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The Anatomy of the AAR

February 8th, 2011 by Troy Goodfellow · AAR

The after action report has probably been around in one form or another since the beginning of video games. Though telling you friend how you schooled a rival in Pong is not exactly an AAR, the need to share our gaming experiences goes back pretty far in gaming history.

AAR’s don’t really work, of course, for games where the core experience is always the same. Writing an AAR or live blog of an RPG or shooter with a rail thin plot or whose branches and choices will be the same no matter who goes down them is a pretty ridiculous endeavor. As much as I love Divinity 2 or Mass Effect 2, walking you through what happened to me is a silly idea since if you play you will almost certainly experience the game in the same way. You may have different feelings about Mordin bursting into song, but he will – me pointing this out in a the course of describing what happened to me as I played the game doesn’t make a lot of sense. Plus, there is always the risk of spoilers.

AARs work best with non-linear games (some RPGs, sandbox games, sports games, etc.) and have acquired a special place within the strategy genre. There are at least three different approaches to the strategy AAR.

Explanation: The explanatory AAR serves as a supplemental tutorial or walkthrough. It goes through game mechanics, discusses decisions made in some detail with reference to the rules, and is often written with an eye to the future – the author(s) already know more about the game outcome than they are letting on and are able to highlight decisions that made the world turn out the way it did by the end. The board game AARs I wrote with Bruce Geryk tried to take this route, explaining beyond the rules as we played; there was no real need to go into a lot of detail, but it was important to talk about strategies and plans and why we would take a specific action at a specific time. The ongoing wargame focused Battle of the Blogs between Ian Bowes and Fog of War Games is a great new example.

Entertainment: This is a broad term, but what I mean in particular is that the AAR is written in the voice of the author(s) with no real purpose beyond amusing the reader. There is an assumption that the reader knows enough about the game to make sense of what is happening, and if not broad outlines will be drawn. Tom vs Bruce (now reborn as Tom vs Kelly) is the gold standard here. The only thing these guys want is to keep you amused; if you learn anything about the game, fine. But that’s incidental.

Role Playing: This sort of thing is popular on the Paradox forum. The author(s) assume a character and try to play out a strategy game as the character would. Sometimes this means limiting goals that are achievable in game because they are historically implausible. Sometimes this can include suggestions from readers about what should happen next. Though these also seek to entertain readers, the main purpose it seems is to create a faux history and exercise those fiction muscles that almost everyone thinks they have.

I don’t write many AARs and never have. This is probably rooted in the same reason that I don’t take good screenshots. I get very wrapped up in what I am doing when I play and don’t always pay attention to the very important notes I should be taking. I assumed Bruce’s role in one Tom vs Bruce before the magazine went kablooey and I had to work hard to explicitly note turn numbers, what I was doing and why.

For the last year I’ve been banging around the idea of a collaborative AAR with a colleague that would focus more on the personal experience of play and less on the “and then this happened” that characterizes most AARs. Life and distractions and work we knew we had to do got in the way, though I haven’t really given up on the idea.

The reason I thought it was such a great concept is that the AAR has often put the game at the center of the story and not the gamer. The big reason for this is that AARs have historically been written by people talking about games that they know well, not about games they are new to. This is understandable. You can’t really emphasize what is important in a game session unless you understand what is important in a game design. Maybe we’ll still get that going…

I don’t read many AARs, of course. Too many go down the fiction role-playing path and though some are excellent as that, I am far too literal minded in my games writing to see them as AARs. I am really enjoying the Battle of the Blogs linked above, though. It’s something you should all follow and support if you like wargames.

If you have personal favorites or examples of your own work, please link in the comments.

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Saturday Meet Up Report

February 6th, 2011 by Troy Goodfellow · Three Moves Ahead

I would like to thank everyone who came out yesterday – Joe, Jon, Ryan, Rob, Kat, Jared, Josh, Bruce and Lori. It was a great time with good conversation. Josh managed to get some pictures, and thereby not end up in any of them.

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You know the meetup is a success when Bruce gives Jon Shafer a lecture on how he is making games all wrong.

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Next time I am in another city for any length of time, I will try to set up a meet up for anyone there. Our audience is everywhere, and though you don’t need us to get together, I love meeting listeners and readers.

Now to get those Massachusetts layabouts to do something.

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Winter FoS/3MA Meetup February 5th UPDATE

February 3rd, 2011 by Troy Goodfellow · Me

It’s that time again, a time to sit with friends and acquaintances in a restaurant and drink beer. This time, Bruce Geryk has pledged to come – though I make no promises for the good doctor.

