Posts Tagged ‘ Three Moves Ahead

Happy Hour – September 9

OK, I lied. It’s actually the wee small hours of the 10th right now. I’m up late waiting for Windows 7 to install for a second time. The first time it didn’t clear away the hard drive, and I really didn’t feel like rooting out all the old files from the previous installation.

Tomorrow is likely to be grim, but hopefully I’ll be going into it with a vastly superior gaming rig. Some great friends spotted me a new power supply and a GTX 560 video card, and I just bought myself an ASUS 27-inch monitor, along with 8 gigs of RAM, and the 64-bit version of Windows 7. This should get me through to next year, at least. Longer, if consoles keep acting as an anchor on hardware requirements.

This is probably the only weekend where I could fit this in. For the rest of the month, I’m on reviews duty, with no end in sight. This upgrade needed to happen now or never, and it’s a load off my mind knowing I’ll be hitting the major releases with the great hardware. But before I get to reviews, I think I’ll have to install Crysis. Crysis, Sengoku, and Age of Empires Onlines should occupy my weekend quite nicely.

But what about my weeks? I haven’t done a great job of explaining what I’ve been up to lately, but the truth is I’ve kind of been everywhere of late. For instance, you can find me on the last couple Gamers With Jobs Conference Calls, talking about Deus Ex: Human Revolution and other things.

We’ve also been going great guns over on Three Moves Ahead, what with Soren Johnson killing some lazy summer days by spending time talking strategy games with us. It’s been impressive to see the spike in listeners. We do a good show over at 3MA, but a guy like Soren packs the house when he’s headlining. It’s great to count him among 3MA’s fans and recurring panelists.

I also made an appearance over at the mighty Rock, Paper, Shotgun, writing a review of the surprisingly good (yet still somewhat unfulfilling) Tropico 4. It’s thrilling to find myself writing at a place that was such a huge influence on me when I was starting out as a freelancer. To my relief, the RPS readership seems to think I fit in pretty well over there. Some of them didn’t even guess I was a Yank.

I’ll be popping up in some other unusual places over the coming weeks, and I’ve got some projects I’m really excited about. Hopefully tomorrow (today) I’ll be working on one of them with my pal JP Grant. Preferably with some brews in hand.

Happy Hour – July 1

A miraculous deadline extension brought my week to an end a few hours earlier than I anticipated, so now I find myself crashing after a week spent at nearly full-tilt working on a review and three columns. This was instructive: while I generally got my copy in on time, I didn’t allow sufficient time for the revision process to play out, which had a knock-on effect that came to a head today. This tells me that I’ve got the slack in my schedule in the wrong places. I need to look at the copy deadline as the halfway point in an assignment, not the conclusion.

Anyway, I got my extension at the best possible moment: right after I’d finished writing my copy. Since the piece is finished, I can actually use the extra time to polish and find better art to accompany my piece. This is the best outcome. Early extensions have been known to be squandered on such literary pursuits as drinking in bars with friends, going to the movies, or trying to make it through a few more minutes of The Star Wars Christmas Special.

Still, there is no rest for the freelancer. I must log a few more hours with Pride of Nations and work up a review this weekend, and go on a screenshot expedition deep into the heart of Alpha Centauri. I should also figure out what we are doing for this week’s 3MA, something I was too busy to deal with during the week.

Beyond that, I’m going to use the weekend to finish up V for Vendetta, something I got distracted from by a copy of Ursula K. Le Guin’s A Wizard of Earthsea. I made the mistake of opening it, just to get a sense for what it might be, and the next thing I knew I was 50 pages in and utterly engrossed in the story. After V, I might move on to The Tombs of Atuan, or I might act on some of the excellent Terry Pratchett advice you guys supplied last week.

Anyway, while I try to lay the foundations for a great week, you should peruse this piece I wrote for GWJ on The Darkness and listen to a great conversation that Troy and I had with Ars Technica’s Ben Kuchera. The discussion with Ben, in particular, is worth your time. I wanted a discussion that got beyond the usual, “Scores are broken, we resent Metacritic” nonsense and discuss our work from a procedural angle. What do we take with us in to a review? Who are we writing for, and what do we try to keep sight of as we work?

One thing deserves some expanding on: rates. I have no idea what my peers are being paid per review, but with most places with whom I do business, bigger games get more space, and more space means a bigger payday. As a working writer, I have every incentive to chase after major releases and every incentive to pass on smaller games, because they are often not worth the time they would take to review.

Now I still do a fair number of small reviews because, hey, strategy is a small niche and I genuinely want to cover games that other people might not be talking about. But I have also had to pass on work from a few outlets who want me to cover a neat looking independent strategy game for ridiculously low pay. By the word, it makes sense, but with certain genres like sports and strategy, the time I spend writing is a scant fraction of the time I spend playing.

This creates an awkward middle ground. A lot of games that require some time-consuming work from a knowledgeable reviewer will not be lucrative enough for the people best qualified to discuss them. It also means that people who read review outlets are not getting the best service reviewers can provide: intelligent criticism of lesser-known games. A few times in the last year I have had to explain what my minimum rates are, and many outlets are unwilling to meet them for a minor title. They want the review, but not enough to pay for a considered, informed opinion. That’s a shame.

Quo Vadimus

A couple springs ago, I logged into Quarter to Three and saw that I had a private message from Troy Goodfellow. I’d run across his name when I was researching another piece I’d written for The Escapist, but I didn’t know much more about him. He liked an article I’d done for them, and wanted to tell me so.

I don’t know many writers who go out of their way to drop messages of appreciation to their juniors, but Troy does. He was willing to chat a bit with me over the next few months, and provide advice and counsel when I needed it. And then at some point he brought me in to help out with a feature series he was running, and shortly thereafter he brought me onto Three Moves Ahead to fill in for Julian and Bruce.

Freelancing often comes down to who you know, and whether or not they like you. Troy reached out to me and opened far more doors than I could have hoped for, starting with his invitation to become a regular 3MA panelist. He vouched for me to editors, and he helped me build an identity and reputation. He is generous with his assistance to those he believes in, and I am very lucky to have won his confidence. There are not many so generous with help in so competitive a field, and games writing is losing more than you might think as Troy transitions to a career in PR.

On his way out the door, he has given me some more amazing opportunities and responsibilities. The one I want to talk about right now is Three Moves Ahead.

Continuity and Change

When 3MA began, it had four incredibly qualified panelists on hand to discuss strategy games. Julian has a very deep well of experience from which he can draw when it comes board games. Troy and Tom Chick know the strategy genre better than any other writers in the US, and more importantly, they can communicate their understanding to readers and listeners. Bruce knows wargames inside and out, and has a logician’s approach to discussion.

Had that group continued to have the type of conversations it did in the first half of 3MA’s life, I would likely never have been a part of it, and the show would be none the worse. They were a great panel and I still consider many of their episodes to be the gold standard against which I judge those I’ve been a part of.

But other commitments made it hard for four or even three of the panelists to record together, and their busy work schedules made it very hard for them to coalesce around a topic on short-notice. Remember that I came aboard as a semi-regular fill-in, and one of the great advantages Troy had in working with me is that I was chronically under-employed and was willing to crash-research a game or a topic. Until joining 3MA, I had never considered myself a strategy gamer. It just happened to be a genre where I spent a third of my gaming time. But I liked 3MA, I was honored to be helping out, and I was learning a lot. I dug into the genre so that I could make more valuable contributions. But I don’t flatter myself in to thinking that I bring what Tom or Bruce does to an episode.

So as I take over the show, one of my goals is to get the mixture of panelists closer to how it was in earlier episodes. It’s a better show when we have a larger group of intelligent people examining the topic at hand. Hopefully Tom and Bruce can help out from time-to-time, but I’m also hoping to add enough depth to the bench that the show is less dependent on me and Julian. In this vein, I’m also hoping to have longer fuses on each 3MA, so that we can better prepare for a topic. If we can get these two things right, I am certain 3MA will be as good as it’s ever been.

All that said, I have different tastes and views than Troy. My definition of what constitutes a strategy game is probably closer to Tom Chick’s heretical “everything is a strategy game.” While I’d never do an episode on Bioshock 2 like he wanted, I might do an episode on the Brothers in Arms series. Not all my favorite games are strategy games, but almost all my favorite games have significant strategic or tactical elements. From time to time, I will beg your forgiveness as I try to catch glimpses of strategy existing outside its natural habitat.

Likewise, it is inevitable that my increasing interest in board games, and Julian’s knowledge of the format, will result in board games playing a larger role on the show. However, I will try and ensure that board games come up in the context of theme shows where  they might be relevant, or when we uncover a particularly interesting game.

Beyond that, you should also expect more classic game analysis. Frankly, we haven’t really scratched the surface of games that are worth revisiting. If we can get the planning right, there’s a wealth of rich topics waiting to receive attention. Episodes like this will also allow Troy to rejoin us on a regular basis.

These are small changes, but I think they could have a major impact on the show. I have other plans in the works: a site for the show, better production equipment and practices, and perhaps even taking the show twice  monthly if it means we can make better preparations and and deliver a better product. But some of these are minor changes, and others are just ideas, not plans. In the last analysis, 3MA answers to two groups: the panel, and the audience. I want those of us who record 3MA to be proud of our effort, and I want those of us who listen to it to come away feeling like it’s as interesting and thought-provoking as ever.

I don’t entirely know what that will entail, which is why I want your input and suggestions. In the meantime I am, as ever, honored by Troy’s trust, and the goodwill of the listeners who have been offering their congratulations and best-wishes since we made the announcement. I will do my best to live up to the standard he set.

Conference Calling

Nothing guarantees a spell of stagnation like a burst of creativity, and that’s about where I’ve been since the last time I wrote anything here. Following a series of deadlines and revisions, plus some heavy groundwork for other pieces, I was pretty much out of thing to say or even think. After I filed my Civilization piece for GamePro, I hopped in the car and lit out for Julian Murdoch’s. Even after I got back from that, I was still unable or unwilling to sit down and write.

But now that I’ve had a few days off, and played a lot of games, I’m ready to start talking again. In fact, I got a head start last weekend with the Gamers With Jobs Conference Call. Since I was going to be at Julian’s anyway, and he was slated to host, he just decided to have me on as a guest.

The Conference Call is a bit like being aboard a Star Destroyer after riding around in the Millenium Falcon that is Three Moves Ahead. I can actually see the other cast members, and everyone seems to have a high-end mike that keeps them from sounding washed out or distant. Julian has a mixing board to fine-tune what gets recorded to his machine. Then the producer, Jonathan Downing, swoops in and makes guys like me sound far more clever and less rambling.

Anyway, you should go give it a listen. The Conference Call was the third podcast I fell in love with, after the mighty and never-to-be-topped GFW Radio and 1UP Yours. It was a treat to appear on it with Sean, Rob, and Allen.

A couple nights ago, we also had GameShark’s Todd Brakke on Three Moves Ahead for some Civilization V talk, and I was surprised at how much fun we had talking about that game. I was worried that, as a topic, Civ V was something of a dead horse (it’s all anyone talked about for a week). But I think we managed to do some great stuff with it. It helps that Troy knows Civ like nobody’s business.

One Move Behind – Expanded Question Time

Right after we recorded the latest Three Moves Ahead, I realized Troy and I had over-discussed each question and under-answered many of them. I would have preferred to answer more questions and maybe do a little less pontificating, but I guess that ship sailed. But there were a couple good questions that I wanted to revisit a bit, and expand on my answers.

Why port Supreme Commander to 360 and not Demigod?

On the show I kind of slammed publishers for not knowing what they’re doing when they force developers to make games for the wrong platforms. My answer was a little glib for my liking, but its was born of my increasing frustration over the number of projects that are stillborn because they can’t meet arbitrary platform requirements. Other projects that are compromised to death for the sake of cross-platform release. I despise the idea of developers being forced to design for a platform that they didn’t intend.

As RTS gamers, though, we benefit from this. Being forced to develop with an eye toward console limitations means not relying on the mouse and keyboard to overcome design excesses.

With Demigod, I’d guess that Gas Powered Games ran into a couple issues. First, it was an odd concept that a lot of larger publishers probably didn’t want to touch. All Stardock cared about was the PC, so there was no incentive to ever explore a 360 version. And since the game ran into so much trouble, and Stardock still doesn’t care about consoles (with the Impulse service, console support is not in their interest), it’s just a good idea who time will likely never come.

