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The Russian National Character

August 7th, 2011 by Troy Goodfellow · Feature:Nations, History

What this is about, including full list.

Though I never believed the Soviet Union to be an unmitigated evil full of Commie robots ready to destroy all that we in the West stood for, it was impossible to grow up in the 1980s and not have a sense that Russia and Russians were weird. The world was getting smaller, but was still large enough for young people to believe that colliding worldviews and great power bombast would push Moscow to sacrifice millions of Russians in the service of the Motherland. TV and movies did nothing to diminish the mystery of the Russian people or their government, and even sitcoms or episodic dramas with defector storylines usually had the defector as a one-off, a free spirit, not like the rest of his/her troupe.

Of course, the old joke was that the only difference between Americans and Russians was that Russians weren’t fool enough to believe their own propaganda. Still, Russia seemed a little bit “off” to me as a child, and as it has moved fitfully from Communism to democracy to kleptocratic capitalism to whatever Putinism is, analysts are eager to resort to national stereotyping about “the Russian way” as if there is something in the Russian soul that makes it immune from the laws of history.

If “national character” as a substitute for knowledge thrives anywhere, it is in professional observers of Russia.

For game designers, the problem isn’t nearly so acute. There are basically two Russias that gamers are interested in, and both have common threads that be drawn on, partly because Russia itself has always embraced and rewritten national myths so readily.

There is Imperial Russia, the empire of the Tsars, especially in the 18th to early 19th century. A land of great size and resources is finally coming into its own as it modernizes, kicks butt and stands on the very frontier of civilized society. And then, there is Soviet Russia from WW2 to the Space Race; again rapidly modernizing, technocratic, a little scary and punching above its weight. These are the periods of Russian history that captivate the imagination because both are about increasing in power, facing down powerful invaders and Russia establishing itself as one of the central players in the world system.

Even though China is the nation we usually associate with large populations, in historical strategy games the Russians are equally often the ones you can count on to pump out hordes of units. In the first Europa Universalis, Russia paid less for its soldiers, so it could amass the large armies it would need to survive sieges in the bitter winters. Age of Empires 3 allowed the Russians to build settlers and infantry in larger groups for lower cost – their unique but craptastic Strelets were therefore great early game units for swarming, but would always lose a near even fight. Empires: Dawn of the Modern World gave Russia a big population cap bonus and a tech that let you churn out conscript infantry at a very rapid pace.

In short, Russia is the land of expendables. This is clearly a reference to the mass infantry tactics employed by an outgunned Soviet army early in World War 2, but is retrofitted to all Russian history. Armies are large, cheap and easily replaced. Empire: Total War captures this Russia almost perfectly; quality wise, Russia can take on the Turks and Poles. But Sweden, Germany and Austria have better men. The Motherland will rely on its ability to just keep the armies full. Every wargame about the Eastern Front in WW2 presents the same classic tactical problem of quantity trying to survive against quality. The Russian Nation has become the epitome “junk army”, with a few elite units to reflect specific strengths in horse (the Cossack) or armor.

Then there’s the winter, which is what I think about when I am facing Russia in a game. Though attrition seems more manageable in the later games in the series, I remember losing thousands of men to the blizzards of the Ukraine in Europa Universalis. Succeeding at War in the East is all about knowing when to stop moving so you are never too far from supplies when the storm hits. And Rise of Nations had the reverse Mongol power; enemy attrition was greater inside your territory, so if you could take out their supply wagons then you could destroy an army many times more powerful than your own. Fortunately, Cossack units made hitting the supply train a pretty safe gamble.

Russia itself, then, becomes a character as much as the Russians. It’s a great insult to call the land of Tolstoy and Shostakovich nothing but an endless wilderness of scattered outposts on the steppe, but that’s the impression you get from facing down Russia in a strategy game. Cities are too far apart, there are too many people around to cause you trouble and all the forests and river valleys pale beside the grand Belorussian plain that sucks you in and then devours you in January.

The combination of a harsh winter and the expendable troops play into the common idea of Russian fatalism, the idea that these are a people that have come to terms with the futility of life, where government and the land are never on your side. Having suffered much, they accept unreason and tyranny because life is cruel, and Russian history is full of these cruelties (and would visit these cruelties on neighbors and minorities within her borders). Remember that Russia was the only major absolutist power at the beginning of the 20th century, as if modernism and the Enlightenment had decided to just skip a hundred million people. So we have a history colored by the image of mass infantry charging inexorably across the snow into the muskets or machine guns of better equipped armies, and all in the service of The Motherland, a personification of Russia and Russians as something familial.

