Evolution: Mechanics and Strategy

Posting very late today. Playing the Cenozoic scenario turned out to be an even worse morale-wrecker than attempting a full game. Because life is already pretty well advanced, it isn’t long before the opponents start developing the immediate precursors to potentially intelligent life, such as elephants and parrots and australopitheci, all while I’m still struggling to get out of the small-ratlike-creature phase. Seriously, I need to figure out how they’re managing it. The one trick I’ve figured out so far is to send my newly-spawned creatures out to colonize new territory as soon as they’re fit for the journey, thereby lessening the demands on the land and increasing the rate at which the population increases.

To explain this in more detail: Each “creature” visible on the map actually represents a herd or colony or something — at any rate, a local population. This was not clear to me in my very first struggles with the game; I had to read the manual to really understand it. When you click on a creature, you get a little pop-up window with details on that creature, including a green bar labeled “Population”. I think that when I first saw this I assumed it referred to the worldwide population of that species, but no, it’s the population of that particular “creature”. It essentially functions like hit points for the group. It fills or empties according to how well the creature is feeding; if it fills completely, the creature splits in two. So in this way, the game is more like a simulation of unicellular life than of tetrapods.

Having lots of creatures of a particular species isn’t good simply because it gives them a better chance of surviving. Each living creature also contributes to the rate at which its species accumulates “evolution points”, which is to say, research into development. Evolution points are automatically spent on three things, in proportions you can set on a per-species basis: improving feeding (and thus population growth), improving combat ability (against another species which you specify — predators use this to predate better, prey species to resist predation), and developing a new species (which you specify). It’s a lot easier to evolve a species that’s populous and well-fed, which seems a little iffy to me — doesn’t natural selection play a more prominent role in situations marked by desperate competition to avoid starvation? But I suppose we have to make some concessions to gameplay. The rule for strategy games is that success is rewarded with more success.

At the very beginning, it obviously makes sense to devote most or all of your evolution points to feeding. But there seems to be a point of diminishing returns there — the detailed species information has another of those green bars indicating how close to its maximum feeding-efficiency potential it is, and this bar seems to only asymptotically approach filling up completely. At some point, it makes sense to devote more and more points to speciation. I suspect that part of my problem is that I haven’t yet discovered the sweet spots for this transition. Do it too late, and the opponents will get the new species before you. Do it too soon and it cuts into the feeding points that would be otherwise growing your population and increasing your evolution point income, with the end result that, again, the opponents beat you to the new species.

You may be thinking “So what, so the opponents beat you out to a few early species. If you have the largest population, you’ll catch up.” Just one problem: When an opponent beats you to a species, it cuts you off. Each species can belong to only one clade at a time. Like the Wonders in Civilization, if someone else beats you to a species you’re in the middle of developing, the points you sank into it just go to waste. In one session, the opponents actually claimed all possible developments from one of my species, leaving it unable to develop further until one of said species went extinct and became up for grabs again.

You may wonder how it’s possible to compete at all in a situation like this, given that speciation is like a branching tree. Claim any common ancestor of all mammals, and you prevent anyone else from developing any mammals at all, right? The game has a way around this, and it’s one of the weirdest things about it in its implications: evolution in the game is what the manual calls “polyphyletic”, which is to say, any given species can evolve through multiple possible routes. Most major branches of the tree of life start out as bundles of about five or six possible common ancestors; not at all coincidentally, six is the maximum number of players. The options from these junctions aren’t entirely equivalent — for example, any of the early mammals can be developed into Miacis and and thence into the entire order of Carnivora, but only one, the Alphadon, can also give you thylacines.

But are thylacines worth it? From the point of view of someone pursuing intelligence, they’re something of a dead end — but then, so is the entire order of Carnivora. But there are strategic reasons to pursue as much diversity as you can: the increased ability to withstand global disasters, the ability to colonize more types of terrain and deny your opponents their exclusive use, even just the points it gives you at the end of the game. Moreover, thylacines and carnivores are predators, and thus have the ability to attack opponents’ creatures — something that you tend not to get on the routes to intelligence. (Saurosapiens notwithstanding — they’re descended from velociraptors.)

