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Well Played 2.0: Video Games, Value and Meaning - OpenLibra

Well Played 2.0: Video Games, Value and Meaning - OpenLibra

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neutral planet, the attacking ships cancel out the ships on the planet one<br />

for one, so if the fleet you send is larger than the number of ships already<br />

on the planet you will reduce the defending force to zero <strong>and</strong> then capture<br />

the planet with your remaining ships. Planets perpetually generate<br />

ships for their current owner, the larger the planet the faster it generates<br />

ships, so at its core the game is a race to capture planets <strong>and</strong> hold them<br />

in order to outproduce <strong>and</strong> ultimately overwhelm your opponents.<br />

As you can see, Galcon is a highly simplified <strong>and</strong> miniaturized version<br />

of a familiar gameplay paradigm whose roots are in the classic genre of<br />

4X computer games. In these games players explore a vast territory, exp<strong>and</strong><br />

their empire, exploit the resources they control to create combat<br />

units which they use to exterminate their opponents. And what I want to<br />

suggest is that it is precisely this process of simplification <strong>and</strong> miniaturization<br />

that is Galcon’s greatest contribution. For in minimizing the size<br />

of the map, the complexity of the ruleset, <strong>and</strong> most importantly the<br />

length of a match, Galcon achieves something spectacular that lifts it up<br />

into the realm of greatness.<br />

I have a lot to say about Galcon, but that’s my main point - its greatness<br />

is almost entirely due to its small size. In an age of bloated videogame<br />

expressionism, in which each generation seeks to become ever<br />

more gr<strong>and</strong>iose <strong>and</strong> baroque, Galcon demonstrates the enduring power<br />

of simplicity.<br />

Watching a game of Galcon unfold is a striking visual experience. It is<br />

not a pretty game by any means – Eufloria, a similar game that emerged<br />

on the indie scene around the same time as Galcon is far more visually<br />

sophisticated. Galcon’s graphics are pragmatic – they are there to illustrate<br />

the state of the game to the players <strong>and</strong> little else. As it turns out,<br />

that’s more than enough. Flocks of colored triangles erupt onto the<br />

screen, swarming between numbered circles which swallow them up<br />

<strong>and</strong> spit them out again. Attacking fleets explode in tiny flares against<br />

the surface of an opponent’s planet, sometimes they engulf it, painting it<br />

from red to yellow or green to purple as the planet changes h<strong>and</strong>s from<br />

one owner to another <strong>and</strong> back again. It’s a gaudy inferno, a disco<br />

Armageddon. This is the way videogames should look – dense, inscrutable,<br />

alien, like teenage art from the future.<br />

But the most beautiful thing about the visuals of a game of Galcon in<br />

action is the purity of its abstraction. The paper-thin theme of planets<br />

<strong>and</strong> ships disappears almost instantly <strong>and</strong> the game reveals itself for<br />

what it is – a real-time abstract strategy game. There are no brawny fighters<br />

throwing punches or stoic space marines lasering aliens, Galcon is<br />

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