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Board Game UI

May 31st, 2011 by Troy Goodfellow · Board Games

Monday night was a twofold attempt to figure out games and being stymied.

On the computer end, it was Paradox France’s Pride of Nations; it’s not that it’s complicated as much as it is that I just didn’t have the patience last night to sit through five tutorials that mostly amounted to me scrolling through five point font to learn different systems. I am looking forward to being in the mood, because it’s a game I’ve been looking forward to since I saw it in January.

Then there was trying to figure out how to play Republic of Rome solitaire. That wasn’t much more successful, probably because my recollection of the normal rules was iffy at best.

As I looked at the board, though, something hit me. This is a terrible board.

RepofRome
 

Republic of Rome‘s board is a monstrosity by any reasonable definition of style or art. There are die roll tables on both sides, six boxes right in the center of the board under the map for different war and political piles, spots for discards as if you couldn’t just stick those cards somewhere off the board. This is a game with a lot of different types of cards and those cardboard chits that I know I will lose but everything in the game has to go somewhere on the board it seems.

But, to be fair to RoR, there is a lot of information to track. Population, foreign wars, treasury, legions available…you can argue whether or not you need every die roll chart on the board, but you would just end up looking at the manual all the time anyway, so this saves time. This is a complicated game with a lot going on even beyond the real focus of the game – the political battle between factions.

There is no Eurogame elegance to the look of the Avalon Hill bookshelf games, but then there is no Eurogame elegance to the rules either. It’s astonishing how small the board is considering how much it has to represent. An inch or two in both directions would make it less likely your stack will bump into each other and become one of those chit soup messes that happen from time to time.

Anyway, I will be going back to both Pride of Nations and Republic of Rome this week. Both have user issues, but at least Pride of Nations has a built in tutorial and the errata will be taken care of in a patch.

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Losing at Civilization

May 30th, 2011 by Troy Goodfellow · Firaxis

So I finally lost a game of Civilization 5 in a humiliating way on a difficulty level that I have easily managed and it was my own doing.

I’m a builder more than a warrior in Civ and had planned to go for a cultural victory. My Songhai empire was blessed to be surrounded by mountain ranges and ocean, so I built cities and citadels in the mountain passes and made myself impervious to attack. The Greeks tried, the Persians tried but I Thermopylae-d them both and was able to devote my energies to building a medium sized empire free from foreign interference.

I hadn’t really counted on the Greeks going a little nuts. They wiped out the Persians and the Iroquois and took a nice chunk out of China. Arabia had already been eliminated. The Greek relations bonus with city states plus the insane amount of gold they were amassing led to a diplomatic victory for Alexander, and it wasn’t even close. The guy got 16 votes! He had a good tech lead, as well.

Ultimately, it was a lesson in complacency born out of my total comfort level with that difficulty level – one I play when I don’t want a real challenge, I just want to have some speed bumps.

It’s a sign that Civilization 5‘s AI is grasping the importance of the diplomatic game in a way it really didn’t for the first eight months of its life. It still doesn’t grasp all the tactical nuances of warfare; my fortress city was vulnerable to attack from the rear if Alex had the insight to go all amphibious on me and there was still very little naval threat (though an Aztec empire in a game on Friday night did build ships and planes and nuked me.)

Something is still missing personality wise in Civilization 5, though, and I think that the early AI failures have made it harder for me to understand the faction leaders as people in their own rights with attitudes and behavioral patterns that I quickly sussed out in Civ 4. There still isn’t enough transparency in relations, or any clear idea why some nations will go from love to hate in a matter of five turns. If I knew that Alexander, for example, favoured the Patronage social policy tree, then I probably would have been more proactive in meeting and seducing city states.

I think that this is why as much as I play Civilization 5, I can’t really fall in love with it. The nations in my world go about their victory plans on their own, and so do I. Though it’s primarily a single player game, Civilization has never felt like solitaire, even in its simplistic early days. Civilization 4, with its obvious math and clarity on who was getting which civic bonuses, gave you something to respond to and plan around.

But congratulations to Alexander for beating me in an embarrassing way. I won’t make that mistake again.

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Putting it Together

May 29th, 2011 by Troy Goodfellow · Me

After three months in my new home, I finally secured a small bookshelf. As someone who has lived most of his life surrounded by books, this was later than I thought it would be, but there are all kinds of things that get in the way of doing what you want to do.

Make no mistake – starting over is surprisingly expensive, even for one person.

shelf
 

I still have hundreds of books in America, and another three or four dozen here in my apartment. I couldn’t put everything there on the shelf, so I had to make some choices. And I think it says a lot about how I think about things.

1) Since this is my only shelf, I have to have that ego thing going on where people look at it and are impressed by the books I own. We all have that bit of vanity, right? Hence, my Shakespeare on the middle shelf, my Fowler’s English Usage and my fading 3 volume Smith Dictionaries of Greek and Roman Biography and Mythology on the top. Will I use these books much? Maybe the Fowler’s, but I can get to Shakespeare faster online and the Smith books are great old 19th century library things with tons of errors because even classical history makes progress.