But that’s all quite theoretical to me at the moment. Anything I say about advanced strategy is just a repetition of what it says in the beautiful, rigorous, and oft-consulted manual.

Evolution

evolutionSometime around the year 2000, when the dot-com bubble was deflating — a period that left me in a painful state of burnout, as the reduced demand for programmers paradoxically increased the demands on programmers — I spent a brief stint working under contract to Unplugged Games, Greg Costikyan’s premature venture to put games on cell phones. I honestly didn’t know who Costikyan was at the time, or who he would later become. If I had, I might have approached the work there with a more positive attitude. As it is, I did try to learn a bit about the man’s past work by picking up a copy of Evolution: The Game of Intelligent Life, but I didn’t spend long playing it. It seemed dauntingly complex, and unintuitive to interact with. My first sessions were spent thrashing about wondering what I could do and watching the computer-controlled opponents encroach on what I thought of as my territory.

Going back to it now, I think I’m doing a little better, having read enough of the voluminous documentation to understand the basic underlying mechanics. But I’m still definitely in the thrashing-about phase, capable of evolving new species but incapable of keeping them alive. The manual says that a single full game takes about six hours (and that’s a fixed length — the game is realtime and progresses through distinct phases regardless of player actions), but it’s clear that I’m going to need multiple practice sessions before I can go for a win.

The game content concerns the evolution of tetrapods up to the development of intelligent life. (So, no trilobites or burgess shale creatures here, fascinating episodes in evolutionary history though they are.) Note that “Intelligent life” here doesn’t necessarily mean humans. There are several possible contenders, based on what-ifs: Psittacisapiens (evolved from parrots, which are already well-adapted to developing spoken language), Elephasapiens (from elephants, which have large brains and a dextrous frontal appendage for manipulating tools 1Not to mention the fact that, like parrots, they’re one of the few animals known to vocally imitate heard sounds — although this hadn’t yet been observed at the time this game was made. ), and a few others. These, and their immediate ancestors, are the only made-up creatures in the game, and also the most significant creatures, because the first player to develop intelligence wins. Or, well, that’s not quite right: according to the manual, developing intelligent life ends the game, at which point the clade with the most points wins. Points are awarded for achieving various milestones (first dinosaur, first mammal, etc), as well as for total biomass and diversity, but intelligence is the game’s golden snitch, giving you a 50% bonus on everything else.

But that’s the ending, which I haven’t got anywhere near yet. At the beginning, all you have is a single early amphibian species. This strikes me as just about the worst place for a beginner. I have some intuitive notions about the differences between wolves and squirrels and giraffes and so forth. I even have some expectations about the mastodon, the eohippus, the tyrannosaur, etc. But when I’m given the choice of what to evolve next, I have to choose between things like eogyrinus and diplocaulus, and I have no idea what their relative merits are. But I suppose this is what makes the game educational. Still, it probably means I should switch to playing the Cenozoic scenario to get used to the game mechanics and strategy on more familiar grounds before trying to tackle a full game.

To me, the game it most clearly evokes is Civilization: it’s a game played on a world map at a large time scale (although here the time scale is large enough for plate tectonics to significantly alter the map over the course of a game), in which you expand your population and pursue a branching tree of developments, competing with a number of opponents for advancement and dominance. In fact, it reminds me a little of the Civ II “Age of Reptiles” mod, in which all your units were dinosaurs, and you researched technologies like “serrated teeth” and “bony plates” in order to build new types of dinosaur. But that was ultimately played within the framework of Civ, which meant that it was all based on your dinosaurs doing unlikely things like living in cities and tilling the soil. Really, in some ways, this game plays a lot more like a competitive version of The Gungan Frontier. Creatures roam about freely unless told not to, reproduce spontaneously if they’re healthy and well-fed, even potentially prey on their teammates.

More about the game mechanics next time.

References
1 Not to mention the fact that, like parrots, they’re one of the few animals known to vocally imitate heard sounds — although this hadn’t yet been observed at the time this game was made.

