Balance of Power: 21st Century

The Return of The King

Type:
Java
Developer:
Chris Crawfrod

I got my start with Storytron, it was my first real trip into professional development, and let me tell you, I´ve seen this thing delayed more times than the Bush administration lied. Wait, let me tabulate that... no nevermind, Storytron was delayed roughly thirty times and the Bush administration lied over 900 times, but you get the idea. I´m happy to say that Chris Crawford has finally delivered, and the great messianic engine bears its promises with grace.

I can´t really review Balance of Power 2k1 without also reviewing the underlying engine. Storytron offers one approach to games about people that is very data-driven, characters are defined by floating point values like -.53 Honesty, .23 Intelligence, and so forth, and the engine is driven by a linguistic tinker-toy data-structure. You make inputs by selecting verbs and adverbs and direct objects, and the system gives you feedback in the same way. While Facade takes a highly procedural and real-time approach to dramatic interaction, and The Path uses very minimal interactivity driven by an AI system based on whimsical randomness, Storytron is the epitome of Crawford´s conversational metaphor for interactivity. I prefer to think of games as drug trips or sex (why not both?) but I have respect for the platonic kind of turn-based pacing that Crawford is going for. For years he resisted all attempts to add animation, successfully, and now that I see the basic, iconic faces juxtaposed with the cleaned-up linGUIstic scheme, I get it. Storytron has lots of potential and I might just make The Aristocrats using it, should I?

Then the question is, how effective is BoP as a sequel to the original cold war strategy game, and at the same time how effective is it as a demonstration of Storytron?

The game puts you in the role of President Bush, except by virtue of your reading this you clearly "do the Google". You are faced with tough decisions regarding terrorism and geopolitical control of global resources, with the relationship with China being the main theme that emerges deeper in. You have all manner of tools at your disposal via a series of goal settings and then actions, you can employ economic sanctions, diplomacy, direct military intervention or shady CIA-type stuff. In other words, same verbs as the original, the difference this time is that the world is multi-lateral and the engine´s treatment of countries as characters suits that thesis well. Furthermore, the Storytron engine is oriented towards verbs, lots of verbs, so the Cold War era verbs you start the game with unfold to more contemporary kind of hedging and diplomacy. You don´t have to worry about which countries will side with Russia, you have to worry about what independent opinions various countries will form. In this manner, it makes sense that China wouldn´t be available as a protangonist, though it could be easily in the engine: the game is largely about how out-classed a national superpower is in the age of information. The interface is so duanting, Crawford decided to offer you decision nodes with ten verbs instead of three or four, you feel tempted to ask for advice and do what your advisors tell you. What normally seems to be a consequence of niche design actually serves to make you sympathize with Bush, if only for a nanosecond. Most of all, a regular person can play this for a bit and appreciate that a whole order of magnitude of complexity has been added to geopolitics in the past few decades, a sense highlighted by the complexity jump between Storytron and most other games in existence.

On the long-side, the game has pretty good flow as you try different tactics and nuance your diplomacy attempts. Wonks who dig foreign policy like wargamers dig military history will find this their equivalent of Hearts of Iron II. In that sense, this probably succeeds as a sequel to Balance of Power, it stimulates thought and has considerable strategic depth. However as a demo for Storytron it suffers from its own grand ambitions, Crawford likens it to the "Pong of interactive storytelling" but it´s somewhere closer to the first turn-based strategy game, if we were to consider this part of a new high. Also, for my tastes, I would have liked to play a version where monetary policy is a critical factor - what China does with their t-bill reserves has a lot more impact than what they do with their nukes (up to about the fifth nuke or so). Hopefully Crawford will make this game open source, as a learning tool and as a way to make arguments through design.

So what´s the combined verdict, on the game and on the engine as it is represented? Was Chris Crawford right? Are videogames a vegetable on life-support, with the game industry putting in shit and getting shit right back out? Is Interactive Storytelling a baby being born down the hall? I´ve built some stuff with Storytron and played a few other less developed storyworlds, so I´ll put it this way: the engine has powerful and systematic means of combining enjoyment of play with the haunting effects of a game teaching you something about yourself. Other individual games are doing this, but the engine allows you to do it quite easily. The sense of getting unexpected responses from the characters makes you look past the lo-fi visuals and amplifies even the basic facial expressions, you laugh, you get angry, you get crafty. There´s a whole new form of play in trying to infer the social machinations of others, and there are many, many permutations. Finally, the publishing barriers with Storytron are just the time it takes you to get up the learning curve and make something. Games that move us and set new highs have been exceptional instances of talented people working hard with little funding, we´ve reviewed a lot of these games, but I have hope that Storytron, in it´s own zany, Crawford-esque way, will contribute to an ecology of many people making games that matter. We could be near an inflection point where meaningful play is the rule rather than the exception, and the old wizard has weighed in on this great transmutation.