And like all families, it only really makes sense to people on the inside.

Russia is easy to stereotype, but even simplifying Russia doesn’t make the nation any more comprehensible.

Next up, the final nation in the original Civ list, the Zulu.

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Three Moves Ahead Episode 128 – Bertie Bott’s Every Flavor Topics

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

ThreeMovesAhead

Freelance writer Phill Cameron joins Rob and Troy for a discussion of the games they’ve been playing that haven’t quite fit into recent writings or podcasts. New Men of War DLC, Troy and Rob’s changing views on Panzer Corps, RTS time-traveler Achron, high-level Blood Bowl, Out of the Park 11, and racing games all come up for discussion in this open-ended discussion.

Hazardous Software’s Youtube account, with Achron videos.
Sim HQ Racing Guide for Beginners

Listen here.
RSS here.
Subscribe on iTunes.

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Ian Trout (1949-2011)

August 4th, 2011 by Troy Goodfellow · Wargames

The news of Ian Trout’s dying of cancer likely won’t be huge news in the industry, but it should be. He founded SSG with Roger Keating in the early 80s and their direct work resulted in some first class game design like Carriers at War, Reach for the Stars,Warlords II, and other titles.

But it’s for the Decisive Battles series that we wargamers will most remember Trout, I think. 1997’s Ardennes Offensive, 2003’s Korsun Pocket, 2004’s Battles in Normandy and 2005’s Battles in Italy. Like many of SSG’s games, these titles had excellent AI, strong scenario design, a good user interface and superlative replayability for an historical wargame. If you haven’t played at least one of these games, then you’re missing something.

I’ve had the good fortune to meet and even become friends with a number of game developers over the years, but most of us don’t get that chance, and we rarely get the chance to even meet many whose work we admire. There are many developers I’ve only shaken hands with, dozens more with whom I have exchanged a single email and hundreds upon hundreds who’ve done great work that I will never meet.

I never knew Trout the man at all, not even on an email basis. I can admire his intelligence, and his art and his appreciation for how a wargamer would want to get the busy work out of the way. If you seek his monument, look around you.

Unlike Wren’s cathedral, of course, there is little permanence to games and in forty years even the giants of our past like Chris Crawford, Will Wright and the peerless Dani Bunten will be as remote as Nap Lajoie.

But for now, take time to load up an SSG game and appreciate the fact that what you see was made by a person of great skill who will no longer be able to do so. It is a genre with too few great lights to have one extinguished while still so vital.

Say a prayer for, or think a kind thought for, the family and friends of Ian Trout and his colleagues and peers at SSG and Matrix Games.

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More on Interesting Decisions

August 3rd, 2011 by Troy Goodfellow · Design, Three Moves Ahead, Wargames

It takes me a while to catch up on listening to episodes of Three Moves Ahead that I am not a part of. Not that I listen to the ones that I am on, but I was there, so I know what I said. When I edited the show, I heard them all. Now I take my time, and sometimes that means days or weeks.

Anyway, I listened to the Panzer Corps show from last week, and it’s really classic 3MA. If you wanted to find a recent show to explain to a friend what Three Moves Ahead was all about, this is the show to do it. It talks about the game, expands to talk about game design, things about what we mean by puzzles, how expectations affect satisfaction, we have a newb and two pros…Rob, Julian and special guest Cory Banks showed how it’s supposed to be done.

There was a theme that kept coming up from time to time, either explicitly or implicitly, and it’s one I’ve come back to occasionally on the blog – the whole Meier’s maxim of “interesting decisions”. Julian brought it up first in reference to the basic game design, but then Rob ran with it later to explain why War in the East‘s decisions were more interesting than those in Panzer Corps. Cory offered that Rob had simply outgrown beer and pretzel wargames; that if he couldn’t find the scenarios interesting (and Rob found many of them repetitive) then he certainly wouldn’t find any decisions within to be interesting. Or something like that.

