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Holiday 2012 Reflections

January 2nd, 2013 by Troy Goodfellow · Me, Mobile, Wargames

I had a very pleasant and relaxing holiday, in spite of sickness, melancholy and being surrounded by family in the middle of nowhere. I have a few thoughts about what I saw and did, and some, if not resolutions, plans for the coming months.

1) The Next Gaming Generation is Terrifying: I am blessed with a large family, which means that every year for as long as I can remember there have been children about with toys and books and crawling over me trying to get me to play with them. I am a very popular uncle, considering I only really see my family once a year at most. This year I was struck by how naturally the smallest ones have taken to gaming, as if it is a language they were born speaking.

My six year old niece navigates Minecraft on her mother’s iPad with ease, cutting and placing blocks, running around this 3D world and never getting lost; I bet she could figure out Dwarf Fortress before I do. My four year old great nephew is not only very good at Mario Kart and a range of action games on my iPad (that he had never seen before) but seriously destroyed me at Wii Sports golf.

Now these are not children who live with games alone. Both have active outdoor lives (this is New Brunswick), are advanced readers for their age and are mature and friendly kids. But games are clearly a part of their natural environment, and a staple of their media diet. I told my great nephew that he couldn’t play Ascension because it had too much reading and counting; honestly, I think he will be a master at it by the time he is seven.

2) Battle of the Bulge, Unity of Command: I finally got some MP time in with Battle of the Bulge. I need a new router in my apartment, since my iPad is wireless only, but I managed to play some while in NB while staying with my eldest niece. I love this game more and more every day, so if you have it and can handle a friend that may not turn around a lot of turns rapidly, add me on Game Center – troygoodfellow is the name because I am so creative.

I’ve also been dabbling with the new Unity of Command DLC. God I love this game. The DLC doesn’t do a lot of new stuff, and it remains a challenge to meet the goals within the turn limits. I want Tomislav to make a France 1944 or North Africa game now. Like, right now.

3) Podcast Fail: Exhaustion, last minute cancellations and really crappy internet means 3MA has not been updated in a couple of weeks. We apologize for that and will get back to doing it right this week. When everyone is traveling and plans fall apart, it is hard to throw together an ad hoc special like we usually do. I will try to never let that happen again.

4) Farewell 2012: I never do anything for New Year’s, but I managed to coax Jon Shafer and his girlfriend Kay to come up for a visit. It was really a relaxing couple of days. We punted any plans for elaborate festivities, ate a lot of Chinese food and New Year’s Eve we were joined by Jenn Cutter for many hours of laughing, talking about games and music, a drawing game that deteriorated into sex jokes and some top shelf scotch. (She blogged a bit about it at her site, and I have a few pics, but I won’t publish them here without asking the people in them. I did tweet a few over the last few days.)

Over the last year and a half, Jon has become a valued friend and counselor. We took some time at my local sports bar to examine his upcoming projects and talk about design, marketing, the state of certain genres, and long term planning. (His girlfriend is also one of my favorite people.) It’s too bad that it’s unlikely Jon will be coming up again any time soon, but I guess this gives me a reason to road trip to Michigan. He has some exciting plans. And I need to get him copies of half my bookshelf, apparently.

I am surrounded by creative people online, but I get a special energy when I am with them in person. My collaborative efforts with Jenn aren’t stopping, and though we chat daily, I get fresh life whenever we talk in real space about, well, anything . Jon is a remarkable hard worker with a brain that fires with a youthful spark – he genuinely loves coding and watching how things change.

So the last few days have been amazing for my mental health. In spite of late nights, travel weariness, and too much scotch, I slept the sleep of the just and am ready to charge forward both with work and my own things.

5) What 2013 Means: God, so many things I want to do…First, I do plan on taking more pictures and documenting my life in this amazing city more regularly. I will see more live theatre, try to go to the movies more, not skip the gym, work out more and I even consider taking some bodybuilding supplements (see this page to learn more) to get myself well-shaped body, and eat out and drink less. I will take more risks, lead with my heart learn one new thing every week. And yes, blog and game and find a cheaper place to live – maybe a roommate.

