Continuing my series of strategy posts about Brave New World's modified civilizations, I'm going to take a look at strategies for George Washington's America. Since Brave New World's Fall patch (2013) America's ability was buffed and its unique unit now allows it to generate more late-game golden ages.
The lands of North America have been occupied by various native tribes for thousands of years, but these tribes lived in relative isolation from the rest of the world, except (possibly) for a brief period of interaction with the Danish Vikings. After Christopher Columbus landed in Haiti in the late 15th century, a flurry of explorers and colonists primarily from Britain, France, Spain, and the Netherlands began arriving in North America, rapidly exploring and settling the continent. These colonists gradually displaced the native inhabitants, including the Iroquois and the Shoshone. But conflict between the colonies and their European masters (primarily Britain) eventually culminated in a revolutionary war in which the colonists retreated to the countryside, and used guerrilla tactics to defeat the British and establish the United States of America.
Despite being founded on the principles of "equality" and "inalienable rights", the early history of the United States is dominated by tension between its slave-holding and free populations. These tensions eventually culminated in the outbreak of the American Civil War, which resulted in more American casualties than the Revolutionary War, both World Wars, and the Vietnam War. Combined. This war established America as a modern industrial nation with a singular identity, and Americans stopped referring to the country as "These United States", and began calling it "The United States". This war is also significant in world history because it is the first major war in which industrial technologies such as the machine gun, telegraph, railroad, steam-powered ironclad ships, and (probably most significantly) photography were used to large effect, which changed the way that future wars would be fought and the way that they would be perceived by the public. And it was one of the first major wars to employ new urban fighting tactics that would become the basis of combat for the wars of the 20th century. America would play a pivotal role in those 20th century wars as well, and would emerge from them as a dominant global super power.
George Washington was a colonial general who lead the British colonies in America in wars against the French and various Native American tribes. When the colonies declared independence, Washington became one of the premiere generals for the new colonial militia. Knowing that they could not defeat the British in conflict in the cities or open field, Washington and the other colonial leaders gave the cities to the British and retreated to the hills and forests of the countryside. Here, they successfully employed large-scale guerrilla tactics that weakened the British supply lines and culminated in American victory. Washington would then become the country's first President and set several precedents, such as the idea that the President would be a civilian position (as he refused to wear his military uniform while in office), and that the President should step down after two terms. [More]
Not much has been seen of Hideo Kojima's Silent Hills since the Tokyo Game Show trailer last September. And now it looks like we might not be seeing any more from it any time soon. Or ever.
The latest news in the gaming world is that Hideo Kojima (and his studio Kojima Productions) is splitting from Konami. And it's a little early for April Fools... Apparently, the split is not amicable, as Konami has stripped Kojima's name from Metal Gear Solid V marketing material and that Kojima and his staff are now working as contractors to finish that game. Apparently, Konami and Kojima are planning on finishing Metal Gear Solid V, but Silent Hills may not be so fortunate.
Will Kojima and his team be able to continue working on Silent Hills after leaving Konami?
Whatever happened at Konami, the company may have made a monumentally bad decision in forcing Kojima out. He has consistently delivered some of the best performing games that the company has ever made. On top of that, he has surrounded himself with a talented staff that have proven capable of developing solid game engines from scratch in order to make their games as technically-impressive as possible. Konami may be losing all of these resources.
But Konami is likely keeping the rights to the intellectual properties of Metal Gear Solid and Silent Hill. It's possible that Konami might hire Kojima Productions as a contractor to continue Silent Hills (as they are apparently doing with Metal Gear Solid V), since the game uses Kojima's proprietary Fox Engine. But even then, if the developers and the publisher / IP-holder do not have a comfortable working arrangement, then the quality of the game may suffer considerably due to the competing interests of the two companies. And if Konami pushes on with development of Silent Hills without Kojima and his Fox Engine, then the final product will likely be a disaster.
Another possibility is that Kojima Productions could buy the IP rights to Metal Gear Solid and / or Silent Hill. I think that's very unlikely, considering that both franchises are cash-cows for Konami.
I also wouldn't be surprised if Sony makes a move to acquire Kojima and his studio to make first party content, since his Metal Gear Solid games were a premiere console-selling exclusive for the PlayStation. If that happens, and Kojima's studio is allowed to continue work on Silent Hills, then the game would likely become a PS4 exclusive. That's if the three companies can come to agreements with one another to begin with.
The last possibility is that Kojima Productions could continue to work on Silent Hills as their first independent game, but without the Silent Hill naming rights from Konami. It's unclear just how much (if at all) Silent Hills' plot was dependent on the established canon of the Silent Hill series. Since the P.T. demo and Tokyo Game Show trailer didn't show anything that specifically tied the game to Silent Hill in anything but name, this may not have much of an impact on the final product if it has to go forward without the IP.
At least one source has stated that Silent Hills has, in fact, been canceled. But I'm still waiting for more concrete clarification from Konami and / or Kojima before I give up hope.
In any case, it's too early to say anything about the future of Silent Hills with any certainty. I'll definitely be keeping an eye on this story as it develops. [More]
Over the weekend of March 7, I was once again invited to participate in the Civilization podcast "PolyCast". It's always enjoyable to participate in this show. DanQ and the others always do an excellent job (even though Dan wasn't in this episode).
