Welcome to the new Deliver2Mac

Last week, we launched not only a redesigned Deliver2Mac.com but also a standalone client that you can download from the site. The Deliver2Mac software lets you easily buy, manage, and play games, and like the Deliver2Mac web site, we’re not only selling our games through it: other publishers’ titles are available too.

The Deliver2Mac client

You may be wondering why we did this. Why not just keep selling games through the web site? Well, to be honest, that way of doing business is quickly becoming oh-so-last-century. Sure, we’re keeping the site going, but we’re also looking to the future. Sales through our web site are nearly all digital downloads anyway, so why not make the process as simple as possible?

Want to buy one of our newest releases, such as World Challenge Golf 2011? (It rivals Tiger Woods’ games, by the way.) No problem: Just make your purchase and the game will be added to your library. You can pause and resume the download any time you want, and we’ve built technology into our servers that leverages our customers’ collective activity, so the more people we have buying our games, the faster the downloads will be for everyone. (I won’t bore you with the technical details.)

Fore!

Once the game is in your library, you can launch it from Deliver2Mac, uninstall it if you need to, and consult the manual any time. There’s no need to copy and paste a serial number or even worry about downloading updates: Deliver2Mac handles all of that in the background. You can also associate up to three Macs with your account, so if you want to get in some golfing while traveling with your laptop, you can do so simply by installing Deliver2Mac on it and activating that computer.

Deliver2Mac also offers a handy way to check out demos and game trailers, if you come across a game you’re interested in but aren’t sure yet. And it lets us easily bundle products and launch special offers, so keep your eye on the Specials tab on the main page to see if there’s anything that catches your fancy.

It’s that simple. If you haven’t downloaded Deliver2Mac yet, do so and let us know what you think. We welcome your comments. You can also follow us on Twitter and/or become a fan on Facebook and chat with us there too. We don’t bite.

Posted in General blog post, General VP Business, Mac Games | 2 Comments

Defense Grid: Tips and Tricks

Looking for some tips and tricks to help you defeat the aliens in Defense Grid: The Awakening? Here are the ones included in the article that was originally published on the Apple Games site, which no longer exists. Since I wrote that piece, I think I’m safe in stealing from myself.

You can find the original Apple Games article here.

  • When you place a tower, it takes a few seconds for the structure to rise out of the pad, so make sure you’re not relying on it to take out a final alien that’s about to exit the map with a power core.
  • When you upgrade a tower, you need to give the process several seconds: the old tower lowers out of view, and then the new one rises. Your best time to do that isn’t when you need that tower to destroy some aliens in the next few seconds.
  • Pay close attention to towers’ ranges of fire: place the ones with smaller ranges closer to the path, and let the long-distance guns sit back. Meteor towers are perfect for out-of-the-way spots, since they can cover long distances.
  • You can click on an alien to check out its stats and monitor its health level. That’s a handy way to know if you should beef up some last-minute defenses before it reaches the exit.
  • Make sure you’re prepared for boss aliens when they arrive. (The bar along the top of the screen tells you what types of enemies are on their way.) Because the bosses are so powerful, you won’t earn many resources for a few minutes while your existing towers work on taking them down.
  • You’ll need quick mouse moves to survive the game’s higher levels. From the main menu, select Help and Options, then choose Controls. The first tab lets you change the mouse sensitivity: fill the bar to let your cursor move as fast as possible around the screen; empty it for the slowest speed. You can choose anything in between to fine-tune the setting, but note that you won’t see the effect of your choice until you resume gameplay.
  • Don’t place temporal towers where their ranges overlap each other; they seem to cancel each other out.
  • Each tower or group of towers has a force field. Aliens must go around the force field, unless their path is completely blocked. Keep this in mind as you look for ways to lengthen the aliens’ path; the farther they have to go, the more opportunities your towers have to shoot at them, and the longer it takes for them to get away with power cores.

It burns! It burns!


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Gamer of the Month: Corey Tamas

All of us follow our own routes to Mac gaming, but for those of us raised in the 70s and 80s, one of the first steps often involved the earliest videogame consoles. Corey Tamas – former editor-in-chief at MacGamer and current news editor at Macgasm and co-host at iGame Radio – was no different.

“I think my first real taste [of playing videogames] was roughly 1977ish when a friend of the family had a Pong console that played, like, eight different versions of Pong,” Tamas recalls. “I got an Atari 2600 at around age 11 and almost amputated my own thumb from playing Missile Command too much. Later on came the ColecoVision, which was heralded for its ‘realistic’ graphics and the Donkey Kong license. I took a long hiatus from gaming until I got my first Mac in 1991 and it’s been pretty Mac-centric since then.”

Like many of us, Tamas was lured to the Mac by familial influence: his new wife’s family almost exclusively used them, his mother did Mac tech support for General Electric, and his brother was using a Mac for 3D design in college, so it made sense to Tamas that he join them. He was originally interested in using a Mac for music, but he “just sort of branched out from there,” he says.

What Have You Done For Me Lately?

