Talk to me!

Earlier this evening, I gave Google Talk a try–I used it to chat long-distance with my parents in California. As far as sound quality and overall experience go, Google Talk seems very solid, and quite similar to Skype.
Both are easy to install and simple to use. Google Talk is nicely bundled with an IM client and has convenient ties to my Gmail account. Skype seems to have more in the way of advanced features. I don’t see a terribly compelling reason to switch from Skype at the moment, but I’m going to play with both of them for a while to see if one edges out the other in the ongoing competition for my favor.
If you see me around online, be sure to say hi!

Facebooktwitterredditpinterestlinkedinmailby feather

On Starcraft and strategy

Brit has a good post up about a tricky design decision that goes into computer strategy games: the question of attack concentration. Pardon the lengthy quote, but here’s the section that particularly caught my attention:

If grouping units together increases their power, it means there is an incentive to group units together and a disincentive to split units apart. This fact affects gameplay in a major way. In games where there is a strong incentive for grouping, the progression of the game is rather predictable: expand until you encounter the enemy, maybe engage in a few skirmishes to capture objectives that the enemy hasn’t defended well (because he just arrived), build-up a large military, engage in one large battle which effectively determines the winner (the game may not end there, but the battle effectively determines the eventual winner), and then play out the foregone conclusion. The predictability of it is somewhat boring, and I get a little bored of the “military build-up” phase. I’ve seen a lot of games of Starcraft and Warcraft where this happens.

Brit here is pointing out something that any veteran Starcraft player (or any player of similar strategy games) has undoubtedly noticed: games between reasonably skilled players tend to follow the same basic pattern. Because of the way the game’s combat and other systems work, most games feature a relatively quiet, and often quite lengthy, period of military build-up followed by a massive, apocalyptic battle in which each side throws every conceivable unit into the fray. This massive battle either “breaks” one of the opponents, or (quite often) it ends with both sides’ armies effectively destroyed, prompting a second period of military build-up during which each side races to restore its fighting power before the enemy does. That’s a bit of an oversimplification, but it’s how games usually go.
This isn’t likely to interest most of you, but this got me thinking about the way that my Starcraft games against humans play out. Here’s what a typical game for me looks like:

  • Phase 1: Establishing a presence (5 minutes): Each side scrambles to get a functional base. A few defensive structures and units are built, usually just enough to safeguard the fledgling base from a sneaky early-game rush attack from the enemy.
  • Phase 2: Early build-up and expansion (5-10 minutes): Both players start building more advanced structures and begin to assemble an army. Scouts are dispatched around the map to hunt for mineral deposits. A few basic “recon” battles may occur as each side tries to get a glimpse of the other side’s army composition and general location.
  • Phase 3: Skirmishes and expansion (15 minutes): Both sides make moves to claim any mineral deposits that haven’t yet been secured. Lots of skirmishing between medium-sized forces can happen, as both sides try to win “quick and easy victories” over enemy expansion bases that aren’t yet well-defended.
    Almost invariably, during this phase, the “pivot point” of the map becomes clear: the strategic location over which almost all future battles will be fought. Often this is a rich mineral deposit located in the center of the map, which promises to provide a decisive strategic edge to whoever can claim final control over it.

  • Phase 4: Clash of the titans (10 minutes): Enough time has passed now that both sides have built up substantial armies, probably including one or two advanced unit types. Typically, a strategic stand-off settles in while each side carefully (but hastily) prepares for a huge offensive.
    Somebody (usually the person who hasn’t been able to claim the pivot point, and thus feels pressure to reverse the strategic situation before it’s too late) pulls the trigger and launches a massive attack on the pivot point. The other player pulls in all forces to the defense and the battle is joined. Clouds of Terran battlecruisers and siege tanks, Protoss scouts and carriers, and Zerg hydralisks and guardians pour across the map.
    This phase typically ends when both sides annihilate each other’s forces. Usually, somebody emerges from the uber-battle in better shape than the other player, but rarely with enough surviving force to go the final mile and win the game.

  • Phase 5: Frantic rebuilding (5-10 minutes): Both players retreat any survivors and immediately set to rebuilding their bases and armies as fast as possible. At this point, whoever can get even a medium-sized force onto the battlefield first usually has a big advantage.
    Both sides often try “probing” attacks against the enemy’s main base, bypassing the pivot point, in the hopes that a decisive (even if under-strength) attack on a distracted enemy’s weak point will win the game quickly. (This usually doesn’t work.)

  • Phase 6: Armageddon (10 minutes): Somebody decides that their army is sufficiently rebuilt and launches a major attack. The other player responds by pulling in all available units to stop it. Because mineral supplies are running low, this fight usually decides the game. Often both sides annihilate each other again, but afterwards one side finds that it no longer has the economic ability to replace its losses. Although this player may have plenty of static defenses left on the field, it’s clearly just a matter of time before the other player slowly rebuilds and creeps inexorably across the map.
    At this point, somebody usually surrenders rather than watch the enemy roll across the map uncontested.

