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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

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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?

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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

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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

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Holiday Guest Blog 5: Dirk Knemeyer – “Theme and Mechanics”

January 3rd, 2012 by Troy Goodfellow · Design, Guest Blog

I “met” game designer Dirk Knemeyer through our Out of the Park Baseball league. He’s had marginally more success than I have mostly through not finishing 30 games back four seasons in a row. Dirk is also an employer and collaborator, since I am doing research and consulting for him in the evenings and on some weekends. He’s a really smart and interesting guy. In yet another instance of people wanting to write about board games, Dirk takes on the issue of how mechanics connect to theme – something we’ve talked about on the podcast and is completely relevant to computer strategy game design.

More often than not, the manifestation of theme in games makes me grumpy. Games that superficially integrate theme are common and people generally like them. Some nice graphics and historical facts, and reviews laud the game as being richly themed. But that is only a small part, and the easiest part, of paying off theme in a game. The highest form of game design is found in the perfect marriage of theme and mechanics, deftly pulling the player as closely as possible into the operating dynamics of the theme itself while maximizing playability and enjoyment. It’s not easy to do, and that is why most games fail to achieve it in a meaningful way. I think of it as answering Marshal Ferdinand Foch’s famous question, “What is the essence of the Problem?”

Recently I’ve gotten into game design and experienced these challenges first-hand. The first design I worked on was the game now called Road to Enlightenment. It is a civilization-style game set in the 17th century. The initial motive for the game is that, as a player, I feel even marvelous strategy games pay too little focus and attention to the key people of history, particularly those who are not generals or monarchs. So, with Road to Enlightenment, I set out to create a game where ALL the different types of influential people of their time were the focus and played proportionally crucial roles. Fairly early in the design process I asked myself, “What is the absolute most realistic way to model the contributions of these different people?” Rembrandt, the portrait painter; Newton, the scientist; Stradivari, the maker of fine violins; John Bunyan, the writer and preacher. The very diversity of the tableau was the challenge. Ultimately, in terms of realism, I initially solved the problem pretty well. For example, Rembrandt was renown for quickly painting portraits for wealthy patrons. Thus, given an investment of time (Rembrandt’s card being dedicated to the task) and money (coins from the player to simulate the money required to have Rembrandt paint) Rembrandt might produce art that provides culture (die roll against a chart based on the amount of time and money invested). Comparing Rembrandt to another painter in the game – say, the at the time obscure Vermeer, who also produced far fewer paintings in his life than Rembrandt – Rembrandt would have a high percent chance of success with minimal time/money investment, whereas Vermeer would take a higher investment and still not have as good of odds in most cases. [Read more →]

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2011 at Flash of Steel and Three Moves Ahead By the Numbers

January 1st, 2012 by Troy Goodfellow · Blogs

Though I write for myself and would podcast for a few dozen, I am a statistics freak. So here’s how it looked for the blog and podcast in 2011.

2011 was the best year ever for visits and for downloads – in spite of me not writing much and me ceding first chair on the show. Lesson? Maybe less of me is more. I won’t give you the full numbers, but the blog peaked when the National Character series was being spread around the past summer, and the podcast has steadily grown.

Three Moves Ahead started surging in Fall 2010 and this year has climbed to new heights. The final show of the year – which attracted a Battletech audience that had never heard of us – helped push December into new territory with over 30,000 total downloads of the podcast that month. We were on track for a record month before that. The really boring stuff is after the jump, but also some revelations from the search content. [Read more →]

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