Among the crop of games currently available, Tamas’ personal favorite is Defense Grid: The Awakening. He says: “I’m quite fond of tower defense style games and I think DG:TA is one of the finest in terms of looks and gameplay. I wrote a review of this game at MacGamer some time ago and I’ll pull a quote from the review to sum up my feelings: ‘A video game earns its money by keeping you glued to the screen, and DG:TA does that better than most games at twice the price.’”

Keeping you glued to the screen

Since he’s such a fan of DG:TA, does Tamas have any gameplay tips? Of course he does: “My main tip for DG:TA is to mix up your strategy as the levels call for it. One common trap for tower defense players is to set up the same mazes level after level and use a single system as a ‘take all comers’ strategy. DG:TA requires you to break out of your comfort zone, one level to the next. This is the mark of a good game, so as the levels get harder, be sure to hold your nose and jump into the cold water when it comes to trying new approaches.”

Tamas is also currently the “father to two young gamers and will always have games in my home as a staple part of my family life.” He continues to write and does event planning and project management for a living. “I’ve also begun to pick up a tiny bit of momentum as a professional musician,” he notes, bringing his original reason for getting a Mac full circle.

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Darkest of Days’ Bright and Shiny Development

Some people graduate from college and dream of becoming rock stars, or founding a breakthrough Internet company. Mark Doeden, Andres Reinot, and Jeff Russell started 8monkey Labs during the summer of 2005 while “looking for an outlet for our passion for real-time software,” Doeden, who’s currently the Art Director, recalls. “We were a band of ambitious, aspiring developers straight out of college and searching for their first crack into the industry. It was an inimitable crew.”

As luck would have it, they were introduced to Phantom EFX, which at the time was focused on developing PC casino games. Doeden remembers: “One sunny afternoon that summer, we visited the guys at Phantom and spent the day in the office, showcasing existing demos, talking tech, and simply bouncing ideas around. Near the end of the brainstorming session, Aaron Schurman, CEO of Phantom and designer of Darkest of Days, pulled out a few pages of paper. It was a scribbled outline for a time-traveling shooter that he’d been hashing over for the past few years.

Taking a trip through time

“We all took a read, sat back, and the rest is history. We struck a partnership with Phantom EFX, formed up 8monkey Labs, and got to work right away on what came to be Darkest of Days.”

Doeden notes that at the peak of the game’s production there were just 10 full-time employees on staff, and few of them had past experience creating games, but “8monkey excelled at making the most of the available resources. Most members of the team wore many hats, and folks generally went above and beyond the call of what a mere job would command. Darkest of Days has the unique feel that it does because of the team that created it.”

He elaborates: “Things like the sniper mission, the stolen Zeppelin level, and the grimly satisfying microwave un used in the endgame all grew from the ground up during our production process. Most players and reviewers have described the game as unique, and we love to hear that.”

Dreams Running Wild

As Darkest of Days’ development got underway, Doeden and the team sat down to determine which historical eras their unique first-person shooter would visit. The game begins with a seemingly typical first-person shooter battle that puts you in the boots of Alexander Morris, a soldier fighting under General Custer during the infamous Battle of Little Big Horn. After Custer meets his ignominious death, you’re saved from the save fate by a mysterious man wearing futuristic armor.

A stranger arrives to help you.

Soon you find yourself traveling throughout history, visiting the Battle of Antietam during the Civil War and the Battle of Tannenberg during World War I, as well as the eruption of Mt. Vesuvius at Pompeii. Your goal is to protect people who have played key roles throughout history, thus preserving the time stream. By the end, you’ll discover why those people were placed in jeopardy and you’ll learn more about Kronotek, the mysterious organization that has enlisted you.

How about some World War I?

“With time travel on the table, our dreams for what the project was going to be easily ran wild,” Doeden says. “We had one rule from the very start: no World War II. The market was so saturated with World War II games at the time, we knew we didn’t want to touch what was already well done, and done all too often. With the format already decided on, a first-person shooter, we knew we had to keep our focus on events that would easily cater to the classic appeal of combat with firearms.”

He continues: “Eventually we culled the list down and went with five atrocities that we felt most of our consumers would relate with, but had not yet experienced in a video game. We’ll be honest, those five time periods were also what we, ourselves, wanted to experience in a video game. Taking an assault rifle into ancient Rome was something not to be ignored.”

Mining History For the Look, Feel, and Story

While the 8monkey team didn’t have the resources to fly around the world and visit historic battlefields, they were able to get creative and use the Internet to their advantage. Doeden recalls: “We would browse through individual’s Flickr accounts of their personal vacations through European battlefields, download little-known television series, and sift through the Library of Congress archives to collect the data, imagery, and literature we needed to give us insight into these historic events and help us shape the levels.”

The team also shaped the story during that time, Doeden says: “The story of Darkest of Days takes on the archetypal theme ‘great power requires great responsibility.’ Whether it was the Book of Luke, FDR, or Spider-Man, who made the theme famous, it’s a theme that has held true throughout time.  Darkest of Days visits some of the bloodiest days in history and shows how each of these historic events would have been quite easily avoided if the powers that be could have sunk their egos, dropped their pride just a bit, or even just exercised a little patience.”

