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I Like Sweden

January 23rd, 2012 by Troy Goodfellow · Me, Paradox

Last week was the Third Annual Paradox Convention and it returned to Stockholm. I was there two years ago, but it was an in and out trip for the most part. See the games, meet the people, go to a pub, fly home.

This year, I had a week – front loaded with work of course, from the mundane tasks of cutting out name tags to the very important prepping of our clients for their presentations to the please-kill-me-now chore of meeting everyone at the airport and sending them to Haringe Slott for the event.

Haringe Slott was described to us as a castle, but really it’s a chateau or manor to the English mind. It’s not fortified, though there are decorative cannon. The walls have armor and muskets mounted (also, antlers) but the building’s layout speaks more to Grand House than “holy crap, the Danes are here. Raise the drawbridge.” (There was no drawbridge.)

No, I didn’t get a good picture of the place. All my pictures of Haringe itself were a little blurry. Hoping that one of my friends did, because it looked great in the cold and snow.

I’ll probably not write a lot about the games themselves here, since a lot of previews are still coming out. Evolve will be working with Naval War: Arctic Circle, Warlock: Masters of the Arcane and the just announced Napoleon’s Campaigns 2. I am personally excited to have these three games in our stable and we are again very pleased to be working with Paradox. The more time I spend talking to and working with them, the more I understand why they have so many people that have been there for seven to ten years instead of the high turnover you see at other studios.

There was a medieval theme for most of the event, and we were all given cloaks to wear. I think only three people looked good in the cloak, and I was simply called “Harry Potter” all night. Before dinner, there was a battle between LARPers representing two upcoming games – War of the Roses (an online melee combat game) and Crusader Kings 2 (I don’t need to tell you what this is.)

I cheered for CK2 (no offense to my WotR friends at Fatshark, who also made the very sweet Western online shooter Lead and Gold) and the good guys won. So then off to dinner, where there was a random draw for where you would sit. The gods smiled that night, and I sat with two very good friends. The next morning, there were interviews which were the usual mess of scheduling confusion as 15 minute appointments turned into 30 minute chats but everyone was in good humor no matter what, because everyone at Paradox tried hard to make sure everyone got what they wanted.

The highlight of the trip was the city tour on Saturday. We started with a very very cold morning boat ride around some of the city. Warm drinks and seeing everyone else suffer a little more than I was proved to be the perfect combination.

The Stockholm harbour is very nice and I got some nice pictures of the architecture there. The entire older city area (we eventually wound up in the real Old City) is a reminder that there are places in this world not far from civilization that echo with the footsteps of ghosts that measure their lives in centuries, not decades.

The Vasa museum was more interesting than I expected. I love museums – I really do. But an entire museum dedicated to a boat that didn’t float? Turned out they’ve done a masterful job with keeping the Vasa front and center while also having excellent exhibits on the life of 17th century sailors, the artisanship that went into shipbuilding and the people of the Stockholm area. Apparently Gustavus Adolphus was fat, which doesn’t fit my image of the great soldier king.

Then it was a nice dinner, and then a party at the apartment of a very awesome Paradox employee. I have more pictures, but they are more of people than things, and you won’t know these people, or at least not many of them.

I’d love to go back in the summer, since I hear that Stockholm is more fun when the sun never sets. Because holy crap was it dark early.

The professional stuff you will hear more about later, and I’ll answer any questions you might have. It was a great trip, I hope Paradox’s media and sales partners got the information they needed, and thanks to everyone in Stockholm that made the journey worth the complete mental fog I am still in as I work.

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Three Moves Ahead Episode 152 – A Few Minutes of Show with Martin Wallace

January 20th, 2012 by Rob Zacny · Podcast, Three Moves Ahead

ThreeMovesAhead

Bruce, Julian, and Rob host board game designer Martin Wallace to ask him that timeless question, “How awesome is your game?” The crew discuss A Few Acres of Snow, the card-based board wargame that has consumed their lives, and dissect how it handles its subject: The French and Indian War. Martin explains why a game about 18th-century colonial warfare was originally conceptualized as a game about interstellar warfare. How does Martin approach his various subjects, and why does he think that is distinct from how most wargames are designed?

Listen here.

