A well-rested Bruce rounds out a full panel of Rob, Troy, and Julian as they discuss Memoir ’44 Online, convenience, and the simple pleasures of light board gaming. It’s a straightforward episode with the regulars at the top of their game.
Three Moves Ahead Episode 139 – One for the Memoirs
October 20th, 2011 by Rob Zacny · Podcast, Three Moves Ahead
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Three Moves Ahead Episode 138 – Your Lying Eyes
October 15th, 2011 by Rob Zacny · Podcast, Three Moves Ahead
The Escapist’s Greg Tito joins Rob and Troy to talk about A Game of Thrones: Genesis and to tell us about the Escapist’s epic Napoleon in Europe match. In the first half of they show they talk about how AGOT’s deception and diplomacy mechanics succeed in channeling aspects of Martin’s novels, and in the second half they get into the ways that Napoleon in Europe models the cycles of war, peace, and negotiation that marked Napoleonic Europe. Troy then tells Greg that the Escapist should be a wargame site. Then he explains why you should give 3MA money.
Rob’s AGOT review
Greg AGOT review
Troy’s AGOT impressions
BGG’s Napoleon in Europe page
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Road to Enlightenment, Gateway to Learning
October 13th, 2011 by Troy Goodfellow · Board Games, Design, History
I am playing quite a few betas right now, but I don’t want to talk about them. Mostly because I can’t, they are connected to work and clients and there are real serious beta testers doing their jobs and anything I say would muck up the whole thing. I will say that I am privileged to work alongside some very talented people.
I am, however, also trying to make time for a play test of Dirk Knemeyer’s Road to Enlightenment. (Dirk is in our Out of the Park Baseball league, and a good chap and is letting me do this because he thinks I’ll have fun.) The game is nearly complete, doesn’t need a lot of input at this point though there is still some fine tuning to do, and the components are looking pretty sweet.
If you look at the link, you’ll see that one of the big features are cards with famous people on them. Dirk is smart enough to show you Newton and Cromwell and Rembrandt since you probably already know who these guys are. These luminary cards are my favorite thing and I compared them to baseball cards in a chat with Dirk; I just wish they had stats at the back.
Remember buying baseball cards as a kid before the internet and before cable TV? In New Brunswick, we would see maybe one or two games a week in the regular season (Expos on one channel, Blue Jays on another) and we’d never see every player; I did get my fill of Ray Burris being terrible. So baseball cards (and This Week in Baseball) would sometimes be the only way we’d even know anything about who played on the Seattle Mariners or who the hot rookies would be that year. Well, Ben McDonald never quite panned out, but that’s the risk Topps makes when they give cards to hot draft picks.
For a lot of people who are interested in history, these luminary cards will be a bit like that. You have your Medici and your Richilieu and your Stuyvesent. But you also have Ivan Vyhovsky, Woodes Rogers, and Christopher Polhem. There are no explanations of who these people are on the cards, merely attributes and actions drawn from their historical achievements.
But just like seeing on a card how terrible Johnny LeMaster’s stats were made me feel a (very) little bit better about having Doug Flynn at second base for Montreal, seeing that Polhem gives me four light bulbs and four pi and four money makes me want to compare him to other scientists in the deck – scientists that I have heard of.
And that’s when the magic happens in a game based on history, even for someone my age who just gobbles history like oxygen. I need to know who these people are and what influenced them and how they related to each other. Who were contemporaries? Who were rivals? Why does this soldier get an anti-Catholic bonus? Why are the different pirates sorted the way they are?
Europa Universalis did this to me big time when it came out in 2000. It led to my first great love affair with the Thirty Years War – Wallenstein and Tilly being all up in my business. You need to have some love of history, I think, to begin to appreciate these sorts of games, but with an open heart and mind they can take that love someplace really special and unique and teach about places and times that were just backdrops or margins around the stuff you already knew something about.
Road to Enlightenment isn’t about Swedish science any more than Europa Universalis was about the Thirty Years War. But it uses some of the names and gives those names power, and seeing that power in action makes you want to know why things are as they are. It’s not really about understanding the mechanics as much as it is trying to get a feel for knowing who you are putting into action and using against your opponents.
If I get a play test going this weekend, maybe I’ll report a little on people’s thoughts on it. If I get a board game group from the blog and podcast set up for next month, maybe I’ll bring this along, too.
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Three Moves Ahead Episode 137 – Talking Time Lords
October 6th, 2011 by Rob Zacny · Podcast, Three Moves Ahead
Richard Cobbett bravely joins Rob for a conversation with Achron creator Chris Hazard, despite the fact that Richard is weak as a kitten and sick as a dog. They talk about the difficulties indies face in the RTS genre, whether reviewers should make allowances for coarse but inspired games, and how Hazardous software has reacted to weak reviews. They also dig deep on Achron’s mechanics and how they developed over the course of the project. Along the way, they prove once again that Achron is one of 2011’s most fascinating RTS games.
