Jeff Vogel has written an excellent article on Gamasutra about how he was able to do a great making games that cater to a formerly popular niche. I won't comment much, because it really is an excellent article: It gets everything right. It clearly states everything that is wrong with how big game companies do business nowadays, and everything that is right with how small ones do it. His opinion on piracy, and how it should be dealt with, is one of the most logical, sensible ones I've seen. It's a very short, very "simply" written, straightforward article, and yet it wonderfully explains how indie devs work and what it's all about, really.
So, I don't have much to say, except that if you haven't, go read it. Because, yes, this is why indie devs are great, and why there should be more of them, and why they matter.
Showing posts with label crazy people on the internet. Show all posts
Showing posts with label crazy people on the internet. Show all posts
13 February 2012
Why my opinion matters
No, this is not a long overdue explanation for this blog. It's about an irritating article by Marsh Davies on Eurogamer. He thinks we, consumers, have no right to opinions.
He was apparently annoyed (like many assholes on the internet I noticed) by the recent campaign to play HL2 and get Valve's attention, with the hope that they will maybe release Episode 3 in our fucking lifetime.
Look, there's an unspoken contract between players and developers. It's not just "lol they not buye your're gayem xD". The devs are investing money into something for years, and for all they know, it may turn out to be a complete waste because no one pays for the game. The players are investing money into a product, and it may turn out to be a complete waste because the thing is unplayable tripe. Either side is taking a leap of faith. Either side of the relationship calls for lots of trust.
Now, when you are lucky enough as a developer to build a strong fanbase which likes the thing you do, there is one very important thing which you must absolutely not fuck up: Keep making those games. Those guys love you, because they love the games you made. They'll buy whatever else you make, because they expect more like them. This doesn't mean you literally have to make clones of the same game- but do fucking learn lessons, and don't forget the things that made your games good. If you were prized for originality, don't start making uninspired shovelware! If you were prized for complexity and respect for the player's intelligence, don't start making idiotic, casualized games that betray deep contempt for the player.
What if you don't? Your fanbase might leave you. You reputation will be hurt- many will buy your games expecting, rightfully, something of similar qualities to what you've made before. They will, again rightfully, feel cheated. And then, when your audience likes one kind of game, and instead you make another, there's just nothing to keep them interested anymore!
Sure, you may get a new fanbase, which likes the games you make "now". You better damn well hope that you do, because the one that liked you for the games you made "then", sure as hell won't be pleased.
With regard to Valve: They should be happy the players whine about Episode 3. How often is it that a business has consumers tell them, "just make us this product, and we'll happily throw lots of money at you"? No lengthy design process, no uncertainty, no agonizing market research. It's a million dollar idea, delivered right to your inbox, just waiting to be capitalized on! Valve is free to say, "thanks, but we don't feel like making a product guaranteed to turn huge profits and enjoy great success", of course. Their loss. But I can't fathom how anyone would fault fans for saying, "if you made a game like this, we'd totally buy it, just saying". For fuck's sake, they're doing Valve a favor!
The Eve Online reference? Entirely out of place. MMOs are a continuing service. If I'm paying you money for a service on a continuous basis, you damn well have an obligation to render me that service. The player complaints were perfectly justified- the company decided to start being obnoxious assholes and charge outrageous prices for cosmetic items, the players said, "hey, you better stop trying to be obnoxious, or you'll lose us, your customers". They listened, the customers didn't leave. Happy ending!
DDoS attacks? Sure, they're a bit of a stupid way to voice your enthusiasm and support for a developer's work. But that said, it wasn't a case of them "not being seen as working hard enough", as Marsh so grossly understates. First off, Notch was literally taking more than every other day off on vacations, and he'd then go and gloat about it on his blog. It's not that people though he could work harder- he barely worked at all. Second, while you may question the wisdom of such payments, the purchases of early Minecraft were not as is. Perhaps legally they were, but Notch heavily implied if not outright stated and the customers all understood that they were paying for ongoing future development of the game. And then Notch decided he didn't care about that ongoing future development. Buyers were not reimbursed. You honestly think Notch was in the right? Sure, they were gullible, and they got scammed. But saying Notch had every right to be lazy is blaming the victim no matter what you say, and you'll only fool clueless chums who weren't there to see the thing unfold throughout 2010.
I guess linking to poorly-written forum threads passes for investigative journalism nowadays, but again, what's wrong? The game is for sale at a price. The price is too high. The customers are saying, "if you made it lower, we would buy it". What's the problem? Would you prefer to sit there shaking your head, staring at tea leaves, trying to divine why they're not buying your game? There, they've come out and said why. Go do what needs to be done. What the hell more do you want?
About the Kotaku trash, little needs to be said. But, dear Marsh, pretending people who are joking are serious, and then chiding them for it, is not clever or mature, it makes you look painfully, embarrassingly stupid and out of touch. And second, obviously exceptional events are not a good way of proving a trend, and attempting to do this has a similar effect.
But in general, he is just so, so wrong. Yes, developers do owe me something. They owe me to live up to their end of an unspoken contract. When I buy their game simply because I like their previous game, not listening to critical word of mouth and negative reviews, they don't complain about it, do they? They don't bemoan their reputation that brought them all these customers, who decided to buy a game which, if made by a developer with a bad reputation, they might not have bought (or even heard about). In fact, developers don't complain at all! It's always these sycophantic commentators who feel the need to white knight for the supposedly hurt developers. Fuck you, white knights! I bought the game because I expected something good, like what the developer made before. If they're not delivering on that, I have every right to complain. If I go and tell them, "hey guys, I really like the game you made, please make more like it so I can buy that, too!", you have no right to tell me I'm being "entitled". Exercising your right of free speech, to offer business opportunities, to a company in need of them, is not being entitled. You're a cunt if you say it is.
He was apparently annoyed (like many assholes on the internet I noticed) by the recent campaign to play HL2 and get Valve's attention, with the hope that they will maybe release Episode 3 in our fucking lifetime.
Look, there's an unspoken contract between players and developers. It's not just "lol they not buye your're gayem xD". The devs are investing money into something for years, and for all they know, it may turn out to be a complete waste because no one pays for the game. The players are investing money into a product, and it may turn out to be a complete waste because the thing is unplayable tripe. Either side is taking a leap of faith. Either side of the relationship calls for lots of trust.