Onward to a new year. May it bless you all with new opportunities and good friends.

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Battle of the Bulge: Tablet Style

December 30th, 2012 by Troy Goodfellow · Mobile, Wargames, WW2

I could just say “Go and buy this game”, but I am not really in the consumer recommendation business and this isn’t really a review. And, honestly, a lot of people will take a lot of time before Shenandoah’s Battle of the Bulge finally clicks in that special part of the body that wargamers or old time boardgamers assume everyone has. Because this is a game that lets you move tanks and play pretend war that challenges higher thinking processes without forcing you to care about Panzers.

Because, truthfully, not everyone has that wargaming gene so they will need some poking to see why Battle of the Bulge is not just a pretty, simple game that bears passing resemblance to the real Battle of the Bulge (or at least the battle you would know from other games, books or movies.) This is a game where the sacred ritual of taking turns is abused, where major combat factors are beyond your control and where you aren’t commanding thousands of men and it never feels like you are commanding thousands of men.

The game certainly has the same strategic problem as the real Battle of the Bulge – can the Nazis break the Allied front before reinforcements arrive in time? – and it has the same map. But walking into Battle of the Bulge with your usual wargame expectations would be a grave mistake. It is best to think of it as the kind of board game that can only really exist in a digital space – like Vic Davis’s Solium Infernum only not nearly as Byzantine.

Why? Well, let’s start with that turn thing. Wargamers love to talk about how “realistic” a game is, even as it moves in turns – the least realistic thing on God’s green earth. France didn’t let Guderian steamroll through Belgium because they weren’t allowed to move yet. And, in most games, these are to be turns where the commander has complete control of his front, because armies move as one. Maybe you have action points or some other limitation, but combined operations are assumed.

Shenandoah’s Battle of the Bulge is more like chess than it is any recent video wargame (though there may be cardboard antecedents – I don’t know). Unlike most wargames, you can’t move every unit you have on a turn – you can only select one sector and then move the units that are there (maximum of 3 per sector). This makes BoB a game where you don’t set up perfect encirclements or traps and then execute them – you hope to surround the enemy and cut them from supply, but the map is too small for much of that. You don’t control artillery or air forces, but you will be told at the beginning of each day which sectors are being affected by off map activity.

No, you just move a spare few units on a turn and you could run out of actions to make before a battle day is completed, depending on how you have positioned your troops.

Second, the turns themselves are irregular. The Nazis get three free actions to open the battle, which makes sense. Then the Allies can only move vehicles on the first day of battle. But each day of battle is divided into 30 minute increments, and any single turn by a side could take 30 minutes or 60 minutes or 120 minutes but you never know how much of the day is being eaten away until it is your move. If you have your forces grouped into a few sectors, then you can be overrun or surrounded but if you scatter them more widely then there is no guaranteee that you will get to activate them all; the entire day could be gone before you put your grand plan into action.

These two mechanics combine to make a game where even if you know precisely how to win as Germany or the Allies in a perfect situation, everything can break down by the middle of the second day.

I like to think about historical games in the old R.G. Collingwood approach to history – “What question is this game trying to answer?”, in other words, what is this game about? Where Combat Mission is about equipment, War in the East is about everything (but mostly geography) and Unity of Command is about supply, Battle of the Bulge is about Time. Now you could argue that all wargames are about time, since most are turn limited and many even adjust victory conditions based on how long the battle is raging. But Battle of the Bulge deals with time not just in game, but player time, making it sort of a pure weird thing.

Battle-wise, Time is crucial here. If the Nazi assault is not quick enough, it could soon get overwhelmed by the coming reinforcements. But the game itself makes no promises that the sun will stand still long enough for that to happen. This isn’t simply a matter of attrition or the odds working against you in a certain encounter and slowing progress – this is an intentional game mechanic that puts pressure on you to take risks that, if they pay off, will force the Allies to take new risks in order to push the Nazi advance back. The Allies can just hold ground or cede a little for a counter attack, but varying the number of turns throws the entire calculation off balance.

