Flash of Steel header image 1

General Points of Interest

March 19th, 2012 by Troy Goodfellow · Blogs, FoSTV, Me, PAX

I don’t have quite enough for a sustained post, yet, and I’m still editing a music review (yeah, seriously) and my Master of Orion science post. But I should write something since people keep visiting. Also, healthy to keep at it.

* I have not been following the news on the upcoming Shogun 2 expansion as closely as I should be, but Bill Abner’s preview over at No High Scores has me interested, as does Phil Cameron’s glowing review. It’s a challenging time frame for a game. The Boshin War was short, not really that close or tactically interesting, and it is one of those rare dramatic transitional periods in a national civil war, when one side still has traditional weapons and tactics and the other side catches up on the last 200 years in military tech in one go. It’s a fascinating setting, but given Total War’s historic issues with AI at a lot of levels (somewhat addressed in Shogun 2), I worry how the mix will pan out. I am convinced that whatever happens it will be more realistic than the anime (Yes, I need new friends.)

* I occasionally get questions about when the video blog will start up. Soon. I finally have found time to play a little with the webcam, and was given a couple of studio lights to help brighten my evenings and melt my face. The video stuff will focus on game design stuff, and will be mostly webcam with video edited in until I find money for a real video camera and someone willing to follow me around. Watching my good friend, Jenn, experiment with streaming and other video work has been very educational.

* The board game meetup is on for March 31st at the location mentioned in the post from a couple of weeks ago. 2 to 6 PM. I will do a larger post/update later in the week.

* The Maple Leafs really suck, and I can take no solace in the fact my childhood favorite team, the Edmonton Oilers, suck even more. Honestly, you should never let me cheer for your team. I curse everything I touch.

* The science series is continuing, but is proving to be just as hard to write as I had anticipated.

* I will be at PAX East from April 6 to 8. We have a panel for the last time slot of the show, and I will also be working with the Paradox folks at their location. If you are there, please stop by and say hello.

→ 6 CommentsTags:

Three Moves Ahead Episode 160 – No Standing on the European Escalator to War

March 17th, 2012 by Rob Zacny · Podcast, Three Moves Ahead

ThreeMovesAhead

The Russians are coming, and they’re bringing Tom Chick with them to talk about Wargame: European Escalation. Bruce, Troy, and Rob take the field to share their enthusiasm for Wargame and how it makes some smart revisions to its predecessor, RUSE. They discuss its clever approach to LOS rules and unit spotting, how it blends wargaming with RTS, and the orgy of period detail it includes.

Listen here.

Tom’s review of the “Cold War Pokemon”
Rob’s impressions for GameSpy
Troy on Cold War hardware

March Meetup Plans

RSS here.
Subscribe on iTunes.

→ 11 CommentsTags:

Wargame: Equipment Escalation

March 15th, 2012 by Troy Goodfellow · RTS

We talk in detail about Wargame: European Escalation in this week’s podcast, and it’s a great show because Tom and Rob and Bruce have some great exchanges about why the game works. WEE is really a good game that shows that Eugen Systems understands real time strategy design as a studio at a level we probably haven’t seen across many titles since Ensemble. (Petroglyph, however, has come so close so many times.)

For me, the game is really about the tanks and stuff.

I used to be really into modern military equipment – a real missilehead. I knew which countries used which planes, how the Chinese altered the Mig-21, the difference between a Knox and Perry, the basic outlines of West German tank troops. I am not as interested in this sort of thing any more, but when you are young and you read books like Clancy’s Red Storm Rising and Hackett’s The Third World War, then this sort of thing becomes second nature. (Yes, I used to read very crappy books.)

I think WEE works as equipment porn largely because of the time they chose. 1975 is, as Tom points out on the show, right when a lot of things in military armament design were changing. You have more computers in the advanced armor, you have the Apache gunship introduced in 1975 (changing how helicopters are seen in many ways), you have new conceptions of the value of the infantry man. There are no A-10s in service yet to provide close

Games that are about the Russians versus the West often have a tension in that they would love to get the latest and best equipment in front of you. Harpoon, one of my all time favorite games, had this problem. The Seawolf submarine wasn’t yet in commission, but there it was in game. The Russians didn’t have a real aircraft carrier, so they had to rush one into service. So it is that games like World in Conflict are full of M1A1’s and T-90s. Flight sims from the 90s had the latest planes and manufactured weird conflicts to make sure that SU-27s and F-18s can duke it out.