Now, when you are lucky enough as a developer to build a strong fanbase which likes the thing you do, there is one very important thing which you must absolutely not fuck up: Keep making those games. Those guys love you, because they love the games you made. They'll buy whatever else you make, because they expect more like them. This doesn't mean you literally have to make clones of the same game- but do fucking learn lessons, and don't forget the things that made your games good. If you were prized for originality, don't start making uninspired shovelware! If you were prized for complexity and respect for the player's intelligence, don't start making idiotic, casualized games that betray deep contempt for the player.
What if you don't? Your fanbase might leave you. You reputation will be hurt- many will buy your games expecting, rightfully, something of similar qualities to what you've made before. They will, again rightfully, feel cheated. And then, when your audience likes one kind of game, and instead you make another, there's just nothing to keep them interested anymore!
Sure, you may get a new fanbase, which likes the games you make "now". You better damn well hope that you do, because the one that liked you for the games you made "then", sure as hell won't be pleased.
With regard to Valve: They should be happy the players whine about Episode 3. How often is it that a business has consumers tell them, "just make us this product, and we'll happily throw lots of money at you"? No lengthy design process, no uncertainty, no agonizing market research. It's a million dollar idea, delivered right to your inbox, just waiting to be capitalized on! Valve is free to say, "thanks, but we don't feel like making a product guaranteed to turn huge profits and enjoy great success", of course. Their loss. But I can't fathom how anyone would fault fans for saying, "if you made a game like this, we'd totally buy it, just saying". For fuck's sake, they're doing Valve a favor!
The Eve Online reference? Entirely out of place. MMOs are a continuing service. If I'm paying you money for a service on a continuous basis, you damn well have an obligation to render me that service. The player complaints were perfectly justified- the company decided to start being obnoxious assholes and charge outrageous prices for cosmetic items, the players said, "hey, you better stop trying to be obnoxious, or you'll lose us, your customers". They listened, the customers didn't leave. Happy ending!
DDoS attacks? Sure, they're a bit of a stupid way to voice your enthusiasm and support for a developer's work. But that said, it wasn't a case of them "not being seen as working hard enough", as Marsh so grossly understates. First off, Notch was literally taking more than every other day off on vacations, and he'd then go and gloat about it on his blog. It's not that people though he could work harder- he barely worked at all. Second, while you may question the wisdom of such payments, the purchases of early Minecraft were not as is. Perhaps legally they were, but Notch heavily implied if not outright stated and the customers all understood that they were paying for ongoing future development of the game. And then Notch decided he didn't care about that ongoing future development. Buyers were not reimbursed. You honestly think Notch was in the right? Sure, they were gullible, and they got scammed. But saying Notch had every right to be lazy is blaming the victim no matter what you say, and you'll only fool clueless chums who weren't there to see the thing unfold throughout 2010.
I guess linking to poorly-written forum threads passes for investigative journalism nowadays, but again, what's wrong? The game is for sale at a price. The price is too high. The customers are saying, "if you made it lower, we would buy it". What's the problem? Would you prefer to sit there shaking your head, staring at tea leaves, trying to divine why they're not buying your game? There, they've come out and said why. Go do what needs to be done. What the hell more do you want?
About the Kotaku trash, little needs to be said. But, dear Marsh, pretending people who are joking are serious, and then chiding them for it, is not clever or mature, it makes you look painfully, embarrassingly stupid and out of touch. And second, obviously exceptional events are not a good way of proving a trend, and attempting to do this has a similar effect.
But in general, he is just so, so wrong. Yes, developers do owe me something. They owe me to live up to their end of an unspoken contract. When I buy their game simply because I like their previous game, not listening to critical word of mouth and negative reviews, they don't complain about it, do they? They don't bemoan their reputation that brought them all these customers, who decided to buy a game which, if made by a developer with a bad reputation, they might not have bought (or even heard about). In fact, developers don't complain at all! It's always these sycophantic commentators who feel the need to white knight for the supposedly hurt developers. Fuck you, white knights! I bought the game because I expected something good, like what the developer made before. If they're not delivering on that, I have every right to complain. If I go and tell them, "hey guys, I really like the game you made, please make more like it so I can buy that, too!", you have no right to tell me I'm being "entitled". Exercising your right of free speech, to offer business opportunities, to a company in need of them, is not being entitled. You're a cunt if you say it is.
20 January 2012
Reviews: To score or not to score?
For some time now, I was of the opinion that reviews should not have scores. After reading Alex Kierkegaard's writeup on the topic, I changed my mind.
Background
Alex's post is long. It's well written, and you should read it sometime, but I think I'll still be an enormous hypocrite and provide you with a summary of what he says anyway:
Alex also talks about perfect scores. He's wrong there: If you think 100/100 is a perfect score, I don't see why you can't or won't think 5/5 is a perfect score. It doesn't really matter to me- I don't have a problem with scores being out of 5 and not 100.
Another thing he complains about is close scores like, for example, 76/100 and 77/100. His position boils down to "I cannot imagine myself making very precise judgements about games, therefore it is impossible." It is a laughable position. Alex seems to have a habit of confusing the negligible with the actually non-existent: Just because it's hard to see that 76 to 77 difference, doesn't mean it doesn't exist. I agree that if you are really using a score system with 100 values (or worse, decimals!), you should probably think again. But that doesn't mean it's inherently bad, and it doesn't mean there can't be some guy out there who really can review games so finely that he can discern a 1/100 difference in quality (although, most that score out of 100 probably can't do it). This part is also tangential to my purposes.
Motivation
So what are my purposes, then? Well, as I said, it's clear that I can't just not score my reviews. That would be sticking my head in the sand. However, I have one problem with scores: Suppose you have a scoring system out of 100. You have 4 categories: Graphics, Gameplay, Story, Replay value. Each one gets a score out of 25, then you sum them all for the final score. Reasonable enough, and many mainstream reviewers actually do this. (To make it Alex-friendly, you can make each category 0-1 and then sum them to 0-4.)
Anyhow, the problem: With this scheme, Dwarf Fortress gets 0+25+0+25=50. But Dwarf Fortress isn't a mediocre game! To fix it, you can make it so that gameplay and replay value are out of 45, and others out of 5. Then DF gets 90. Cool, right? Yes, but now Limbo gets, oh, 5+30+5+0=40 if you are really generous. I mean, I didn't think Limbo was perfect1. But I certainly didn't think it was below average crap that deserves a 40/100.
So, for some games, graphics matter and replay value doesn't. For others, the opposite. Rather than come up with a complicated weighting scheme to solve this, I tried to find a lazy shortcut. I think I succeeded.