Kicking butt in Pompei.

He adds: “The one exception to all this being marching into Pompeii in 79 AD with futuristic special forces at your side and an endless arsenal of firepower. The story is a powerful device to carry on an interactive journey, but we wanted to open the gates a bit and let the player take out some frustrations by the end of his journey. For those gamers who do seek out the backstory and really take in each turn of the plot, we hope they enjoyed their experience.

As for the possibility of a Darkest of Days sequel, Doeden says nothing is in the works right now. He explains: “The task of jumping headfirst into another two-to-three-year development cycle for a sequel was quite daunting and not very high on anyone’s wish list. We took some time to regroup over the past year, diving into smaller game projects and further developing our Marmoset technology, as well as launching our Toolbag software to the public.”

Doeden and the rest of the team holds out hope, though: “There was some good interest in Hollywood for a film adaptation of Darkest of Days, so we’ll wait to see what comes of that. Hollywood always want a game to release alongside the next summer blockbuster. So if it’s a Darkest of Days sequel based on a movie that’s based on a game, count us in!”

World War I trench warfare, up close and personal.

Posted in Darkest of Days, General blog post, Mac Games | Tagged , , , | 4 Comments

Defense Grid: The Next Level in Tower Defense

(This article originally appeared on MacGamer last November.)

When it debuted for PC and Xbox 360 in December 2008, Defense Grid: The Awakening offered a unique twist on the tower defense sub-genre of strategy games. Virtual Programming published Defense Grid for the Mac this past July.

Set in the distant future, the game puts players in the role of a nameless character tasked with reactivating a long-dormant defense system and stopping invading aliens who want to take the power cores that keep the system going. Only one power core needs to remain to progress to the next level; if the aliens take all the cores, the game ends.

Many of the levels feature ruined military bases and other decaying structures, and the storyline suggests that the aliens have been to the dead planet before. The computer controlling the defense grid talks to the player as the levels progress, revealing more and more about the story in the process.

It burns! It burns!

We sat down for a chat with Jeff Pobst, co-founder and CEO of Defense Grid developer Hidden Path Entertainment, to learn more about the game’s development.

Q: There are many tower defense games out there.  How did you seek to differentiate Defense Grid from the others?

A: We started on Defense Grid in May of 2007 and at the time, we did a study of tower defense games.  We found 84 different flash games and mods to great products like StarCraft and WarCraft III and felt that while tower defense games were pretty well covered in the domain of the amateur game developer or mod maker, we didn’t see anyone bringing this addictive and fun gameplay to the professional market at that time.

We basically asked ourselves what would the definitive tower defense game look like, and as we talked about it more and more we saw a vision of something that we felt should be made and that we thought we could do well.  We focused on having just the right balance of features and options that we had seen in other tower defense games (often less was better in our opinion), but then we asked a lot of questions about the emotional curve that one experiences as they go through a tower defense level or as one progresses from level to level.

We pulled from our past experiences making AAA games and realized that we didn’t see anyone out there spending time on strong intentional support for the emotional arc locally or globally, the balance for many different kinds of players, progression, immersion, visualizations, etc. that are a part of making a large retail game, and we decided that we should make an effort to fill that void.  Also, the new channel for downloadable games on the consoles and the increase in popularity of PC download channels like Steam opened up new opportunities where we felt that we could really deliver something different than what others were doing.

We felt there were a couple of opportunities as well for some new changes in the tower defense experience.  Prior to Defense Grid we found tower defense games that were either all open-map experiences or all fixed-path experiences.  As we looked deeper we found that the learning curve for fixed-path was much easier and opened up the gameplay to a larger audience.  We agreed, however, that open-map presented a more creative challenge and allowed one to really get deeper into the gameplay.  We decided to mix both map types in our game and actually have fixed paths connected to open areas in interesting level designs, and over time we allow the player to learn some of the nuances of playing in both types of systems.  We found that this hybrid-map approach seemed to bring something new to the table.

I think the newest thing we brought to the table, though, was the idea that the incoming enemies were there to “steal” something rather than just trying to get from point A to point B.  This had several positive impacts on the game experience.  For one, the emotional curve was now multi-peaked.  There was an emotional increase as the aliens got closer and closer to your cores (similar to when the aliens would get close to the exit in other tower defense experiences), but then there was a second emotional experience from the time they actually got a core (and the music swelled up more), to the time where they would or wouldn’t be prevented from escaping with that core.

Kill the thief!

There now was a new mid-game experience of stress and response where the player knew a bad thing had happened, but it wasn’t the end of the world, and there were steps they could still take to prevent it from hurting them further.

In addition, the “handoff” mechanic of the aliens being able to pick up dropped power cores (dropped when other aliens were killed) turned out be a great gameplay experience in that it helped keep the map fresh, preventing easy “front-loaded” or “back-loaded” solutions.  This was because the main hot spot on the map where you need to prevent enemies from escaping could move around to different parts of the level as the cores were stolen and then passed off to other aliens when an enemy died.