2) There are books I like having in easy reach. My wife’s book is on the bottom shelf tucked beside Grand Theft Childhood, the Art of Game Design and Moneyball. My collection of the Wargame Research Group’s “Armies and Enemies” series is by my Erich Gruen collection – these two sets are things I actually do turn to from time to time to clarify a point or double check a mental image.

3) There are two board games on the bottom shelf – Settlers of Catan and Frontline D-Day – though I own more games than that. These ones were in the living room and not the bedroom, so I could put them there lying flat in a carefully planned effort to look totally casual. (The wooden box to the right is all Command and Colors: Ancients stuff. Whoever buys me the Spartan expansion earns my love.)

4) Plus scattered items that sort of fit but sort of don’t. The Romance of the Three Kingdoms, though I know I will never finish it. The Civ Chronicles pack, even though I think the booklet that I contributed to is still in Maryland with a friend. Delbruck and Dodge and Sabin. A book or two on writing non-fiction. Sondheim’s book on lyrics. Historical Baseball Abstract. My dear old friend Plutarch. Other stuff.

It’s hard work to get your first (and so far only) bookshelf looking just right and representing my personality in what really amounts to a footnote. No wall shelves here, no place for my games or music. Just a quick summary.

And for people who have been asking, yes, I’m doing fine.

I have a bookshelf and books. So I sort of have the world.

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Turning Points

May 26th, 2011 by Troy Goodfellow · Design, Me

Though I love RPGs, one reason I can’t really get into a lot of the current story/action genres that top the charts is narrative related. I love a well-told story with well-realized characters as much as the next guy raised on library cards and soap operas. But so few game stories are able to walk that ever so weird line between telling me a tale I am already comfortable with and surprising me with new language or new shocking betrayals.

I often return to the idea of strategy game as story telling, as one of a handful of genres where the outcome is not known and where, even if you are very good a game, you can spin a yarn about the struggles that got you to the top.

The more I think on it, the more I think that it often comes down to turning points. All us amateur historians love the idea of turning of points in history. These are those moments on which the destinies of nations and men and women turn, where if the outcome had gone another way the entire course of history would have been different. Creasy’s Fifteen Decisive Battles and all that rubbish.

I often remember and talk about a wargame I was playing with my friend Kevin (who reviewed Star Ruler on this site.) We used to play a lot of wargames against each other, and at this time Sid Meier’s Gettysburg was our poison of choice. In one very hard fought battle, my mostly green Union troops were being battered by his Rebel forces, with only our strong position and the fact he had to advance slowly through a forest keeping me in the game. As the time started ticking down, I was pushed from the hill. And then I got notice of reinforcements. I force marched them out of his line site and hit his now tired troops in the back, reclaiming victory at the last second.

The reinforcements were only a turning point because I made them one. I force marched along the stream. I turned them into battle lines at just the right point to cause maximum panic in his troops. It wasn’t scripted beyond the scenario generator saying “You now have more men.”

Some games have turning points you can see building hours in advance. Civilization II, in all its simplicity, made clear who hated you and would be your rival. While the game added a full year to my PhD, I suspect, it also gave the game where long tension between my Babylonians and the neighboring Carthaginians led to a heavily fortified border. Carthage had its main cities on my continent and six more on a large island to the west. As I saw Carthage build tank after tank, I built forts right along the border area and manned them. Remember that in Civ 2, entire stacks were eliminated once the strongest defending unit in that stack was killed – unless the stack was in a fort. So I built forts, and Carthage had forts and before long it looked like the 38th parallel waiting for someone to snap.

Ultimately, it was my navy that won me that war since I could intercept any reinforcements from the other continent. But it was the war that everyone saw coming and that secured victory in the game for me. Sure, Japan would be trouble and I ended up planting nukes in all of their cities. (I am much nicer now than I was.)

It’s not simply that the drama is not scripted; there is a certain amount of improv to all great strategy and wargames, but they always have pretty firm limits on what can and cannot be done. It’s that the drama has a genuine arc to it.

In high school, we were always taught that stories had a climax and then a denouement. We were often asked to identify what the climax was, which sometimes felt a little silly since the stories we read were generally pretty crappy and even when they weren’t, there would be multiple climaxes. The way action games and RPGs are structured, with mission after mission and boss fight after boss fight, it often feels like there are multiple climaxes.

When I talk about stories in game with some of my former colleagues, we sometimes wonder if a game that has a great and well scripted ending, like Red Dead Redemption, for example, earned the ending. Is it a denouement that makes sense in light of everything the player controlled Marston had seen and done? For some of my friends, the ending justifies itself; for others any ending that wants to be considered part of a good story has to fit within that story.

That’s never an issue for strategy games. Nine times out of ten you get the story and the ending you deserve because you were the author. In a great session of Civ or Operational Art of War or Rise of Nations, you can often pin point when victory was achieved and when you made the change from general to god-king, controlling events instead of simply reacting to them. There may still be multiple climaxes, but that’s not because the story is a bad one, it’s because the story is constantly being rewritten according to your whims and your priorities.

No action game has ever made me want to be a writer. Some strategy games have.