Solution
If you give a game a 10/10, what does that mean? Essentially, it's the same as saying, "dude, this game is awesome, you'll love it". 0/10 would be saying "piece of shit, don't bother". Reviews are, at their basest, for answering the question, "should I play this game?" Yes, they serve as commentary and can be very valuable in that respect as well, but that question is what gave rise to "reviews" in the first place.
So how would I deal with, say, DF, if I was to give scores? Probably I'd give it a 9/10, and say something to the effect of "if you like roguelikes with ASCII graphics, then it's really a 10/10, and if you really care about the graphics it's 6/10 with tilesets and 3/10 without". Tastes vary. Review audiences are heterogenous2.
However, the review isn't necessarily going to be an absolute endorsement (or disapproval), either. It will probably say, "some such people will like this, some such people will not". Now, if you see a 5/10 game, what if you can't tell whether you're the guy who will like it despite its flaws, or the guy who will definitely hate it?
Sometimes, it's obvious from reading the review. Oftentimes it's not. And in that case, you'll guess. And with a 5/10 score, you will probably guess that you're equally likely to be in either camp... Wait, hold on. Isn't 1/2 the chance of success for an unbiased binary trial? Hmm, what if... What if review scores are probabilities? What if, when I give a game score X out of Y, that means I'm estimating X/Y of my audience will like it, and consequently3, that there's an X/Y probability that you will like it?
Results
Yeah, I'm kinda proud of myself for this. I think it's a great idea - I'm perfectly happy with a score system like this, both as reviewer and review reader4. So how would it look in practice?
Now, I don't want to make 1% resolution estimates, there aren't even 100 people reading my reviews. So I will use this scale:
In fact, if I happen to decide that "indie game bias" is relevant for a game, I can just bump it up one level. That seems reasonable. If the devs are, say, literally curing cancer and disease, I can totally see bumping a game 2 levels. I like that - I'm okay with foldit being a 3/5 game, and I'm okay with treating it like a 5/5 game because of its mission.
Furthermore, the above may be written in the context of video games, but there's nothing about this system specific to video games. There's no reason not to use it for movies, books, what have you.
Lastly, the nice thing is that, while I've never heard of a reviewer using this system explicitly, all the review scores out there are very compatible with it. Good games are likely to get high scores, and you are likely to enjoy good games. Ergo, high score means more likely to enjoy. You can assume these are just traditional scores, too, if the "math" is confusing, but if basic probability confuses you, what on earth are you doing on my blog?
Footnotes:
1: If you look now, you will see my Limbo review does include a score. That was added after the fact, after this post was written.
2: I don't know if you can even target a homogenous audience of non-trivial size, but I know I wouldn't want to even if I could.
3: It's just basic probability. If a persons in a room like a game, and b persons don't, then when you pick one of them at random, the chance that you get someone who does like it is p=a/(a+b). Since you are only thinking about this because you have no idea which group you belong to, we can assume you are equally like to be any one of those persons. So the chances of you liking the game are also p, which is equal to the fraction of people who like it.
4: It also solves all sorts of problems we weren't even trying to solve: Among other things, it means that even if you buy a 9/10 game and hate it (or buy a 1/10 game and love it), that's fine, because it's a probabilistic prediction, and you are still better off trusting it (assuming the reviewer is trustworthy and reliable).
5: Two things you may notice: First, I'll never have to say you will definitely like a game, or definitely dislike it. Second, no matter how many times I'm wrong, I can always blame it on probability. Man, I'm so clever! Seriously, though: Sorry about this, but them's the breaks. I don't think a system that allows 0% or 100% probabilities would be productive, and I'm not sure if it would be mathematically sensible. Nor do I intend to find out.
Background
Alex's post is long. It's well written, and you should read it sometime, but I think I'll still be an enormous hypocrite and provide you with a summary of what he says anyway:
- It should be possible to read a review, and then answer the question, "Did this guy like the game? Was it a waste of his time? Does he regret playing it? Would he recommend it to others?" If you cannot answer this, the review is worthless, rambling drivel which literally does not make any sense.
- There is no such thing as a score-less review. To demonstrate, take any given group of reviews (ostensibly) without scores. Now label each review as "positive" or "negative". You should be able to do this easily due to 1. When done, go back and replace each "positive" with 1, and each "negative" with 0. Even though the reviewer did not give a score, you have correctly approximated the score that he would have given, with scores on a scale of 0 to 1. Now, repeat this procedure with 5 tags: Strongly positive/negative, mildly positive/negative, and neutral. Replace them with 1-5. You have now approximated a score on a more familiar 1-5 scale.
- It follows that a review, any review, even if it claims to not assign a score, must describe a score implicitly. That is, even if there isn't a score, you can read it and say, oh, this looks like a 6/10 (from 2). If you can't say this, then the review is nonsense (from 1).
Alex also talks about perfect scores. He's wrong there: If you think 100/100 is a perfect score, I don't see why you can't or won't think 5/5 is a perfect score. It doesn't really matter to me- I don't have a problem with scores being out of 5 and not 100.
Another thing he complains about is close scores like, for example, 76/100 and 77/100. His position boils down to "I cannot imagine myself making very precise judgements about games, therefore it is impossible." It is a laughable position. Alex seems to have a habit of confusing the negligible with the actually non-existent: Just because it's hard to see that 76 to 77 difference, doesn't mean it doesn't exist. I agree that if you are really using a score system with 100 values (or worse, decimals!), you should probably think again. But that doesn't mean it's inherently bad, and it doesn't mean there can't be some guy out there who really can review games so finely that he can discern a 1/100 difference in quality (although, most that score out of 100 probably can't do it). This part is also tangential to my purposes.
Motivation
So what are my purposes, then? Well, as I said, it's clear that I can't just not score my reviews. That would be sticking my head in the sand. However, I have one problem with scores: Suppose you have a scoring system out of 100. You have 4 categories: Graphics, Gameplay, Story, Replay value. Each one gets a score out of 25, then you sum them all for the final score. Reasonable enough, and many mainstream reviewers actually do this. (To make it Alex-friendly, you can make each category 0-1 and then sum them to 0-4.)
Anyhow, the problem: With this scheme, Dwarf Fortress gets 0+25+0+25=50. But Dwarf Fortress isn't a mediocre game! To fix it, you can make it so that gameplay and replay value are out of 45, and others out of 5. Then DF gets 90. Cool, right? Yes, but now Limbo gets, oh, 5+30+5+0=40 if you are really generous. I mean, I didn't think Limbo was perfect1. But I certainly didn't think it was below average crap that deserves a 40/100.
So, for some games, graphics matter and replay value doesn't. For others, the opposite. Rather than come up with a complicated weighting scheme to solve this, I tried to find a lazy shortcut. I think I succeeded.