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Suprise

I was surprised as well with the choice of game to demo the Storytron tech. A strategy game was the last thing I expected from the engine I've heard so much about over the years.


Unimpressed

I played the game a while back and found it disappointing. Its interface is clunky as hell, and it didn't feel like I was really having any sort of conversation or doing anything. There was zero immersion, in other words. I also found the topic dull, although I'm not a foreign policy fan. The biggest problem was that I was unable to form a mental model of the simulation or of the characters, so I had little ability to know what effect my actions would have. I didn't play for very long.

I should probably disclaim that I've never been much of a fan of Crawford, so I came in biased.


I'm a big fan of Crawford's

I'm a big fan of Crawford's but I also found this to lack immersion. Balance of Power original version was better. This is interesting though and I hope Storytron leads to better things, but you really can't have much immersion with a few square faces and some badly written computer generated text.

Interactive fiction has immersion because they make you feel like you're there, they describe your environment on sensory terms. This just says "You slightly nuked Afghanistan. Your world prestige has changed by not that much." etc. It's not just that it makes little sense and feels ridiculous, it's that it's boring to read.

That said, more storyworlds are apparently on their way, and I'm sure they'll be a lot better, I just didn't like this one very much.


I'm glad you enjoy the Emperor's new clothes

I can only give my opinion of "Balance of Power: 21st Century" as a game -- I'm just a humble gamer, and I can't say whether it's the first shot in The Revolution (tm), the product of the world's most unique game engine, or further evidence of Chris Crawford's genius.

As a game, it's pretty bad. It feels like a giant spreadsheet, where your actions tick up values by tiny increments until some reaction is triggered. Invade Iraq? Well, that -0.2 to your relationship with Iran. Nuke Afghanistan? Another -1.5 to Iran. When you hit -5.4, Iran asks for sanctions against you in the UN. (I don't know exactly how the Storytron engine actually works, but this is how the game feels.)

Unfortunately, all this math is hidden from view, so you can't make strategic decisions about these choices and are left with bewildering choices like whether you should "earnestly" or "diffidently" pressure the EU to join your sanctions against Afghanistan (I'm guessing the difference is whether you're spending 0.1 or 0.2 of your "influence"). After a few rounds of cautiously pushing buttons, you'll just start nuking everyone. But unlike the original BOP, this doesn't end the game (or have any consequences at all really), you've just presumably zeroed out a few values in the spreadsheet (i.e., "diffident pressure" is -0.2 and "nuke" is -8.0). Your strategic choices are limited to the scenarios that Crawford has sketched out, the reactions by the other parties to my nuclear rampage were profoundly unrealistic -- the idea that this game is going to provoke serious thought among policy wonks is absurd. And why no map? I understand that Crawford's against the arms race of polygon-pushing that's going on in the world of FPSs, but I'm talking about a simple interactive map here (like the original BOP, for example).

Because the system is so obscure, and the results are so unrealistic, BOP:21st Century doesn't succeed as a serious examination of US-policy after 9/11. It also doesn't succeed as a strategy game, either -- unlike the brilliant system in the boardgame "Twilight Struggle" and its even better sequel "1960: Race for the President," which show how you can make a great, tense strategy game out of a historic political contest.

It's difficult to shake the feeling that the folks that are giving this "10's" on Crawford's website have drunk the Kool Aid. At least with other recent Indie darlings (e.g., "Passage" or YHTBTR or whatever), I could understand what drew people to them. I get nothing from BOP:21. Maybe other folks are able to see beyond the game itself, into the Storytron system, and can sense that it has great potential. Maybe they just like Crawford and his ideas and don't want to tell him that he's wasted the last five years. I'll need to see a better demonstration of what Storytron can do before I make up my mind.