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Three Moves Ahead Episode 118 – This Fully Operational Art of War

May 26th, 2011 by Rob Zacny · Podcast, Three Moves Ahead

ThreeMovesAhead

Ralph Trickey takes a break from updating and improving The Operational Art of War III to talk about the series with Rob, Troy, and Bruce. They discuss how the game is changing through patches, and then debate whether TOAW is a game so much as it is a set of tools. They also talk about how scenario designers have put those tools to use, and what shortcomings afflict the system. Everyone shares his favorite scenario, but Rob cannot contain himself and names three. Ralph mentions plans for The Operational Art of War IV, but it’ll be hard to sell that if he keeps making TOAW III better and better.

Listen here.
RSS here.
Subscribe on iTunes.

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Systems Shock

May 22nd, 2011 by Troy Goodfellow · Design, Me

One of the great things about working at home is that if I want to take an hour in the middle of the day to run errands or play a game, then I can do that with a clear conscience if I can make up the hour later in the day or on the weekend. So when Bruce Geryk emails to ask if I want to play something on Brettspielwelt and chat, I can usually accept.

Last week it was a game of Dominion, one of my favorite card/pattern based games, but a number of expansions have come out since we last played it in earnest. And, of course, half the card piles were things I had never seen or heard of before. How do treasures work? Am I reading the Peddler text correctly? There are Colony victory points now? Bruce is a busy man, so it wasn’t surprising that he was almost as lost as I was. So we did what any good gamer does in that situation – we mostly stuck to the cards that fit patterns we recognized and understood – those with bonuses for actions, cards and coins. The Market pile drained very quickly.

It’s not that the new cards were hard to understand as much as it is that we have a system in mind when we play Dominion and it takes a while for us to absorb whether introductions to the system make any sense, are superior to the old way of doing things and if they are well integrated into the rest of the game we know well. Every expansion to Dominion changes the way people play just enough to make it a little bit confusing if you have a strategy and plan that you have become accustomed to.

Few genres systematically remold themselves in updates and expansions as much as strategy games. It doesn’t take much for a developer or designer to upset the apple cart of player planning and sometimes the real test of an update or expansion is how well the changes fit with the old understanding. It is sometimes easier to learn a new system from scratch than it is to accept major changes to an assumed one.

In some ways, it’s a lot like life, so I hope you’ll excuse the personal detour here as I try to underline the point a bit. As readers and listeners know, my past year has been a bit of a mess. The decline and collapse of my marriage undermined many of my understandings of who I was and how the world worked; my previous beliefs in the connection between is and ought and the revelation that Stoicism is a really shitty philosophy for handling this kind of thing contributed to a cognitive dissonance that brought me as close to a total breakdown as I ever want to get.

Now, I’ve always been fortunate in my choice of friends, and they were there for me even when I said and did things that made me hard to like sometimes. But, as good as they were at listening and sticking with me, they didn’t know the system I was in and couldn’t really help me understand what I should have been doing to make things better. However, now that my life is in a new phase where I have to build a new system, they’ve been crucial in helping me get to sanity quickly – living alone, getting into shape, healthy diet, staying social, slowly learning a new job…the new system has been easier to pick up because I can learn each element from someone in my support network.

To bring this back to gaming, there is a distinction between learning to love and appreciate a new system like Civilization V (in spite of all the problems the game has) and accepting how a tacked on mechanic doesn’t quite fit, like the espionage system introduced to Civilization IV. In Civ 5, there is an a priori assumption that things will change from the previous game, so you as the player will need to unlearn some things first. In Civ 4, espionage fit poorly with how players understood the diplomatic matrix, the UI clues were terrible and there was little clarity on where and when you should direct your spy energy. In the same expansion, however, corporations made sense because they mimicked the established religion mechanic; the scaffolding for understanding and interpretation was already there.

The Sims games probably have the biggest hill to climb here, because each expansion can introduce entire new worlds for your sim to explore and master. With so many adventures and education opportunities now available to your sim, the domestic drama that is the core of the game play can sometimes feel lost. New rules for dating, new ways to climb the career ladder, supernatural elements to appeal to Twilight and Harry Potter fans, etc. As sturdy as the core Sims‘ system is, piling on new elements sometimes distracts and detracts from the core time/resource management game that I love so much.

There is a tendency among developers to make system changes that are introduced in updates and expansions the new stars of the show. New rules for governing some of the Asian nations in Europa Universalis 3: Divine Wind were dramatic, and became central to the PR push for the game. But these governing rules were limited to a handful of nations and made both China and Japan much more frustrating to understand whether you controlled them or played against them. New rules about building construction, however, were perfectly integrated into established systems and I think are the best part of Divine Wind. If your update or expansion loses sight of what makes your game so amazing (like the sorry campaign add on for the otherwise super brilliant Gratuitous Space Battles), then you risk misdirecting future energies as you try to right a listing ship.

I am sure that I will eventually work out a way to figure out which of the new Dominion cards fit my understanding of the game. (For the record, I beat Bruce for the first time in ages.) But it will require something pretty dramatic, I think, like a stack draw that is 75 or 80 per cent things I have never seen before; at that point it becomes a new system to learn and I can’t just fall back on the way I have always played the game.

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