1975 is in the middle of a transition era in equipment and politics. American prestige is at its post-war nadir, with a weak President Ford and the loss of Vietnam. Despite the spirit of detente, there are still many chances for there to be a real war and WEE paints a somewhat plausible case of an overeager East German Army dragging the world into war.

There is a great variety of weaponry in Wargame: European Escalation. There is a “variant” button so you can see all the different versions of Chieftain or Leopard. Why on earth would you NOT want to see this? The differences between the generations of vehicle are fascinating and have led me to Wikipedia and local bookstores to find out more about the NATO or Warsaw Pact armies and the histories of the evolution of weapons platforms.

For me, this remains a good cue that I am playing a very good strategy game. If it has something I can learn more about and it drives me to do so, then the game has gotten its hooks into me. No, the army doctrines aren’t here, so I am not using my T-72’s in a proper Soviet way. But then, I can read about more of that to refresh the things my 18 year old brain knew.

We should probably do a podcast on books and strategy gaming, though it would be dominated by Bruce pulling things off his shelf that were autographed by Jan Mazurkiewicz.

→ 13 CommentsTags:

Three Moves Ahead Episode 159 – Bruce and Julian’s iPad Adventure

March 9th, 2012 by Rob Zacny · Podcast, Three Moves Ahead

ThreeMovesAhead

Hold onto your black t-shirts and skim lattes! It’s all iPad, all the time on 3MA, as Bruce declares the iPad the greatest platform for strategy games, and Julian explains why the real story of the iPad announcement is the iPad 2 price drop. Then, this being Bruce and Julian, they fall to arguing minutiae about specific games, like Titan. Rob wants to know whether the iPad will ultimately move in the same complex direction as a lot of PC strategy games did, but Bruce and Julian think the iPad interface limits complexity. Then Bruce admits he wants to see more than board game conversions on iPad.

Listen here.

Victory Point’s Barbarossa
Titan for iPad
Caylus

RSS here.
Subscribe on iTunes.

→ 33 CommentsTags:

Planes vs. Nazis: Blitz on iPad

March 7th, 2012 by Bruce G · WW2

It’s weird when someone directly addresses a game design question you’ve been puzzling over, but never thought would be answered. Last year, I wrote a series of articles about simulation, Gary Grigbsy’s Eagle Day, and the Battle of Britain. I started out wondering how you’d ever make a casual Euro out of something like the Battle of Britain and still keep it historical. Karl Thoroddsen, designer of a new iPad app called The Blitz, had a solution.

Make it a tower defense game.

The Blitz is actually three air war games in one, but it’s clear which one is the focus. Depicting just Kent, Sussex, and Greater London, The Blitz gives you control of a few Spitfire and Hurricane squadrons, several “sector airfields,” a bunch of radar towers, and starts throwing Luftwaffe at you. The mechanics are simple: watch German planes appear on the screen, and send your fighters to intercept them. Just swipe a path for your squadron to follow and watch it fly off to … whoops, didn’t quite intercept. Need to redirect. Oh man, there’s another raid. Gotta send another squadron out. Hey, where did that plane come from? There’s no way I can get there before he bombs the Spitfire factory. Air raid London!

That’s the kind of fast-paced defense of democracy you don’t get in a historical wargame, which makes sense because this isn’t one. In order to make this work, The Blitz discards a whole bunch of historical facts, such as that single raids didn’t permanently knock out radar stations, or that unopposed fighter sweeps didn’t destroy entire squadrons on the ground, or that two successful raids on London didn’t force England to surrender. Those are all game mechanics that make The Blitz a pretty good tower defense game, but a lousy historical wargame. Which was probably the tradeoff Karl Thoroddsen had in mind all along.

The historical liberties are more apparent in the other two scenarios, “Defense of the Reich” and “Operation Tidal Wave.” The former is set in 1944 and pits wave after wave of Flying Fortresses and Liberators against a threadbare German defense of single-seat interceptors, twin-engine night fighters, and Me 262 jets. The target is Berlin, and, as before, two hits and you’re done. This scenario adds antiaircraft batteries, which aren’t very effective at stopping anything and thus are probably the most historically accurate thing in the whole game. Radar towers, aircraft factories, research centers, and airfields are all vulnerable to attack, but this time bombers come from all points of the compass, often simultaneously. In addition, Allied interceptors swarm the map, strafing airbases and tangling with your fighters. If Hitler had lived in this reality, the war would probably have ended much sooner.

