151 lines
7.7 KiB
Plaintext
151 lines
7.7 KiB
Plaintext
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BALANCE OF THE PLANET
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BALANCE OF THE PLANET is the latest Chris Crawford creation. As you
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might suspect from the title, Chris has presented gamers with yet
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another tightrope challenge, just as he did with the earlier BALANCE
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OF POWER. The adversary this time is perhaps the most difficult foe
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ever presented in a strategy game: ourselves. In BALANCE OF THE
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PLANET, players must wrestle with conflicting aims and desires in an
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attempt to bring the world's ecological and political policies into
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balance. (The IBM-PC version is reviewed here.)
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BALANCE OF THE PLANET is simple to play. Players must attempt to
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end the game with positive points. The game begins in 1990 and
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proceeds in five-year turns until 2035. Although the point total is
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zero to begin with, players start with a host of problems that
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virtually guarantee negative point totals in the first few turns.
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To turn this situation around, players set policies (through
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taxation), and finance subsidies and research (funded by the taxes
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collected). Each turn, players can set new policies and finances
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with little restraint. These are evaluated at the end of the turn,
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and the results are reported in a simple screen that breaks down the
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positive and negative point totals into various categories. Players
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may also check through another screen how these point totals changed
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in the last turn.
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Of course, though the play mechanism is simple, there is
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considerable complexity built into the simulation. To set policies,
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players will wish to see the results of their policies, and any
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possible impact. The basic mechanism for doing this is through
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hypertext navigation of various screens.
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For instance, if players want to see the result of raising a tax on
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oil, they can click on the Oil Tax in the Policy screen. This will
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take them to an Oil Tax screen, where they can read more about the
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tax, and alter its level. A list of possible Causes and Effects will
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also be presented to the player. For Oil Tax, there is only one
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Effect, and it is Oil Production. Clicking on Oil Production will
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take players to a different screen, which presents a new list of
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Causes and Effects. Here, players can click on Net Energy Cost (an
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Effect of Oil Production) to see what other factors (besides Oil
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Production) impact Net Energy Cost.
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Besides listing Causes and Effects, each screen provides a graphic
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and some related text. Also, the result of each turn's policies and
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finances on an item is shown using a horizontal bar chart. Thus, a
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low tax on oil will result in higher Oil Production, which is then
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reflected in the bar chart of the Oil Production screen. This allows
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players to track trends and the cumulative effects of their
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actions.
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The graphics of BOTP have been ported directly from the
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black-and-white artwork of the Macintosh version. Unfortunately,
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they are displayed at a coarse resolution (640x200). The VGA/EGA
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version layers some color over the essentially B&W images, but this
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adds little. The good news is that CGA owners will not miss much. It
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should be emphasized, however, that the graphics are largely
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superfluous to gameplay. In fact, the graphics seem intended
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primarily to disguise the fact that this is essentially a text and
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numbers simulation.
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Similarly, there is very little "interaction" in the game. Players
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navigate information, set policies (using sliding boxes), and use
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one short menu to progress from turn to turn. Games tend to be
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short, lasting about an hour. This encourages players to give it
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another try. The short game length also makes group play quite
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feasible (more on this later).
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Most of the interaction is internal to the player. What policies
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must be modified and how? Why did things go so badly last turn?
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Where should the money go? Each turn presents new challenges. The
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wildly successful policies of one turn can lead to disaster if left
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unmodified. Players must react to the feedback and anticipate new
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problems. It is a tough balancing act, and most players will take
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their share of spills. It is very easy to lose huge points in a
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single turn in BOTP, while the converse is rarely true.
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BOTP covers some very controversial political and social ground.
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Chris Crawford has done an excellent job of straddling the middle
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and remaining as objective as possible. The bulk of the manual is
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devoted to masterful summaries of the major factors that are built
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into the simulation. The manual proved more informative to me than
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all the articles and media reports of the past year. Players should
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be warned that Chris writes with a direct frankness that may be
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disconcerting to those with strongly felt opinions or preconceived
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notions.
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One truly innovative feature of BOTP addresses this last issue. If
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players are uncomfortable with the simulation, they may change the
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biases built into the simulation. For example, a pro- (or anti-)
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nuclear bias may be loaded into the simulation. This mechanism lets
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players experiment with different "realities," also letting them see
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the world from different perspectives.
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Of course, BOTP is not perfect. At a superficial level, its
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graphics and presentation are fair, at best. More substantively, I
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am concerned that some lessons taught by the game are a bit
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simplistic. For instance, the game makes it clear that starvation is
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a major problem. Also, the manual correctly states that the current
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problem is economic (distribution of wealth and food) and
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political. But in the game, players can only impact starvation
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through taxation policies and subsidies. The problems of
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distribution are swept under the rug.
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Similarly, one could argue that what is not present in the game is
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at least as important as what is included. Third World resentment
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could well erupt in warfare, but this possibility is not simulated.
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Also, the United Nations is assumed to be a more effective global
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organization than it is. It seems doubtful that the United Nations
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(or any other global organization) could truly manage the global
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funding and policies assumed in BOTP.
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Of course, these criticisms really only highlight the fact that
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this is a simulation, not reality. Chris has chosen to focus on the
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intertwined nature of our ecological problems. His primary point is
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that extreme views on either side of the issue neglect important
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factors that can, in turn, invalidate simplistic agendas. In this,
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he has succeeded admirably. Also, whether players choose to believe
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the totality of the simulation, they are bound to have learned
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something and to have wrestled with the critical issues we all face
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in the coming years.
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This leads to one last point. The success of BOTP as a pure game is
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probably fair, at best. It is interesting and engaging, but not
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exactly "fun," and certainly not an escape from reality. However, as
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an educational vehicle, BOTP is superb. I highly recommend its use
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in the classroom. The manual alone should prove more illuminating
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than any of the texts currently available on the subject. Also, the
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low interaction and policy-driven nature of the simulation make it
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an ideal candidate for use in team play. For players interested in
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the subject area and ready with an open-mind, BALANCE OF THE PLANET
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should prove equally educational.
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BALANCE OF THE PLANET supports VGA/EGA (640x200x16) and CGA
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(620x200x2) graphics modes. It requires 512K RAM, and must be
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installed on a hard disk. There is no copy protection of any kind.
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Mouse support is provided in addition to the keyboard. There are no
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sounds, therefore no sound board support. BALANCE OF THE PLANET
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comes with both 5-1/4" and 3-1/2" disks. Note that a hard disk is
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_required_ to play BOTP.
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BALANCE OF THE PLANET is published and distributed by Chris
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Crawford Games.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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