Published on 25 May 2016
Civ 6 Interview discussing canal cities, graphics, happiness, and more!
Description of Civilization 6 from the Official Website:
“Sid Meier’s Civilization VI is the next entry in the award-winning Civilization franchise, which has sold in nearly 33 million units worldwide, including more than 8 million units of Civilization V.
Originally created by legendary game designer Sid Meier, Civilization is a turn-based strategy game in which you attempt to build an empire to stand the test of time. Become Ruler of the World by establishing and leading a civilization from the Stone Age to the Information Age. Wage war, conduct diplomacy, advance your culture, and go head-to-head with history’s greatest leaders as you attempt to build the greatest civilization the world has ever known.
Civilization VI offers new ways to engage with your world: cities now physically expand across the map, active research in technology and culture unlocks new potential, and competing leaders will pursue their own agendas based on their historical traits as you race for one of five ways to achieve victory in the game.
EXPANSIVE EMPIRES: See the marvels of your empire spread across the map like never before. Each city spans multiple tiles so you can custom build your cities to take full advantage of the local terrain.
ACTIVE RESEARCH: Unlock boosts that speed your civilization’s progress through history. To advance more quickly, use your units to actively explore, develop your environment, and discover new cultures.
DYNAMIC DIPLOMACY: Interactions with other civilizations change over the course of the game, from primitive first interactions where conflict is a fact of life, to late game alliances and negotiations.
COMBINED ARMS: Expanding on the “one unit per tile” design, support units can now be embedded with other units, like anti-tank support with infantry, or a warrior with settlers. Similar units can also be combined to form powerful “Corps” units.
ENHANCED MULTIPLAYER: In addition to traditional multiplayer modes, cooperate and compete with your friends in a wide variety of situations all designed to be easily completed in a single session.
A CIV FOR ALL PLAYERS: Civilization VI provides veteran players new ways to build and tune their civilization for the greatest chance of success. New tutorial systems introduce new players to the underlying concepts so they can easily get started.”
May 27, 2016
May 14, 2016
Published on 13 May 2016
SORRY FOR THE SOUND QUALITY, WE WERE IMPROVISING A BIT.
Thousands of people decided to watch our show since the Battlefield 1 trailer made its debut last week, so we decided to welcome all the new fans with a trailer analysis.
May 12, 2016
Firaxis has announced the release date of the next version of Civilization, along with a number of changes to the game that may increase the challenge level (and disrupt the current “meta”):
In many ways, Civilization 6 takes its predecessors and iterates on the systems that have come before. There are changes being made to trade, research, religion and more. Based on the limited amount of information so far released, these changes seem to be incremental.
But there is also a big change coming. In previous Civ games, city improvements were mere statistical boosts or manufacturing gateways, rendered prettily with a slightly different artistic representation. You built a wall and your defenses improved and your city, quite clearly, became encircled by a wall. They lived within the city, outside your control.
Civilization 6 is not the same. It demands that you place your city improvements in geographic locations in hexes around the city, which best take advantage of that building’s boosts and functions.
This means that your city upgrade path is no longer a rote event. It is a matter of geographic practicality.
In Civ 5, combat changed significantly. But combat is merely a system, albeit an important one. In Civ 6, it’s the city itself — the throbbing organ of all Civ games — that is being altered.
The improvements you build in your cities will now actually need to be placed in the tiles surrounding your city and can derive benefits from the terrain if built in better or worse locations. This will probably place an even greater emphasis on finding the best possible spot to found a city, as the long-term growth and development will hinge to a much greater degree on the city’s hinterland than in earlier Civ games.
While I’ve certainly enjoyed the most recent game, I found myself very often following an informal “script” or template when playing Civ V, which Firaxis developers think they’re addressing in the new game:
Why has Firaxis decided to make this change to how cities are structured, to merge the building elements of the city with its surrounding geography?
“We want players to adapt to the map every time they play the game,” says lead designer Ed Beach. “We want people to think on their feet, to respond to being put in different types of terrain, to being put in situations while playing different leaders.”
He says that the “number one” problem the team has identified about Civ 5 is that players often settle on certain strategic paths, and they play the same way every time. For example, when I build cities, I’m almost always looking at Monument, Shrine, Granary, Library, Walls, Coliseum. I rarely change this formula, nor others theirs.
This is why Civ 6‘s cities are different. “It’s as big a change for the economic side of the game as unstacking the armies was with Civ 5,” says Beach. “We want to throw different things at the player at different times and make them have to adapt.”