Of course, the fun part of the game often comes in deliberately disrupting this schedule to throw off an enemy who’s expecting the game to play out in about this fashion. So many years after the game’s release, you’d think that it’s not possible to be surprised by enemy tactics and strategies… but almost every time I play, my opponent pulls off something new and interesting (and alarming).
That said, I’ve got a Starcraft game date set for later this week, and I wouldn’t want to reveal all of my strategies. Thanks, Brit, for giving me an excuse to muse on one of my all-time favorite games!

Facebooktwitterredditpinterestlinkedinmailby feather

In absentia

Good heavens, it’s been quiet around here lately. Most of my blogging energy has been focused here lately. At some point, balance will be restored and I will get back into the swing of talking about such fascinating and important topics as roleplaying games, movies I like, and my many virtues. I find myself missing the more personal blogging I get to do here.
I’m even ridiculously behind in my blog reading. Had you recently posted the cure for cancer on your blog, it would have gone unnoticed by yours truly. I’ll see if I can remedy that lapse… if I can find the courage to start up my feed reader. As long as none of you have been posting about politics. You haven’t been posting about politics, have you?

Facebooktwitterredditpinterestlinkedinmailby feather

“Khan!!!” Thoughts on Star Fleet Battles

I’ve been playing a boardgame called Star Fleet Battles with Jon lately. Jon found a nifty program which enables you to play the game over the internet, and so, using Skype to chat during the games, we’ve thus far played out two moderately-epic space battles between a Federation heavy cruiser and its Klingon equivalent.
I’m really enjoying it so far. Star Fleet Battles is a fascinating game. It simulates spaceship combat in the Star Trek (original series–no Next Generation stuff) universe. It’s quite complex–it hails from the same era that gave birth to games like Advanced Squad Leader, but, like many games of this sort, you can play a satisfying game using only about 10% or 20% of the rules. (The rest of the rules cover advanced options and special situations, which you use if and when you feel up for it.) It’s still a difficult learning curve; after each of our games I’ve come across rules that I handled incorrectly. (Jon, I confess: in our last game, I was dipping into my reserve warp power every turn without realizing it… can we just assume that Scotty was coaxing a little extra juice out of the warp engines, or something?)
SFB is basically a game of resource management. Each ship in the game generates a certain amount of energy each turn, which you must allocate to the various systems on the ship. Firing weapons requires the allotment of a certain amount of energy, as does moving, adjusting shields, using a tractor beam, doing fancy maneuvers, etc. The challenge lies in the fact that you never have enough energy to do everything; at the start of every turn, you must make painful decisions about which ship systems are going to receive energy and which won’t. Since you allocate most (if not all) of your energy at the beginning of each turn, you have to think ahead and try to anticipate what your opponent is going to do–is he putting all power to the engines so as to dart out of combat range, or is he putting all his energy into shields and weapons in the hopes of knocking you out with a broadside at point-blank range?
In addition, each ship has its own particular set of advantages and disadvantages. The Federation cruiser is slow-moving, but is very heavily armed and shielded. The Klingon cruiser, on the other hand, is a bit more fragile, but is more maneuverable and can fight at longer ranges. In the two full games we’ve played so far, we haven’t strayed too much beyond very basic tactics, but I’m looking forward to incorporating more advanced rules into the game as we go along.
Thus far, I’m really enjoying SFB. It only downside–and it’s a somewhat big downside–is the sheer complexity of it. Even though you don’t need to pay attention to most of the rules to get started, learning the basic rules is still a bit of a chore, and the rulebook itself is a less-than-thrilling read (filled with things like “Section H7.48: Use of Reserve Warp Power”). I’ve got a soft spot in my heart for complex rules like these, but it’s not something you can pick up and be playing competently in an hour.
Oh, and did I mention it’s the perfect outlet for all those Star Trek II quotes you’ve got stored away in your head? Quotes like this are difficult to work into everyday conversations, but they’re 100% appropriate in the context of SFB:

  • “Scotty, I need warp speed in two minutes or we’re all dead.”
  • “Full. Impulse. Power. Full power, damn you!”
  • “Sir… our shields are dropping!” “Raise them!” “I can’t!”
  • And, of course, “FIRE!!!” and “KHAAAAAN!!!” (both preferably screamed out loud while you shake your clenched fists)

So, then. Star Fleet Battles. It’s fun.

Facebooktwitterredditpinterestlinkedinmailby feather

Scorched earth

A quick note of apology: while deleting a large chunk of comment spam (several hundred) yesterday, I unintentionally deleted a handful of legitimate comments posted recently here and at Michele’s blog. In my zeal to destroy the offending spam comments, I got a bit careless.
So if you’ve noticed that a comment of yours has disappeared, and are perhaps wondering if I deleted it because I hate you, rest assured: such is not the case. My apologies, and I’ll be more careful in the future.

