Showing posts with label strategy. Show all posts
Showing posts with label strategy. Show all posts

Wednesday, August 26, 2009

Kerrigan’s Gambit

by C.T. Hutt

Like most summer afternoons in the park, the chess tables were full when I arrived. The familiar old faces were all there, mostly idle retirees or office jockeys blowing off a little steam during their lunch hour. I had noticed in recent months an influx of new blood, middle-aged fellows who are normally too busy being important to find the time to play.

I found an open table away from the main knot of players and set up the board, then sat back to wait for an opponent. It didn’t take long before one showed up. It was one of the new faces, but not an unemployed businessman. No, I would describe this character as more of a pulsating cluster of flesh and nerves then person. It looked more or less like the stuff of nightmares and broken dreamscapes and I wasn’t the only person who thought so; many of the other players in the park ran away screaming at its presence.

“Uh, you new here? I don’t think I’ve seen you before.” I said, trying to be friendly.

“I am Cerebrate, I live for the swarm.” It projected into my mind with a thousand disembodied whispers.

“Yeah, okay. Let’s play.” I said.

Rather than playing with a traditional Staunton chess set it dropped a handful of skittering insects onto the board, and they quickly arranged themselves on the playfield. I would have protested of course, but it was clear from their position and appearance what value each bug had. I didn’t have a great deal of time before I had to be back in the office so I opened with the Queen’s Gambit to ensure a fast paced game.

“A bold move. We shall add your genetic distinctiveness to our own.” Its mind spoke to me.

“Don’t get so fussy, it’s a legitimate move.” I said.

Trash talking has been a part of the game since the Indians invented it back in the 6th century. Still, I didn’t like this thing’s tone so I resolved to wipe the smile off wherever it kept its mouth. One of the front runner bugs, a “zergling” he called it, shredded my pawn on c4 giving it the advantage, but letting me take the center early on. It was pretty good. It threw its first wave at me like it meant nothing; I barely managed to absorb the assault. When the dust settled on the initial exchange its forces were badly depleted, but it had spread some kind of living sludge over most of the board. Thankfully, the late game is where I shine. My remaining pieces broke its right flank forcing it to abandon the offensive entirely. Before long we were dancing rooks and ultralisks. I got one of my pawns to the other end and exchanged it for a queen. It shrieked something unintelligible about “the metamorphosis” as I went to town on what was left of its forces. In the end I pushed it into a corner and brought the game to a close.

“No! I have failed the Overmind. You have sullied the glory of my birthright.” the creature wailed.

“Nobody likes a sore loser, buddy.” I said.

The globular mass shuffled off in defeat, retreating to a nearby Starbucks. With no other players around and only a few minutes before I was due back at the office I started clearing up what was left of my pieces. While picking little bug parts off one of my knights I took a moment to reflect on the game itself.

I learned chess from my grandfather, who I imagine learned from one of his forebears and so on back through the ages. I don’t know the full history of the game, but I can imagine that if one felt so inclined they could trace the line of teachers and students all the way back to India where it originated. Back then, very few of the pieces were what we would recognize today and I imagine the rules would seem strange to us. Still, as long as there has been free time, there have been games, and as long as there have been games there has been competition. What a strange and exciting time to be alive, I thought, when the parameters of those competitions have gone beyond the chess table and pushed to the very limits of our imagination.


Friday, June 19, 2009

Jim Raynor Vs. The Lernaean Hydra

by C.T. Hutt


To many gamers out there, the name Jim Raynor is immediately associated with the game Starcraft. To those of you who don’t recognize the moniker or have been living as a hermit for the last decade of games, let me give you a little back story. In 1998 Blizzard Entertainment released a real-time strategy title with an interesting little sci-fi setting. The game was very popular in its first year, selling a record-breaking number of copies. This early success was dwarfed in later years as Starcraft grew to become one of the most popular online games in history. It was so popular in South Korea that it became a national sport, complete with televised competitions and corporate sponsorship for popular players. To this day it remains one of the most widely played online video games in the world. Starcraft has been on the shelves for eleven years in an industry that has a collective attention span of about two months. Only a select few books, songs, and movies produced in our lifetimes have enjoyed such longevity. That puts Starcraft in a very elite club amidst modern entertainment media, and it’s practically alone in the video game section.