Solution
If you give a game a 10/10, what does that mean? Essentially, it's the same as saying, "dude, this game is awesome, you'll love it". 0/10 would be saying "piece of shit, don't bother". Reviews are, at their basest, for answering the question, "should I play this game?" Yes, they serve as commentary and can be very valuable in that respect as well, but that question is what gave rise to "reviews" in the first place.
So how would I deal with, say, DF, if I was to give scores? Probably I'd give it a 9/10, and say something to the effect of "if you like roguelikes with ASCII graphics, then it's really a 10/10, and if you really care about the graphics it's 6/10 with tilesets and 3/10 without". Tastes vary. Review audiences are heterogenous2.
However, the review isn't necessarily going to be an absolute endorsement (or disapproval), either. It will probably say, "some such people will like this, some such people will not". Now, if you see a 5/10 game, what if you can't tell whether you're the guy who will like it despite its flaws, or the guy who will definitely hate it?
Sometimes, it's obvious from reading the review. Oftentimes it's not. And in that case, you'll guess. And with a 5/10 score, you will probably guess that you're equally likely to be in either camp... Wait, hold on. Isn't 1/2 the chance of success for an unbiased binary trial? Hmm, what if... What if review scores are probabilities? What if, when I give a game score X out of Y, that means I'm estimating X/Y of my audience will like it, and consequently3, that there's an X/Y probability that you will like it?
Results
Yeah, I'm kinda proud of myself for this. I think it's a great idea - I'm perfectly happy with a score system like this, both as reviewer and review reader4. So how would it look in practice?
Now, I don't want to make 1% resolution estimates, there aren't even 100 people reading my reviews. So I will use this scale:
- 1: a game only an indy dev could love - 10% chance you'll like it; 10% of my audience will like it.
- 2: mostly shit, but has noteworthy positive qualities - 30% chance you'll like it; 30% of my audience will like it.
- 3: absolutely mediocre - 50% chance you'll like it; 50% of my audience will like it.
- 4: recommended, but not for everyone - 70% chance you'll like it; 70% of my audience will like it.
- 5: if you don't like this, you don't have a soul - 90% chance you'll like it; 90% of my audience will like it.
In fact, if I happen to decide that "indie game bias" is relevant for a game, I can just bump it up one level. That seems reasonable. If the devs are, say, literally curing cancer and disease, I can totally see bumping a game 2 levels. I like that - I'm okay with foldit being a 3/5 game, and I'm okay with treating it like a 5/5 game because of its mission.
Furthermore, the above may be written in the context of video games, but there's nothing about this system specific to video games. There's no reason not to use it for movies, books, what have you.
Lastly, the nice thing is that, while I've never heard of a reviewer using this system explicitly, all the review scores out there are very compatible with it. Good games are likely to get high scores, and you are likely to enjoy good games. Ergo, high score means more likely to enjoy. You can assume these are just traditional scores, too, if the "math" is confusing, but if basic probability confuses you, what on earth are you doing on my blog?
Footnotes:
1: If you look now, you will see my Limbo review does include a score. That was added after the fact, after this post was written.
2: I don't know if you can even target a homogenous audience of non-trivial size, but I know I wouldn't want to even if I could.
3: It's just basic probability. If a persons in a room like a game, and b persons don't, then when you pick one of them at random, the chance that you get someone who does like it is p=a/(a+b). Since you are only thinking about this because you have no idea which group you belong to, we can assume you are equally like to be any one of those persons. So the chances of you liking the game are also p, which is equal to the fraction of people who like it.
4: It also solves all sorts of problems we weren't even trying to solve: Among other things, it means that even if you buy a 9/10 game and hate it (or buy a 1/10 game and love it), that's fine, because it's a probabilistic prediction, and you are still better off trusting it (assuming the reviewer is trustworthy and reliable).
5: Two things you may notice: First, I'll never have to say you will definitely like a game, or definitely dislike it. Second, no matter how many times I'm wrong, I can always blame it on probability. Man, I'm so clever! Seriously, though: Sorry about this, but them's the breaks. I don't think a system that allows 0% or 100% probabilities would be productive, and I'm not sure if it would be mathematically sensible. Nor do I intend to find out.
19 January 2012
Review: The Girl with the Dragon Tattoo
I love Half in the Bag. Which is odd, because you would naively expect a critic's value to be how much they are able to predict your reaction to a film, and I'm not sure HitB could even outperform a random number generator for me in that sense.
Still, though, they always manage to make interesting points about a movie. They're not even necessarily true, in my opinion- I disagree with a lot of what they say, especially for movies that I have seen myself. But it makes no difference. I'm still glad they bring up their points, because even though in my mind they are wrong, being forced to stop and think and figure out exactly why they are wrong, and to be made aware that it is even possible to have an opinion on the issue such as theirs, is a very satisfying thing for me. They've hated a few movies I thought were good, and they've raved about quite a few which I hated, but in either of situations it has never felt like a waste of time to watch the movies on which I disagree with them.
So ultimately, they are excellent critics- whenever I decide to see a movie based on what they say, I never regret the decision. They even supply something like insurance: Even if I think a movie sucks, I can still think about their commentary on it, and I will have gotten something worthwhile out of it anyway.
To get to the point...
So that's how I was convinced to watch The Girl with the Dragon Tattoo. Their episode dealing with it is quite good, so I'll just point you to it if you haven't seen it yet.
I guess I'll start with the rape scene. The way they talked about it, I was expecting something truly amazing and clever. What I got was a scene which is basically only there as a quick and dirty (har har) way of signalling to the audience that "this is bad guy, you should hate this guy". The floor polisher man, too, did nothing for me. Maybe the theater I was in just had a really shitty sound system, but I could only hear him before the blowjob part started. So, yeah.
They did manage to make the guy intensely unlikable, though. Granted, it's hard to fuck that up, when the character is one-dimensional and his one dimension is that he is a slimy sack of shit who rapes an adorable awkward, shy Rooney Mara. Still, it was interesting how they managed to make the second rape scene really uncomfortable.
I didn't really catch many "beautiful Sweden" scenes. There are several scenes where you glimpse the Swedish landscape, mostly covered in snow, but the landscape isn't really the focus of those scenes, and I didn't find any of it particularly captivating (maybe it's because I'm a bitter old man). What I did catch was how soul-crushingly bleak Sweden looked (probably also for the same reason). It was full of gray streets and gray houses with gray-blond people drinking gray tea in their pale rooms filled with beige-gray, blocky furniture. It was just like playing Skyrim! This time, though, it was at least appropriate, considering the tone of the narrative.