One other great thing about the power cores being part of the game is that by providing 24 possible things to be stolen, and setting up our rule that you could progress to the next level as long as you kept one of them, the levels could be self-balancing for different players of different skill sets.

Novice players saw the cores as “lives” and worked hard to keep that last life in order to be able to continue through the game.  We could balance this to be difficult to do appropriately for novice players, but not hugely difficult or impossible as many tower defense games seemed to be at the time.  Meanwhile, we could keep the more serious players engaged by awarding achievements or medals for retaining all of the cores at the end of a level, which was much more difficult to accomplish.  In this way the same level had different objectives for players of different skills.

Q: Defense Grid’s storyline is more detailed than what many other tower defense games feature.  Why did you decide to use a story in the game?

A: As part of our goal in making the experience feel more polished, balanced and professional, we felt that giving the player a bit of motivation and immersion into the world was important.  We had all played Portal, which had come out the previous year, and saw a situation where GlaDOS was hugely engaging even though you were busy doing something else most of the time she was talking. Even the comments made by the turrets was cool and interesting.  So, we decided that we wanted to take the next step and provide a story to give the player some context and a bit of meaning.  Paramount to the story design, though, was that it couldn’t get in the way of gameplay, and that turned out to be a challenge.

Our initial design was to create a story between the AI and the player.  The actual player wouldn’t really converse, but what we’d do is simulate as if you were “typing” on the screen asking questions to which the AI would respond.  In this way we kept you anonymous allowing it to really be “you” in the story, but we effectively put words in your mouth and had the AI character respond to those typewritten words.

The original script was great.  The design team at Hidden Path put together the general story arc and progression and brought a lot of ideas to the table, and then worked closely with a couple of exceptional writers, Sam Ernst and Jim Dunn, who brought new ideas as well; they helped bring the story to life and got the dialogue just right.

At the time, they had written a “West Wing” episode that was well known, had worked on some other games, and had done some very good writing, so we were excited to collaborate with them.  As we were working together they told us about a TV series they were pitching based on Stephen King’s “Colorado Kid” story, and of course we now know a couple years later that they were successful in getting it made, as it debuted this year: “Haven” on SyFy.

So we had a great script, everyone loved it, the writers were very happy, we were happy, and we started implementing the dialogue and story in the game.  It became quickly clear, though, that waiting for the player to type something out and then have the AI respond created a lot of undesirable waiting time.  In addition, if we sped it up, or played around with different presentations, your eyes kept moving from the playing field to the text and back and it was easy to feel uncomfortable and unfocused. We’d be really messing with the timing of the game.

I’ll never forget the call we made to Sam and Jim when we said:  ”Hey guys, you know that two-character interaction that you nailed so well?  Well, what would you think about converting it to a one-character monologue where we just ‘imply’ what the player may be asking or wanting to know?”  If you ever want to break a writer’s heart, you would walk down such a path and boy did we feel awful about it.  It was clear, though, that our original idea of the player and the AI going back and forth was getting in the way of the pace and the play of the game.  We could give a voice to the player, but we didn’t like that idea of it then not being or feeling like it is “you.”

To their credit, Sam and Jim simply said, “We don’t know if this is going to work, but we’re up for giving it a try,” and after a few iterations, we all stood back and were amazed.  It was actually a better script with just one character.  I think everyone was stunned by that.  It of course went into the game in a very straightforward manner, and as we played, it all fit together perfectly, and this was with the stand-in voice acting.  Later when we got the actual actor to perform the lines, we all got very excited with the realization of the entire story process and how it was performed.

Q: How did you ensure there was the right balance between available towers and the various types of aliens?

A: Our background in working on many past AAA games allowed us to take the lessons from those games in balancing systems and apply them to this game.  The balancing was one of the toughest things to get right and something we spent a tremendous amount of time doing. For us that was probably the key differentiating factor of what we thought would make a top tower defense game: so many of them aren’t balanced, have only one way to solve them, or aren’t true puzzles where you can solve them many different ways.  For us, Defense Grid levels had to be solvable by lots of different people in many different ways and the only way to really accomplish that was to balance the towers, balance the levels, balance the alien waves, and make it all work tightly.

The aliens become harder to kill as you progress through the levels.

It turns out, for example, that the difference between a boringly easy level and a too hard to complete level could be as little as three percent of the hit points the aliens have.  So, it couldn’t be “close” and be successful the way we wanted to be successful, it really had to be much more precise than that.

With respect to the different tower types, each was designed to give the player a different play style option, and each alien was designed to prevent certain simple strategies from being all you need to do.  There are of course towers that target single aliens, or those that target groups.  There are those that pack a strong impact less often, or those that continuously hit for small damage over a longer period of time. There are aliens that come in packs that can overwhelm towers that just target single aliens, or those that move quickly to escape short range towers.

At the end of the day the goal was to create different towers that could be more or less effective where they were placed on the level, and alien waves that would challenge the player without causing such difficulty that players would feel that the level wasn’t solvable.

