11/12/13

Tuesday Screenshot – War of the Vikings Beta

War-of-the-Vikinds-Screenshot2013-10-04_00024

These oak-hearted warriors
Lured me to this land
With promise of choice drinks
Now I could curse this country!
For I, the helmet-wearer,
Must now grovel at a spring
And wield a water pail
No wine has touched my lips.

– Eirik’s Saga

Life is not easy for a Viking. Even as we face the Saxons life is a struggle. They do not want us on their lands and the fighting is tough. We only ask to keep what we can take, but the taking is difficult from foe-men as these.


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11/8/13

GARPA 31 – GrogHeads Advanced Research on Projects Advisory

Authors: Lloyd Sabin and Jim Zabek

Next Monday, November 10th, will mark the 38th anniversary of the date the SS Edmund Fitzgerald sank. What does that have to do with this latest installment of GARPA? Not much, as best I can figure, other than that the gales of November seem to have come early again this year. At least around these parts, it’s colder, windier, and wetter than usual and Gordon Lightfoot’s lyrics were ringing in my ears as I sat down to start to pen this edition of GARPA on a Tuesday night. Rest assured we’ll be checking the various crowd-funded sites up until the last hours that we publish – but on a cold fall day it seemed like a good time to start my search for the next column.

Boardgames

Tide of Iron core set & Stalingrad expansion by 1A Games LLC

$9,088 pledged of $22,000 ending November 26th

GARPA-31-Tide-of-Iron-RelaunchBack in 2006 Fantasy Flight Games launched Tide of Iron. Set during the Second World War, it was a wargamer’s dream: big maps, lots of minis, and a fun rule system. Now out of print, 1A Games is attempting to bottle some of the magic, but in a smaller box.

Their relaunch of Tide of Iron doesn’t attempt to change the game, but rather enhance it. They are offering tutorial scenarios in a smaller size to help ease players into the game in a more streamlined fashion.

In addition, 1A already has an expansion to Tide of Iron on the way in the form of a Stalingrad game. However, to generate some extra excitement 1A is offering some Kickstarter-exclusive items for the Stalingrad expansion. These include Special Operations cards, Initiative cards, and even exclusive minis such as the sIG 33B. Stretch goals have already been established in case they get overfunded.

With the original Tide of Iron out of print 1A is hoping to sell copies of its game to folks who missed getting in on the action of the original. And players who own the original will have the ability to buy some of the cool new items on an a la cart basis for a modest pledge level. If any of this sounds tempting head over to 1A’s Kickstarter page and check it out.

 WARFIGHTER – The Tactical Special Forces Card Game by Dan Verssen Games

$12,841 of $7,000 ending November 27th

GARPA-31-WarfighterDan Vessen has found a sweetspot on Kickstarter. His Cards of Cthulhu was well overfunded, and that wasn’t his first success. Warfighter launched this week and within three days it was already fully-funded and kicking in the doors of a number of stretch goals with nothing but good stuff to come.

A card-driven game of modern warfare it can be played either solo or with up to six players. It is a cooperative game where players work together to attempt to accomplish missions. Players equip each soldier with a variety of loadouts. Players select a mission randomly which assigns the number of resource points the squad can use. If this sounds familiar to Dan Verssen Games it’s because it is. The technique has been used in other games including Thunderbolt Apache Leader. In Warfighter the player(s) select soldiers and the soldier skills, weapons, and equipment they’ll take with them. Each selection costs a number of resource points to keep the game challenging – you can take everything you want so you have to choose wisely to bring what you need.

The stretch goals have already unlocked campaign rules and bullet-shaped dice. Further goals are hoped to include miniature figures, so players should keep an eye on Warfighter to see what other goodies may be on offer.

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11/4/13

Flashpoint Campaigns: Red Storm – Strat Chat

Timing Isn’t Everything, But It Does Help – Flashpoint Campaigns: Red Storm and the OODA Loop

Author: Jim Zabek

“In the loop.”

“Out of the loop.”

We’ve all heard the expression before. But what is “the loop?”

The loop refers to a genius Air Force Colonel by the name of John Boyd. Boyd came up with his OODA loop theory in trying to explain why some pilots had an advantage over others. There is a simple decision process when you’re in a dogfight, and how quickly you can process the information around you, interpret it, and act is vital. Thus the OODA loop was born: Observe, Orient, Decide, Act.

In hindsight OODA seems to be obvious, but it is one of those small obvious things that ends up having big implications. Observing your surroundings, orienting them so you understand what they mean, deciding what to do about them, and acting upon them pretty much describes every decision making process humans make. A quick search of the internet turns up results that suggest a variety of disciplines have adopted the terminology – everything from the military to science to business consulting.