This is kind of a “deep-end of the pool” discussion. You might find these resources helpful:
Giant Bomb’s “quick look” video
Richard’s RPS review
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It’s the Season for Giving
October 5th, 2011 by Troy Goodfellow · Podcast
Last October was the first ever pledge drive for Flash of Steel/Three Moves Ahead, though let’s face it, most of the donations were for the podcast. We did quite well and were touched by the support shown by fans, friends and the larger game community. I humbly think that 3MA, at its best, is one of the best and most original podcasts on the internet, covering topics and ideas you won’t hear anywhere else.
At it’s worst, it’s just another podcast and you can always turn it off. I do. We have had our share of trainwrecks.
Anyway, the October donation drive is going again and the donation button on the upper right has been updated to funnel cash straight to Rob Zacny, cutting out me as the middle man. End of the month, I return the code to my account.
What is the money for? Well, now that we have a producer doing excellent audio work, it would be nice to throw him a few bucks. Every now and then, we like to pick up the tab for group meetups. There are server costs and hardware replacement issues. There is time. There are games that we cannot get review code for but need to buy. The money goes a lot of places. Don’t ask for an audit.
You are in no way, of course, obliged to give anything at all. We have no prizes or Member’s Only benefits. Throughout this month, Rob will make the call for donations on the podcast in our annual pledge drive, and then we won’t mention it again until next year.
Thanks for your attention, and thanks for listening and reading. If people didn’t keep paying attention to me, I would probably die.
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Brilliance Encumbered
October 5th, 2011 by Troy Goodfellow · RTS
Game of Thrones: Genesis from Cyanide sort of landed with a feather fall this week, which is weird considering how huge the HBO series was. Cyanide was lucky to pick up the game license for a song before anyone realized just how good and profitable the show would be, but still you would think this is great marketing synergy wasted somehow. At E3, they had a trailer running, but no demos – and this was only four months from release. If there was ever a stealth launch that shouldn’t have been, this is it.
Early shots and reports of the game made it seem like just another standard RTS – old fashioned medieval stuff in a nerd-famous setting and the appropriate colour. When my good friend Bill Abner IMed me to tell me that it was, in fact, a game full of treachery, alliances, double dealing and lies, I was shocked. If you’re familiar with the books, you’ll know that noble houses and mercenary companies flipping sides is integral to the larger war story that they tell (though the books aren’t really about that in a larger sense.) Bill has been blogging some of his impressions over at NHS, and so far they are in line with what I am seeing.
GoT has a brilliant little idea – what if your units can lie to you? We have come to rely on line of sight and unit actions being performed – if not perfectly, at least honestly. For example, you can send an envoy to a neighboring town or keep in order to persuade it to join your cause. If this envoy is bribed before he gets there, then he will only pretend to do his job. It will appear at first glance that it all turned out fine, and you have a new ally. In fact, the town is still neutral or joined to an enemy and you can’t tell unless you have a spy around to make sure everything is on the up and up. There are also assassins for murder, rogues for rabble rousing and ladies for marriage; all of these non-combat units can betray you in a variety of ways or be used to encourage betrayal or uncover it in your own realm.
And then you have the army stuff, though mercenaries and captains that are disloyal may leave you or not fight as well. In short, all the uncertainty that is part and parcel of a medieval civil war with no legitimate ruler is embodied in a bunch of unsoldierly mechanics that really do have you questioning everything you see.
There are a few problems that are immediately obvious even at this early stage, though. These are problems that take what is, in fact, a brilliant little design idea and hobble it just before it can astonish you with its cleverness.
First, the interface is truly terrible. Units are so small that selecting them from the main screen is a time wasting activity and the left hand unit list isn’t much help insofar as letting you know where your different units are. Considering how slowly units move, finding them shouldn’t take a long walk either.
Second, unlike Romance of the Three Kingdoms, another great game with treason and deception, there is no connection to any of your units or any of the towns. Your captains are largely anonymous cretins, the noble ladies you marry off are generated from a farm somewhere, and an envoy that betrays you is a nuisance to be eradicated. No matter how long they have served you or what things they have done, their conversion hurts only a little bit more than when that idiot priest in Age of Empires converted your super catapult and started killing your dudes. Hero units are always loyal, which is how it should be for gameplay reasons. But there should be a greater opportunity for the treason to sting, and not just have nameless faceless towns annoy you. If this is a marriage that cements our bond, I want to know who I am marrying.
Third, and most importantly, Game of Thrones: Genesis has too much going on for you to track even half of it easily. Yes, your attention is the most important resourse in any RTS, but with five or six different types of units that can be for your or against you, and also weaken your armies PLUS the military side of the game which you need to win, it can be a lot of juggling. If I were generous, I could say the chaos is an intentional comment on the tumult of war, but it clearly isn’t that. It’s a mechanic that was introduced, and rightfully enjoyed and embraced but not entirely thought through or followed up on etiher in play testing or focus groups. As battles and maps get larger, it becomes almost impossible to both track every unit you have and the probable counter you will need to undo any nefarious damage.
And that is when the game becomes just another RTS. You pump out enough soldiers and assassins to just destroy anything in your path. The deft hand of the diplomat/spy becomes the mailed fist of the knight and guardsman not because it makes the game better, but because it makes the game faster and more comprehensible.
More on the game as I play it. I look forward to trying it in multiplayer soon, because that’s where the hatred will burn.
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