Welcome to the Home of Game Strategies and Stories


Talk Strategy

22 Jul 05

Well, I had a column almost done when my computer crashed. That's the first time in a long time. I'm pretty sure I was over tasking it with my multitasking and got a page fault. Maybe I should try to focus on only two or three things at a time. It looks like you'll get the short version.

I think I'm in a gaming slump of not enough gaming time. I hereby resolve to play more. Hopefully, that will last longer than the New Years resolutions.

You knew it would happen. Super Lawyer Jack Thompson is going after the Sims 2 now. What is he ticking his way down the list of the biggest selling games? I guess World of Warcraft is running scared. Of course, if the opposition to gaming is convinced sex is the ultimate weapon, they'll lose badly. Rockstar's problem came from their deception.

I guess it's clear now that Thompson is using the cigarette company model. He's trying to establish patterns of bad behaviors to throw out there to muddy the waters. Then he can throw some shocking imagery out there and try to get a sympathetic jury to punish the companies because they have deep pockets. He still has to get over the problem that he's lacking evidence and judges keep throwing his cases out. We'll see what happens.

Jason
Read/Post Comments

21 Jul 05

I've mentioned before why I spend so much time on the console market. As a brief summary, it's growing faster, there's more money in consoles, they're harder to pirate games, there are good tactical and strategy games for consoles that PC centric gamers don't know about, and we have to show that strategy and tactical games are viable on all platforms. You'll notice most of the news covers PC games, but I really don't think core PC gamers should be ignoring the consoles. If nothing else, consoles games will continue to have greater and greater influence on PC game design.

That's a long winded way of saying I'm going to talk about consoles some more. Specifically, I'm going to talk about the PS3 and this article. Here we have Sony stating that the PS3 will launch simultaneously in the US and Japan and be expensive. I think that's misinformation all the way around.

Microsoft has pretty much shown their hand. They're looking to ship in the first two weeks of November this year with a price around $299. We don't know about all the launch games yet. We don't know what kind of extras you'll have to buy for your 360. We do know the hardware specs are pretty much locked in.

Sony is perceived as the more powerful player and producing the more powerful console. Some estimates have predicted it could be up to twice as powerful as the 360 though it's doubtful you could see that in game performance. However, it's interesting to note that Sony has made the hard drive and option and removed the router/switch functions from the PS3. It's clear they're interested in cost cutting.

So how do cost cutting and expensive fit together? Here's my WAG. I think we're going to see Sony launch first in Japan as they always have. They're not threatened in Japan by either the Revolution or the 360 so Japanese early adopters will pay a high price for the system. Converted over to US currency it could top $400.

There is competition in Europe and the US. So I think we'll see the simultaneous launch of the PS3 a month or two later in those regions. I also think Sony will match the 360's price point of $299. Why? Sony can't afford for the PS3 to fail to meet expectations. They've invested a fortune in the Cell processor. They've put another into the development of Blu Ray. On top of that, they can't afford to start losing some of the revenue that game software licensing brings in. With all that on the line, Sony can't risk playing games with the price point. They need the consumer to think they're getting a better system at the same price.

Sure, Microsoft could respond with a price drop when the PS3 launches, but Bill Gates has already said their response to the PS3 will be a Halo 3 launch. Even if Microsoft does drop the price, Sony can just label it desperation. They don't have to respond in kind until the holiday season. As always, we'll see what happens.

Jason
Read/Post Comments

20 Jul 05

I hope everyone enjoyed the interview. I could use some feedback on it. Good questions? Good answers? Do we need more articles like that? What games would you like to get more information on? As always, comment or drop me a line.

I guess it's no secret what today's big story is. It's on the front of the news section. Part of me didn't expect the industry to change the rating on one of the biggest games ever. I suppose it was inevitable. Public and political pressure was building on the ESRB to act, and they could only really do one thing. I guess that makes San Andreas the first Adults Only game I own. Who knows where that will lead.

This was purely a monster of Rockstar's creation. Someone green lighted the time and effort going into that minigame. Someone allowed it to be added to the code base and compiled. Deactivating it later was a hollow gesture once they knew they had gone too far to get a Mature rating.

Sure it might have proved hard to extract that code, but no one will believe that excuse coming from Rockstar. They've pushed the boundaries too many times. They knew full well the code would be found. I don't particularly believe the rumors that the mod came from Rockstar originally, but it might as well have after they way they hung that modder out to dry. It looks like the industry is doing the same to them.

Here's my advice for Rockstar. Don't worry about making the next game bigger. I'd suggest going further back in time. Maybe to the 50s for a Godfather type GTA. Or the 20s and 30s for an Al Capone GTA. I'd also make as story with multiple moral choices. You can be Robin Hood, Scum or something in between.

While we're at it, how about allowing multiple ways to complete a mission. I don't mean do I shoot the guy from the street or from the roof. More like do I shoot him and see who gets angry? Do I follow him and see where he goes? Do I talk to him and see if I can shake some information out of him? Do I frame him for a crime and help him out so he owes me a favor? It doesn't have to be that complex, but something a little different would be good.