War in the East is so big and full of so many moving parts that Rob’s example of resting a unit is even debatable as a “decision” in the same way that resting a unit is in Panzer Corps. Bruce Geryk wrote in a wargame review once that sometimes your most meaningful decision would be to move a single anti-aircraft unit; resting almost everything in a large wargame is a decision. The detail Rob cites eventually builds up into some grand world where the entire push to Moscow hangs on a horseshoe nail, and the complexity of War in the East certainly lends itself to interesting decisions; but these are mostly of a different type than when a particular unit can take a breather. The scarcity of units in Panzer Corps, plus the tight turn limits impose restrictions on how often you can take these life saving choices. Small and discrete is more interesting, because it is more obviously important.

But, as Rob notes in the show, many Panzer Corps scenarios boil down to the same crack-the-walnut battle. Your push your tanks through a short charge and then hit strong point after strong point. So the decisions that may have once been interesting, lose their urgency once they become part of a rhythm learned through rote and pattern recognition. Interesting-ness becomes devalued in the service of solving the same puzzle over and over. You can’t “solve” the puzzle of War in the East or Korsun Pocket, really, as much as try to exceed expectations. The battles there have interesting choices because they reflect history with larger objectives that require grand sweeping machinery to make work. Even if you play the invasion of the Crimea ten times, it will never play out quite the same, and will always have something new to show you. Single battles, but they contain multitudes.

I like Meier’s maxim a lot, but it often fails in conversation because people tend to see it from the perspective of “Did I find this an interesting thing to do?” as opposed to seeing it as a game designer should, from the perspective of “Can a range of things of happen if I make different decisions?” As I listened to the Panzer Corps podcast, with three very smart people who know how to talk about games, I was sometimes wondering if they were talking about interesting decisions in terms of boredom because they were tired of the game or interesting decisions because of potential outcomes or some conflation of the terms. It’s important to keep these clear in our heads.

Remember. Meier did not say that a “great game is a series of interesting decisions”. He said that a “game” was. I think you can certainly judge a game by how many boring decisions it has relative to interesting ones, but remember that, structurally speaking, Empire Earth 3 and Rise of Nations are not that far apart in many key design respects. One is the best designed RTS ever, the other is Empire Earth 3.

Now whether we find an interesting decision truly interesting on a higher level is where things get insert-synonym-for-interesting. As we learn games, things that seemed like choices sometimes become default options (razing cities in Rome: Total War, for example.) If taking the alternate action impedes progress for no worthwhile payout, then it is never taken, and the decision is no longer interesting even if the variant consequences are. Even games as deep and mathematically complex as some of grand strategy titles eventually end up with min/max strategies that will remove interesting decisions from your hands. It’s not the same as the Chick Parabola of mastering a system and then growing bored or enchanted; it’s mastering a system because you see Potemkin villages after a while.

I am not sure if Panzer Corps is a Potemkin Village of choices. I tend to agree with Rob that the scenario variety isn’t great and so the choices get not only repetitive but annoying. Cory is also right that this is the type of intro wargame that is very rare, and I applaud the remake though its emphasis on puzzle solving and rock/paper/scissors combat makes it as useful a gateway to War in the East as driving with all the assists on was for me learning racing games – you get the basic terms, but nothing will work quite right and you will learn bad lessons.

Still, a great episode.

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My Online Landscape

August 2nd, 2011 by Troy Goodfellow · Blogs, Me

There are now too many ways to interact with people online. I am kind of happy that the Flash of Steel Facebook group never took off, because if it had, holy crap that would have been a mess.

The big new thing, of course, is Google+ and I am still trying to find a way to use it effectively. (My profile is here. I have invitations if you want one.) The celebrated idea, of course, is “circles”, the ability to organize your contacts so that you can have items or posts that are available only to selected people. For example, I have a friends circle of a few dozen, an acquaintance circle that is just online people I recognize from forums, one for co-workers, one for podcast regulars. Great idea in principle, but the fact is most of my life is already carried out in circles. Forums and IRC for acquaintances, private channels and instant messaging/Skype for friends, work email for co-workers, Facebook is mostly my family and very old friend circle at this point.

By all means add me to your circles in Google+ if you are on – it’s a great place to microblog or post small pictures. And if there is a photo that I only want four people in the world to see, G+ is a convenient location for it. I’ve added a button to the left sidebar. It’s too big.

Twitter is my big professional tool right now, and I can’t see G+ really replacing it. I like the brevity it enforces, I like how the stream moves quickly and how I can customize my lists according to client needs or personal interests immediately and ad hoc.