Q: What are your favorite strategies for success in Defense Grid and why?

A: I tend to prefer longer-range towers when I can use them, but they do have a downside: decoys.  Just like most aliens in Defense Grid, decoys are designed to prevent the “one strategy solves everything solution” and their special power is that they can’t be seen by towers that are more than a grid or two away from them.  Meteor towers pretty much never see them, and cannons often aren’t very effective against them since both those tower types have an inner radius of fire as well as an outer radius (so they can’t shoot at an alien when it is too close to them – and in this case they can’t see it unless it is close to them).

There are in my opinion a couple good anti-decoy strategies.  The obvious one is to have more gun, inferno, Tesla, concussion and laser towers around, which will see them and shoot at them when they are near.  Also, combining those or other short-range towers with a temporal tower to slow down the decoys is good so that they can get a lot of damage done to them while they are near a set of short-range towers.  Second, command towers not only help provide more resources in an area, but they also illuminate decoys so that other towers can see the decoys – even from far away – when they’re near the command tower.  So, a small killing zone with some short range towers, a temporal tower, and a command tower not only do a lot of damage to a decoy, but they also allow cannons and meteors in the other parts of the map to see the decoys and attack when they’re near the command tower as well.  This typically can do the trick.

Q: How do you feel about Hidden Path’s success in finding a niche as an independent developer?

A: It’s kind of funny to us, actually. The staff at Hidden Path — there are about 25 of us right now in the studio — mostly have experience shipping retail games.  Our team averages 11 to 12 years in the industry and averages something like 7 or 8 games shipped prior to working at HPE.  We’ve also worked at HPE on some games you haven’t seen yet that are larger than Defense Grid and were made for publishers that have put those projects on hold or have moved on to other projects — typically when a key person we were working with has left.  Someday you may get to play these games, or games that evolve from them — I hope you do, because I think they’re hugely fun for where they are at in development.  But that said, we loved the opportunity to be able to put our own money into the development of Defense Grid and see it work out so well for game players and for us.

Recently we’ve been working with the folks at Valve and in conjunction with the folks there we released the first major update to Counter-Strike in six years, fixing a lot of past issues, adding achievements and stats, and features that people are coming to expect in games they play on Steam, and working to update the technology and features of the game.

At the end of the day, we love making and playing great games, and Counter-Strike is a great game.  We’re proud to be working in that franchise and proud to be the creators of Defense Grid.

Q: How do you feel about the current state of indie gaming, and where do you think it will go in the future?

A: The term “indie gaming” is a funny one to me.  Valve is an “indie,” Epic is an “indie,” Bungie is an “indie,” but of course so are 2D Boy, Uber Entertainment, Twisted Pixel, Frozenbyte, Introversion, etc.  Indie is a studio that isn’t affiliated directly with a publisher and has some more freedom on charting their own course.  At the end of the day whether we’re an indie or not, we all have a customer to satisfy — sometimes that customer is internal management, sometimes it is just the folks who will buy the games and need to buy a certain amount so the studio can keep going.

I think the thing that’s really new in gaming these days is that there are many more channels available to release your game, and depending on your budget, you can make different channels work out well for you.  I think Steam, Xbox LIVE Arcade, PSN, Direct2Drive, Impulse, OnLive, WiiWare, Deliver2Mac all provide new and exciting opportunities for game developers to reach an audience without having to have the kind of financing required to make a retail game product.  The prices are different there too, so consumers are more willing to give something a try, more willing to take a chance, and have different expectations than they do for the next big retail game.

As long as I’ve been in the game industry, and I suspect for much longer than that, there has been a cycle of large publishers locking in game franchises and talent by buying up game studios.  As big publishers get larger and larger, they make more product, some of which works out well, and some of which doesn’t work out.  To try to keep the balance sheets working for them, they then lay off a portion of their staff every so often or people leave because the culture has changed and doesn’t work for them any more.  Some of those folks often form new studios, and some of them have success, and there is this constant cycle of studios being bought, publishers getting too large, new studios being formed, studios being bought up, and so on.

I think the thing that is different this time, is that the small studios can potentially make it longer on their own and don’t necessarily need to do the publisher buy-out as the main way to make their independent studio work out and survive.  I credit the new channels online to reach customers and find ways to make it all work.

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Supreme Commander 2 Lead Designer Chris Taylor Discusses a Few of His Favorite Things

(This article originally appeared on the MacGamer web site in September 2010.)

Virtual Programming has shipped the Mac version of Supreme Commander 2, and Gas Powered Games’ Chris Taylor sat down with me — in a virtual sense; we talked by email — to discuss the game. It shouldn’t be a surprise to anyone that this popular real-time strategy game came to the Mac: just the week after it was released, Taylor was at the 2010 Game Developers Conference gushing about Valve’s move to support Macs. He even described the Mac’s market share gains as “super exciting.”

Sometimes beachfront property isn't the best buy.