Next, I'd hire some people from Blizzard to show me how to polish a game until it shines. It's not about cramming features in anymore. It's about making the most seamless, living, breathing world possible where you can bend or break the law. Get it polished until everything is smooth, tight and fun.

Finally, I'd drop sex from the game entirely. You could make it a plot device or whatever, but no sex in the gameplay, cut scenes or on the radio. It may sound like an overreaction at first, but it's appeasing design choice that least affects gameplay. If Rockstar doesn't think some concessions will have to be made, then they haven't learned their lesson.

Jason
Read/Post Comments

19 Jul 05

I mentioned we'd have a special treat for you today. One of the surprise hits from E3 2005 was Ghost Wars. It's a near future RTS that actually allows the player to zoom in and take control of a unit to help turn the tide of battle. Talk Strategy got a chance to run some questions by Cyril Piner Mata, Ghost Wars Project Manager.

TS: The Imperium Galatica series is a favorite among 4X fans, why should those fans be interested in Ghost Wars™?

CPM: As long as you’re a strategy games fan, you’ll be interested in Ghost Wars™. As it benefits from a new generation engine, Walker 3, which allows to get stunning graphics and visual effects, and Ghost Wars™ also brings new game mechanics, with the Direct Control mode and Game Master multiplayer mode.

TS: What time frame and series of events surround Ghost Wars™?

CPM: Ghost Wars™ story takes place in the very near future, and takes you deep into the clandestine world of the Government Special Operations Group and its secret war against emerging terrorist threats and networks.

Seemingly independent incidents throughout the world will all fall to place like in a giant puzzle, to reveal the shocking truth behind. Classified missions will take place in such locations as Cuba, Ukraine, USA and Afghanistan.

TS: What do you hope players get out of the ability to zoom in and directly control units?

CPM: The Direct Control mode - or FPS mode - is a very exciting feature, which all gamers will enjoy their way. First, this allows to get rid of an enemy faster than with the traditional RTS view. It makes battles more intense. But on the battlefield, you can’t overuse it, as it might lead to your defeat if you stop commanding your troops for a few minutes.

It’s also very useful for vehicles, which you can control in Third Person mode. Let’s imagine one of your tanks is in a difficult situation, then you can instantly take control of a helicopter to go and give it support. You can also drive a vehicle throughout the whole map with reconnaissance goals. It’s also funnier to drive a big tank in the streets and see the battle from the ground view.

The FPS mode is also a perfect way to enjoy the wonderful graphics and extremely detailed environment in the game.

TS: You're modeling a Special Forces unit. Some of the characteristics of those units include advanced/specialized weapons, highly coordinated maneuvers, and close bonds among unit members. How will these be modeled in the game?

CPM: Every weapon, vehicle and equipment has been faithfully modelized. Ghost Wars™ will feature more than 30 weapons, 40 vehicles and more than 25 different units. It’s worth mentioning that beside all this, the enemy equipment will be “lootable” and you’ll be able to take control of any civilian vehicle.

Concerning realism, we’re working with a US military consultant, who reviews all the equipment, weapons, vehicles, tactics in order to be as faithful to reality as possible. He even reviews the lines of dialogues that units will say in the game.

According to the geographical zone where missions will take place, the enemies’ equipment and tactics will be different, and inspired by real facts.

TS: Two more Special Forces hallmarks are detailed mission planning and adapting to changing circumstances. How much control will the player have in those areas?

CPM: At the beginning of each mission, players will be given a full description of the current situation, the objectives assigned, the key spots on the map, etc. So you will know exactly what you’re expected to do. As for changing situations, you will have lots of options at your disposal (go ahead, retreat, hold position, etc.). Your abilities to react quickly under enemy fire or offensive attacks will be assessed, but you may also face a violent response from the other side, so you will have to face various changing situations.

TS: Individual unit AI in the RTS genre is usually pretty bad. How do you plan to improve this and what will be the impact on gameplay?

CPM: It is true that AI and enemies’ reaction are often disappointing, and not only in RTS games. That’s why we’ve been paying much importance to it, working on a way to give units a variety of “human” plausible reactions. Units will of course be able to run, crouch and prone but they’ll also be able to take advantage of the environment. For example, they can hide behind a car during a fight or at the corner of a street. They can also retreat when they’re losing too much ground! All this will allow to get very diversified situations and intense, realistic battles.

TS: Will there be RPG elements or unit advancement in the game?

CPM: Yes, Ghost Wars™ will include an RPG aspect as you will have to make choices on the best way to develop your units via a skill system. A great variety of possibilities will be offered to gamers and it’ll be up to them to decide what to do to get a balanced, efficient team on the battlefield. Either increase the firepower of the riflemen or enhance the shooting range of your ambushed snipers… There are many, many possibilities.

TS: The gameplay concept reminds me a bit of Hostile Waters: Antaeus Rising. Are you familiar with that game and are there any similarities?