And if there is a better analogy for the panicking during the Winter of 1944 around Bastogne, than I haven’t found it.

For the player, this variability ensures that a game with only two scenarios and four AI opponents is still a wise investment of time and money since it is not a wargame puzzle that can necessarily be cracked. The German opening is certainly free for Best Practices Analysis, but as the sectors fall and the number of units expand, the fact you don’t know if you have five turns or eight turns the next day becomes very game changing information.

This is also the kind of game that could really only be designed with the iPad in mind. Doing it for the PC would lead to feature creep very quickly and PC wargamers have come to expect things to be bigger and broader there. It’s not an unreasonable expectation. But the modest size of the iPad screen makes every sector of real estate important, the UI crystal clear (this is a well-documented game) and adjusts expectations to the right size.

Now, to be clear, I am NOT saying that this is a good wargame “for an iPad wargame”. I am saying that it is so unlike most of the wargames you find on the PC that if a studio made up of nobodies did this game in Flash, I doubt anybody would notice the brilliant blend of mechanics and theme.

And it manages to capture the theme of the battle without slavish devotion to unit names or map details or even great sounds. Shenandoah has simply presented the battle as a problem to be solved: One side needs to do something, the other side needs to stop them. The time pressures at the historical battle make it perfect for a quick moving challenge that is about mobility and firepower, maneuver and last stands.

It’s depressing that 10 bucks is considered premium pricing on the Apple store. But that is a premium price for a premium product.

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Three Moves Ahead Episode 198: The Kessel Run

December 11th, 2012 by Troy Goodfellow · Matrix, Podcast, Three Moves Ahead, Wargames, WW2

ThreeMovesAhead

I bailed on this show at the last minute because I would not have had much to add and I haven’t touched Gary Grigsby’s War in the East in ages. Good thing I did since no way would I want to get in the way of Rob and Bruce sharing their opinions and experiences with guest Rowan Kaiser. This is a long show, too – over 90 minutes of hardcore war talking, leaping off the Don to Danube expansion and Rowan’s efforts to teach himself the biggest of wargames.

You can listen to the show directly here and please go and talk about it over on the official forums.

Bruce’s War in the East writings
Rowan on War in the East

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Roguelike Radio Appearance and Podcast Life

December 9th, 2012 by Troy Goodfellow · Me, Podcast, RPGs, Three Moves Ahead

Last week I recorded a session with Andrew Doull and Darren Grey of the the Roguelike Radio podcast. Go over there and listen as we talk about the connections between strategy and roguelike games.

A lot of people have suggested I make appearances on other people’s podcasts, but Roguelike Radio was by far the most frequently mentioned show. I love roguelikes even though I don’t keep up with them as much as I should – so RLR is a great way to stay in touch with what is going on even if I am weeks behind in listening.

The introductory bit to my appearance was cut because of technical issues, but Andrew, Darren and I talked a bit about podcasting. Three Moves Ahead was apparently a direct inspiration for the RLR team – a show dedicated to a particular genre of games that, even if popular and widespread, does not get the attention of other types of video and computer games. Podcasting allows them, as it allowed us at our outset, to target a particular audience and talk about the things that we want to talk about.

Now 3MA would not have become as successful as it has without us greatly underestimating how big the show could get. We’re regularly in the top 100 audio gaming podcasts on iTunes, and that measures new subscriptions. I am familiar with the pattern by now – we plateau in listeners for a while, do a show that goes viral and then a new plateau is reached. If anything, I think that 3MA has demonstrated that there is an audience for strategy gaming since there is no way that we get even 1% of the strategy/wargaming audience that lives on the internet. Not that anyone makes money on it. (Last week, Rob Zacny and I were idly musing about what it would take to launch a strong strategy focused review/blog/video website. Considering we make nothing from the podcast, we would still need to take a pay cut.)

But within a small community, a good podcast is a good way to connect with people that have similar interests, and also a way to promote things that you believe in. We’ve had Vic Davis on to talk about every game he has made, and that is probably a tradition we will stick with. In a recently recorded (but not yet published) show, I plugged Dirk Knemeyer and Bill Abner’s new board game. I don’t think any other independent site on the internet, let alone podcast, will give over more than two hours talking about War in the East. We talk about stuff we like, basically follow a game release schedule, but really talk about whatever we want.