1997: A New Beginning

Egypt 1156 B.C. has proved unplayable. For one thing, lines of dialogue frequently cut out prematurely — something that I’ve seen happen on other Cryo/Dreamcatcher games. The standard solution for sound problems is to turn off DirectX hardware acceleration, but that didn’t help here. Suspecting that the system speed was the problem, I also used Turbo to turn it down to 1%. This seemed to help somewhat, but there were still a lot of skipped lines.

I could probably work around sound problems in dialogue if necessary, by turning voice off and subtitles on, but that’s just the start of the problems. Opening a piece of papyrus in my inventory, I found there was no way to close it. Certain controls would blur it a little, as if it were going out of focus as part of a going-away animation, but it didn’t go away. Possibly relatedly, when I tell it to exit the game, it sits there playing music and doing nothing until I press Esc. I recall that other games by the same company behave similarly, except that instead of an empty screen, they display the credits. So it looks like there’s some sort of graphics glitch here.

Someday, I’m going to put together a bunch of obsolete hardware and install Windows 98 on it for all these recalcitrant late-1990s games. If I were smart, I would have done this already, in preparation for this stage of the chronological run-through. As it is, I wanted to play an adventure game for 1997 in the hope that I could finish it in a single week, and instead, I’ve spent a full week exhausting my supply of them without getting started.

For my next attempt, I’ve chosen Evolution: The Game of Intelligent Life, an educational strategy game sponsored by the Discovery Channel and designed by none other than indie game icon Greg Costikyan. After a couple of false starts — running Egypt seems to make my system forget how DirectX works until reboot — it installs and runs successfully. That’s as far as I’ve gotten, and I probably won’t be getting any gaming in tonight, but we’ll see how it goes. It seems to be designed more or less in the general mold of Civilization, which gives me hope that I can get in a complete session over the next few days.

1997: The Final Revelation

So, I did a sweep of my records, updating everything with its release date as reported by mobygames. 1Except Wizardry III, which I’m already committed to treating like it was released in 1986. The year listed with mobygames search results generally seems to be the date of the earliest release on any platform, so quite a few items on the Stack have been shifted back on that basis alone. But there were also quite a few outright errors in my listings, both forward and backward. There was never any good reason to list Dust as 1997, for example: even the specific edition I have isn’t a 1997 release. (Its readme gives instructions for installing it under Windows 98, which really should have made me realize this sooner.)

This done, I had two adventure games listed for 1997: Tex Murphy: Overseer, the last of a series that really epitomizes the 90’s FMV genre, and Egypt 1156 B.C.: Tomb of the Pharaoh, one of Dreamcatcher Interactive’s numerous ancient-civilization-themed pixel-hunts. I chose the former.

Overseer is unusual in that it shipped on CD-ROM and DVD together. The original packaging contained a double-width jewel case containing four CDs, and a single-width case containing a single DVD (and a fifth CD). I still haven’t removed the shrink-wrap from the double-width case, as the DVD version is just the obvious way to go here, both for the superior video quality and for simply not needing to swap discs during play. Unfortunately, it also depends on the same the lost technology as Tender Loving Care did: the MPEG2 decoder card, or at least a software driver capable of acting like one. Fortunately, unlike TLC, the Tex Murphy games have a fanbase. There are websites and message boards, some with fresh activity now that the CD version of the game is available on GOG. There were links to patches and DVD drivers, and after some looking, I eventually found ones that weren’t broken. The Overseer intro movie, if nothing else, has successfully played on my system.

But in the process of looking, I found claims that Overseer was released in 1998. Checking mobygames again, I saw that, although the search results list it as 1997, the detailed game description says March 1998. So I don’t know what’s up with that. They’re at least consistent about Egypt, so let’s try that tonight.

References
1 Except Wizardry III, which I’m already committed to treating like it was released in 1986.