Facebooktwitterredditpinterestlinkedinmailby feather

The horror that came to Arkham

I love board games. An entire closet in our apartment is filled with them. Unfortunately, most of them fall into the Nerdy Wargame category, and so perhaps aren’t the ideal choice for a fun after-dinner boardgame with guests.
Our lack of accessible boardgames has plagued Michele and me for some time now. To help fill that gap, we recently acquired a new boardgame called Arkham Horror, which while definitely Nerdy is at least not a Wargame. It’s a quirky game based on the early-20th-century horror writings of H.P. Lovecraft.
Michele and I played a few turns of it this evening to get a feel for the rules and gameplay, and thus far it seems very fun and interesting. As in any game worth playing, the goal is to stop a Horror From Beyond Time and Space from entering our world and laying waste to the titular city of Arkham. Up to eight players take on the role of intrepid investigators who travel around Arkham finding clues, collecting useful items, fighting (and fleeing) monsters, and trying to stop the Cthulhu entity from appearing.
Once we get a full game in, I’ll have more solid details to report. But based on the bit of it we played this evening, here are some quick impressions:

  • The production values are very high. The gameboard is very sturdy and nice-looking, as are most of the components. Most of the pieces are made of thick cardboard.
  • As the screenshot above may indicate, there are a lot of playing pieces and cards. It’s a bit overwhelming and bewildering when you’re setting it up for the first time.
  • Arkham Horror has some definite RPG-like elements–each investigator has a unique set of vital stats, and you can collect weapons, spells, and other goodies to increase your odds of survival.
  • Interestingly, all of the players are on the same team–they aren’t really competing with each other for a single winner. Either you all work together to defeat the Cthulhu Mythos or you all lose. Even in the few turns that Michele and I played, it was clear that a good level of cooperation and assistance between players would be necessary to succeed.
  • Turns are structured well so as to minimize the time you need to spend waiting for other players to take their turns. Everybody gets a chance to act on every turn.
  • With all of the investigator stats, abilities, items, and game locations, it’s a bit complicated to learn–it was at least 2-3 turns before I really started to “get” how the game worked. However, once you get the hang of it, the game actually seems to move quite quickly.

Those are just initial impressions. I’ll try to remember to report back in more depth once we’ve gotten a full game in. Time will tell how entertaining the game proves to be, but thus far I’m extremely pleased with it. It’s very unique–like a cross between Clue and Dungeon. I think it’s a safe bet that this Halloween, we’ll be hosting an Arkham Horror game night.

Facebooktwitterredditpinterestlinkedinmailby feather

Into the mouth of (massively multiplayer) madness

Earlier this month, my resistance finally broke down and I ventured into the world of online RPGs. My poison of choice is Guild Wars, which lured me in with its lack of monthly fees.
So far it has been a great deal of fun. It’s easy to play, and lets you jump right into the action (going on quests, killing monsters) without having to worry much about leveling up, bartering for trade goods with 12-year-olds, conversing with creepy 48-year-old males playing buxom sorceress characters, or spending countless hours increasing your Underwater Basket-Weaving skill.
Will this become an addiction? Will my real-life personality slowly merge with that of Thagar Bloodaxe, mighty hewer of orcs? Will I end up Ebaying my wedding ring in exchange for in-game money with which to purchase stylishly-fashioned armor for my character? I’d like to hope not, but time will tell.

Facebooktwitterredditpinterestlinkedinmailby feather

Malleus maleficarum

Ha! You suckers feverishly clicked on this link thinking it was going to be about the infamous 15th-century witch-hunting manual, but in reality this is just another one of those “life update” type posts that, ubiquitous as they are, threaten to drag the entirety of the interweb down into the abyss of self-absorbed tedium. So here we go:

  • As my wife and fellow Rosicrucian agent Michele has noted already, the two of us are planning a trip to Germany this autumn. Of you who have been there, I ask: what should we do with our two weeks in the Holy Roman Empire?
    Also, Michele is really smart.

  • If you’ve got room on your prayer list, here’s something to keep in your prayers.
  • Congratulations, Peter and Vanessa!
  • I’m using the Opera web browser again, after years of adulterous flirting with other, less worthy programs.
  • Michele and I have continued our Warhammer RPG campaign, and continue to enjoy it. For a while now, I’ve been gearing up to run a summer campaign of the Castles and Crusades RPG, but scheduling and other difficulties are making it tough to get that started.
  • I saw Batman Begins and liked it a lot. In other film-related news, I keep meaning to post some thoughts about Revenge of the Sith, but cannot shake the dread certainty that the world doesn’t really need Another Blogger’s Thoughts About Revenge of the Sith.
  • My sister is coming out from California this week to visit!
  • My workplace has a fully-functional Pacman arcade cabinet. Who would’ve guessed that a successful, high-scoring Pacman game required so much strategy and practice?

I’m tired and rapidly approaching total incoherence. Time to sign off.

Facebooktwitterredditpinterestlinkedinmailby feather