Everything Old is New Again

So, E3 2007 – or some close approximation thereof – is come and gone, and the coolest thing I saw from the comfort of my own desk is this game. It’s called Echochrome, and my minimalist heart loves the sparse black-and-white style and elegant score. The Escher-inspired puzzle gameplay looks pretty tasty as well. At first, I was afraid that the controls might be unwieldy, but on a second viewing, it became clear that the player doesn’t actually control the character. Instead, the character simply always walks forward (and, smartly by the designers, doesn’t die if it reaches a dead-end… that would be a little too hard-core). The player’s job is just to rotate the image so the character can navigate the maze by moving ahead automatically. Brilliant.

Funnily enough, this is not the first platformer (or whatever you want to call it) to be inspired by Esher. In fact, it was not the only innovative game garnering much attention that is actually just an update of an old idea or two. Not that there’s anything wrong with that! The early years of gaming were full of great ideas that were often years (or decades!) before their time. I’m glad I grew up during that very messy period; indeed, I have my own mind set on someday updating one specific classic game from the early ’80s that would be just as fresh today as it was back then.

The 7-Year Switch…

Since Gamespot called me out for not updating my blog, I should probably make an announcement. I have joined EA Maxis in sunny California to work on Spore. Thus, I have left Firaxis after 7 years of work, during which I was co-designer of Civ 3, lead designer of Civ 4, and project lead on various other projects that never saw the light of day. It was a great run – I got to work with Sid Meier, who lives up to the billing, played a major role in growing one of my favorite games, and made a lot of great friends.

However, working on a game like Spore and with the incredible team that Will Wright has assembled in Emeryville was an offer I couldn’t refuse. So, leaving the job that almost defined my life for many years to come to EA (technically, to come back to EA) was definitely a bittersweet moment.

Of course, the more things change…

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My Favorite Week…

My favorite week of the year is next week. It’s GDC week, which is like the holiday season for game developers – a chance to get everyone together in one place to share, help, and inspire each other in our jobs. This will be my sixth year, and I have yet to be disappointed.

I will be taking part on a panel discussion about the future of PC gaming, hosted by David Edery, from 12:00 – 1:00 on Thursday in Room 3010, West Hall. Among the questions to be answered are “Is PC Gaming D0MED?!?” For a preview of my thoughts, check out this interview with CVG.

How Fast Can Risk Go?

Pretty Fast.

Dice Wars is a very well done, minimalist version of Risk, that old strategy chestnut. It is worth checking out, especially to see just how fast the classic dice battle gameplay can be streamlined. The rules are a tad opaque (you get new dice based on the highest number of connected territories you control), but the absolute lack of waiting or downtime easily makes up for it. One design decision in particular – new dice (your “armies”) are placed randomly instead of by the player – strikes me as interesting because it flies in the face of conventional game design. Not being able to place your own dice does take away a strategic element, but the benefit of having a simpler game with less fussiness easily outweighs the cost. I can get my strategy fix in 15 minutes or less… that is no small feat!

Odds ‘n’ Sods

Sorry, it’s been awhile since I have updated the site. I’ve been working hard on my new “secret project” – which, of course, I can’t talk about. However, there have been a few random bits I should post about.

I had a “personal” interview” on NextGen, which wasn’t the usual batch of questions.

I did a podcast at Apolyton recently in which I discussed the release of Civ Chronicles, specifically my involvement in the extras provided in the package. (I redid my GDC presentation on prototyping Civ4 for the included DVD and wrote some articles for the book, such as this one on the Civ fan community. I also designed this card game for it.)

Speaking of my GDC presentation, a video of the PolyCon version is now available on Apolyton. Here’s a link to the first clip.

ApolyCon ’06

ApolyCon was last weekend here in the Hunt Valley region north of Baltimore. The convention was organized by one of the major Civ fan-sites, Apolyton. It was interesting to find out how far many people had travelled for the event; I believe that we had at least four from Europe (two from the UK, one from the Netherlands, and one from Greece). A number of Firaxians (including Sid, Barry Caudill, Dorian Newcomb, Alex Mantzaris, and Jon Shafer) dropped by to talk with the community. I really enjoyed the event – it is very interesting to meet people who know all about the issues that have been floating around my head for the last five or six years.

Dorian and I gave an extended version of our GDC presentation on prototyping Civ4 – “extended” meaning that we were no longer constrained to fit it into a 50 minute time-frame. I believe it was recorded on video, so I suppose that will probably surface on Apolyton at some point. I’ll post a link when it does… until then, here is a link to the original slides from the GDC site.