Dust, and the continuing quest for 1997

1997 continues to elude me. I installed Dust and played it a bit — sometimes it crashes to desktop with an error immediately on launch, but once you’re in, it seems to be stable. Then, for reasons I’ve already forgotten, I checked its mobygames listing. It turns out to have actually been written in 1995. I had two more adventure games listed in my spreadsheet for 1997, and they both turned out to be from 1996. Probably at some point in the past I accidentally told Google Docs to “sort column B” instead of “sort sheet by column B”, or something along those lines. I’m going to have to scan for more errors more thoroughly at some point, but I’ve already found a genuine 1997 adventure game that was mislabeled for a different year. We’ll find out tonight if it runs.

Meanwhile, I did in fact play a couple of hours of Dust, so I suppose I should write about it. Dust is a first-person adventure set in a small frontier town called Diamondback in 1882 (as the first NPC you meet clumsily points out). Its full title is Dust: A Tale of the Wired West, although the “wired” part doesn’t seem to have anything to do with the content; rather, it’s shorthand for “It’s 1995 and we just found out that you can tell stories on computers!” The art is primitive in a way that almost looks naïvist. The sound is gratingly low-quality, and compounds the irritation of talking to characters with annoying manners of speech, which happens amazingly often — much of the dialogue is unnaturally full of colorful westernisms. It’s the sort of writing that probably reads better on the page than spoken aloud, but not by much.

In fact, sometimes the dialogue seems to go out of its way to annoy the player. At one point early on, there’s a dialogue containing a pause of a few seconds, after which the person you’re talking to says “Well, what are you waiting for? Go!” The player’s likeliest reaction to the pause is frustration that, even though nothing is happening, the game hasn’t yet given back control. To then scold the player for being on the receiving end of this mistreatment smacks of bullying, like knocking someone to the ground and then saying “Why are you lying down? Get up!”

Dialogue mode is where most of the game seems to be played. When you talk to a person, they stop being a stiff CGI model and turn into a photograph of a face, which animates in a stop-frame sort of way: it’s not quite FMV, but it clearly has FMV ambitions. Perhaps because it falls so far short, the technology here feels somehow more rustic than retro, as if this were the sort of crude computer game that the grizzled cowpokes and prospectors of Diamondback put together for their own amusement after seeing a kinetoscope in a penny arcade. Still, even the worst of the animation here works a lot better than the complete lack of animation that a lot of adventure games have during conversations. (I’m thinking in particular of The Longest Journey, which was extremely dialogue-heavy but didn’t seem to realize it.)

For all that, the game is oddly ahead of its time. While the rest of the adventure-gaming world was scrambling to imitate Myst, the designers of Dust, oblivious to context, put together a sandboxish interactive environment with multiple viable approaches to your problems. For example, one of your chief initial limitations is lack of money. You can work around this to some extent by giving people items that they want in lieu of cash, or even just being nice to them, or you can try to pick up the money you need by gambling, and even have the opportunity to cheat at poker.

With the emphasis on dialogue and the alternate approaches, it plays a lot more like an RPG than an adventure. That’s why I shelved it the first time around. When I pulled it out of the bargain bin, I had been expecting a Myst clone.

1997 Failure Follow-Up

My success in getting the shooting gallery to work is only spottily repeatable, and I still have yet to get the chase to terminate correctly. Even if I managed to get that to randomly work after repeated failures, I’d be wondering throughout the rest of the game if I was missing crucial events through the same bug. So Blade‘s a bust. It’s time for Dust.

Failing at 1997

Moving on, then. I’m already a week behind schedule, and I want to make some time to finish up the last few games, so lets go for something short. Adventure games usually qualify. It’s hard to pad things out when every interaction is a special case.

Unfortunately, we seem to have entered the danger zone, where the games are too old to run without problems on a modern system, but not old enough that I can easily get around the problem with a robust and stable emulator. The first game that I pulled out of the Stack for this week, an ill-regarded exercise in wackiness titled Armed & Delirious, consistently crashed to the desktop during the intro cutscene, with a popup reading “Unexpected Error”. No tweaking of the compatibility settings helped. Online searches turned up no patches and no record of anyone else ever having solved this problem, and precious few mentions of anyone even encountering it. Such is the doom of ill-regarded games.