I particularly enjoyed this one because I felt that I had more to contribute than on some of the other episodes that I've been invited to. Part of that was because I actually reviewed the topics in advance and prepared for the episode. But it was also advantageous that one of the topics discussed was my own blog post about Civ VI ability ideas. I don't think that discussion made it into the edited episode, but it will perhaps make it into a clip show later in the year. Even so, I felt like I had valuable commentary on the other topics, and there were some good discussions.
The episode can be streamed in its entirety at thePolyCast.net.
The first and most significant topic of conversation was about a video posted by Errant Signal that takes a critical look at the meta-themes of Civilization and what they say about our perception of what it is to be "civilized".
His primary criticism is that the game unnecessarily puts civilizations in competition with one another, rather than fostering a spirit of cooperation; and that the various victory conditions in the game are very "American", "Western-centric" ideals. So our PolyCast panel discussed these criticisms and different game mechanics that contribute to them, as well as ideas for ways to alleviate them (particularly on the topic of victory conditions).
Another significant topic of conversation was whether or not we really want the different civilizations to have unique units and powers in the game. The question was posed on the Civfanatics forums by user Naokaukodem, who seems to be arguing in favor of removing the unique units and making them accessible to any civilization that techs to them. I think it is safe to say that the panelists on PolyCast were not in favor of such a change, and some good arguments (both mechanically and thematically) are made in favor of keeping the uniques as they are.
There were also some other discussions of various Beyond Earth topics and some other discussion.
I'm not sure if all of it made it into the final edited episode, as we went well over the allotted time. So some of the discussion might have to be rolled into one of PolyCast's future clip shows. After listening to the full episode, all the topics discussed in the live podcast did make it into the edited version available on the site.
Thanks, as always, to the PolyCast hosts for the invitation. I hope to participate again soon! [More]
It was a couple years before I hopped onto the Game of Thrones bandwagon. My girlfriend insisted that I watch it, so I went through the entire backlog of seasons one through four over the fall and winter. So when I saw that there was a game available on Steam, I bought it for her. Unfortunately, she doesn't have the patience for this game's style of narrative gameplay, and she got bored with it and gave up within an hour. I had hoped that the excitement of new Game of Thrones content would offset the lack of interaction, but I was wrong. So I figured I'd play it in order to get my money's worth, since I'm more tolerant of "interactive movie" games, and I liked Telltale's previous Back to the Future game just fine.
Only the first two episodes (Iron From Ice and The Lost Lords) are currently available, and the remaining four episodes are expected to be released every couple months through the rest of the year.
Telltale is always absolutely dedicated to making their games look and sound like the source material,
right down to the show's stylish (and surprisingly informative) intro sequence for each episode.
As an "interactive movie", Telltale's Game of Thrones title is definitely worthwhile, as it's basically like watching episodes of the series. It adds to the narrative of the TV show by telling the tale of the Forrester house, who (following the events of the show's infamous "Red Wedding") find themselves suddenly under the dominion of the hated rival family, the Boltons. The game requires you to play as a small handful of family members (spread out between Forrester's own Ironrath keep, King's Landing, and the Black Fort) as they seek political alliances in order to protect the Forrester house from the Boltons' tyranny.
Or at least, that's the set-up. In true Game of Thrones nature, it doesn't take long for shit to hit the fan, and for all your expectations to fall apart.
The game has very little "action", as most of the focus is on conversation and plotting between characters. So if you're expecting a hack-n-slash game in the style of Skyrim, then you'll have to look elsewhere. Maybe that hack-n-slash game from Focus Interactive is what I should have bought for my girlfriend. Or maybe not...
Even the more intense action segments of the game (such as battles or brawls) require very little interaction or decision-making from the player. Most of the time, it's just an elaborate quick-time event, requiring you to complete the scene by just following on-screen prompts.
Once you get comfortable with the commands, action sequences require virtually no thought or skill from the player.
The action sequences were quite challenging at first, because they required the use of mouse commands and the arrow keys and other keyboard commands. And I only have two hands. Alternating between the mouse and arrow keys on the keyboard was a challenge, until I realized that the W,A,S, and D keys can be substituted for the arrow keys. Then the action sequences became trivially easy.
These sequences were extremely disappointing because of the lack of active participation from the player. The open exploration and puzzle-solving from Back to the Future is almost completely gone ...
With Civilization V apparently at the end of its life cycle and unlikely to receive any more major updates or expansions, it's time to start looking to the future of the franchise: Civilization VI. Civ V was successful enough to spawn several spin-offs: Beyond Earth, Civilization Revolution 2 on mobile devices, Civilization World, and even a Civilization MMO. So it's reasonable to assume that if work hasn't already started on Civlization VI, then it will begin soon.
One of the things that I most love about Civ V is that each civ has unique powers that give them their own playstyles and flavors. The expansions (especially Brave New World) showed a lot of creativity with some of the civilizations. I hope that these design philosophies continue, and that we'll see some even more interesting gameplay variations in the new civilizations of Civilization VI.
To that end, I have a few ideas and suggestions for designs and themes for some of the common civilizations that are likely to appear in Civilization VI. I'll provide at least a unique abilility and at least two unique units / buildings / improvements, but I may also provide additional or alternative unique suggestions in case Firaxis decides to include even more variety and specialization. Since Civ VI will likely be a whole new game on a whole new engine, I can't give specific examples of the mechanics of these ideas. Instead, I'll try to focus on more broad concepts and maybe include examples based on Civ V's mechanics and features if relevant.
* NOTE: this post is a work-in-progress, and will probably be revised as I come up with additional ideas or clarifications. [More]
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