The Winter Meetup will be February 5 at the usual location – Gordon Biersch in Washington DC near the Gallery Place/Chinatown Metro station. 900 F Street.

The time is 2:30 PM – perfect for a late lunch or just hanging out for a while.

I promise that there will be a lot to talk about.

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Three Moves Ahead Episode 102 – Online Board Gaming

February 2nd, 2011 by Rob Zacny · Podcast, Three Moves Ahead

ThreeMovesAhead

Game Table Online’s Robert Eng joins Bruce, Julian, and Rob for a discussion about online board gaming. They talk about different business models, what goes into a successful conversion, and what these services mean for the board gaming hobby.

Game Table Online

Listen here.
RSS here.
Subscribe on iTunes.

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Three Moves Ahead Episode 101 – A Most Ingenious Paradox

January 27th, 2011 by Rob Zacny · Paradox, Podcast, Three Moves Ahead

ThreeMovesAhead

Rob and returning guest Jenn Cutter discuss what they saw at the Paradox convention in New York. The Escapist’s Greg Tito helps out with some good questions and pro-tips on how to make a game presentation awkward for journalists. Troy Goodfellow just can’t quit you, and refuses to leave until you understand how great Crusader Kings 2 looks.

Games discussed: Naval War, Magicka, Pride of Nations, Salem, Pirates of Black Cove, Gettysburg Armored Warfare, Crusader Kings 2

Production: Michael Hermes

Greg Tito’s previews from the Paradox Convention:

Jenn Cutter’s first two previews from the Paradox event:

Rob’s thoughts for Gamers With Jobs.

Listen here.
RSS here.
Subscribe on iTunes.

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Paradox Convention 2011

January 25th, 2011 by Troy Goodfellow · Industry, Paradox

I will admit that it was weird to attend an event and not feel any pressure to write about any of it. Over a dozen games were on display, some of them with static images or limited play. But there was still a lot to be excited about.

First the disclaimer. My employer, Evolve PR, represents one of the games that was on display – Sword of the Stars 2. There wasn’t a lot to see in the presentation, but Martin Cirulis, Arrinn Dembo and Chris Stewart’s enthusiasm for the game is still obvious. It’s gotten a major graphical overhaul and the evolving in-game encyclopedia is something new for strategy documentation. There are lots of reasons to wish Kerberos great success with this game.

My take away impressions from the event.

1) Paradox’s moves outside of strategy are tentative but promising. The action/RPG Magicka, which comes out today, should be huge for them if there is any justice in the world. Salem is a free-to-play MMO that emphasizes construction and self-policing the world. Mount & Blade: Fire and Sword follows in that franchise’s stabby fun, and I am not sure what to make of Gettysburg: Armored Warfare but I love the name. Still, the core business of Paradox is games that, as one colleague put it, are about moving things around until a flag changes color. Given the company’s announced financials and its refusal to do things the way everyone else does them, it will be fun to see how far they work outside of their comfort zone.

2) Strategy games can be a hard sell in a half hour presentation. Though there were some experienced strategy media there, there were also people drawn by specific games like Mount & Blade or Salem or Magicka that weren’t Crusader Kings 2 or Supreme Ruler Cold War or Pride of Nations. As I write my own beginner’s guide to Europa Universalis 3, it has become clear how little is obvious, and even with 30 minutes to sell a game a developer needs to be absolutely transparent on what a game is about. Maybe they should have two presentations – one for the familiar, and one for the unfamiliar. It was interesting to see the contrasts from one team to the next. Some people do this very well.

3) Strategy games can appeal to a wide audience. In spite of the difficulty in making a pitch that makes sense, seeing my less strategy adept peers say “That sounds like something I’d be interested in playing” after getting the sales pitch on Crusader Kings 2 or Pride of Nations or whatever tickled their fancy demonstrates that the biggest barrier between strategy games and a larger audience is not the subject matter but how it is presented.

4) I want Crusader Kings 2 now. This was another presentation that didn’t have a lot to show – family trees, some of the building stuff – and the map will look different by the time Q1 2012 comes around. But the presentation reminded me why the first CK is my favorite Paradox grand strategy game. The whole soap opera medieval Sims thing will have me reinstalling the first game by week’s end. Just watch.

5) Naval War: Arctic Circle might be the long term sleeper here. The prospect of a major naval war in in near future is remote, but the whole hide-and-seek thing and sensor warfare is why I loved Harpoon. If you can see it, you can kill it. This game is quickly moving up my watch list.

More on this week’s podcast.

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