It was also interesting how some of the scenes were shot. One of my favorites is near the beginning: We see a character's office from where his laptop is sitting. He walks in, fiddles with something on a small table, then sits down behind the computer. Ordinarily, we'd watch him walk in, lean over the table, then turn around, walk to the computer and sit down. Instead, the movie cuts abruptly from him leaning towards the table to him sitting behind the computer like a little time-lapse video. It's not the first time it was done, of course, but it was still kinda cute.
Speaking of the Dragon Tattoo-Sweden, it was hilarious how everyone spoke with this Scandinavian accent, because you know, we're in Sweden, for 95% of the movie. The other 5% is when they travel to London, and even then, most of the talking in London is done by two Swedes with accent intact. I don't know what the point of it was, really.
The story
The development of the narrative follows the book very closely, and it seems the book is one of those books where it is obvious the author cares nothing for producing well-structured, "good" literature and just writes about whatever the hell he damn well pleases. It's a bit jarring and quite funny when some of this seeps into the movie- there's a part where Lisbeth, the eponymous (is it really an eponym if it's a narrator-given nickname?) girl with a dragon tattoo, just randomly goes to a bar and picks up a chick and sleeps with her. This serves no purpose other than show two chicks making out. It establishes Lisbeth as bisexual (as if it wasn't obvious already), and I guess you could draw some link between that and her history of sexual abuse, except it makes no difference. Her bisexuality has no bearing on anything at all in the rest of the movie (and it's kind of silly to consider sexual preference a big part of someone's personality, isn't it?) and it would have changed absolutely nothing if she was straight, so I dunno what's up with that. It was this funny "oh, and did I mention she's bi? Cuz she totally is, guys!" moment from the movie. Ssssure, movie. Whatever you say. :rolleyes:
Speaking of pointless things, what's with the cat? There's this cat that Mikael, the other main character, adopts and gradually bonds with over the course of the movie, and then the cat just... Dies. I mean, yeah, spoilers, but whatever. Anyway, they find the cat's mutilated corpse. And then... Nothing. The movie just forgets about it. What on earth was that for? It's not like the movie needed padding, it was long as fuck. Nor did Mikael need further establishing as a goody-two-shoes softie. And it was such a cute cat... What the hell, movie? Poor kitty. =(
Besides that, I had a very similar opinion of the structure and flow of the narrative to another "book movie" I saw recently, Tinker Tailor Soldier Spy. They both appear to follow their book pretty closely -I read neither- and the movie ends up feeling quite different from movies which are made straight from movie scripts. The plot doesn't have the familiar, simple, obvious elements that movie plots have, and you can't really break it down into "the story starts like so, then this guy does that, and then it concludes when this thing happens". It's just, "stuff happens", and the main plot isn't that central to the whole thing. I'm not sure if it's a good thing or bad, but it certainly makes for an interesting (and slightly odd) movie.
Complaints
It was a bit of a hassle keeping track of who is who and whose relation to who is what. I imagine it was one of those thing which is described adequately in a book, for a book, and when it's a movie it's suddenly not as easy to follow anymore. I mean, in a book, a name is very prominent and effective as an identifier, partly because just about every book talks a lot about third persons. Watching people talk about other people is boring, on the other hand, so movies have characters say only their dialogue; and it's unnatural to say someone's name often when interacting with them, so I'm not surprised I lost track of all the Wernerströms and the Jorgens and the Hurgens and the Gurgens and what have you. Although, maybe it's just that I'm bad with names.
Lisbeth, and Mikael were quite interesting in general, though. Lisbeth herself is really weird, and has some weird (and nasty) stuff happen to her, and deals with it in cool ways which are interesting to watch. Mikael is actually quite boring, but it just so happens that a boring character like that is a perfect counterpart for Lisbeth, and it's funny to watch them interact.
I'm also not sure how I feel about Lisbeth looking gradually more "conventionally pretty" as the movie progresses. In her first appearance, she shows up with this weird mohawk and leather outfit. Then we keep seeing her looking much more conservative: She ties her hair in a ponytail, dresses in more usual clothes and puts on less crazy black make-up. The first time I saw Lisbeth, I thought, "man, what a weirdo", but later on I just thought she looked cute. It seemed somehow cheap and against the spirit of the character. Obviously, I'm supposed to think she is weird because that's her character, but I'm also supposed to like her because she's one of the protagonists. While the "normalization" of Lisbeth accomplishes both, in a sense, by the time I liked her she wasn't at all anymore, even though it seemed to me like the kind of character you're supposed to like despite them being weird.
Conclusion
From what I've seen, I get the impression that The Girl with the Dragon Tattoo, while not badly written, is hardly great literature. It seems like one of those "good bad books" (hope you don't find the hyperlinking too pretentious, but that's what I mean by the term). The movie is certainly a "good bad book movie". You don't take away much if anything from it, but you do enjoy seeing it.
The plot is really predictable (down to the cute bittersweet end), in that it's often obvious what kind of development (usually there's only one possibility) would make for an interesting story at any given point, and the movie doesn't disappoint in orchestrating exactly that development. On the flipside, although you can easily see what will happen next, it's not that obvious what will happen after that, because you can never tell where the movie goes with anything, so it's not such a tedious experience. As someone who has neither seen the older Dragon Tattoo movie, nor read the book, I can recommend seeing this movie if you are likewise unfamiliar with the franchise. Otherwise, well, you've read my review, make up your own mind.
Score: 4/5
17 January 2012
Review: Fort Zombie - The awesome game that never was
How does one start a review which doesn't primarily consist of whining like a spoiled brat? Oh, lovely. I'm already doing one of my least favorite vidya reviewer cliches and being meta in my introduction... Ok, let's try this again.
Fort Zombie is an RPG. It goes like so: Zombies have happened. They have taken over your small town of Piety, Indiana. They fucked it up good. You find yourself in the middle of all the chaos and decide to take over a building for use as your stronghold, scavenge supplies and gather survivors, and make a last stand against the zeds.
It's 3rd person. There's skills that increase as you use them. You need a search skill to discover supplies, you can pick locks. Each weapon also has its own skill: Suppose you have an M16, your final skill is determined by your "M16 skill" (starts at 0 and increases as you use the M16) + your assault rifle skill. This is a great idea- it's not too complicated, it's not too simple, and since weapons are scarce and you don't often have much freedom deciding who gets what gun, this leads to people developing favorite weapons that they are very good with. You often get situations where you find, say, a shotgun better than the one you have, but you are so used to the current one, that sticking with the old one is a better idea. This does wonders for naturally making your team organic and differentiated.
You embark on expeditions to the town everyday, the town layout is procedurally generated. You can find food, medicine, supplies (to build base defenses), fuel (to power base defenses) and survivors. The survivors will not want to join up with you if you don't have good social skills, or if your entourage has high attrition rates. Sometimes you can find random quest NPCs.
There are many types of zombies. Now, I don't really have a zombie fetish like a certain group of people out there. I think the idea of a zombie apocalypse is stupid for many reasons, which were quite well described by Yahtzee in his Dead Island review already. Zombies are stupid, the transparent escapist power fantasy aspect of it stupid, and they don't really make for particularly interesting stories. I don't hate them, though. I think zombies are a great game concept- they're a slow, lumbering, dumb cannon fodder which is only threatening through sheer numerical force. They are a perfect antagonist whenever gameplay relies on hordes or waves of enemies: They are capable of making decisions, but not too smart, they are numerous but not fast, they are durable but not powerful. They have no self preservation instinct and no apparent leadership. But best of all, they have all these qualities without seeming dumb and illogical like an army of slow zerg, or a horde of human soldiers running to their death would be.
Fort Zombie uses zombies very well. The zombies in this game are supposed to go on doing whatever it was they used to commonly do in their former life: You get jogger zombies running after you, footballer zombies tackling you, cop zombies shooting you. It makes for a nice variety of enemies. Their AI also has the right idea: They'll chase you, and try to overcome obstacles, but break line of sight and they forget about you instantly, like the brainless idiots that zombies should be.
Also, not all missions this game generates are winnable, many are not worth your time and ammo. You often encounter powerful groups of zombies that you cannot beat. The game makes little effort to scale the difficulty- you have to choose your battles and know your limits, and know when a fight is winnable but still a waste of time. It's done very well and makes for a very fun, strategically complex game, especially for someone sick of the mainstream's dire fear of ever having the player lose or walk away from a fight.
Altogether, Fort Zombie is a wonderful little game. It's as if someone took one of the "awesome video game idea"s that everyone inevitably comes up with thinking about zombies, and made it real. It does everything right. It's gritty, it's harsh, it has lots of detail in places you want and no pointless micromanaging of things which don't matter. It's pretty much perfect... Pretty much.
You see, there's one unfortunate flaw: The game is unplayable. It's broken. It was never finished. The whole thing came out of Kerberos Productions's efforts to create an engine for their party-based space game Northstar, when they realized the engine they had could be quickly turned into a nice zombie game. The graphics are like those of a 2001 game, which isn't a big deal by itself, if only the game didn't also run like an 2001 game on 1999 hardware (and the game is quite recent, being released in 2009). There is a mod that removes physics, which supposedly speeds up thing quite a bit (I haven't tried it).
It also crashes, often and unexpectedly. To be sure, the autosave isn't awful, so you don't lose that much progress, but the long loading times make the each crash quite painful.
Strangely enough, there's also no music, except for the menu. And, while the silence does add to the atmosphere a lot of the time, there were certainly points when I felt like some music would have made the game seem less sterile.
So, it's a bit of a predicament, really. A great game, but I just wasn't able to play it. The controls are clumsy, the follower AI gets stuck and lost easily, the load times are too long, it crashes too much and the graphics performance is really sub-par. If only development on this continued...
If you are feeling brave enough to give this a try, you will need the wiki, because vital info is missing from tooltips. If you feel like you can't handle it, I would definitely recommend watching a Let's Play series. Even though the game is difficult to play in its current state, the kind of game that it was supposed to be is quite unique. There are probably others out there which are quite decent, but I was watching Revocane's videos. Incidentally, he rambles and mumbles like a paranoid schizophrenic, quite aptly given the game and character he is playing. Anyhow, good luck, and enjoy!
Score: 4/5
Bias: Would be 3 if this wasn't a Paradox game (MARRY ME PARADOX).
16 May 2011
Germany's national character and unique traits in epic strategy
So I have been reading the article on Flash of Steel on Germany’s national character. I have to say it's a very interesting topic to look at and Troy Goodfellow does it plenty of justice.
I don't know what he is planning for it, but to me each of his posts just goes to show that the "national character" idea is thoroughly silly.
To be clear, I'll be speaking of computer strategy games such as Civilization which cover a long time period. How long? Age of Empires 3 is probably the shortest.
First off, the concept of a nation has changed a lot throughout history, and people did not always act as the nation-states we seem to be assuming they did. The Germany in World War 2 is obviously not just "Teutons with more tech". So when we have a "Germany" in games such as Civ, where this Germany remains Germany from the ancient eras into the future, we are already suggesting a very bizarre world which functions much more differently from ours. So there's already a problem with translating historical "Germany" which hasn't yet lasted 150 years (if what you mean by Germany is that state that Bismarck created which later went on to enter the two world wars). When you start writing up a "Germany" civ for your game, do you draw ideas from Nazi Germany? Western Germany? Today's Germany? Prussia? The Holy Roman Empire? The Teutonic tribes? As I said, they are not one and the same, and they don't share "traits". Or do you mash them all together into big ball of nonsense?
Second, there's the issue of traits themselves. In the last 50 or even 100 years, one thing Germany had a very well-known reputation for is excellence in engineering and manufacturing. Not really the ability to churn out a lot, but producing high-quality, reliable, well-designed machines. Think of the Mercedes-Benz automobiles, supposedly built like tanks. Somewhat relatedly, another thing people think of in regard to Germans of today is discipline. (To go off on a tangent, Germany has had a huge population of Turkish migrants since the 60s/70s which have not always been crazy about integrating, and I understand they have been a subject of much controversy there over the years, and still are. This has gone on for longer than WW2 and certainly is a huge contributor to what Germany is today, but you don't see that in any strategy games.)
Now I'm sure nobody has any funny ideas about how Germans have some genetic predisposition to being good at making reliable cars, or being disciplined. Again, it's not like the Teutons (or those before them) were much disciplined, and it's not like the Germans are really Teutons, and it's not like the Germans (of the last 150 years) have been around as a group for long enough to develop a meaningfully distinct gene pool. So it's a cultural thing.
But a culture of discipline, or technical excellence, or what have you does not just pop out of nowhere. It develops gradually over time, as a result of the environment in which a group of people exist, as well as other cultures they are in contact with, their history, and most likely also events of random chance. If the German people are disciplined today, it is because of their history.
But games like Civ are all about taking a blank slate and rewriting history. If you picked Germany, ended up alone on an island, focused only on culture, never entered a conflict let alone lose a world war and sign as overwhelming a treaty as the Versailles, why SHOULD your Germany have Panzers and disciplined troops? The circumstances which created those are simply not there! It should have crappy tanks, and crappy troops, because your people have never cared about war.
One could say, "But it's boring if Civ had only one civilization". And that's true. But once you notice the problems I've talked about, it just gets more confusing the more you think. So why not have the game model socio-cultural evolution? Why not start everyone without unique traits, using the civ only to select your city names (you gotta have SOME character, right?), and then grant unique traits to players over time based on how they have played?
Suppose you fought a big war (the game could look at how many resources’ worth of units were killed on both sides to tell a world war from a regional skirmish, for example, or the length of the conflict, or if the top 5 players are involved in it) and surrendered, having to give the victor a great deal of free stuff to convince them. Perhaps the game would look at whether you gave up any cities, whether the gold you must pay per turn is above a number or above a percentage of your GDP. If you pass the check for getting your ass kicked hard enough, you get a pop up: “National Socialist Revolution: Your armies are now more powerful, you get a bonus to production, and you can produce the following unique unit, which is a stronger version of the unit whose prerequisite tech you have most recently discovered.” Perhaps there would be drawbacks too. Perhaps suffering a big defeat again could lead to a “Leader deposed” message which revokes your traits. Perhaps when a trait is revoked, you get another trait which pushes you in the opposite direction. (to reflect the fact that Germany essentially lost two world wars, yet reacted very differently to the two, and to give the player some extra agency, the dialog could let you choose whether you accept the trait)
Some traits could only be attainable in certain eras. Some traits could be negated by a tech- even if discovered by other players. “The discovery of TECH by PLAYERCOUNTRY has spread to and disillusioned your people and you no longer receive the bonus from TRAIT.” Or perhaps so long as you refuse to trade or research the technology, your people remain sufficiently oblivious to keep giving you the bonus. Perhaps they don’t like you using this strategy, or perhaps if your empire has a history of being on the bleeding edge of science, putting off a certain tech makes them very unhappy, and if you have always lagged behind your people won’t care about the crazy customs of the foreigners.
You could have traits that work like skills in Morrowind-style RPGs: with every wonder you build you get a bonus to building wonders. Once you don’t build any for a while, the bonus decays as the culture of erecting monuments becomes a thing of the past for your people. Perhaps certain drastic events, such as large wars, significant defeats or victories, global climate events (with non-static traits suddenly it makes a lot of sense to have random global events), plagues, political/social/artistic movements (triggered by research?)…
Perhaps the game noticed that you haven’t been acquiring new cities for centuries, but recently discovered a new continent and have rapidly expanded there. It doesn’t need to know about “discovery of new land”, just looking for a spike in your cities found over time graph is enough. In that case you get a prompt, sacrifice a lot of economic gain from the new cities (penalty to gold production?) or risk revolt. If you do risk revolt, you better have the military strength to control the new lands on call, or you might end up with an American revolution like Britain once did.
And on that note, why is it that Civ-like games start with a number of “nations”, and at most the number decreases as time goes on? You could say that two thousand years ago, Europe “started” with one nation, Rome. And today, we have… Certainly not less. Why not occasionally throw up a message, “The cities of X, Y and Z are dissatisfied with your rules and are seceding. They call themselves PLAYER!”. Suddenly, the named cities change to a new color, and henceforth are controlled by a new AI player. Much like Civ5’s city states, you could make such rebel players not compete for global victory to make things even more interesting. The very act of fighting a civil war could also serve as a base or trigger for yet more traits. What’s nice is that Civ games, and many others , have long had happiness penalties associated with empire size, and the revolt very nicely builds on top of that. Now you can actually piss off your populace to such a degree as to spawn a new enemy, and not just refuse building tanks for a few turns.
Something like these “traits” already exists in Civ games: Great persons. It’s more complicated on the whole but for Civ5 generals at least, every time you kill a unit you get a chance to receive a great general. (The name is randomly selected but if you are German, it should be a great German general, or perhaps even a great German general from the era you are currently in, or fictional for cases like Aztecs in 1937) So in the end, if you go to war a lot, you get great generals. Perfect!
Why not extend this? Every time you move a unit into a forest tile, there could be a 0.1% chance of receiving a trait that negates movement penalty for forests and gives a small combat bonus. (To make it less dependent on chance, you could say that every time you move into a forest, there’s 10% chance for the game engine to secretly assign a “forest point” to you, which of course decay with time, and once you get 100 points you get the trait.) Suddenly, players who have spawned near lots of hills get bonuses and perhaps unique units specializing in, hills! (just like the Inca in Civ5).
Since Civ AIs already act as if there is such a trait system in place (e.g. Montezuma always wants to fight as much as possible, as if to get war-related traits) you will have AI Aztecs really acting like Aztecs, and really having the historically appropriate traits. Whereas the player will be able to make use of his slightly exaggerated agency to take Mongolia, and built it into a scientific and economic forerunner of the modern world- change history in a meaningful way, according to his wishes, and force his own empire, with its own character- a premise that could be realized far better than any game has been able to do so far, I think.
The traits themselves could even be generated semi-randomly like loot in RPGs such as Torchlight, along with “unique” traits corresponding to important real-world events. The same goes for unique units.
I don't know what he is planning for it, but to me each of his posts just goes to show that the "national character" idea is thoroughly silly.
To be clear, I'll be speaking of computer strategy games such as Civilization which cover a long time period. How long? Age of Empires 3 is probably the shortest.
First off, the concept of a nation has changed a lot throughout history, and people did not always act as the nation-states we seem to be assuming they did. The Germany in World War 2 is obviously not just "Teutons with more tech". So when we have a "Germany" in games such as Civ, where this Germany remains Germany from the ancient eras into the future, we are already suggesting a very bizarre world which functions much more differently from ours. So there's already a problem with translating historical "Germany" which hasn't yet lasted 150 years (if what you mean by Germany is that state that Bismarck created which later went on to enter the two world wars). When you start writing up a "Germany" civ for your game, do you draw ideas from Nazi Germany? Western Germany? Today's Germany? Prussia? The Holy Roman Empire? The Teutonic tribes? As I said, they are not one and the same, and they don't share "traits". Or do you mash them all together into big ball of nonsense?
