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Holiday Guest Blog 1: Bruce Geryk “Countermix”

December 19th, 2011 by Troy Goodfellow · Guest Blog

Bruce Geryk needs no introduction to readers of Flash of Steel or listeners of Three Moves Ahead. He is my friend, my combatant and one of the people I can count on for totally honest feedback on pretty much anything. Also, one of my favorite wargame writers. His guest post is about a game you never heard of that may define 2011 for him.

Everyone remembers years for different reasons. For gamers, there is usually a game attached. I know 1990 was the year I graduated from college, but it was most definitely also The Year of Civilization. I’m not quite sure what happened in 1994, but I sure can tell you it was The Year of X-COM. For me medical school started in 1998, but it could have otherwise been The Year of about a million different great games. Maybe it was just The Year.

Remembering years with games sometimes seems like a luxury of times when there wasn’t much more to worry about than what to play next. At one time, going to the game store was all about which one thing could I afford to buy that month with my paper route money. Maybe there were more game stores, too, or just stores that carried games. Heck, Toys R Us carried board wargames once upon a time. Sometimes I wish I could go back and just remember what that was like.

A few months ago, basically I did. A local game store here called The Gamer’s Armory carries a selection of games that I would have had a hard time imagining in the good old days when a large retail toy chain had Avalon Hill wargames on the shelf. I finally made the 20-minute drive there after working for 30 hours, and when I walked in, I thought maybe I was in a sleep deprivation delirium. Separate displays held games about the ancients, American Revolution, Napoleonics, American Civil War, World War I, World War II, and the modern era, all by chronological category. The Advanced Squad Leader section takes up three full wall displays. Want any Schwerpunkt scenario pack? They have it. Want an ASL magazine, like MMP’s ASL Journal, or the outstanding French publication Le Franc Tireur? It’s there. Want an official module or expansion pack? Pick it up and take it to the counter.

The game I ended up taking to the counter is called Kampfgruppe Scherer: Shield of Cholm — a dramatic name for an esoteric and superficially mundane product: a historical module for ASL about the encirclement and siege of Cholm, Russia, during the winter and spring of 1942. It wasn’t a physically large product on the shelf, but it did cost $105. And when I brought it home, it was worth it just to open it up and read the designer’s justification for why he would make a game about an obscure Eastern Front topic in the first place.

“…gliders were having to land in the streets under heavy fire…”

It was this line, encountered while I was searching for another “special operation” to depict for ASL, that landed me in Cholm.

That intro says everything there is to say about why wargamers get hooked on whatever they’re obsessed with at the moment. As designer Andrew Hershey describes it, he was reading about German glider development in a book about World War II German aircraft, saw this reference to glider operations in the battle for Cholm, and all of a sudden that was his next project. He even made a pun out of it. [Read more →]

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The However Many Guest Blogs of Christmas

December 19th, 2011 by Troy Goodfellow · Guest Blog

As I mentioned a couple of weeks ago, I’m not in a position where I can honestly and legitimately do an end of year awards post. A shame, because Shogun 2 and Unity of Command need more love in a year dominated by RPGs – Skyrim, Witcher 2, Rift, Dungeons of Dredmor, etc.

So I have turned the blog over to friends so they can write about things they observed or played in 2011, from a business perspective or critical approach or just plain “I learned something today”.

Now not all of these posts will have a holiday summary feel. There will be some cross-posting and familiar opinions. Also some new stuff, of course, from people I like and respect. But in a year where I leaned very heavily on my friends and colleagues, there is no better way to end 2011 than leaning on them one more time.

After all, if I had more money and fewer brains, I’d turn FoS into a sort of strategy game writing hub. This won’t be that. Just content from friends.

First post goes up this afternoon.

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Three Moves Ahead Episode 147 – Fire No Guns, Shed No Tears

December 16th, 2011 by Rob Zacny · Podcast, Three Moves Ahead

ThreeMovesAhead

A heavily medicated Rob hosts Julian, Troy, and Bruce to explain what’s so boring about peace, love, and understanding. Why does strategy gaming usually come back to armed conflict, with the exception of city-builders? Do most people really even want games about other subjects, and can designers make good games out of them? What ever happened to A Force More Powerful, and why does it make Bruce want to punch Troy? How do board games handle these subjects, and do Eurogames get them right?

Special thanks to Michael Hermes for doing links for this monster.

Persuasive Games by Ian Bogost
Trauma Center
Source of the Nile
Dawn of Discovery
http://dawnofdiscoverygame.us.
Supreme Ruler: Cold War
A Force More Powerful
1960: The Making of a President
Hearts of Iron 3
Gametable Online
Agricola
Twilight Struggle Game
Andean Abyss
DWARF FORTRESS
Boot Hill
Hera & Zeus
Jambo
Abandon Ship
Modern Art
Ra
Bohnanza

Listen here.
RSS here.
Subscribe on iTunes.

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Unity of Command: Early Impressions

December 15th, 2011 by Troy Goodfellow · Wargames, WW2

We’ll have a full chat about the game on the podcast later, I’m sure, but right now I want to state that Unity of Command is the intro wargame that Panzer Corps should have been.

In many ways, Unity is the anti-War in the East. Both deal with the Eastern Front in WW2, but Unity keeps things very simply with only a handful of easily distinguishable units. You can customize your infantry and tanks by spending the prestige you’ve earned to add auxiliary forces (engineers, recon, artillery) but for the most part you are pushing men and machines across a map and you don’t have to linger long to figure out what bonuses are attached. Reinforcements are handled the same way. Air power is played through actions (you get a certain number of special actions per turn) as is the expansion of your supply zone and other key factors. Blowing bridges, even, is as simple as “select bridge” and then hope the odds are in your favour.

