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Three Moves Ahead Episode 62: Gettysburg – Scourge of War

April 27th, 2010 by Troy Goodfellow · Civil War, Interview, Podcast, Three Moves Ahead, Wargames

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Another wargame show! Troy, Julian and Rob are joined by NorbSoft’s Norb Timpko and Jim Weaver to talk about Gettysburg: Scourge of War. Learn more than you ever wanted to know about how to make a civil war game. Why is the AI so recalcitrant? What are the lessons of leadership here? How do you make a map like this? And where do history and gameplay collide when the AI hasn’t read the books you have?

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Scourge of War: Gettysburg
The Maps of Gettysburg : An Atlas of the Gettysburg Campaign, June 3 – July 13, 1863
Buy Take Command 2nd Manassas

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Flash of Steel/Three Moves Ahead Washington DC Area Meetup?

April 23rd, 2010 by Troy Goodfellow · Blogs, Me, Podcast

One of the great things about being addicted to stats and traffic is that I have a good idea where my blog visitors and podcast post commenters are from. And I know I have a local audience that I’ve done nothing for.

Not that meeting me is necessarily a good thing for everyone, but I would like to have a meetup for my audience, maybe put them in touch with each other, and so on. You, too, might find the board game group that you’ve been looking for.

Timing, of course, is difficult. May looks like a mess, June is E3 month, and July is hot and sticky.

But let’s get this discussion started. If I planned a FoS/TMA gathering for the Metro DC area, would anyone be interested? I’d probably do it somewhere in downtown DC – a brew pub maybe or place with a patio.

I’ll order more buttons.

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More Classic Strategy Gaming: Emperor of the Fading Suns

April 23rd, 2010 by Troy Goodfellow · Podcast, Retro

It had a great score, a great title and a great design. So it was just a matter of time before one of Tom Chick’s forum friends got around to chatting with him about Emperor of the Fading Suns on his Quarter to Three games podcast.

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Command & Conquer 4 Review: Breaking Rules

April 22nd, 2010 by Troy Goodfellow · Electronic Arts, Gameshark, Review, RTS

I hated writing this review. I hated playing this game. I hated thinking about playing this game because I had to write the review.

When people talk about strategy/RPG hybrids, I wonder how many of them mean a game like this where you need to play for hours and hours and hours just to see how the cool units and powers work? Do people who love RTS campaign stories wish that the skirmish game worked in the same way and only trickled stuff to you gradually?

This design decision breaks one of the rules of real time strategy design. Now this is not always a bad thing. A lot of great RTSes have come from breaking the rules. Majesty, for example. Sacrifice. You could argue that Starcraft 2‘s blatant disregard for anything that has happened in the genre over the last five years breaks rules.

But I hate the idea of unlocking things that I never used to have to unlock. I mentioned my displeasure at this sort of thing in my comments on Napoleon: Total War, too. There is always some level of unlocking in a strategy game, of course – tech trees and building upgrades – but these are confined to a single session. Age of Mythology doesn’t tell you that you can’t release the Kraken until you’ve spent a dozen hours killing smaller units in skirmish or multiplayer. And when the cooler units are locked away from you for this time period then you don’t get to see everything that a game as potentially great as C&C 4 has to offer.

The difference between this and RPGs is that RPGs are generally analogous to the RTS story campaigns. Power is tied to progress through a story and it will take time to see everything that the game wants to show you. You will get the strength you need when you need it.

I didn’t say a lot about the resource collection in C&C 4, mostly because the changes are a little baffling. For a war and series all about tiberium, sidelining it in favor of a basic population cap model (with some capture the tiberium flag type stuff for upgrades) strikes me as a bad move. It’s not that I miss harvesters and refineries as much as I think this is a step too far.

Anyway, I’m not as patient as Tom Chick is. He kept playing the game in spite of its problems. I think I’m done.

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Majesty 2 Kingmaker Update

April 21st, 2010 by Troy Goodfellow · Me, RTS

As I noted a few days ago, the opening mission in the Kingmaker campaign is a pain in the ass. But I finally beat it by realizing that the easiest thing to do was just hunker down and forget about taking out bear dens or wolf dens that weren’t close to wandering heroes. So by focusing on getting dwarf towers up and running as soon as I could, I was able to buy enough time to last the 75 days.

Keeping all my heroes close to home also meant they could level up pretty quickly since they were all there to support each other. It took quite a bit of time before one of them died, and by that time I had too strong defenses for the undead to be much trouble. I didn’t worry about the goblin fort – optional objective – but did recruit the Beastmaster hero dude.

And the second mission in the campaign was a breeze since I had learned my lesson. Unless you have to wander out there, don’t. And that mission’s goal is to build seven dwarf towers. I see a trend.

Still a little angry at the game’s difficulty and I’m not seeing a lot of improvements over the core game. But I have finally finished 2 of the 7 missions. Maybe I can try the scenarios now.

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Three Moves Ahead Episode 61: Classic Game Analysis – Imperialism

April 20th, 2010 by Troy Goodfellow · Design, Podcast, Retro, Three Moves Ahead

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Troy, Tom and Bruce look at the classic Frog City/SSI games Imperialism and Imperialism 2.

What makes this series one of the greatest grand strategy experiences of all time? Can a game this difficult and time intensive be made again? Bruce has a theory, Tom keeps calling Colonization the wrong name, and Troy is focused on diplomacy.

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Bruce’s Revisionist History on Imperialism
Troy’s essay on Imperialism’s maps
Tom vs Bruce: Imperialism 2

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