Similarly, RLR introduced me to Brogue – a simple roguelike with lots of colours and some very hostile mechanics (why are my scrolls floating in the water? I just wanted to swim!). So far, I am loving it.

We haven’t done the 3MA fundraising thing this year, not because we didn’t want to, but because we want to leverage our new site, set targets and community rewards (similar to other crowdfunding ideas) and this fall has been a right mess for both me and Rob, schedule wise. I will admit that I sometimes wonder if it would be possible to monetize our show (if we got 20 bucks from every regular listener every year, we could think about making it a real job) but then I remember that that goes against the big reason we do 3MA and why Andrew and Darren and the rest of his team do RLR; it’s about the discussions we have with each other and with our audience. Free won’t help me retire, but it makes it much easier for people to share what we do and spread the word that there is a community of listeners. (Seriously, join the forum.)

I want to thank Andrew and Darren for having me on their show. I wish it the greatest success.

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2012: The Year of No Writing

December 4th, 2012 by Troy Goodfellow · Blogs, Me

This has been one of the busiest years of my professional life.

First, still learning a job that changes as fast as technology allows it to. Evolve had a good year with some great clients, and next year will be especially busy for me as I help with Paradox’s strategy stable. As I stare at the open documents on my desktop and avalanche of paper, I humbly ask for your prayers.

Second, I won’t comment much on this since I generally only mention my personal life in roundabout ways, but divorce is brutal for the heart and soul. I thank everyone who was patient and helpful this year.

Third, learning new things takes time and energy. I tried to teach myself new software, video editing, new types of games and also took up the gym more seriously. Clearly I need to work on my balance

So, I played remarkably few games that we were not representing or that I was not already somewhat familiar with, hence a blog that lay moribund for most of the year. I regret that a lot, since Flash of Steel is my home base – it’s where I launched Three Moves Ahead, it’s where I prefer to write and it still draws a good solid number of hits per day.

It is very hard to write about strategy games without playing them a lot. I have barely touched Sins of a Solar Empire: Rebellion, Endless Space is laughing at me, there are a dozen wargames from Matrix sitting on my hard drive and eventually I need to finish that stupid science series that I keep putting off because I am not thinking about design in the right way to finish that.

As someone that loves to write, a year having done very little of it for public consumption is kind of like a cancer. It does ease the pain somewhat that there is a lot of excellent strategy game writing going on in a lot of places (I hope to highlight some this month) so FoS doesn’t have the urgency of the mission it once did. PC gaming is back and strong, there is a greater diversity of voices on all types of games now, and if FoS faded away into irrelevance it would not be missed a lot.

Except by me, of course. I need this place and will commit to blogging once a week at least in 2013 (not counting all the freaking travel I probably have coming.)

I ended last year by inviting friends and colleagues to contribute pieces to the blog. It was content and let me get through the holiday rush in piece.

Not this year. This year I will be inviting everyone that guested on 3MA to contribute a link to something they wrote (preferably on strategy gaming) that they are especially proud of. People get on the podcast in two ways – they make a great game or they write stuff we like. I plan on highlighting the latter stuff in December.

Because this is a crap post, there will be a proper one by the weekend.

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Three Moves Ahead Episode 197: All By Myself

December 4th, 2012 by Troy Goodfellow · Board Games, Podcast, Three Moves Ahead

ThreeMovesAhead

As a single man that has trouble finding people to regularly play board games with, it made sense to have a show about solitaire boardgaming with Bruce Geryk and Tom Chick. We start with Phantom Leader on the iPad and then work our way through a bunch of different games talking about what makes a good solitaire experience, why it is different from playing against a computer AI and just how far a good theme and production values can get you.

You can download the mp3 directly from here and go visit the official forum to chip in some of your experiences playing with yourself.

Phantom Leader on iTunes
Shut Up Sit Down Show on Phantom Leader and Ambush
Elder Sign
Levee En Masse
Nemo’s War

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