April 28, 2016
Professor James Lacey explains why he introduced commercial wargames into his curriculum for USMC officers at the war college:
As every team plotted their strategic “ends,” students soon realized that neither side had the resources — “means” — to do everything they wanted. Strategic decisions quickly became a matter of tradeoffs, as the competitors struggled to find the “ways” to secure sufficient “means” to achieve their objectives (“ends”). For the first time, students were able to examine the strategic options of the Peloponnesian War within the strictures that limited the actual participants in that struggle.
Remarkably, four of the five Athenian teams actually attacked Syracuse on Sicily’s east coast! As they were all aware that such a course had led to an Athenian disaster 2,500 years before, I queried them about their decision. Their replies were the same: Each had noted that the Persians were stirring, which meant there was a growing threat to Athens’ supply of wheat from the Black Sea. As there was an abundance of wheat near Syracuse, each Athenian team decided to secure it as a second food source (and simultaneously deny it to Sparta and its allies) in the event the wheat from the Black Sea was lost to them. Along the way, two of the teams secured Pylos so as to raise helot revolts that would damage the Spartan breadbasket. Two of the teams also ended revolts in Corcyra, which secured that island’s fleet for Athenian purposes, and had the practical effect of blockading Corinth. So, it turns out there were a number of good strategic reasons for Athens to attack Syracuse. Who knew? Certainly not any War College graduate over the past few decades.
All of these courses of action were thoroughly discussed by each team, as were Spartan counter moves. For the first time in my six years at the Marine Corps War College, I was convinced that the students actually understood the range of strategies and options Thucydides wrote about. In the following days, I was stopped dozens of times by students who wanted discuss other options they might have employed, and, even better, to compare their decisions to what actually happened. A number of students told me they were still thinking about various options and decisions weeks later. I assure you that no one even spent even a car ride home thinking about my Thucydides lectures.
At the end of each wargame, students walked away with a new appreciation of the historical circumstances of the period and the events they had read about and discussed in class. And even though all wargames are an abstract of actual events, I am sure that no student exposed to historical gaming will ever again read about the Peloponnesian War without thinking about Sicily’s wheat, the crucial importance of holding the Isthmus of Corinth, or what could have been done with a bit more Persian silver in the coffers of one side or the other’s treasury. Similarly, the next time one of this year’s students reads about Lee and Grant in 1864, they will also be thinking about how the truly decisive actions took place out west. For, as it was during the actual conflict, in every game the students played, Grant’s role was to pin down the Army of Northern Virginia, while the western armies ripped out the economic heart of the Confederacy.
In fact, I was astounded at the number of students who approached me after the Civil War exercise to mention that despite having studied the Civil War before, this was the first time they realized that the war was won in the west. I could go on for another few thousand words discussing other revelations students experienced through gaming and simulations, but the key point is that these experiential learning experiences linger in students’ minds for a very long time. I once asked my seminars how many of them had discussed the games and their results with their spouses. Every hand went up. I am quite sure that very few of them ever discussed one of my lectures with their spouses.
April 14, 2016
Published on 12 Apr 2016
After numerous delays I’m finally able to show you HMS Campbeltown, the premium tier 3 Destroyer that led the raid on Saint Nazaire and sealed the fate of the Tirpitz.
April 1, 2016
Published on 1 Apr 2016
April 1st used to be the time of year when games devs would try to prank their players, but lately it’s mostly just been an excuse to throw cool new game modes into their latest titles. Not that I’m complaining of course, I’d rather be able to PLAY a TOG II Warship than be teased by a screenshot of one. Here’s a selection of what’s on offer this year.
February 20, 2016
Published on 19 Feb 2016
Thanks to over 5000 backers on Kickstarter, with mere hours to go, JourneyQuest has been renewed for a third season! Congratulations, thank you, and ONWAAAAAARD!
January 23, 2016
Published on 20 Jun 2015
If I said to you “What’s Port?” and your answer is “A fortified wine from Portugal served by the Wardroom Steward at Mess Dinners” you’re either a Royal Naval Officer or someone who could probably benefit from watching this video. There’s no cure for being a Royal Naval Officer, but the cure for sucking at World of Warships is just one click away.
January 19, 2016
Published on 18 Jan 2016
JourneyQuest 3 is funding on Kickstarter now! Click here to renew the show for a third season: http://vid.io/xqEB
Now on Kickstarter! Renew JourneyQuest for an epic third season, featuring the ongoing adventures of Perf, a dyslexic wizard with a quest problem.
Watch the first two seasons here: https://www.youtube.com/playlist?list…
December 5, 2015
Uploaded on 26 Apr 2006
Guy playing CounterStrike gets recorded and remixed by someone at insoc.org.