Second, there's the issue of traits themselves. In the last 50 or even 100 years, one thing Germany had a very well-known reputation for is excellence in engineering and manufacturing. Not really the ability to churn out a lot, but producing high-quality, reliable, well-designed machines. Think of the Mercedes-Benz automobiles, supposedly built like tanks. Somewhat relatedly, another thing people think of in regard to Germans of today is discipline. (To go off on a tangent, Germany has had a huge population of Turkish migrants since the 60s/70s which have not always been crazy about integrating, and I understand they have been a subject of much controversy there over the years, and still are. This has gone on for longer than WW2 and certainly is a huge contributor to what Germany is today, but you don't see that in any strategy games.)
Now I'm sure nobody has any funny ideas about how Germans have some genetic predisposition to being good at making reliable cars, or being disciplined. Again, it's not like the Teutons (or those before them) were much disciplined, and it's not like the Germans are really Teutons, and it's not like the Germans (of the last 150 years) have been around as a group for long enough to develop a meaningfully distinct gene pool. So it's a cultural thing.
But a culture of discipline, or technical excellence, or what have you does not just pop out of nowhere. It develops gradually over time, as a result of the environment in which a group of people exist, as well as other cultures they are in contact with, their history, and most likely also events of random chance. If the German people are disciplined today, it is because of their history.
But games like Civ are all about taking a blank slate and rewriting history. If you picked Germany, ended up alone on an island, focused only on culture, never entered a conflict let alone lose a world war and sign as overwhelming a treaty as the Versailles, why SHOULD your Germany have Panzers and disciplined troops? The circumstances which created those are simply not there! It should have crappy tanks, and crappy troops, because your people have never cared about war.
One could say, "But it's boring if Civ had only one civilization". And that's true. But once you notice the problems I've talked about, it just gets more confusing the more you think. So why not have the game model socio-cultural evolution? Why not start everyone without unique traits, using the civ only to select your city names (you gotta have SOME character, right?), and then grant unique traits to players over time based on how they have played?
Suppose you fought a big war (the game could look at how many resources’ worth of units were killed on both sides to tell a world war from a regional skirmish, for example, or the length of the conflict, or if the top 5 players are involved in it) and surrendered, having to give the victor a great deal of free stuff to convince them. Perhaps the game would look at whether you gave up any cities, whether the gold you must pay per turn is above a number or above a percentage of your GDP. If you pass the check for getting your ass kicked hard enough, you get a pop up: “National Socialist Revolution: Your armies are now more powerful, you get a bonus to production, and you can produce the following unique unit, which is a stronger version of the unit whose prerequisite tech you have most recently discovered.” Perhaps there would be drawbacks too. Perhaps suffering a big defeat again could lead to a “Leader deposed” message which revokes your traits. Perhaps when a trait is revoked, you get another trait which pushes you in the opposite direction. (to reflect the fact that Germany essentially lost two world wars, yet reacted very differently to the two, and to give the player some extra agency, the dialog could let you choose whether you accept the trait)
Some traits could only be attainable in certain eras. Some traits could be negated by a tech- even if discovered by other players. “The discovery of TECH by PLAYERCOUNTRY has spread to and disillusioned your people and you no longer receive the bonus from TRAIT.” Or perhaps so long as you refuse to trade or research the technology, your people remain sufficiently oblivious to keep giving you the bonus. Perhaps they don’t like you using this strategy, or perhaps if your empire has a history of being on the bleeding edge of science, putting off a certain tech makes them very unhappy, and if you have always lagged behind your people won’t care about the crazy customs of the foreigners.
You could have traits that work like skills in Morrowind-style RPGs: with every wonder you build you get a bonus to building wonders. Once you don’t build any for a while, the bonus decays as the culture of erecting monuments becomes a thing of the past for your people. Perhaps certain drastic events, such as large wars, significant defeats or victories, global climate events (with non-static traits suddenly it makes a lot of sense to have random global events), plagues, political/social/artistic movements (triggered by research?)…
Perhaps the game noticed that you haven’t been acquiring new cities for centuries, but recently discovered a new continent and have rapidly expanded there. It doesn’t need to know about “discovery of new land”, just looking for a spike in your cities found over time graph is enough. In that case you get a prompt, sacrifice a lot of economic gain from the new cities (penalty to gold production?) or risk revolt. If you do risk revolt, you better have the military strength to control the new lands on call, or you might end up with an American revolution like Britain once did.
And on that note, why is it that Civ-like games start with a number of “nations”, and at most the number decreases as time goes on? You could say that two thousand years ago, Europe “started” with one nation, Rome. And today, we have… Certainly not less. Why not occasionally throw up a message, “The cities of X, Y and Z are dissatisfied with your rules and are seceding. They call themselves PLAYER!”. Suddenly, the named cities change to a new color, and henceforth are controlled by a new AI player. Much like Civ5’s city states, you could make such rebel players not compete for global victory to make things even more interesting. The very act of fighting a civil war could also serve as a base or trigger for yet more traits. What’s nice is that Civ games, and many others , have long had happiness penalties associated with empire size, and the revolt very nicely builds on top of that. Now you can actually piss off your populace to such a degree as to spawn a new enemy, and not just refuse building tanks for a few turns.
Something like these “traits” already exists in Civ games: Great persons. It’s more complicated on the whole but for Civ5 generals at least, every time you kill a unit you get a chance to receive a great general. (The name is randomly selected but if you are German, it should be a great German general, or perhaps even a great German general from the era you are currently in, or fictional for cases like Aztecs in 1937) So in the end, if you go to war a lot, you get great generals. Perfect!
Why not extend this? Every time you move a unit into a forest tile, there could be a 0.1% chance of receiving a trait that negates movement penalty for forests and gives a small combat bonus. (To make it less dependent on chance, you could say that every time you move into a forest, there’s 10% chance for the game engine to secretly assign a “forest point” to you, which of course decay with time, and once you get 100 points you get the trait.) Suddenly, players who have spawned near lots of hills get bonuses and perhaps unique units specializing in, hills! (just like the Inca in Civ5).
Since Civ AIs already act as if there is such a trait system in place (e.g. Montezuma always wants to fight as much as possible, as if to get war-related traits) you will have AI Aztecs really acting like Aztecs, and really having the historically appropriate traits. Whereas the player will be able to make use of his slightly exaggerated agency to take Mongolia, and built it into a scientific and economic forerunner of the modern world- change history in a meaningful way, according to his wishes, and force his own empire, with its own character- a premise that could be realized far better than any game has been able to do so far, I think.
The traits themselves could even be generated semi-randomly like loot in RPGs such as Torchlight, along with “unique” traits corresponding to important real-world events. The same goes for unique units.
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