it. ;)

In an average month with no discounts, we tend to bring in anywhere from 33% to 90% of our operating costs, which at best means we’re still losing money.  In the months where we do a discount, we tend to bring in between 300% to 550% of our operating costs, which more than makes up for it.  We tend to do discounts every 2-3 months, as you may have noticed, which keeps us usually on a growth track and quite comfortable.  Last summer when we had some financial difficulties, it was partly because our summer discounts had fallen to about 200%, which was not what we needed.

In a broad sense, it’s definitely true that the discount sales help to keep ongoing visibility for our games, but I think that’s only possible when it’s also paired with the free-for-existing-customers updates.  That lets people feel like the game is something current that they are buying (which it is), rather than just a game from 2009 that we are wringing out the last drops of money from.  For us, this has meant that in terms of AI War revenue, our 2010 income was slightly more than 4x our 2009 AI War revenue.  So far, our 2011 revenue for AI War is already about 1.5x our 2009 numbers, so it’s growing even faster now.

A lot of that comes from our expansions, or our ongoing updates, or our ongoing periodic discounts that let us get floods of new players that are excited about the game.  For our company specifically, I don’t think this would work without all three of those factors, honestly.  That puts us… in a really unusual situation as a game developer, anyway.  Normally sales start way higher and then trend off after a month or two, but ours is backwards and spread out over two years so far.”

 

This made me wonder whether there was any difference between AI War and Arcen’s other title, the casual/puzzle game Tidalis, when it came to the effectiveness of discounting. Surely, going by the Matrix/Shrapnel logic, discounts would be more effective for the “mass market” title than for the deep strategy game? But the answer to my follow-up question came as a surprise:

 

“My pleasure, and I’m glad the info was useful. Bear in mind that not nearly every indie game developer is in this sort of situation.  We are one of but dozens of successful business models I’ve seen, and I can’t claim that one is really better than another.  Instead, I think it’s a matter of each indie finding what works for their specific titles and their development style.

And that can even vary by title, too.  Case in point: the effectiveness of discounts has indeed been quite lower with Tidalis compared to AI War.  Being casual-on-the-surface and having a price point of $9.99, which people already associate with being low, are I think the two key things that make that not work as well.

Or another way to look at it, I suppose, is that it’s simply not that big a hit with the “Steam crowd” or the other hardcore distribution sites.  So putting it on discount makes a lot less difference there since that audience that is so discount-reactive is less interested in the game to begin with.  The depth is there, but it’s masked by a surface that is off-putting to many hardcore gamers, we found.

I don’t mind if you quote the whole thing, that’s just fine — just bear in mind that I don’t speak for all indies, and a lot of them that I know use business models that are utterly at odds with mine.  Indies are a very non-homogeneous part of the industry in practically every way, heh!”

 

Now, as Chris points out, Arcen is just one data point, taking my total to four (including the original three of Matrix, Shrapnel and Paradox). But it’s a fascinating data point, and I found it a real eye-opener as to the factors that can influence both the choice and the effectiveness of pricing strategies.

 

(Incidentally, I own both AI War+its expansions and Tidalis, some of which I bought at a discount and others of which I bought at nearly full price. I haven’t yet played AI War beyond its tutorials, but Tidalis has been love at first sight from what I’ve played so far, and I think it would be a shame for hardcore gamers to overlook it without even a glance. I hope to write more about Arcen’s titles as I play further.)

 

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New Sins of a Solar Empire expansion: Rebellion – I’m looking forward to the new victory conditions

Stardock has just announced Sins of a Solar Empire: Rebellion, a standalone expansion (quasi-sequel?) to Ironclad’s 2008 space opera RTS. Here are some of the promised features:

 

“New Factions: Players decide whether to become Loyalists or Rebels, which unlocks a unique new tech tree granting them new technologies and ship variants.

 

New Titan-class ships:  Massive warships for each race that dwarf capital ships, these deadly new monsters are capable of wiping out entire enemy fleets single-handedly.

 

New Capital Ships:  A new capital ship class arrives, giving players new strategic options.

 

New Corvette-class ships:  Small, highly maneuverable light ships that are adept at a variety of tasks…. (Snip)

 

… New Victory Conditions to allow for more variety, differing strategies and shorter game sessions.”

 

Of all these, the one that really excites me is “new victory conditions”. New units are well and good, and I’m sure the Titans will be as cool as the developers intend, but a dearth of units was never one of my complaints. On the other hand, I do think Sins could do with more ways to win, and I can think of two possibilities that would be particularly suited to the game*:

 

1. Territorial victory a la Company of Heroes – hold X key points on the map long enough to win. Since the entire game design is built around territorial control (you derive your income from planets, which are discrete locations on the map connected by jump lanes, and hence choke points also become very important), territorial victory is the logical extension of this.

