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Total War Battles – Shogun: Or, What the hell is this thing?

September 27th, 2012 by Troy Goodfellow · RTS

On the podcast, we try not to get too bogged down on genre semantics, but we are generally pretty clear that Three Moves Ahead is about strategy games. Sure, every now and then we deviate just for fun, but we have a mission and it’s clear and that’s what the audience expects. We don’t have a running definition of what a strategy game is, but we know what the ballpark looks like.

And within strategy gaming, of course, you have a wide range of differentiation. Wargames, base-building RTSes, other RTSes, turn based 4x, continuous-time 4x, tower defense, strategy/rpgs…all fit under the umbrella of strategy but are generally accepted categories.

Then Sega throws something like Total War: Battles – Shogun at you and you try to describe it and realize that it fits no strategy category very well.

It’s connected to the Total War series, of course; the title alone gives you that. But really the title and setting are the only connection, and the setting is peripheral. This game has as much to do with feudal Japan as checkers does with becoming a king. It is a weird fusion of tower offense, resource harvesting and geometry.

Yeah, geometry.

I loved geometry in high school. Geometric proofs were some of the most fun I ever had in a math classroom – everything was so clear and neat. And I have better than average spacial sense. My ex would praise my skills at refrigerator Tetris if we had too many leftovers after a big dinner party – I can find a way to make things fit.

But Total War Battles doesn’t make it easy. Every building takes up a certain sized footprint. Other buildings can only function if they are connected to the right buildings. So blacksmiths need to be connected to a trading post. Shrines need to be connected to a lumberjack, but NOT a trading post. And all of this is done with irregular numbers of hexes on a very, very narrow grid – often full of obstacles like ponds and rocks. The structures you can fit on this grid determine how quickly you can gather resources and what kinds of units you can build.

This is not easy, and the devs know it. One of the optional missions for gaining extra experience is to fit SEVEN shrines on a sliver of land. Judging where to place each building in succession so you can eventually fit several shrines on this strip is quite a math puzzle.

Oh, and in the battle maps you need to figure this out in real time, build soldiers and not die when the enemy shows up.

Your control of the forces you build is minimal. They fire on or attack anything in their attack zones (missile only in a straight line, melee anything in the hexes they contact) and can only move forward, in either a straight line or diagnolly, sort of.

So you have a base building RTS – with limited tiles to build on – added to a sort of tower offense game since the paths of your units are constrained. The strategy, what there is of it, is about knowing when and where to place your new units so they are countering units that cannot effectively fight back. That adds tiny chess elements, I guess.

Whatever Total War Battles is, it’s a mixture quite unlike many games I’ve played. It’s clearly a strategy game, but where it fits in the family tree is an open question.

What’s really important, of course, is whether it’s actually a good game, and the jury is out on that. It’s colorful and there is no doubt that the decisions you make matter. The campaign slow ratchets up in difficulty and gives you lots of chances to choose where and how you will spend your experience as you unlock new units, buildings and upgrades. The skirmish maps are more akin to puzzles, which is a nice inverse from the usual RTS formula where the campaign scenarios insist you do things in the right order while skirmish is a free-roam zone.

But I can’t really see myself fighting with the math much more. See, fitting those buildings into a confined map is not easy, and even with a tight unit cap, there is an incentive to quickly gather as many resources as you can because the AI is happy to save up its cash and materials and then plop down four units at once in the tiles BEHIND your units; remember, units can only advance. So while your army beat on towers or face cannon they can’t turn back and attack units that are now advancing on your own base.

The idea of truly limited space is not one you see often in RTS games from large publishers. You don’t gain territory in Total War Battles, you don’t conquer more hexes on which you can place buildings. You have a building/deployment zone and that’s it. So it is sort of chess like, because the area of play never expands in any meaningful way. Sure, maybe your fresh recruits will be able to advance unscathed a little further once your initial wave has taken out enemy archers. But that’s really it. And losing a building or two is crippling since you now have to build forces to destroy the enemy even as they pummel your structures and take up hexes you want to build on.