After giving that up, I switched to plan B: Blade Runner, a point-and-click adventure loosely based on the movie of the same name. Blade Runner: The Game doesn’t tell the same story as the movie — or, for that matter, as the novel it was based on (again loosely) — but instead puts you in the shoes of a different cop/murderer hunting for a different set of synthetic humans. It’s more or less a sci-fi police procedural, and I’ll probably be comparing it to my recent experiences with Police Quest if I keep on playing. I have to say, it’s a pretty slick package, if low-fi and over-antialiased by today’s standards. I’m particularly impressed by how smoothly the FMV scene transitions are integrated into the action (something probably helped by the fact that I copied all four CDs to my hard drive).

Operation of the game seemed trouble-free at first, but then I hit a wall, ran out of ways to progress. The last thing I did to advance the story was chase a suspect through an abandoned building. The chase ended at a locked door in a room with no other hotspots. Lacking anything better to do, I left, then tried out the shooting gallery back at HQ, only to find that there was nothing to shoot — no targets ever appeared. Growing suspicious, I hit up the net for information. Walkthroughs confirmed that the chase scene was supposed to end with a triggered event: when I reached the locked door, the guy I was chasing was supposed to jump me from behind. I’m hoping that this is the same sort of trigger that was supposed to make the targets in the shooting gallery appear, because I’ve solved that part. An old FAQ suggested that it had problems on fast systems, and that I should use a slow-down program like Turbo to cut the system speed down to somewhere between 30% and 50%. I had to set it to 1% to get the shooting gallery working — and until that happened, I wasn’t even sure that Turbo was having any effect at all.

But I still haven’t completed the chase successfully. Going back to the locked door after having left it once has no effect. I’m probably going to have to do the chase over again — and since my only save is after that point, that means starting over from scratch. If it doesn’t work, I suppose it’s time for plan C. (Or rather, plan D. I don’t have any unfinished adventure games from 1997 beginning with C.)

Red Alert: Stalin’s Story

Before I start talking about playing Red Alert on the Soviet side, let me describe the closing cutscene of the Allied campaign. A trio of American GI’s searching the wreckage that used to be the Kremlin discover Stalin himself buried in the rubble, throughly pinned down with only his face visible. (It looks very unnatural, as if he had been deliberately buried, but I don’t think that’s how we’re meant to read it.) The soldiers’ orders are to take him prisoner, but a figure steps out from the shadows: the German commander who we’ve seen in most of the mission briefings. He tells the soldiers to just walk away and report nothing. After they comply, he calmly gags Stalin and covers him completely, so he’ll die a slow lingering death in the ruins, unable even to cry out “For the love of God, Montresor!” — although of course we know he’ll more likely be rescued just in time for the sequel.

The scene left me doubtful about what its point was supposed to be. Was I supposed to be horrified at the commander’s cold-blooded cruelty, perhaps even think that my German allies were not quite as historically-altered as they appeared? Or was I supposed to regard it as no more than the villain deserved, and cheer for his getting more suffering than strict adherence to the code of war allows? I’m a little reminded of another alternate WWII story, Inglorious Basterds. I recall seeing a review of IB that complained about its simplistic view, that it used Nazis as one-dimensional monsters, a mere means for the characters fighting them to perform extreme acts of gratuitous violence without losing our sympathy. This struck me as a good description of just about any other WWII movie, but way off base for IB. Probably the only reason that the gratuitous violence bothered that reviewer so much was that Tarantino took special care to repeatedly remind us that we were cheering on monstrous behaviour on the part of our own side. (I could write about this at length, but I’m already digressing enough.) But then, Tarantino is a special case: a maker of violent entertainment who actually wants us to think about what violent entertainment means. I really don’t think that the writers of Red Alert reflected on it that much. The simple fact that Stalin is head of the Soviet Union was enough to get people itching for a resolution like this in 1996, in the nearer aftermath of Communism’s collapse, which left the more hawkish-minded Americans feeling a little cheated, denied a glorious military victory of the sort depicted in this game.