 

2. Wonder victory – build a megaproject, or megaprojects, and defend them while a countdown timer ticks down to victory. Such a pure “builder” victory condition would be consistent with Sins’ grand scope – and be a welcome import from the 4X genre into a game whose stated ambition is to be a “RT4X”.

 

The beauty of both these win conditions is that they add tension to the late game – can I break through player X’s defences and tear down his/her Wonder, or snatch enough victory points, before I lose? This tension (at least, in single-player) is something sorely lacking from the basic “kill ‘em all” victory condition once the player reaches the “tipping point” where victory is inevitable, but still requires long, hard fighting. Sins already took some steps down this path with the diplomatic victory introduced in the Diplomacy expansion, and it would be great to see this continued.

 

No launch date announced yet that I can find, but I look forward to further details, particularly on the victory conditions. Here’s hoping Sins of a Solar Empire: Rebellion will live up to the promise of its predecessors.

Total War: Shogun 2 – Demo thoughts

The demo for Shogun 2: Total War Total War: Shogun 2 is out, and I’ve spent a little bit of time with it. What do I think? Well, I saw absolutely nothing that would change my expectations for the finished game. The demo consists of the campaign tutorial plus a single battle scenario, Sekigahara, which is really not enough to judge the actual quality of the game. So what are those expectations?

 

At the design level, I’m reasonably confident that the finished game will be great on paper. The demo reveals that a bunch of the improvements in Empire: Total War (maritime trade posts and the trade route system; the ability to automatically route reinforcements to an army instead of having to manually play deliveryman after every battle; the income-producing structures, such as rice paddies and ports, scattered across the map…) are still present, and that gives me hope for the game’s strategic layer. The series’ main design flaw is the typical strategy game problem of a drawn-out, grindy and ultimately boring late game, but I’ve lived with that before, and it wouldn’t prevent the early game from theoretically being a blast.

 

My skepticism, rather, concerns execution. The Total War series is infamous for inept AI — just ask anyone who’s seen AI armies happily milling around in front of the player’s archers — and bugs. The most splendid graphics, the finest tactical battle engine, the broadest variety of units are utterly useless if the computer opponent just does not understand how to play, or if the game crashes repeatedly. And this is the kind of problem that will not become apparent until after people have spent days or weeks with the full version of the game, not a highly restricted and scripted demo.

 

Will I get this game eventually? I’m sure I will — but I’ll give it a year or two to wait for patches, expansion packs or DLC, and mods. By then, I hope, the game will be close to the spectacle promised on paper.

Pricing Niche Strategy Games: Matrix, Shrapnel and Paradox

For some time, I’ve kept my eye on a space-opera 4X game by the name of Distant Worlds, developed by Code Force and published by Matrix Games. This game (based on what I’ve read) could best be described as Master of Orion III done right. As is typical for the genre, Distant Worlds casts you as an aspiring galactic emperor, out to subjugate the galaxy through the efforts of your colonists, scientists, businesspeople, and when all else fails, your soldiers. Less typically, the game expects you to delegate much of your authority to a computer-controlled viceroy, which apparently allows it to aim for an especially epic scale. It apparently even does a good job with little touches such as minor species that can be swept up into the larger empires, and with establishing backstory through in-game events. But for all my interest, I’ve never bought Distant Worlds. Why? Because it usually goes for its full price of $40, on top of which there’s also a $20 expansion pack. And that money would buy me a whole lot of other games or books instead*.

 

Admittedly, Distant Worlds is a new game; it only came out in March 2010. What about older titles? Here, we can consider Dominions 3, developed by Illwinter and published by Shrapnel Games, which sells for $55 despite being released back in 2006. Now, I love Dominions 3. It’s one of my all-time favourites, and well worth the money I paid for it. But $55 is still a fair bit of money, comparable to the price of a brand-new AAA game.

 

Whenever I see this topic come up, the standard response is that the Matrices and Shrapnels of this world charge the prices they do because their customers are a small, but price-insensitive, niche. In other words, if I am so hardcore a strategy player that I’ll buy Dominions 3 in the first place, then I’m so hardcore that I’ll pay $55 for it; on the other hand, if I wouldn’t play that kind of game at all, then no discount would help. And this is a reasonable point. While, say, Recettear managed to sell over 100,000 copies with the aid of heavy discounting, (A) Recettear is far more mainstream than Dominions 3, and (B) many of those cut-price sales brought in very little money. (If you’re interested in the maths behind price, units sold and revenue, I have a brief writeup in an appendix at the bottom of this post.)