Play A Few Acres of Snow online at http://www.yucata.de
Bruce’s review at Qt3
God’s Playground (and the Polish version), and the book
Breakout: Normandy
Crucible of War

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Three Moves Ahead Episode 151 – If on a winter’s night a gamer

January 12th, 2012 by Rob Zacny · Podcast, Three Moves Ahead

ThreeMovesAhead

Rob, Julian, and Hasbro’s Rob Daviau are marooned in rural Massachusetts. To avert cabin fever, they gather ’round the fireplace with a few microphones to talk about whether gaming gives them any carry-over skills for other activities, like cooking and work. Do games make us better at reasoning and problem analysis? Do they provide the same kind of perspective as an econ or stats course, for example? Julian is convinced he’s a better negotiator because of games. Are we talking about gamification as opposed to achievement-ization, and is it helpful to try and perceive an underlying system to everyday tasks?

Listen here.

A Gamer in the Kitchen

Some guy’s articles about medicine and gaming: Steady Hands Save Lives and Gaming Isn’t Brain Surgery

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Talking Components

January 11th, 2012 by Troy Goodfellow · Board Games, Me, Media

While doing my weekly conference call with Dirk Knemeyer regarding the board game we are working on, we got onto the topic of components. Well, not exactly. We got onto the topic of math and measurements and geometry, but basically it came down to what we expect from components.

When people praise a board game, they’ll often talk about the quality of the components. Is it a good solid board? How big is the typeface? Are the playing pieces symmetrical or well-drawn? Components are very important for drawing in players; we all remember the childhood fights over who got to be the car in Monopoly. And I think that the fact you are using plastic army men accounts for a lot of the popularity of Memoir ’44.

We can’t lose sight, however, of the fact that component quality is about more than mere artistry or selling a theme. Good components are integral to making a game, if not easier to understand, at least more fun to want to understand. You can argue about whether Command and Colors: Ancients really needs to make you apply 200 stickers with each new expansion, but the high quality wooden pieces with distinct symbols on the images’ upper right conspire to make C&C feel like you are pushing old fashioned wargame blocks around. The terrain tiles are perfectly clear and you rarely need that many to make a battle map. The original boards were crap, but mounted boards have since been released.

On the other even simpler side, you have A Few Acres of Snow, with simple wooden blocks and discs, along with cards with a symbolic language so clear that you can teach the basics of movement in two turns; your pupil will not get confused because the card components make it almost impossible for a literate person to get lost. (I am still confused on sieges, but that’s a rules thing.)

When we talk about computer strategy games, or at least when we in the media talk(ed) about them, we rarely speak the language of components. We talk in terms of graphics and UI which are software terms, not game terms. It’s part of the messy legacy of computer gaming, the same legacy that relegated any discussion of games to the tech pages of major media and not the culture pages.

The problem is that graphics are, like meeple art, just a single part of the component problem in a strategy game. And graphics in most video games can be really indistinct from UI in many ways. Setting unit paths in a Paradox grand strategy game, for example, is a matter of UI (left click select unit, shift-right-click to set waypoints) but the progress of movement, style of the movement arrow and other things are graphics. Being able to recognize a unit at all is the perfect blend of graphics and UI.

Now, in a computer game, components can be purely artistic. To go back to the Paradox games, I am one of those suckers that bought every single unit sprite pack for Europa Universalis 3, even though I haven’t bought Atom Zombie Smasher. Unique uniforms for all the major (and some minor) European powers! It’s not like I had any difficulty distinguishing between the French and the Spanish, but this is just nicer in a silly way.

I think of components when I look at Unity of Command. As Bruce so eloquently laid out on the podcast last week, the art of the units is distinct enough to know that your crappy Hungarians are going to get rolled over in turn one, so hide the schnitzel. But take a look at the entire board. Unit supply and strength are not disaggregated numbers – strength is marked by a circle, supply is when that circle is blue. Supply points (this game is really all about logistics) are easily found with a single keypress, but the only information you really need is where supply ends; this is the information that UoC throws in your face.

I think of components when I think about Age of Empires. Bruce Shelley pointed to the setting of the game as a design strength because the units’ abilities and purposes were apparent simply by looking at them. Archer? Archer on horseback? Spear guy? You needed to know almost nothing to know what did what. Age of Kings added very distinctive unique units, more distinct components than you would find in the otherwise superior Rise of Nations.

I think that strategy game criticism in general would be better served if we started adopting the component mentality that you see in board game criticism. No, some very complex strategy and wargames cannot have simply intuitive components. There is no reason to expect a deep and comprehensive game like War in the East to break new records for transparency (even though it is actually elegant in many ways.) The components in use must fit the design in order to make sense, and if they don’t then you end up with too many menus or an abstraction too far.

But if we can get to the point where we accept that – for game spaces – appearance and functionality are intimately related, and that the old canard that “graphics don’t matter” is just plain silly when you have to actually look at how units, maps and information are best displayed then we can actually understand design better.