Still, I was legally obligated to ask Taylor how he felt about Supreme Commander 2 arriving on the Mac, and he replied: “I love it. I’ve been a Mac fan for years, and have always been a big supporter of our games on the Mac. It’s a great platform, and made especially so because Macs use Intel processors. Macs are fast and a lot of people have laptops, which should be able to run the game great.”

Focusing on What’s Important

Supreme Commander 2 is part of a new generation of strategy games where sometimes more can be less: advances in technology have enabled the implementation of bells and whistles that were mere pipe dreams years ago, but if developers don’t keep their eye on the big picture, the end result can be unwieldy and frustrating to play.

That’s why Taylor said that the biggest lesson learned from the original Supreme Commander and its Forged Alliance expansion pack was “that creating a big game means really needing to focus on what’s important. We were very ambitious, and that meant we wanted a huge list of features.”

Fewer units, sure, but you can still launch major battles.

Fewer units, sure, but you can still launch major battles.

One example of the way they winnowed that list was the decision to go with fewer units this time. “That was part of our goal to have more production polish, and units that had more meaning throughout the entire game,” Taylor said. “Fewer units meant we could spend more time on each one and create more interesting relationships between them.”

He also pointed out that his development team tried to not get crazy with the units’ physical designs: “It’s a fine line between outrageous and, frankly, outlandish creations, and things where people can go, ‘Got it, that makes perfect sense, I know what that unit does on the battlefield.’”

Of course, fewer units means each one needs to carry more weight, and Taylor explained how that tied into another lesson learned from the first game: “One of the challenges in Supreme Commander was how the Tech 1 units would not be useful at the end of the game, so we came up with the tech tree idea [for Supreme Commander 2] to allow those early units to continue to upgrade and be useful.”

So, what’s Taylor’s personal preference for unit management in the game? “I like to build Rock Head Tanks,” he replied. “From the very first unit produced, you can build a powerful army and upgrade them like crazy using the tech tree. There are so many great strategies now, like the Cybran engineer army, but when we were in development, I liked my strategy because it stress tested the design theory.”

Invasion force

The LAN’s the Thing

This year’s major strategy release, Starcraft II, hit the shelves with big sales numbers: 1.5 million copies moved in 48 hours, according to PC World. However, it also has one glaring omission: a lack of support for LAN play, which has some Starcraft fans up in arms.

Asked about LAN play in Supreme Commander 2, Taylor responded: “Well, we know this is a very important part of the way RTS games are played, and despite the fact that games are moving online, we know there are many cases where LAN gaming is still very popular. Our LAN play requires Steam authentication, but it’s pretty seamless.”

Yes, those who purchase the Mac version of Supreme Commander 2 also receive Steam codes, giving them the necessary authentication for LAN play. They even get a free copy of the PC version too, which is a nice bonus.

Spiritual Succession

A spiritual successor with really cool robots.

As the conversation wound down, I asked Taylor about the idea that the Supreme Commander games are spiritual successors to his Total Annihilation series. “I think they are indeed the spiritual successors, because of the way I approach RTS design,” he responded. “I don’t like a lot of rules, and I like big, open worlds. Some might say the economy systems play a role in that, but I think it goes much deeper than that. I think many folks will see our upcoming Kings and Castles game as a continuing extension of those previous RTS titles.”

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Our Lion updates

Have you installed Mac OS X version 10.7 Lion yet? If so, and you need updates for any of our games, please check out this page on our web site. Thanks.

Posted in Game Updates, General VP Business, Mac Games | Tagged , , | 9 Comments

ItzaBitza: Beyond Edutainment

(This article was originally published on MacGamer in December 2010.)

How do you make learning fun? For Margaret Johnson, CEO and co-founder of Sabi Games, the answer to that question came when her daughter had major surgery and was playing Xbox games during her recovery. Johnson was a member of Microsoft’s Xbox team at the time, and she had long struggled with figuring out a way to create a game that was more than simply an “interactive worksheet,” as she describes typical education titles.

“I saw the power that games have with kids, that feeling of success when they complete something,” Johnson recalls. “And I saw that in my daughter.”

Inspired by that experience, Johnson led a Microsoft research team tasked with figuring out how to bring that sense of empowerment to an educational game. The technology giant eventually decided to end the project, so Johnson and some of her team members left the company to form Sabi, whose name comes from “sandbox interactive.”

The group brought along seven patents, including a crucial one that forms the foundation of Sabi’s first title, ItzaBitza: Living Ink, which brings children’s drawings to life and lets them interact with their work. “Researchers told us drawing recognition was too hard of a problem to solve,” Johnson says. “That just made our engineers want to solve it even more. They said: ‘What do you mean it can’t be done? We’re gamers – we can do anything!’”

Starring Sketchy

“We looked at Living Ink from the standpoint of ‘How do kids learn to draw?’ and started from there,” Johnson relates. “We also purposefully avoided school curricula. We worked with people like Dr. John Bransford, a University of Washington Professor of Education and Psychology, who helped us create a new learning model. We wanted to figure out how to change behavior so that learning is a byproduct of play.”