A Moveable Interface…

Our Civ4 interface programmer, Pat Dawson, was a big fan of World of WarCraft. One of the most impressive things about that game is the flexibility it gives users to create their own custom interfaces. The interesting thing about that decision is that while it taps into the incredible resources of the user modding community, it is also a tacit admission that a game’s interface is best developed in concert with the players.

I first started playing WoW over a year after the initial launch. Thus, I assumed that a number of modifications had been made to the official interface since then. I noticed that the system for updating the progess of your quests (SHIFT-clicking on them so they appear permanently on the right side of the screen) seemed a little hacky. The text, for example, didn’t have a background and sometimes overran other interface elements. Also, the limit of only showing five quests seemed quite arbitrary… but it sure was useful! I asked my hard-core WoW buddy about this feature, and he said – sure enough – it was added in a post-release patch. Now, I have no way of knowing, but I strongly suspect that a user-created interface mod inspired them to make that change. The on-screen quest display seems like a classic case of showing what the user cares about as opposed to what the designer thinks the user should care about.

At any rate, getting back to Pat… he pushed hard late in the project for us to move all of our interface into Python. This decision really paid off in the long run as the amount of interesting and useful Civ4 interface mods is growing rapidly. In fact, a couple of these mods were rolled into our last two patches, such as ulfn’s Proper Score Graph and the health bars from 12monkeys’s Plot List Enhancement. Quite simply, they fixed things we could have done better – no one knows how best to make an interface than someone who uses it day after day after day. We play our games a lot, but we can never play them as much as our fans do.

I have no idea if this is happening in the mod communities of other games, but I also enjoy the “compendium” mods that seem to be popping up, which merge together all of the useful interface mods out there. Guarav’s Yet Another Unaltered Gameplay Mod is a good example. There are lots of good changes here – a Foreign and Military Advisor, a Civilopedia with a persistent menu “pane”, Great People quotes, triggering diplomacy reminders and messages, showing turns left for Culture and Great People Points, a customizable Domestic Advisor, and so on. These changes are very interesting to see as a designer because they meet the informational and aestethic demands that the community has for the interface.

Interview Round-Up

I just finished a lengthy interview with the AIAS in which I talked about a few things that there usually isn’t room for in the typical press interview, so I wanted to post a link. It also includes just a tiny, tiny hint of what’s coming next for me.

Here’s a more by-the-book interview in which I oafishly talk about Christopher Tin, the composer of Baba Yetu, without actually mentioning him by name. Sorry, Chris!

This interview was an off-the-cuff piece that came from just bumping into Gamespy’s Fargo at D.I.C.E.

Here’s a recap of my E3 panel on game franchises as well as a write-up of my GDC lecture on prototyping Civ 4.

And then there is this. I hope you’ll forgive me for posting it – I’m sure it’s the only time I’ll ever be on such a list.

Watching the PitBoss…

This is pretty cool. I’m not sure how it works exactly, but it’s probably just grabbing whatever info it can (turns, score, years) from the PitBoss app and then spitting it out to the Web. I love to see these types of “secondary” utilities appear – they provide a strong argument for using non-proprietary data and scripting (such as XML and Python for Civ4). By choosing standard formats, it becomes much, much easier for modders to create tools that extend the functionality of the original game. The CivStats site provides a great service for PitBoss games – allowing all users to get a quick overview of the game’s management and pace. It also provides a neat voyeuristic feel – I like lurking to see if all those 18-player game can acutally work.

Everytime I see an 18-player game, I am also reminded that, for better or worse, the limits we set as developers truly matter. If we made the limit 32 players, those would all be 32-player games… and would probably be progressing four times as slowly. These decisions are always tough calls.

“The great persyn idea is a market concession to the popular bourgeois outlook on history, what Marx called historical idealism.”

Awesome.

Actually, it is a little spooky to read, especially the parts he gets right. For example, when deciding that Liberalism + Scientific Method = Communism, I meant to suggest that the latter is a scientific response to the former. The line between science and philosophy was pretty vague in the nineteenth-century. Of course, studying and analyzing history to predict its eventual outcome – as Marx did – is now no longer really seen as an achievable goal. I’ve always felt that his inspiration for doing so was the great leaps being made by comtemporary science in understanding the natural and physical world. Perhaps he felt the “socio-economic world” could be dissected just as well…