But it’s not a puzzle game, like Panzer Corps, even in the scenarios which are the same “X turns to get to Y” model you find in that game. There are better and worse approaches, but the idea is to use your brain and your movement to get your weaker units off the front line and your fresher ones into battle. The interface is clean, the look is appealing, but there’s never a sense that this is just a simple game that happens to be set in WW2, which was often the feeling in Panzer Corps.

Unity of Command walks that very fine line between being a good and clear abstraction of the Eastern Front without either forgoing its approachability in the name of history or throwing up its hands and suggesting that there’s no point in teaching people wargames. There is never any sense during a battle that you are losing because of some mysterious thing you didn’t think or know about. The rollover tooltips are excellent, especially clear for things not mentioned in the very brief and slightly interactive tutorial. Supply and logistics – that great bugbear of wargame design – is intuitive and its effects noticeable; attacks can weaken supply – not just manpower – so there is an incentive to beat on units just out of supply range, knowing that if they don’t retreat they will be useless.

Later, I will want to talk about other things – the campaign structure, the scenario design, how it deals with fog of war and air combat, prestige as a currency…There is a lot of real game design going on in this game that looks a little bit cute with its toy tanks and giant heads fighting in the Ukraine.

But for now, I think, I’ve found the gateway wargame I’ve been looking for for some time.

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2011 Can Bite Me: End of Year Reflections

December 10th, 2011 by Troy Goodfellow · Awards, Blogs, Me

Friends and acquaintances and colleagues know that the last couple of years have been pretty rough for me. Two Christmases ago, my father died. Last winter, my personal life underwent a great upheaval that is still not settled. And this year, a new job took me away from strategy gaming as intently as I once did. Throw in a big move, live trauma, family crises, evening contracts, desires to try new things and the like and 2011 will go down as the year I most needed but also the one I most want to go away.

This has been a problem for the blog, of course. Though the National Character series and podcast brought many, many new readers, Flash of Steel has been in a weird place. The promised video series has been stalled (but is not dead), I blog about fewer new games since I am in a sampling place more than a drinking deeply place, and my gaming reflections have become more general and more abstract – this is where someone should end their thoughts, not begin them.

As I think on my personal strategy gaming year, I think about:

1) Still playing a lot of Civilization 5 even though it is inferior in many important ways to Civilization 4. Civ 5 has its own bits of genius, but shouldn’t I be sticking with the best complete version?

2) Playing through Tropico 4, even though it is a whimsical city builder of little challenge and an overabundance of personality. It’s a quality product with a challenge level aimed right at the mass consumer audience, even though its theme isn’t exactly mainstream. And it’s still too easy to be a nice guy. But I finished it and enjoyed it.

3) Watching the development of a 4x game from the inside of my job and dealing with the challenges of publicizing a game in a subgenre of a genre that doesn’t really “show” well without amazing assets and dramatic video. Finding “hooks” for strategy games isn’t that easy.

4) Watching the early stages of a card playing/RPG and being amazed at how simple aesthetics in the hands of a skilled designer can have people begging for more.

5) Panzer Corps and how it brought back old memories – good and bad – of a game design that is a little bit stale in many ways, even as the game itself remains rewarding for a shrinking audience of “casual WW2 tank pushers”.

6) Seeing the podcast grow, change and thrive under my friend Rob Zacny’s guidance. It hasn’t all been smooth, but I am confident I did the right thing. When I win the lottery, it comes back to me, but he’s my equal here.

7) Not playing Anno 2070 at all or Six Gun Saga as much as I wanted or even buying a bunch of wargames that I should know. Intimately. Days are too short, my mind too old.

8.) Telling stories about my experiences in the Crusader Kings 2 preview and getting laughs and questions from non-strategy gamers. Still very much a Paradox game, but built for story tellers.

9) Buying the Korean DLC for Civ 5 because I am a sap.

10) Doing consulting on board game development because it sounded cool and then realizing how out of my depth I am, but loving the process.

So yeah. 10 points.

My job in PR makes it very, very difficult for me to do the usual End of Year Awards thing. To exclude a priori games that I worked with would not be fair to them and would set the precedent that I could never mention how good I thought Anomaly Warzone Earth was. Including them introduces the opposite problem – what is marketing and what is truth? I hope that the work I will be doing this month will give you some idea what games I played, liked and disliked and why without mentioning a lot of names, but this is the time of year for Awards and Honours.

So I decided to Award and Honour my friends and colleagues. I sent an invitation to a number of peers in journalism, blogging, development and life to write guest posts on their strategy gaming reflections from 2011. Some could not do it, but I am happy with the ones that said they could.

Some didn’t answer at all, and Santa knows where they live.

For the next few weeks, you will be seeing guest posts from people whose writing and opinions I respect. Some of the names will be familiar, some not, but all are people I wanted to help make the end of 2011 at Flash of Steel something worth visiting.

No awards from me. No prizes. No Best/Worst.

Just some writing and opinions. Which is sort of the point anyway.

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Three Moves Ahead Episode 146: On the Air

December 8th, 2011 by Troy Goodfellow · Design, Podcast, Three Moves Ahead

ThreeMovesAhead

It’s more a fancy lecture and masterwork design class than a bunch of guys guessing about what works when board game desiger Lee Brimmicombe-Wood sits down with Troy and Bruce to talk about his history of making games about air power, the challenges in getting all the cool technical bits down and the difficulties in making the bombing of civilians a game factor you cannot ignore. Can you make a strategic game about an air war still be about flying? What limits do you put on the player to make Luftwaffe raids roughly historical?

Bird of Prey
Duel in the Dark
Among the Dead Cities by A.C Grayling
John Butterfield
John Tiller’s War Over Vietnam

Listen here.
RSS here.
Subscribe on iTunes.

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