ItzaBitza stars Sketchy, who asks children to draw things that he or she (depending on Sketchy’s gender, as chosen by the child) puts to good use. For example, Sketchy will grow or shrink to fit into a house. Then Sketchy will ask the player to complete a task to earn a star, such as drawing additional items for Sketchy to use, or finding hidden objects.

Speech bubbles containing simple words also appear. When the child holds the mouse over each word, Sketchy says it, enabling the child to not only identify those words but also understand the concept of reading words from left to right, top to bottom. As children draw objects and point at words, they also develop valuable computer mouse skills.

As children complete tasks and accumulate stars, they unlock new areas of Sketchy’s world. ItzaBitza features five environments: Home Sweet Home, Let’s Go Camping, Play in Space, A Farm Life, and A Very Scary Haunted House.

Johnson notes: “A lot of parents who don’t get gaming want to help their kids with the tasks in ItzaBitza, but you have to let them figure it out. It’s like Call of Duty: you pick the wrong weapon and you get killed, so you figure out which is the right one. You can learn problem solving skills from games and apply them elsewhere in life.”

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Inside Majesty 2

(This was originally published on the MacGamer site in December 2010. Since then, Virtual Programming has published the third Majesty 2 expansion pack, Monster Kingdom.)

Majesty 2: Fantasy Franchise Given a Second Chance

With Virtual Programming releasing both Majesty 2 expansion packs, Kingmaker and Battles of Ardania, this week (and promising near-simultaneous publication of the third early next year), we thought we’d take a look at the story of a plucky little fantasy property that could have ended up on Skid Row but instead found itself with a new home and a new purpose in life.

When the original Majesty was released in 2002, it quickly gained cult status for its brand of quirky humor and its mélange of strategy and role-playing elements. The first mission set the tone for what was to come, with a royal advisor sounding like John Cleese and imploring you to find the stolen Magic Bell, Holy Book, and Eternal Candle. However, it wasn’t a task that you, as the king, could dirty your hands with, forcing you to build guilds and produce some heroes to do the job.

Of course, like any heroes, they weren’t about to look for your sacred stuff without a financial carrot on a stick, so you had to entice them to go on quests on your behalf. As they wandered the kingdom, they encountered monsters and grew more powerful during those battles. Each of the game’s subsequent missions offered the same basic template, although you soon found yourself juggling multiple objectives and ever-more-difficult-to-entice heroes, along with basic kingdom functions to manage. The role-playing/strategy hybrid nature of the game was something many players enjoyed.

Here there be magic

Unfortunately, Majesty’s original developer, Cyberlore Studios, moved on from the games business, leaving the property orphaned. Enter Paradox Interactive, who just happened to not only publish games but also love Majesty. (We know: quite a coincidence.) As Mattias Lilja, Executive Producer at Paradox, told us: “We thought we could make something of Majesty 2, both in a business sense and from a gameplay point of view. We were old-time players of the original and had spent many hours enjoying the indirect control RTS and the quirky humor. When we found a similarly Majesty-addicted studio in 1C/Ino-co, we decided to go for it.”

He continued: “We also talked to the makers of the original game, and with a sweet mixture of praise and cheap liquor we tried to pry all the juicy secrets from them. No, seriously, we did talk to them but not in any official fashion where they had continuous input on the project.”

Let the Tweaking Begin

1C is a Russian development studio known for its long line of historical and fantasy sims and strategy titles, including another Paradox-published effort, Elven Legacy, which Virtual Programming also has in the works for Mac OS X. As Majesty 2’s design got underway, the focus of the original game shifted ever so slightly, Lilja noted: “To us, the core of Majesty was the lovingly disrespectful take on the fantasy genre and the indirect control of units. We decided to go with that and take Majesty 2 in the direction of more RTS and less sim.”

Plenty of exploring to do

He added: “Majesty had a very dedicated but shrinking following, and we needed to broaden the appeal of the game. Going more RTS was our answer to that challenge, so Majesty 2 is an RTS first and foremost. The indirect control the player exerts over his troops makes for a very different experience from most RTS games. The hero advancement does not get in the way of the RTS gameplay; instead, it plays out as part of the player’s efforts to facilitate the growth of his base.”

Lilja also pointed out that a more RTS-centric game brought with it further tweaking: “Revamping the class system made sense since we went more for RTS. That required a bit of streamlining for a tighter gameplay experience.”

He added: “The RTS plays differently [from other games], due to the indirect control/bounty system. As Majesty of the realm, your power over your subjects is not absolute. Loyalty is nowhere to be found, and compliance with lordly commands is highly conditional on adequate incentives. Bribery is the name of the game.”

However, there was a concerted effort to ensure the tone of the original didn’t change. “Majesty 2 rests firmly on the staples of fantasy that we all love, and also loves to poke fun at. This we inherited from the original game, and it was one of the reasons why we were interested in it in the first place,” Lilja said.

