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…

D.I.C.E.

So, I had wanted to do a write-up on D.I.C.E. but I kept delaying it and delaying it. After waiting a few months, I now no longer have much to say about it. Most of the sessions were not about games and – while interesting enough – didn’t lead to much cohesive thinking. There was one moment I will never forget though: watching Sid Meier play Pong with Will Wright. (and Sid won! twice!) Life can be surreal.

Actually, there are two moments I will never forget. The other came at the AIAS Awards ceremony. Civ 4 was nominated for two awards, and we won one – Best Strategy Game of the Year. I went up to receive the award with Sid who presumably said some nice things about me as way of an introduction. It was one of those moments in which you hear words but don’t process them – I was just thinking, focusing on my speech. I had decided earlier that after thanking the team and my parents, I wanted to say a word of thanks to Dan Bunten for inspiring me when I was so young. Bunten made two masterpieces, the first of which (M.U.L.E.) I was too young to play when it was released. The other, however, (Seven Cities of Gold) was my inspiration for becoming a game designer. You played a Spanish conquistador discovering the New World… except it wasn’t the Earth that we already know. It was a new one, randomly generated inside your computer – different enough to surprise you but similar enough to feel real. It was the future, and I knew it.

At any rate, I thanked Dan Bunten for inspiring me so many years ago to start following the path that led me to the stage that night, holding that award. What I will never forget, however, is that the audience burst into applause as soon as I mentioned Dan’s name. Dan Bunten has never been as famous as, say, Will Wright or Sid Meier – and not just becuase of her sad early death. Dan burned brightest so, so early – so much earlier than anyone else – that his accomplishments were only seen by a handful of early adopters. To the world, video games were Pac-Man and Frogger in the early ’80s (not that there’s anything wrong with that!), but Dan knew different. I don’t know how many designers were inspired by Dan’s vision (Sid has stated that Seven Cities of Gold inspired him to make Pirates!), but I suspect it is not a small number. Simply put, Dan is our Velvet Underground.

So, when the audience at the AIAS Awards surprised me with their warm response to Dan’s name, I felt wonderful. I was home.

The Rockies and their Humidor

The Colorado Rockies enjoyed a strong start to their season, which of course means that it is time to be treated to the annual dosage of stories about their humidor.

I find the story of the Rockies very interesting, from a game theory perspective. Basically, the Rockies’s home stadium is – by far – the most extreme hitter’s park in the majors. Since their inception in 1993, the Rockies have had very little success, with only one playoff berth in 13 seasons. Many critics have argued that the ballpark is the chief factor hampering the franchise.

However, an understanding of game theory suggests otherwise. The extreme nature of Coors Field means that games played there are the least similar to games played anywhere else in Major League Baseball. It is essentially a different game in Denver than in the rest of the country.

It is quite simply impossible for the Rockies not to be able to use this to their advantage. For example, imagine if games played at Coors Field were even more different from vanilla baseball than they are now. Imagine if the games were – say – basketball instead. What would happen? Well, the Rockies would start filling their roster with players who were good at both baseball and basketball. If the General Manager did a good enough job, the Rockies should be able to go 81-0 at home. Even the most meager college basketball team should be able to destroy a major league baseball team on the ball court. Baseball players simply are not selected for their skills at basketball – pure and simple. Some might be naturally talented at it, of course, but probably not enough to match a team built for it.

The Rockies, of course, would do very poorly on the road. Very poorly, indeed. However, even if they could win just 15% of their games – well below the worst winning percentage of all time – they would have made the playoffs 7 of the last 10 years.

So, is it possible to find baseketball players skilled enough to win 15% of major league games? The answer is yes, of course. The real question is whether these players are affordable. I would posit that the answer is also yes – because the Rockies are the only organization in the world looking for such players, they would not be bidding against anyone else for this unique set of skills.

If this scenario was actually true, the other teams in the league would obviously cry foul. How could they possibly compete with a team with such an unique home-field advantage? The real story, of course, is not so extreme – but they are still playing what is essentially a different game from the rest of the league at Coors Field. The situation is not entirely dissimilar.

So, what should the Rockies do? I have no idea. I know one thing, though. They shouldn’t blame their park, and I’m not the only one who thinks so. In fact, they should embrace Coors Field – there must be a way to leverage a strategic advantage from it. They should lose the humidor. Perhaps they should even move IN the fences to make their home park even more unique!