The last scenario is the oddest, as it depicts the first, Pyrrhic American raid on the Ploesti oil fields, carried out at the limit of strategic bombing range, far beyond any hope of escort, and into the teeth of some of the strongest air defenses in Europe at that time. “Operation Tidal Wave” (the correct historical name, by the way) flips this around to where American bombers are coming out of every which place, and the Germans have few fighters and no reinforcements. It’s probably not surprising that of the hundred or so people on the leaderboard for the Blitz scenario, only seven tried out the defense of Ploesti.

The main problem with The Blitz isn’t anything inherently ahistorical — it’s that you get a lot of choices, but only a few are really interesting. The most important is whether to keep your squadrons grounded until you spot an enemy raid, or whether to fly standing patrols, given that your aircraft have limited fuel and will need to return to base. Limited warning (made worse if you lose your radar stations) keeps you guessing as to whether a raid is bombers and fighters or just unescorted bombers, although you can usually tell a fighter sweep just by the planes’ speed. Being caught on the ground by fighters is costly, and you’ll often scramble planes just to get out of the way as a fighter sweep passes, only to land once the danger is gone. No perfect answer exists, and you’ll use your warning system, some intelligence reports (broadcast as text messages) and your intuition to put up a defense. This part works.

Other parts don’t, or at least aren’t very well tuned. You can upgrade your airbases with an engineer unit (depicted as a wrench, which also fixes damage) which is supposed to improve defense and turnaround time, but this isn’t really noticeable. Aircraft gain experience by shooting down enemies, but once again, the performance improvement doesn’t appear to make much practical difference. There are research centers which periodically upgrade your planes, but — you guessed it — this is so incremental that I couldn’t tell which ones had the bonus. The aforementioned AA guns are pretty useless and are just player distractions. Factories turn out additional planes, and these are worth protecting because numbers end up being the overriding factor The Blitz. Fight too many times with a Hurricane squadron and you’ll lose the whole thing, even to a single flight of unescorted Heinkels. The design clearly focuses on patrol patterns and turn-around time rather than building super-squadrons or bases, but without the continuous tweaks and temporary advantages other tower defense games give you as you progress, it can feel like you’re actually swimming backwards.

Part of this is due to the fact that unlike a conventional tower defense game, there aren’t any waves or stages: you just keep fighting until you lose. There are two modes: campaign and survival, although it’s not clear what the difference is. The survival mode times you, while the campaign just gives you credit for finishing. After several shots at the Blitz scenario, I made it to #27 on the leaderboard, out of 107. Scores are measured in time survived, and the top one was approximately twice mine. I guess I’m lucky I didn’t have to defend England in the actual war with an actual iPad.

The game is clearly still under development, as evidenced by the fact that there is a grayed-out Midway scenario in the list, described as “work continues.” If you click on the feedback button on the app’s start screen, you should mention that the leaderboards, achievements, and endgame stats all need work. How many bombers did I shoot down? How many fighters? What was my highest-scoring squadron? Why aren’t there more achievements than just finishing each campaign, especially since I’m not likely to do that anytime soon?

The Battle of Britain scenario has a two-player option if both people are sitting at the same iPad, in which the German player chooses raid composition and targets, but this is clearly a solo tower defense game, and any improvement is going to come from tweaking those elements, not fussing with a two-player mode almost no one will play. Since the game costs 99 cents, it would probably take less time to just pay a buck and check it out than read a thousand words about me having checked it out. In that case, consider this a form of extended feedback. Just paste it into the Feedback box and hit “Send.”

→ 10 CommentsTags:

Spring Board Game Meetup

March 5th, 2012 by Troy Goodfellow · Blogs, Board Games, Me, Podcast

Since the last meetup in November was such a success, I think we should do it again.

It was a small but fun group of readers and listeners late last year, and the location was great. People should have gotten new games for Christmas, lots of new war stories and hopefully some new guests can come.

So here is the plan.

Saturday, March 31st, 2 PM
Again, at Tequila Bookworm, 512 Queen Street West, Toronto (I have a gift certificate and they had great beer.)

If there is enough interest by the end of the week, I’ll book the spot.

→ 19 CommentsTags: