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The Toronto Meetup: Armchair Design Session

November 22nd, 2011 by Troy Goodfellow · Me

The meetup at the Tequila Bookworm last Saturday was a good crowd of eight, which was about perfect since we had a chance to play games with almost everyone, but not really talk, which is a shame. The space was good except for the mismatched tables and Goodwill chairs, but we had it to ourselves. And the beer was outstanding.

The group played Seven Wonders, Dominion, Bang!, Last Night on Earth, and started a learning game of 51st State which looked very cool but foundered on the learning not going very well because some of us haven’t been good students in a long time. I had a lot of fun with you all, and our out of town guest, Jon Shafer, didn’t seem to mind driving up for it. (Of course, he and his girlfriend had excellent Korean food and Chinese dumplings that weekend. Toronto cuisine sells itself.)

Thanks to everyone that came. Next time, maybe we find a house with more space and we can do a big game everyone can play or we at least find tables that fit together. But the Queen St location will do for now. I had fun.

Part of the fun, especially with a group that plays a lot of games, is the armchair design that happens during and after a game. Is Last Night on Earth too heavily weighted on randomness to sustain the tension, even though it is more a Story Generation Mechanism? Since the goal of Bang! is to eliminate or save the sherriff, what are the limits of anonymity in the design of the other roles? At what point in the Dominion expansion phase did the added cards make it impossible to keep a good chain of actions going? Is Gardens an overpowered card?

This is one reason I like gaming with a bunch of other people. You can hear the ideas, the defenders, the theories. And it makes gatherings like this special and valuable.

Let’s do it again in February, if not sooner. And I’m always up for a pint.

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Three Moves Ahead Episode 143 – The Personal Touch

November 18th, 2011 by Rob Zacny · Podcast, Three Moves Ahead

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Phill Cameron comes back for a conversation with Rob, Troy, and Julian about how personality and persistence change our relationship to strategy games. Troy reveals the depths of his callousness to tiny, computerized men. Julian points out that Dwarf Fortress is the pinnacle of this approach, but Troy explains why it frustrates him. Rob is stunned to learn that he is apparently the only one who had a pet dwarf in the Myth games.

Toronto FoS meetup
Chicago Loot Drop

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Three Moves Ahead Episode 142 – For the LoLs

November 11th, 2011 by Rob Zacny · Podcast, Three Moves Ahead

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Julian hosts Bruce and editor-podcaster extraordinaire, Ryan Scott, of Geekbox and Comedy Button internet fame. They talk about the lure of League of Legends, whether these DotA / MoBA games are even strategy games, and how Valve’s and Blizzard’s attempts at the DotA genre will fare against the LoL powerhouse.

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November 19 Local Meetup Location

November 10th, 2011 by Troy Goodfellow · Me

I’ve been asking around about good locations for a boardgaming meetup in Toronto and settled on the Tequila Bookworm at Bathurst and Queen. They have an upstairs room that I have reserved for 2 PM.

Benefits? All local microbrews, reputable food, they’ve held events before so they know how to handle a group without getting all in our face and space. They know it’s for boardgames, they are ready and willing to help out. Bring what games you think would work, though I can’t promise we will get to them all. I will bring my copy of Dominion (sorry, no expansions – maybe get one this weekend) and possibly another.

Take the Bathurst or Spadina streetcar south and you should be able to get there fairly easily.

Saturday, November 19
Tequila Bookworm
512 Queen St West
Toronto ON
2:00 PM

See you there.

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Tropico 2: Why it Fails

November 7th, 2011 by Troy Goodfellow · City Builder, Retro

I’ve talked a lot about the Tropico series of city builders and usually dismissed Tropico 2: Pirate Cove with a wave of my hand as if it doesn’t really exist. Developed by Frog City, the makers of the Imperialism games, it has some real talent behind it and you can sort of see the direction the devs were pushing it. But it never real takes flight or becomes convincing as a pirate city game, in my opinion.

Now I’ve been taken to task for ignoring or dismissing Tropico 2, so I reinstalled it this weekend because my brain was totally unable to deal with anything much more complicated or original. It took me a while to find my bearings, but it was sort of neat to go back and see why I didn’t like it very much when it came out in 2003.

It’s weird going back in time from the current light and colour drenched Tropicos to one from almost a decade ago. Tropico 2 is definitely not a vibrant rainbow world unless you zoom in on structures. Browns and topes and greys blend together on a very bland green carpet of grass. As annoying as Penultimo the obsequious radio shill is, he is better than the repetitive snarling pirate reminding me that my pirates need more wenches.

Here’s the concept/conceit. It’s the Golden Age of Piracy, and you are managing a Pirate Haven. You build the entertainment, the housing, the ships and the industry. You recruit pirates and send them out on missions for or against the nations that have settled the Caribbean. The short campaign teaches you the basics rather quickly and then sharply increases in difficulty, but a lot of this difficulty is based on how closely Tropico 2 hews to the traditional model of the try-and-fail-and-try-again model of city builder campaign design of its era. If you don’t do the right things in the right order or expand too quickly, you will go broke.

Going broke is easy, because there are so many fewer sources of income for you. You are a pirate, so you won’t be setting up a tourist industry or selling a ton of goods on the open market to the superpowers. Almost all of your money will come from what pirates can seize on the high seas (and you only get a cut, and they often come back with nothing), ransom from wealthy captives and whatever pirates spend in your casinos, bars and brothels. Of course, if they aren’t successful raiders, they don’t have money to spend. Oh, and you pay wages to staff these places, too. Plus the docks and farms and factories. Tropico 2 is not a game that shows its money making tricks easily, and is therefore pretty frustrating to relearn.

Tropico 2‘s theme never really works for me, which is probably the biggest problem. It is indeed a glorious thing to be a Pirate King, but Pirate Kings don’t sit at home and make sure that the blacksmith has a hauler so that cutlasses get made. The economy is never that different from island to island, scenario to scenario, so in effect you are just sitting around waiting for your pirate captains to score lucky hauls as they have all the fun and you decide whether to send them off to kidnap a priest or a gunsmith next, so you can build a more advanced structure.

It did make me appreciate how damned easy Tropico 4 is though. That is a game that I just breezed through for the most part. Scenarios may have taken me longer than they should have, there were a couple of failures, but for the most part I knew where I was going wrong soon enough to fix my problems before they became acute. Tropico 2 sucks for clarity of information (you need to dig into the ledger – how retro!) and once you screw up the path, there aren’t many ways to right yourself unless it is a sandbox map and your pirates score a big haul. But the missions are so short that you can’t really build a satisfying pirate capital by going really cautious; all of the Tropico games have encouraged that one big splurge of spending on the hope that the ship will come in with enough to pay for the recent expanion.

The repetitiveness makes it a below average city-builder. The randomness makes success frustrating difficult to plan for. The diplomacy is a nice touch, however, with much more elaborate options than what you would find in any of the dictator Tropico games – though the great powers are similarly unlikely to really bother you much unless you really screw things up. The theme makes it such an outlier in the series and the theme isn’t really want we think of when we think about pirates. I mean, when we play Stronghold we still see the knights fighting and participate in sieges. When we play Caesar we build aqueducts and recruit legions. Playing a game about pirates where you don’t really do much piracy when that is the entire “romance” of the idea is misbegotten. Tropico 2 would have to lift the Pirate Haven concept beyond stereotype and make the risk of discovery or pirate management truly intriguing in order for the concept to have any life.

Instead we have a game that is dreary trial and error city building with a bleak palette. Appropriate to my weekend, in any case, but not a game I will finish.

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Three Moves Ahead Episode 141 – Failing Basic

November 4th, 2011 by Rob Zacny · Podcast, Three Moves Ahead

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Rob summons Troy and Julian for an emergency therapy session about how many strategy games simply cannot get their acts together when it comes to basic standards. The panel discusses busted cameras and mouse controls, disastrous campaigns, and nonexistent endgames.

The beginning of the Subversion saga

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