Games Journalism 2020

Troy says the video is the future of games journalism. I just don’t see it. Until the line between the computer and the TV is erased, video content is just going to be too slow-paced. Short video reviews and game trailers are one thing, but even with those it’s hard to find the motivation to actually watch. The way I browse, 3 minutes is a lifetime to spend on one thing. 10 is an eternity. This is why podcasts are so great: they are a background activity. Video is foreground.

But I do suspect games journalism will be in a healthier place. The collapse of the print outlets was a disaster and wiped out some tremendous collections of talent. They allowed good people to higher-quality work rather than fixate on volume. The online space has not really caught up with that.

In 2020, I hope there will be more sites like Rock, Paper, Shotgun: writing collectives that take the pressure of individual bloggers and allow for higher editorial standards without sacrificing the personal, homey atmosphere of a blog. A site like Hellmode seems to be off to a great start, and that’s just two writers. I sometimes wonder whether the TMA panel could rule the strategy, wargaming, and boardgame space if the panelists collaborated, and if that could ever be made to pay.

I think we’ll see more outlets like Eurogamer and dear, departed Crispy Gamer. Toward the end, I’ll grant that the Crispy experiment was pretty much over: the site was leaning heavily on a half-dozen staffers, which made it a much less interesting site than it had been when it was a freelancer’s heaven. But the idea is sound: cherry pick the best ideas of a few dozen people, and foster an editorial environment where they are free to experiment and spend time polishing their copy. That’s also why print will still be alive.

An Aside on Getting Paid

There are writers who say you should never work for free. Many of those writers, however, came up in a different market. The bottom line is that I’ve worked for free, and it’s not always a bad thing to do. But it needs to be done with a goal in mind.

Gamers With Jobs does not pay, but there are other benefits to writing there. First, some of my best friends write there and I want to be a part of it. Second, the Gamers With Jobs writer’s room is worth money to me. If I can post my work there to receive feedback, I will emerge from the experience a better writer. A freelancer lives by skills, after all, and there aren’t many places that can help improve them.

There are other outlets that are worth doing a little work for free just so you get the clip in your file. But eventually you need to ask people to start paying, and quit if they don’t. By all means see if you can wedge the door open with free work. But don’t spend too long in the doorway waiting.

Seriously, though, working for free can be a disaster. Exchange of services for compensation is the foundation of professionalism. If that exchange is not taking place, it’s very hard to have a professional interaction. An editor needs to be able to make expectations and preferences clear, and that’s much easier when you’re paying someone money. That’s what nobody tells you about freebies: it actually makes the work more difficult, because the relationship is undefined.

I have major ethical concerns, however, about sites that rely on a community to generate most of their content, and compensate their writers with a bit of notoriety and hints that one day, the Editors will pluck a community member from that ranks and make him Staff. I don’t think that’s an effective avenue into the industry, and if writers are generating traffic for a website, they should be given more than a pat on the head for being a “featured writer.”

I hope that in 2020, those sites are gone, and community goes back to being something to nurture and enjoy, not strip-mine.

Starcraft II Round-Up

Longtime TMA listeners and readers know that I’ve been deeply skeptical of Starcraft II for quite awhile, and now that I’ve played it, I think my skepticism was well founded. However, I didn’t expect to like the direction Blizzard have gone nearly as much as I do.

But I don’t think it’s the towering achievement that it is so often portrayed to be. In fact, I think this is one of the toughest games to assess.

Last night, Tom Chick rejoined us on TMA, and ex-Gamasutra writer and future Irrational employee Chris Remo stopped by to share his thoughts. We had a fantastic discussion, and wrestled with the many problems Starcraft II poses for those trying to judge it. Go give it a listen.

However, I also penned some thoughts of my own for Gamers With Jobs, a site at which I will now be writing regularly. This is exciting. GWJ is probably my favorite gaming community, and I’m friends with just about everyone who writes there. In fact, my not writing there was starting to seem a bit odd. So they took me in, and I promptly picked a fight about Starcraft II.

Go read my first piece for the site, and enjoy the brisk discussion that follows.