CPM: I’ve heard of this game but I’ve never played it, so it hasn’t affected our vision of Ghost Wars™ in any way.

TS: Hostile Waters performed poorly in the US market because it lacked multiplayer. What can you tell us about multiplayer?

CPM: I agree that multiplayer is an essential part in RTS games. And Ghost Wars™ will feature several multiplayer modes : Hostage Rescue, Capture the Leader (similar to a well-known capture the flag game mode), Destroy, Cooperative Mode and the very exciting Game Master Mode. The game master gives orders in RTS mode to the player-controlled and non player-controlled units. He gets feedbacks from the players via voice and/or chat messages. He can’t switch into TPS and FPS mode so this guarantees players to have a tactician in the game master seat.

Finally, there are 2 playable sides in multiplayer mode : the terrorists and the Government Special Operations Group. Each side has a different kind of game play, different units and weaponry.

TS: How destructible are the environments and how will that affect gameplay?

CPM: In Ghost Wars™, the environment can be fully destroyed (buildings, vehicles, vegetation…). Thus you can really shape the battlefield for tactical purposes. Let’s say there’s a building you’re suspecting to be occupied by terrorists, and which you can’t reach safely, then you can also call for support to bomb it, you can also destroy cars or houses that enemies could use as a cover… So you can complete a mission in many different ways.

TS: Recently Ground Control 2 received praise for allowing players to adjust difficulty for each mission. Have you considered using a similar system?

CPM: The level of difficulty will be adjustable before starting your campaign, but not before each mission. There are always several ways to complete each mission; try another path, use air support, use some units for reconnaissance purposes. We prefer to keep Ghost Wars™ challenging and offer gamers the most intense gaming experience.

TS: Warhammer 40k: Dawn of War was one of the most popular games in the RTS genre last year. Its single player campaign basically had two types of missions. One was a puzzle like mission that played out the same way each time. The other was a more dynamic mission that contained the ebb and flow of battle often on multiple fronts that could turn out very differently each time you play it. How do your missions fit in those categories if at all?

CPM: There is one main campaign in Ghost Wars™, and each mission will have several objectives. There are of course primary objectives, which are compulsory and that the player must complete to succeed in the mission. Primary objectives are always known to the player. There are also secondary and secret objectives that can give a bonus when successfully completed.

So, the replay value is quite big and you’ll have to complete the campaign several times to make sure you’ve really explored the title.

TS: Finally, in the big picture, where do you see strategy gaming headed in the next five to ten years?

CPM: I think Artificial Intelligence will benefit from technological advancements, as well as more detailed environment. Both will allow to recreate lifelike situations and intense battles, which will captivate gamers and allow them to plan really strategic fights.

------------

Thanks to Cyril, Chris Clarke and Sandra McAuley for their help with this interview. Ghost Wars is expected in the first half of 2006. You can check out some Ghost Wars screenshots Here.

Jason
Read/Post Comments

18 Jul 05

I should have something interesting for you tomorrow. I try not to keep everything the same around here all the time. If there are any particular changes you'd like, please let me know.

It looks like Blizzard is looking to bring Starcraft (& Diablo) to a handheld near you.

I mentioned a while back that Stardock was changing their Total Gaming dot Net game download service. They've now released the new version along with a selection of new games. Basically, what's new is that instead of getting a block of games at a fixed price, now you get 10 tokens for your subscription. Each available game has a dollar value and a token value assigned to it. You can buy straight or save a little with buying tokens (just like the arcade).

Apparently this allows Stardock to more accurately and fairly compensate developers. That will, in turn, get more developers to offer up their games. As always, games bought through TGN are yours to keep. There's no copy protection/disk checks. They even have reasonable policies about multiple computers. It's not quite as cool a deal as it was before, but it's still a step forward in independent online distribution. It's also much less obtrusive than Steam.

The first new batch of games all seem to be from small indie developers. There's nothing wrong with that. You'll certainly be trying some different things from space shooting to a breakout game to a word game. Probably the "big" name on the list is the award winning Gish. That's the game that has you playing as a platforming ball of tar. Hopefully, this trend might mean we'll see other indie games like Mount and Blade, Fate, Darwinia and Tribal Trouble.

This week's game is one of the new ones from TGN. It's Astral Masters (official site) from Apus Software. It's a turn based card battle game. You build your deck from elemental cards creating a balance of magic and summoned creatures. Play quick games or tournaments against computer opponents or online. As with most strategy games, the developers claim it's easy to learn, but hard to master. It's available now along with a demo if you're curious.

Jason
Read/Post Comments

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Return to Archive List

 


Unlimited Game Rentals Delivered - Free Trial



Buy at GameStop.com

Thank You for supporting
Talk Strategy


GoGamer - Home of 48 Hour Madness!!



EBHoliday120x90





Free Shipping 2003

Free Shipping

For the Collector in You. Entertainment Earth.

button



Super Savings Only From Overstock.com!

GoDaddy.com $3.99 Domain Name Sale

 

 

 

 1and1 hosting ad


© Talk Strategy 2005