Words of Wisdom

So, does Lilja have any advice for would-be monarchs and their bribery-laden plans? He replied: “I usually wait until the heroes have gained enough levels before I get them together in parties. So after a while I have a few high-level parties that can do the heavy hitting, while less experienced heroes can respond individually to lesser bounties.

Ready for battle

“The exceptions are wizards: I try to get them into parties with a cleric as soon as possible, to give them access to much-needed healing. The mages in Majesty 2 are a cocky bunch, more interested in showing off than staying safe behind a shield wall. That’s where I step in as sovereign and rule with an iron fist — or in the case of Majesty2, bribe them to do my bidding.”

What does the future hold for this franchise given a second chance at development? Lilja gave us some thoughts: “We have announced the third expansion for Majesty 2, called Monster Kingdom. It adds a twist to the game, as the player needs to find very unlikely allies. In the not-too-distant future we plan to announce even more titles set in Ardania, the world of Majesty 2. Stay tuned!”

Posted in General blog post, Mac Games, Majesty 2 | 4 Comments

Tom Herring: Gamer of the Month

Virtual Programming wouldn’t exist without you, our loyal customers, so we’re launching a new promotion with this blog: Gamer of the Month. Each month, I’ll pick someone, conduct a brief interview with them, and post the article to this blog. They’ll receive a game of their choice from our Deliver2Mac.com service as their prize.

Want to be considered for Gamer of the Month? Send me an email and tell me why I should choose you.

So, without further ado, here’s the profile of our first Gamer of the Month, Tom Herring:

Tom Herring, Gamer of the Month for July

“I’m somewhat of a late bloomer regarding contemporary videogames,” Tom admits. “Of course, I played Pong when I was a kid and played Pac-Man with my friends.” He says that changed during the 90s, when he bought a used Mac LCII and started playing Strategic Conquest. “I hammered it for months,” he recalls. “This is where my love for turn-based strategy (TBS) games developed.”

That love blossomed in 2000, when he bought one of the original G3 iMacs and discovered Sid Meier’s Civilization II as well as Alpha Centauri and its Alien Crossfire expansion pack. “I played them around the clock until Civ3 was released for the Mac,” he says. Even though Mac gaming had its ups and downs during the 1990s and early 2000s, he says that switching to Windows was never a consideration: “The Mac is a sweet machine, definitely, but I think my interest in TBS games had always been mostly met.”

That time period was also when he discovered Virtual Programming. He remembers: “About ten years ago, a friend of mine told me about a fascinating videogame he was playing. It was Europa Universalis II, but it was Windows only at the time. I began scouring the web for a Mac version when I stumbled upon VP. They had just announced it for the Mac.

“That is when I met Paul Lesurf. I must have harassed Paul weekly by email, asking bout the game’s development. I guess I harangued him enough, because I made it onto the test team. It was my first beta-testing gig, and it was a blast. I would go on to test for other companies, like MacSoft, Westlake Interative, and Aspyr Media. However, testing the Paradox titles for VP was what I loved the most.”

That involvement grew into other endeavors, Tom notes: “As a result, I became the moderator for VP’s first forums. I gained a lot of satisfaction from helping those new to VP’s games, from mods to mechanics of the games. I still do some beta testing for VP, which is a great way to stay involved. VP is a great company. I’ve seen from the inside how hard they work to create great videogames for the Mac platform. When I first met them, they had a video catalog consisting of two games, and these were both in testing. VP has really come a long way.”

Favorites, Tips & Tricks, and Games in the Classroom

Asked for his favorite VP releases, Tom replies: “The grand strategy games designed by Paradox Interactive. I’ve spent many hours playing the Europa Universalis, Hearts of Iron, Victoria, and Crusader Kings series. These really allow the player to immerse himself in a historical world, to make decisions on a level I feel many gaming companies just don’t care to consider. Of these, my favorite game currently is Europa Universalis 3: Heir to the Throne. Managing historical events, colonization, religion, infrastructure, commerce are real satisfying elements. And, of course, on top of that you command your nation’s army and naval forces. Simply an amazing videogame.”

EU 3: Heir to the Throne: It's a game and a history lesson

As for tips and tricks, he had this to say: “Well, you’ll never see me among the leaderboards of any videogame. If you do, you’ll know I’m single again. Family life must come first. However, in regard to the Europa Universalis series, I’ll offer this: Borrow money. Even in the best of times during gameplay, that extra gold will allow you to project your power, whether it’s on the battlefield or in commerce. Take loans, but be wise about it.”

Tom’s love of strategy dovetails nicely with his personal interests, and even with his profession. “Ever since I was a young boy, I have always been interested in history. No surprise that today I’m a world history teacher. I’m fascinated how geography has manipulated human behavior, and how realpolitik forces decisions upon governments. However, this big picture is often tweaked by individual decisions and actions. I very much enjoy this in historical strategy games.”

In fact, strategy games have even found their way into Tom’s classroom. “Playing historical videogames has been a great way to engage my students,” he says. “I’ve even used the Civilization and Europa Universalis series in class to showcase history, like realpolitik.”

Posted in Gamer of the Month | 1 Comment