I mention all this now because the start of the Soviet campaign clears it up completely. We’re supposed to regard Stalin as completely deserving of the worst fate the Allies can dish out. The very first thing you see, as the curtain rises on first mission briefing, is the tail end of another meeting, a report on a test of a new poison gas — tested on an unnamed village, with special mention made of its effect on children. To drive the point home, your first mission is to pacify a small village in the Ukraine by destroying it and killing everyone in it.

So, although it’s not explicitly stated this way, the clear implication is that Stalin is gassing his own people — rather like another mustachioed dictator who American hawks felt a lack of resolution with in 1996. Was this comparison deliberate? Honestly, looking online, it looks like “he gassed his own people” didn’t really achieve repeated meme status until 2002. Still, the events it refers to were in the past, so it’s plausibly intentional.

Anyway, I’m pleased to note that this isn’t just cutscene plot: the lack of regard for “your own people” does in fact extend to gameplay. I earlier made mention of Medic units that heal injured soldiers. The Soviet side doesn’t seem to have them at all. Armored personnel carriers, sometimes the best way to keep soldiers alive, do exist — I had a couple at the start of one mission — but they’re not as readily available as on the Allied side, where they’re one of the basic things that you can build with the same factory that produces tanks. Tanks themselves only come in larger, tougher, and more expensive sizes than the Allies produce, so you’re inevitably going to rely on foot soldiers a lot more, which, given the lack of ways to keep them alive, means producing lots of them and then seeing most of them get killed. I don’t remember the original Command & Conquer well enough to know how much of this simply carries over from there, but I am reminded of the few differences between the sides in the original Warcraft, where healing magic was the exclusive domain of the Human side. (No sign of the Soviets reanimating their dead yet, though.)

One last unrelated thing I’d like to mention before signing off and possibly playing something else: I’m quite pleased with Kane’s cameo. Kane, who looks like he goes to the same barber as Anton LaVey, is the chief bad guy in those Command & Conquer games not set in the past. He’s unusually death-resistant — always a good attribute in a series villain, as it spares the writers from having to set up plausible escapes like they did with Stalin — and he may in fact be immortal, which would explain why hasn’t aged since the 1940s. (Alternately, I suppose he could have access to time travel. Which has interesting implications for this game’s premise.) And what role does he play in alt-history? Hard to say. He just shows up during one of the meetings, whispers something into Stalin’s ear, and leaves. One assumes he’s playing puppet-master somehow. Now, I haven’t completed the game, so I don’t know if he shows up later, but I hope not. This one appearance as it stands strikes me as just about the best way to establish a link between the games: subtle enough that newcomers can play without even noticing it, vague enough to fuel fan speculation, but at the same time highly visible and undeniably significant to those in the know.

Red Alert: Allied Victory

Only in the final battle do you get to use the Chronosphere. Honestly, I find it disappointing. I had been anticipating teleporting a battalion of tanks right into the enemy base, behind the defenses, to take out crucial infrastructure like power plants (always a good first step against the Soviets). I had done similar things a few levels back with helicopters, but helicopters are vulnerable to anti-aircraft guns, and tanks are not. But it turns out that the Chronosphere can only teleport one unit at a time, and a single tank in an enemy base doesn’t last long enough to destroy anything.

Okay, so perhaps I could send Tanya? Tanya is the sole “hero” unit on the Allied side: she can shoot foot soldiers at a greater distance than they can shoot back, and she can demolish buildings in a single stroke by planting explosives. Her only drawback is that there’s only one of her, and she tends not to defend herself unless explicitly instructed. Still, Tanya sent directly into the heart of the enemy base could take out multiple power plants before she died. But no: the Chronosphere can’t teleport people, only vehicles.

But what about a troop carrier, then? An APC with Tanya and a company of engineers would really do a job on the place. Each engineer that you send into a building damages it by 25% of its full hit points. If the resulting damage would destroy it, the engineer instead takes it over. It’s expensive to do this — the engineers used this way are consumed in the process — but it’s just about the quickest way to eliminate an enemy structure, and I imagine it’s really demoralizing in multiplayer mode. I’ve used this trick on a few occasions, and the only difficulty in pulling it off is getting your engineers safely to the structure in the first place. The Chronosphere seems like it would solve that, but teleporting an APC only sends the vehicle, not the passengers. It makes me wonder if the vehicles I sent have drivers.