Because gamers have such notoriously fickle hearts, dynasties in the gaming world have been kept alive by sequels. The iconic Mario, for example, has been in more than seventy titles since his inception in 1981. Starcraft sits aloft as one of the most bizarre phenomena in gaming’s short history, having been popular for such a long time as a stand-alone game. I would submit that it was the unique feel of three playable races and continuous balancing for competitive play that pushed this game into its double platinum status. The superior voice acting and detailed back story couldn’t have hurt either.

Blizzard, flush with cash from their success with World of Warcraft and merger with software megalith Activision, is now poised to launch a sequel to its flagship title. Starcraft II is on its way and I find myself wondering if it will have what it takes to outshine its lofty predecessor. If it does, I wonder what that will mean for the medium. Further, I wonder what that will mean for history.

Let’s take a little step back and talk about a fellow from ancient Greece called Hercules. The original superman, Hercules was the central figure in many a folktale, religious group, play, and scroll found in the fantasy section of Barnex and Nobelponte. People liked Hercules so much he appeared on all sorts of B.C. merch like pillars, vases, and coins. I don’t need to tell you his stories, I’m sure you’ve heard a few already. That’s how popular this guy was, thousands of years later people are still talking about him. The best part about him is that he never really existed. He is a myth, a fiction, a loose collaboration of tales cobbled together over the centuries and passed on to each new generation.

This is what I am getting at: our stories outlast us. In two thousand years no one will be talking about Barack Obama’s election or Angelina Jolie’s latest adoption, but maybe, just maybe, something of this generation will continue on. All we have to pin our hopes on is stories and it is the stories that touch more of us that have the best chances of lasting the longest. Starcraft has been translated into dozens of languages and spawned multiple novels based on the game’s back story. It has the potential to go down as one of the most popular video games in history. I truly believe that video games are going to be the defining artistic medium of this generation; even still, it’s going to take a true aberration to stand the test of time. Will Starcraft II have what it takes? No pressure, Blizzard.


Friday, May 22, 2009

Empire: Total Bastard

By C.T. Hutt

I’ve been a fan of The Creative Assembly’s Total War Series since Shogun: Total War made the scene back in 2000. I’ve followed the game through its many incarnations, watching the graphics and gameplay improve with time. Empire: Total War is the latest incarnation of this series and outplays it predecessors in every stripe. Empire is a country simulator which takes place in the real-world 1700s complete with historical characters, realistic tactics, and political implications for every action. Unlike most of the games I faun over, Empire has no story to speak of; if you want to know what happened during this period in human history I suggest R.S. Chaurasia's History of Europe Volume 2.

My educational background is in international affairs, so toying with this kind of game makes me as happy as a headcrab hiding in a top hat. The little touches of realism the designers dropped in make it a special treat for history buffs and tactic gamers alike. I’ve already enjoyed many hours of satisfying entertainment out of this title and would recommend it as a must for any turn-based strategy fan out there. Having played the game through, I find myself struck with a sort of post-imperial depression. Looking back at the charred ruins of my opponents’ once great cities I’ve come to ponder the philosophical and moral implications of this game and have found myself on the dark side of fake history.

Empire is such a realistic simulation that when playing it I’ve become concerned about the morality the game encourages in its players. The most effective empires in the game are the ones with the largest military, the greatest dominion over trade, and the will to suppress all forms of dissent through violence. In the campaign map the quickest way of achieving one’s objectives is to befriend the countries nearest to you then flood their lands with troops when they drop their guard. In the battle maps the surest road to victory is to toss wave after wave of peasants and lowly conscripts straight into enemy lines then pepper the entire battlefield with artillery fire. When moving into an opponent’s territory the first logical move is to destroy all cultural buildings and replace them with your own. The only thing worth less to you then the lives of your troops is the general happiness of your wretched citizenry. It is a sound policy to tax them as much as possible at all times and if any of the high and mighty types in your nation’s universities start yammering about reform or representative democracy or some other such nonsense, nothing clears them out like a good old-fashioned book burning. In your face Oxford! Ultimate supremacy in Empire: Total War belongs to the nation most willing to employ a Machiavellian foreign policy.

I’ve read article after article about the dangers of portraying violence and sexuality in video games, but I haven’t heard so much as a peep out of the same angry church moms about portraying the benefits of dictatorship and social oppression. I wonder why.