Then I transcribed it, and a few years later, decided to make this subtitle video!
October 27, 2015
The Guild Wars 2: Heart of Thorns expansion was announced early in January 2015, but only released this month. The Orrator has a unique viewpoint of the new front opened up in the war against the dragons:
September 27, 2015
Published on 27 Aug 2015
What’s the matter, Tommy… are ze Germans coming? Actually yes, they are and they’re in dirty great Battleships! I think we’re going to need bigger guns…
August 17, 2015
July 12, 2015
I really haven’t been following the uproar over the gaming journalism narrative … so this story may be completely off-base (but it does at least match some of what I’ve heard from folks who are invested in the argument):
Video game journalists: those guys who use phrases like “high octane,” “balls-to-the-wall” and “artistic integrity“; the sadomasochists who label factions of their own community xenophobes and fascists, for daring to express an ironic sense of humor; the enlightened few, who described fans as whiny and “entitled” for voicing their displeasure over the conclusion to a beloved franchise.
These past few years have not been kind to the gaming community. To put it mildly, of late, video game journalists have not been too generous to the gaming community.
“Give us your clicks, your Facebook shares, your unfaltering loyalty,” they say, all doe-eyed and loving. “Oh, and please don’t enable AdBlock!” Video game journalists excitedly invite their readership to view their news articles, reviews and opinion pieces, only to kick them to the curb when they’ve siphoned up the ad money. If that’s not how the state of play is, that’s certainly how it feels.
It’s like a depressing, unfulfilling booty call, where, ultimately, everyone comes out a little crustier and disease-ridden. The games journalists may earn some clicks for cash, but they lose little pieces of their souls, their innocence, their Bambi-like demeanor. Meanwhile, angry gamers hop about social networks, gnashing their teeth and venting their disdain for the press. The fans’ incredulity over the behavior of these journalists, in turn, makes the journalists just as incredulous. The fans feel downtrodden and used, the journalists feel violated and misunderstood, and a toxic cycle of hate ensues.
A number of culture critics and social crusaders have helped foster an atmosphere of tension and animosity, striking a war between gamers and members of the games press. However, while these individuals struck the match of the debate, the journalists hurriedly gathered the canisters of gasoline. In fact, little did the community realize, these self-interested people had not been on “their side” for quite some time.
H/T to Perry de Havilland for the link, and the rather eye-catching GIF:
July 7, 2015
I’ve been keeping an eye on World of Warships, if only due to the renderings of the various ships (as a kid, I used to love the diagrams of ships in publications like Purnell’s History of the Second World War). I doubt I have the time to play the game very much, but I’ll probably sign up for the open beta which began last week.
At Massively Overpowered, MJ Guthrie talks to the developers:
Immersion. That’s not a word you often hear associated with lobby-based PvP games. But in the case of World of Warships, the third title in Wargaming’s WWII-era trilogy, it’s more than just fitting; it’s defining. Although not a battle simulation, WoWS offers a genuinely immersive experience thanks to the historical authenticity and the level of detail in both the audio and visual departments. You’ve heard the devil is in the details? Well that’s where the immersion is, too. And now that open beta has started, more players are finally able to dive in and experience this for themselves.
To learn more about how the development team achieved such a high level of immersion, I went to the source: I visited Wargaming’s headquarters in St. Petersburg and talked with the devs who create everything you see and hear in the game. And after watching the creation process in action, I appreciated the ambiance all the more when I jumped in for a hands-on in the closed beta.
Accuracy must take second place to what the players say they want, however:
Sounds really start to shine through once you turn the music down. Although the game’s smart music slider suppresses it when you fire, try clicking it off sometime to focus on the many ambient sounds. Tohtash said that the team has already added “about 3,000″ different sounds to the game. Players will actually hear different metallic sounds from the engines and hulls when the ships change speeds and from the guns when they fire. Engines have four different sound elements (engine, turbine, resonance, and post effects), and guns have three (attack, body, and echo or tail), which combine with recoil, load, and double echo. Using the various elements, the team took care to make different caliber of guns have different sounds. On top of all the types of sounds is the fact that they are positional, changing depending on what view players are in. If your camera is too close to the gun, you will get ringing in your ears after the shot!
Artillery sounds in World of Warships are something that diverges from historical accuracy. The team has access to reference videos, but focus groups have not wanted the more accurate gunfire sounds; they favor big booming ones. Tohtash admitted that actual sounds alone are a bit dry, but once effects such as implementing the bass and the full range of frequencies are added in, the sound is richer and fuller.