By focusing on components instead of “graphics” we can get away from the idea that realism or traditional portrayals of strategic elements are necessarily the best way forward for design in the genre.

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Holiday Guest Blog 6: Alan Au – “Home Field Advantage”

January 9th, 2012 by Troy Goodfellow · Guest Blog

In what is probably the final guest blog of the season (so many shirkers), my old friend Alan Au steps up to write about the comforts and meaning of “home” in gaming. Alan and I have known each other for a long time and try to make the effort to connect in person on those rare occasions we’re in the same city. He’s a freelancer and authority on health games (whatever those are) and has written guest blogs before. Well, he’s back. Later this week, I have a lot to say.

Ah, home for the holidays. A home is a wonderful thing, a haven from the stresses and worries of the outside world. And of course, a home base is the foundation of every great expedition, adventure, and campaign. It is a place that provides comfort and familiarity, providing a unique advantage for the strategy-game player. Professional sports teams are intimately familiar with the concept of the home-field advantage, but what exactly is that advantage? It turns out that history is littered with examples of how being at home can be advantageous, whether in a war against nations, at the local stadium, or in a good-natured contest around the dining room table.

At its core, home-field advantage is really all about familiarity. The Romans were well aware of the value of familiarity; they trained their legions to construct camps in a standardized layout, ensuring that any soldier could enter any encampment and instantly know where things were. Familiarity is how we get through life without having to re-think everything all of the time. This is why we memorize chess openings and StarCraft build orders, why we customize our controls and put our game pieces in certain places. We are creatures of habit, and the advantage of familiarity is that we can spend more time on the intricacies of strategy instead of worrying about the routine stuff.

The home-field advantage is also about comfort. For one thing, you don’t have to go anywhere, which means that the time and energy spent on travel can instead be spent on something else, even if that’s something as simple as a chance to sleep in. When you’re at home, you can also eat foods that you like, and more importantly foods that won’t upset your stomach. Games don’t always model this, but the home-field advantage isn’t so much about the game as it is about the player. Pretty much everyone performs better with a good night’s sleep and a happy tummy.

There’s also a geographical component to the home-field advantage. It may not be quite as critical in chess or football where the playing field is intentionally symmetric, but it can make all the difference in a complex strategy game where terrain comes into play. Modern maps and GPS systems are great, but as anyone who has ever gotten online directions knows, map knowledge will only get you so far. The home-field advantage is about knowing the quirky situationally-dependent ways you can defy the normal assumptions, whether it’s navigating an “impassable” mountain range or knowing which backroads to take on the way to grandma’s house. Home is the place where you don’t get lost.

Of course, the home-field advantage isn’t just about a place; it’s about the people living there and the support that they provide. This is a mainstay of guerrilla warfare and every successful political revolution in the history of mankind. At the stadium, it’s about having friendly referees and crowds who cheer louder when your sports team is ahead. A large part of the home-field advantage is the boost to morale that comes from knowing you’re among friends, and that you are where you belong. However, competing at home also carries some risks. With all of the bonuses stacked in your favor, a loss at home can be tremendously demoralizing. Whether it’s the Visigoths sacking Rome or it’s aliens threatening to invade the Earth, there’s nothing quite as discouraging as discovering that your home is no longer a safe place. Home represents your cultural foundation and final refuge, the one place you know you will always belong. That is, unless you’re somehow kicked out. You can adopt a scorched-earth strategy and try and make things worse for the other guy, but at the end of it all, you need somewhere to go.

Ultimately, the home-field advantage is a meta-strategy that takes effect before you even make your first in-game move. It isn’t really any one thing that gives you an edge; it’s everything all together. It’s arranging all of your stuff just the way you like it and knowing the best way to get from point A to point B. It comes from feeling comfortable with your tools and your surroundings, and the confidence that comes from being among friends. So how do you make the home-field advantage work for you? When you’re at home, it already does.

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Three Moves Ahead Episode 150: Year in Review

January 5th, 2012 by Troy Goodfellow · Podcast, Three Moves Ahead

ThreeMovesAhead

The original cast, gets together to look at the strategy games they liked in 2011. We focus on the positive and talk about Atom Zombie Smasher, Shogun 2, Unity of Command, Men of War and lots of other names are dropped. Also a preview of the games we are looking forward to in 2012.

Tom’s review of Atom Zombie Smasher
Tom’s review of Shogun 2
The Shogun 2 podcast
The Unity of Command podcast
Men of War podcast

Andean Abyss
Festung Budapest

Listen here.
RSS here.
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