If any of you have played this weird little game, let me know. Because even as I am frustrated by many of its design choices, I am intrigued that such a melange as this even exists.

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Three Moves Ahead Episode 187: Faster than Light, Slower than Death

September 25th, 2012 by Troy Goodfellow · Podcast, Sci Fi, Three Moves Ahead

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Rob is now just posting the episodes on our new website over at Idle Thumbs, so it falls on me to point people who subscribe here to that location and alert them that the talky men are back.

This week, editor Michael Hermes comes aboard in our annual “so it’s not a strategy game, but…” show. The show was his idea, and we talk about FTL, the game that has much of the internet talking, for now.

EDIT: Link to MP3

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FTL: Sid Meier’s Starfleet

September 20th, 2012 by Troy Goodfellow · RPGs, Sci Fi

FTL: Faster than Light from Subset Games is the early fall indie hit of choice. It had a very successful Kickstarter campaign (an increasingly valuable marketing tool, as we’ve discussed on the show) and it plays to all the fantasies we have of being space captains.

I have been a space captain many times. Starflight. Star Control. Battlecruiser 3000 AD. A lot of games over the years have encouraged my mania to be that great Kirk-like figure managing a crew and keeping them all alive. FTL is not that kind of game.

Many of FTL’s space captain trappings are almost incidental. You have a crew, but the team members are mostly expendable and replaceable though you will miss highly experienced hand-to-hand combat crewmen. FTL has nebulae and solar flares but you don’t explore them as much as they are special locations with special rules. Your encounters are rote and scripted, and if there is an optimal solution because you meet the requirement by having the right equipment or right crew type, you will be told CLICK HERE.

FTL is a role-playing game but the crew are not the ones you are playing. You are not the captain, really. The important thing is not how your shipmates develop – the important thing is how the ship evolves.

FTL has been described as a roguelike, and I think that’s apt. You navigate random chambers (stars), have battles with increasingly more dangerous foes, and are pushed forward to defeat the big bad by pressures of time (advancing enemies) and resource scarcity (fuel, ammo, scrap). You can’t just hang out in an easy star system because you remove a lot of the encounters and the rebel fleet is inexorably pushing your forward – that’s a battle you can’t win. Like a good roguelike, there is no farming for XP.

FTL is Sid Meier’s Pirates! in space. But deadlier. It is a spaceship construction set that lets you mix and match parts, trying out new ship builds as they become available and choosing which gear will help you best. It has much more customization than Pirates! of course, but the premise is pretty much the same. Nobody really likes you, you need to make as much money as you can just to stay alive and you leap from port to port hoping, in this case, that the next leap gets you closer to home.

Pirates! is not a roguelike, but it has many important similarities with FTL. First, the ship is the thing. As you unlock vessels you can experiment with the one you want to take on this quest, but though you can’t swap ships out, by skillful spending and lucky loot drops from enemies you can turn your tiny fighter into a powerful vessel. Being able to recognize when you need to sink the enemy and when to board her becomes crucial as you move through space. You want to pick weapons that do the right kind of damage to soften up the enemy and a lot of the game is about simply staying in motion. If you’ve invested a lot of time in a ship, or, in this case, leveled up your mantis weapons engineer, then the loss can hurt, but it is something you recover from.

What makes FTL such an attractive game is its simplicity. You don’t really need to know a lot of scifi stuff to play this game, though it certainly helps get you into the mood if you have a vague idea of what ion cannons do, or can giggle at an away mission gone wrong. Scifi gives you an entree, but it’s mostly unnecessary since the game itself does a great job of teaching you as you play. The first early pattern is easy to figure out (missiles/ion to eliminate shields, lasers to hit the weapons) and then you are off.

Things get complicated quickly, however, as the decisions mount, and the decisions are always important ones. You have limited space for upgrades. The currency you need to buy new weapons or gear is also what you need to repair your hull or refuel. You can only get this currency by exploring and sometimes taking damage. So what you spend your money on (more ship energy or new gear to route you current energy supply to? More crew or drones?) will be affected by a host of factors that are pressing you while you shop. No store has everything, you might be in a sector where an ion cannon is useful, you might need a drone thing later…and the choices on when and where to jump to take on added tension as you count the number of leaps to a place you can get fuel, hoping the rebels don’t catch up.

You can easily imagine a model similar to this for a host of settings. A 19th century explorer seeking the source of the Nile before his rivals can get there. An explorer in a new world in something like Seven Cities of Gold, but with a team seeking gold and glory while fleeing the long arm of the crown. A game where you must push forward, your options aren’t always clearly laid out, but anything you do is an improvement. You can’t really make a bad decision about how to improve your ship; anything makes you stronger. But you can make bad decisions in combat, or in travel that come back to haunt you.

The combat is really where FTL’s genius shines. This is real-time combat, though you can pause and give orders. In difficult battles, with breaches leaking oxygen and people beaming aboard, it can get quite hairy and tense even though the battles themselves can be over very quickly. FTL is almost nothing but battles, since the non-combat encounters are just silly decision trees that often end in combat or a routine result. Routing energy around your ship becomes a dance in itself. If you need extra maneuverability, you might shut down sick bay and give that power to the engine. Or maybe you need to shut down the engine so you can restart the oxygen. The dance of breaching shields, keeping the pressure on the enemy with fires and disabling systems while also taking care of business on your own ship is frustrating in all the best ways. You are active, you are involved. It can test your tactical mind, and, if you panic, you can make some terrible, terrible mistakes.

Like teleporting your crew onto a drone before you realize that it has no oxygen. If that transporter gets knocked out, your men and women and aliens will suffocate over there.

Like forgetting to close an airlock door and suffocating the engine room. (You sometimes want to open an airlock to weaken intruders or quickly extinguish major fires.)

Like teleporting your crew onto a ship that doesn’t have a disabled engine. I hope they like their new home, because that sonuvabitch escaped with my weapons team.

Like having autofire on because you are attending to your ship’s health and not noticing that the weapons aren’t really doing anything.

I still haven’t won a game of FTL, but I know I eventually will. I am learning more about how the systems work and how the encounters are supposed to work. I will eventually unlock another ship that might suit me better than the first few. The game is not perfect – you could have better warnings that your crewmen and women are dying for example. It would be nice to lock some systems, so that, say, energy is always routed to oxygen unless I specifically choose to turn it off. But Subset games has made one of the early autumn darlings that I hope will be expanded on before people forget it altogether.

At the very least, it is a sign of some very good design brains over there. Get it at Good Old Games or Steam.

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Three Moves Ahead Episode 186 – Playing at the World

September 17th, 2012 by Troy Goodfellow · Board Games, Podcast, RPGs, Three Moves Ahead, Wargames

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This week, Troy and Bruce talk to Jon Peterson, author of the epic gaming history tome, Playing at the World: A History of Simulating Wars, People and Fantastic Adventures from Chess to Role-Playing Games. They talk about the turning points in the evolution of wargames, when a wargame becomes a role playing game and the important task of collecting and compliling gaming’s long and often small scale history.

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Three Moves Ahead Episode 185 – Class in Session

September 10th, 2012 by Troy Goodfellow · Board Games, Podcast, Three Moves Ahead

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This week, Troy, Julian and Bruce welcome back frequent guests Rob Daviau and Bill Abner to talk about the touchy subject of trying to teach games. Though the focus is on board gaming, there are useful lessons about how to approach communication, building the right mindset for the pupil and the challenges of trying to read, teach, play and compete all at once.

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Eight Little Things

September 8th, 2012 by Troy Goodfellow · Me

So what have I been up to instead of writing? Here are some quick thoughts on how the last month has gone, and answers to some questions people have had for me.

1) Playing at the World: I spent most of my vacation free time cutting through this monster of a book, and I reviewed it earlier this week. Judging from my referral stats, seems like I persuaded a half dozen of you to buy it. You won’t be disappointed. In casual conversation with other people, PatW has proven a difficult book to really describe. How I explain it to my historian friend, my RPG critic friend, my local bartender and other folk in my circle demonstrates both that the real scope of the book defies easy summary and that there is really something in there for almost everyone. Maybe I’m just a good salesman, but people to whom I’ve described the book all come away curious about it. I think part of it is the power of imagination, something Peterson spends a good deal of time on in his chapter on immersion and pretending – I tend to attract and be attracted to people with strong imagination, so it’s natural they’d find something of value. Do pick it up – you won’t be disappointed.

2) Europa Universalis IV: Yeah, I haven’t written about it here, though I did cover the announcement for the corporate blog. Yes, EU4 is a client, and it’s an honor to be working on it. As a fan, the information in the developer diaries is interesting, especially the return to some form of historical events (though context and not date dependent) as well as Johan’s thoughts on maps. Still a year away, of course, but I look forward to getting deep into it and working with the marketing and PR team.

3) Alea Jacta Est: Another game I would write more about if AGEOD hadn’t just hired us to promote it. It’s quite similar to the rest of their titles (American Civil War, Napoleon’s Campaigns, Birth of America) with a focus on command structure and supply. For me the big thing is that it has the Sertorian War and a couple of the wars against Mithridates. (If you haven’t read The Poison King
, do so.) These are two fascinating conflicts, the first a pseudo-guerrilla war where a lighter more dispersed foe avoided pitched battles unless forced to and compelled Rome to both its typical Spanish horror show and some winning of hearts and minds, if through fear; the latter a series of wars in Asia Minor against a seemingly implacable enemy with endless reserves of wealth and men. It’s very cool to see them given some attention.

4) Science series: Holy crap it’s been a long time since I’ve updated that. And the next entry is an easy one. Next week. Promise.

5) Three Moves Ahead Page: As 3MA matures, grows and becomes a solid fixture in the Idle Thumbs network, we have an official web page for the show now. We need to update the text, and I’d like to get images for all of the back catalog. The three shows on the network now are quite different from each other, but I am thrilled to be a part of it. Slowly but surely, the podcast posts here on FoS will turn into “New show is up. Go read about it over at X” so that Rob doesn’t have to write it up in many different places, each with a different CMS. But new shows will always be announced here, so don’t worry about losing that information if you consider this blog your primary source of that information.

6) Road to Enlightenment: My copy arrived a few weeks ago and it is really an amazing looking game. We’d love to set up a PBEM game, but if you are local and want to try a four or five player game sometime this month, drop me an email. The cards are a sweet collection of historical leaders and it’s nice to compare Knemeyer’s list of important people to the Europa Universalis advisor list. Some neat parallels and divergences. Great components, huge ass board and oh so many blocks. Don’t miss the errata/clarifications on BGG.

7) Flash of Steel TV: No, I have not forgotten to do this. I have a script, I have game video, I have my adorable face. What I don’t have is a really great idea of how to record or edit this stuff together. I’ll figure it out before the end of October. I hope.

8) Orcs Must Die 2: This is a great co-op game, and a brilliant tower defense title. Tower defense has become more than a mini-genre, and is a strategy offshoot with more variety than I thought its meager shell could hold. Gratuitous Tank Battles adds more customization and unlocks for both attackers and defenders, Anomaly Warzone is a strictly tower offense game, and Orcs Must Die adds a player character that can directly intervene in defense as well as a perspective that is not top down or isometric, which changes perception of risk and situation analysis. (Plus, it’s a little funnier).

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