Just about the best use I ever found for the Chronosphere was to teleport damaged units back to base, where they could be repaired. That saved me the cost of building a few replacements, but I don’t think building the Chronosphere resulted in net savings. Perhaps it has uses I never discovered. Oh well, at least the Iron Curtain seems to be similarly lame: its effects are short-lived enough that the tanks using it always seemed to run out shortly after reaching my base.

I won the level mainly with the tried-and-true massive pack of helicopters on offense, using tanks and defensive structures to deal with counterattacks. That, and harvesting as much Ore as I could, as quickly as I could, to support this strategy. I built up a far larger cash reserve than I had at any previous point in the game, but I still managed to waste it all rebuilding my defenses and repairing my damaged helicopters. By the end, my ore trucks were going clear across the map to the fields that the enemy had been harvesting before I destroyed all their ore trucks. It all ended up in a gradual but inexorable eating away of the enemy base, and the mission went on for a good half hour or so after victory was a foregone conclusion. Not that there was really ever much danger of losing that mission. This is a game that wants you to win. The levels get bigger as you go along, but they don’t really get harder. Still, even when the challenge is removed, there’s a simple pleasure in destroying everything.

That leaves the Soviet campaign. Having completed half the game, I’m tempted to leave it at that and go on to 1997. It’s been almost two weeks, after all, even if I haven’t been playing much during that time. But I do want to experience some of the Soviet gameplay while that of the Allies is fresh in my mind — and to that end, I’ve already started on the other half, which I’ll describe next post.

Red Alert: Indoors

Twice now, I’ve encountered indoor levels: enemy complexes with patrolling guards, where your goal is not to slaughter everyone, but to reach a certain room or rooms. (In both cases that I’ve seen so far, it also involves keeping a brace of defenseless Engineers alive to reach those rooms, that they may ply their skills.) This is a familiar variation on the RTS, and would have been familiar to players at the time as well: I don’t remember if the original Command & Conquer had levels like this, but Warcraft certainly did.

The game engine doesn’t really know it’s indoors. Apart from a paint job on the terrain, everything looks and acts the way it usually does. You obviously don’t have tanks and airplanes in the corridors, but that’s because the level designer chose not to make them available, not because they won’t fit. One of the basic Soviet defenses is a kind of automated flame thrower on a pole: these are seen spewing destruction at the entrance to most Soviet bases, preventing you from simply storming the place with foot soldiers. They’re present in the indoors scenes too, where they somehow seem smaller, more like a Dungeons & Dragons trap than something to hold back an army. But in fact there’s no change in their range or destructive power — it’s just that the scale of the world around them has been altered.

The real way these levels differ from normal ones is that there’s no base-building. You arrive at the complex with a certain number of soldiers, and you have to keep enough of those soldiers alive to accomplish your mission. This extremely contrary to the way I normally play these games, which is heavily based around accepting losses as long as the enemy suffers losses too, and as long as I can recover from them faster. Here, there’s no recovery. Both of the indoor levels I’ve seen give you a medic, who provides slow but unlimited healing during quiet moments. But there’s no healing the dead. Putting this constraint on makes it feel a bit like a special exercise, like blindfold chess or fistfighting with one hand tied behind your back. It’s easy to become complacent about the abundance of resources in other levels — Ore is not inexhaustible, and indeed I routinely exhaust stretches of it through my profligacy. But the indoor levels teach me to be frugal with lives. If it were to teach me this successfully, it would probably make me a better player, raise my customarily abysmal Economy rating at the end of each map, and make the tougher levels a lot easier.

But I doubt that’ll happen. I’m almost at the end of the Allied campaign already; it’s basically just a sprint to the finish now. And if they expect me to carefully look after the well-being of my people when I switch to the other campaign, well, then they clearly need to read up a little on Joseph Stalin.

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