I was talking to a good friend who didn’t really understand why he would be on Twitter since he could never think of anything to say in less than 140 characters. The beauty of it is that you don’t have to. I know people on Twitter who just follow and never tweet; Twitter becomes an RSS feed of friends and personalities for them. You can have multiple party in-depth conversations over Twitter, but it is hard because it becomes a chore to follow where they lead. There are external sites and apps that try to get the flow organized for you, but it’s difficult because everyone is talking at once, not everyone follows the same people and once you throw in private, locked streams it can get even messier.

Twitter is a great place for sharing. I retweet client news, of course, as well as interesting things from colleagues and friends. Every weekend I try to tweet a Youtube video of my Showtune of the week. Should start doing that on Google+, too. The economy of Twitter is why I use it more now, I think, plus the Tweetdeck application means I can have it running in the background with alerts to when someone is talking about me.

The most fun thing online tool for me this year has been Formspring, though. Almost 800 questions asked in the last year and a lot of them very interesting. Questions about games, books, Canada, hockey, a very few about me (thankfully) and I’ve only had to kill a couple for being weird, stupid, drunk or incomprehensible.

I follow about 40 people on Formspring, but only maybe five of those people seem to get questions as regularly as I do, and now I get a few a week without any Twitter prompting. (Kieron Gillen has answered over 3000 and seems to get 30 a day, poor bastard. Mostly comic stuff now and the Dear Abby phase seems to have passed.) In any case, I’ve used Formspring in the past as a place where people can pose questions that I would hoard for podcast question shows.

Now it’s not perfect – the anonymity of it means that you need to be prepared for some level of creepiness especially if you are female; I’ve half a dozen female colleagues who have tried it, most have enjoyed it, all have had a healthy dose of weirdness and misogyny thrown their way. But for me, it’s a great tool to quickly engage with readers and listeners in a public space, no email required.

Not that I don’t like email. I still get fan mail, which is appreciated. Contact information up top. And, yes, you can still write me about the podcast. I want to play more games once the summer crunch fades a bit and be a more active contributor. But if the email is heavy podcast stuff (and especially about a show I wasn’t even on), make sure you direct them to Rob Zacny primarily. You can always cc me on them.

In the future, we hope to organize a proper place and means for show listeners to interact online so you guys can set up your own meet ups, online gaming sessions, board game nights and 3MA cosplay. Judging from how active our comments are, I think we really have a nice spread out community, and maybe we can take that discussion to a forum somewhere. Work in progress.

Oh, and the Youtube channel soon. Had to rewrite the script last night because I had a better idea. I am told that this is normal.

From time to time, I will be blogging a little at the corporate blog. Maybe some general PR theory this fall. I think we are doing strategy games wrong, but I am not sure how to do them right.

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The Roman National Character

August 1st, 2011 by Troy Goodfellow · Feature:Nations, History

What this is about, including full list.

Long time readers will know that I extensively covered Roman games in my first ever feature series, one that did not take nine months to write because life was better then and I wrote more quickly and I played more games. The epilogue to that group of essays captured most of my general thoughts on attitudes towards Roman history and why people keep going back to that well.

I won’t repeat much of what I wrote there, since you can find it, I think it is some of my best essay work and really goes into depth on Rome and design. I wrote very little about Civilization and Rise of Nations in that block, since they’re not really ancient themed games, so it’s not like I have no other material to draw from for this piece.

There is a lot to say about Rome the culture, of course. As a Mediterranean civilization, they have a reputation as builders second only to Egypt with the difference that their reputation is for building things people actually used. Roads, aqueducts, theatres, and forums scattered the inland sea and proved to be greater in importance, if less impressive to people like Antipater of Sidon, than Pyramids, mastabas, obelisks and temple complexes.

But apart from the sanitation, medicine, education, wine, public order, irrigation, roads, the fresh water system and public health, what have the Romans ever done for us? In movies, the Romans are almost always the villains with the high class British accents, all orgies and gladiator battles and keeping the Apostles, Gauls, Britons, Slaves, freedom fighters, and women down. In games, as I’ve written before, they are a glamorous panoply of shiny marble and polished iron, but because this is a nation on the rise.

Because for Rome, it all comes down to the sword. Like the Egyptian chariot or the Mongol horseman, the Roman legion is more than iconic. For five hundred years, despite variations in training and equipment, the Roman swordsman was a member of the most powerful fighting force the world had seen. Equipped with a heavy javelin, a short stabbing sword and a big ass shield, the classic legionnaire of the Punic Wars and Wars of the Late Republic and Early Empire built roads, forts and bridges while bring new kingdoms into the protection of the Senate or Emperor.