 

But a third company, Paradox Interactive, would seem to disprove the “our game will only appeal to a few people, so we need to charge a premium price” approach. Paradox’s games are also very deep, very dense, and very niche, yet Paradox takes a very different approach to pricing and discounting. Paradox’s latest title, Victoria 2 (2010), also currently has an official price of $40 – but one site offers it (in download form) at a temporarily discounted price of $20, and another offers it (as a boxed copy) for a regular price of A$19.50. And Victoria 2 is by no means unique. I regularly see Paradox-published games (both internally and externally developed) go on sale with hefty discounts, often but not always to coincide with the launch of a new game. Paradox’s older games also have much lower base prices (Europa Universalis III Complete goes for $20, though it’s missing the latest two expansion packs.) So the Paradox brass certainly seems to believe that it makes more money this way.

 

Why might Paradox’s approach be so different from that of Matrix and Shrapnel? I can think of several explanations.

 

  • One, as I understand it, both Matrix and Shrapnel are primarily wargame publishers, but from what I can tell, wargames are generally also pretty expensive. (I’m not a wargamer, but this is based on my looking at the prices of wargames and hearing periodic complaints on the subject.) Perhaps Matrix and Shrapnel are accustomed to pricing for that market, and just apply the same principles to other strategy games? Perhaps their usual audience is accustomed to paying higher prices even for non-wargames? Perhaps it’s both?

 

  • Two is the nature of Paradox’s product offering compared to the other two. Shrapnel doesn’t publish that many games in the Dominions series (in addition to 3 itself, there’s just Dominions 2, which seems to be no longer available), and Distant Worlds is its developer’s only game. In contrast, Paradox has plenty of games in its historical series, which complement rather than replace each other, and it constantly releases new titles and expansion packs. So by discounting, say, the Renaissance/Age of Discovery/Enlightenment game Europa Universalis III, Paradox is building brand awareness for its medieval game, its Roman game, its Victorian-era game and its World War 2 game. To some extent, this is supported by my observation that games that Paradox publishes, but doesn’t develop, don’t seem to go on sale as often as Paradox’s own titles. Given that, say, there are only two titles in the externally developed Mount & Blade series (plus a third one in the works) and the first game was made obsolete by the second, and that there’s only one Sword of the Stars game (plus an upcoming sequel), there’s less need to promote these by discounting. (That said, their base prices are also cheap – Sword of the Stars Complete goes for just $20.)

 

  • The other remaining alternative, of course, is that one business or another is mistaken: either Paradox is leaving money on the table with its lower-priced back catalogue and frequent, large discounts, or Matrix and Shrapnel are losing business with their high prices and infrequent, small discounts.

 

I have my own suspicions as to the answer: I’ve bought a bunch of cheap or heavily discounted titles from Paradox that I would not have bought for full price, so Paradox has forgone little or no revenue from me. In contrast, as mentioned above, Distant Worlds’ price tag is what has kept me from buying it. And my instinct tells me that pricing games in the belief they’ll only appeal to a tiny niche may end up being a self-fulfilling prophecy. But I’m just one customer; I’m biased (cheap games benefit me!); and most importantly, I don’t have any hard data (for the Matrix/Shrapnel/Paradox end of the gaming spectrum) to verify my guess. So at this stage, I think, the jury is still out.

 

If anyone reading this is from one of the abovenamed publishers, or has experience with pricing niche video games, please leave a comment! I’d love to hear your thoughts.

 

* To be fair to Matrix, I just discovered that the game had gone on sale (down to $27) over Christmas 2010.

 

** If the data’s available, there are plenty more examples of niche games I’d like to hear about. How has, say, Arcen Games done with its frequent sales on AI War?

 

 

Appendix: Product pricing, sales revenue, and profit


How much should we charge to maximise profit? (This isn’t the same as maximising revenue, as we’ll see.)

 

At the revenue line, revenue = price * number of units sold. So I should be indifferent between selling 5 items for $20 each or 2 items for $50 each, a ratio of 2.5:1.

 

At the profit line, it becomes a little trickier because now I have to deduct the incremental cost of selling each additional unit***: Profit = (Price – Variable Cost) * number of units sold. If each item I sell costs me an incremental $10, now I have to sell 8 copies for $20 each (making a $10 profit on each) to make the same profit as I would from two $50 sales (which would give me a $40 profit on each, for $80 total), a far less favourable ratio of 4:1.

 

However, when it comes to games distributed in download form, I think it’s reasonable to assume that, other than the retailers’ (Steam, Impulse, etc) fee, there is a minimal cost to sell additional units. (And in any case, my understanding is the retailers’ fee is typically a variable amount – say, 40% of the item’s price – rather than a fixed sum.) So for present purposes, we can probably treat revenue maximisation as the sensible policy to pursue.

 

*** Strictly speaking, when I talk about “profit” in this section, I’m referring to “contribution margin” – that is, revenue minus variable cost.

 

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