In the classic ancient/medieval rock/paper/scissors model, ceteris paribus sword beats spear which beats horse which beats archer which beats sword. This is obviously intended as a rough reflection of the rise of the Roman legionnaire over the Greek pike phalanx model. Historically, of course, it’s not that swords are obviously better than spears or pikes as much as that once you have trained swordsmen to work together in a unit, they prove to be more tactically flexible than a group of spears that must be more tightly co-ordinated in their movement. The swordsman is integral to the evolution of ancient society, and, as Bruce Shelley notes, once you see a swordsman you know what his job is with a minimal amount of historical background.

But you have to make the Roman swords special, and Age of Empires: Rise of Rome did this by making theirs fight faster than other swords. Add on the logistics tech that was added in this expansion (half cost in population points) and you could overwhelm your enemies with a combine harvester of death. Rise of Nations made Roman Heavy Infantry stronger, cheaper, and faster plus made Roman forts super powerful (cheaper, greater border influence, free upgrades) to reflect this part of the Roman expansion. Empire Earth Roman heavy infantry cause 25% more damage and come from a cheaper barracks.

The most controversial demonstration of Roman footpower, though, has to be the Roman Praetorian in Civilization IV.

If every nation gets a unique unit, there will be debates over which are overpowered and which need to be improved. The consensus in Civ 4, I think, was that if your unit was made obsolete too early (a warrior unit, for example) or would not arrive until the game was mostly over (any American unique unit or building) then it was not really worth having. The Roman Praetorian was in a sweet spot; it was a late ancient unit and so was good for an early rush if you had iron working and iron, but most importantly was able to stand against early medieval units.

Ordinary swords had a combat value of 6 and cost 40 hammers to build.
Praetorians had a combat value of 8 and cost 45 hammers to build.
Macemen had a combat value of 8 and cost 70 hammers to build.

Two archers, by the way, cost 35 hammers, longbows cost 50 and crossbows cost 60. You would lose a lot of guys in the middle ages with the city defense bonuses, but Praetorians were a helluva deal. And arguably overpowered. If supported by a siege train, they would make short work of any nearby empire. If they had an extra movement point or could build roads (like the legions in Civ V) then you might as well quit.

Knowing that the Roman Praetorian will stomp you meant it was even more important to see to it that a neighboring Roman player didn’t have access to iron. Playing as the Romans would almost certainly mean a rapid and early expansion unless you were surrounded by Babylonian Bowmen, Chinese Cho-ko-nu and Malian Skirmishers.

Some Civ players would defend the overpowered unit with the appeal to history, in general a weak argument against balance. The thinking was that Rome was special. Rome was different and huge. A modestly better swordsmen wouldn’t make the Romans the Romans. They need something big and amazing, appropriate for their empire. Where no Civilization game really tried to fit a faction to an historical model in any true sense, for many Civ 4 players, there was an expectation that if anyone should have an overpowered unit, it’s Rome.

Another example? Look at the classic board game History of the World. If you’re not familiar with it, you play through history in different epochs, scoring points for what you control and taking over new empires in new epochs. When the Romans come along in Epoch 3, they start with 25 strength. Next strongest in that turn is Macedonia with 15. Only the Mongols (Epoch 5) and the British (Epoch 7, the final turn) even get to 20 strength. Rome’s inevitable triumph over her neighbors is written in the rule set, though, of course, Rome cannot last the entire game.

One more? In Slitherine’s Spartan, Rome plays the part that the Mongols do in Crusader Kings. They will show up on the west coast of Greece and just start inexorably marching and conquering. Rome is not all powerful, but like the medieval Mongols, is expected to cause trouble for anyone nearby. Rome is expansionist and unstoppable. They come bearing cement.

This isn’t constant, of course. Civilization 5 lets legions build roads and forts, but their all conquering prowess has been reduced a lot. (13 strength versus 11 for swords and 16 for longswords.) But including the Romans as a faction in any game with a pretense to historicity has to face the challenge of showing that something as big, long lasting and well managed as the Roman Empire can be built and more often than not will give the Romans the tools to build it.

Next up, an enigma wrapped in a riddle wrapped in a mystery – Russia.

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