The OODA loop originated in the Air Force, but it was adopted (if not formally at least informally) by the US Army because it was useful in describing how friendly and enemy commanders made decisions about the conduct of battle. The side which could observe, interpret, and act upon the freshest information had a distinct advantage over one that took longer. Troops in the field, of course, observe conditions on the ground immediately. How quickly that information gets passed up through the chain of command is important. Equally important is how quickly that information is processed, a decision is made, the decision passed back down the chain of command, and the troops on the ground take action is vital.

If it takes a colonel of one side fifteen minutes to complete an OODA cycle and it takes the colonel on the other side thirty minutes, then the slower colonel may be ordering troops to do something that was relevant thirty minutes ago instead of right now. That can be a lifetime in a battle of blitzkrieg speeds and deadly Cold War weaponry. An enemy may not be where you thought he was supposed to be because your command cycle is too slow. In a nutshell that’s called “being inside the enemy’s loop.” You’re thinking and processing and acting faster than he is (or he is to you). During the battle of France Rommel’s forces were sometimes called the “Ghost Division” because he was moving so fast that even his own commanders weren’t certain where he was. The name is new. The process is not.

Many Real-Time Strategy games offer hotkeys to allow the player to pump out units as fast as a keystroke. The OODA loop is real-time for both players, and whoever can move through his own OODA loop fastest (and best) will outplay the other player.

Replicating an OODA loop in turn-based games, however, isn’t typically done. Traditionally both sides are given fixed, symmetric turns. They may represent five minutes, one minute, or a say, but traditionally the turns are equal.

A couple of years ago Jim Snyder and I were discussing the OODA loop and the challenge of modeling it in turn-based games. I recall suggesting that turn times be different depending on the speed one side could work through its OODA loop. As events unfolded out that spontaneous conversation qualified me as a playtester for the game.

The estimated command cycle for the West Germans is 31 minutes - the Soviets appear to have only 18 minutes until their command cycle is complete.
The estimated command cycle for the West Germans is 31 minutes – the Soviets appear to have only 18 minutes until their command cycle is complete.

Flash forward to today. Flashpoint Campaigns: Red Storm has implemented the OODA loop. In every turn-based game I can remember playing turn times were always symmetrical. Players give orders to units, then a fixed period of time runs. Each player shares an equal amount of time in every turn.

Flashpoint Campaigns: Red Storm has thrown that model out. Instead turn times are variable depending on a number of factors: the amount of EW (Electronic Warfare) hindering your communications, the percent of active HQ units you have active, The percentage of overall subunits you have active, the average unit readiness of your force, and the future command cycle time which can vary according to how many – if any – HQ units you lose in the course of the current turn.

Both friendly and opposition command cycle times are displayed under the C3 tab in the upper right of the screen. I have played games where the Soviets had much shorter command cycles and games where my NATO forces had better command cycles.

During the course of the game I have seen the estimated decisions cycles vary, at one point behind, then ahead of the opfor, only to find that at the end of the turn I had fallen behind again. The key in almost every situation is to keep more of your troops alive and to keep the HQ units alive at all possible costs. There have been times I have found that going “all in” and moving HQ units up to fight has been a good move. However, more often than not keeping them safe was the better move.

When the decision cycles are nearly symmetrical Flashpoint Campaigns: Red Storm plays much like a traditional wargame and players are not likely to notice many differences from other games in terms of how the game plays. However, in cases where the decision cycle is significantly behind the opfor’s I have noticed that my units responded sluggishly to my commands. Orders seemed to take forever to be implemented and when they were events on the battlefield may have evolved to the point where the last order I gave was irrelevant. Delays in orders have been a design feature in some wargames for years, but variable turn length is new. Players will need to anticipate how events on the battlefield will be unfolding and how quickly an opfor with a faster command cycle may be able to react to any plan put in place. Clearly there is also a premium placed on hitting opposing HQ units. The ability to disrupt their function can tip the scales in terms of regaining the initiative in a command cycle.

Sometimes there is nothing that can be done about the state of your OODA loop. Attempting to degrade the opfor’s decision cycle is an important aspect of the overall strategy of winning in Flashpoint Campaigns: Red Storm. Neglecting to take into account the advantage of hindrance it plays in a scenario is done at the player’s peril. It may not be the most important factor leading to victory or defeat, but it can play a substantial role. Enjoying a significant advantage in the decision cycle is a luxury that should be relished. Suffering from a disadvantage in the decision cycle should be a factor in all advanced and contingency plans. The asymmetric turns can be deceptive in how the decision cycle plays out in the game, and it is easy to forget that you may have an advantage or disadvantage until the noticeable difference is too late.

10/25/13

GARPA 30 – GrogHeads Advanced Research on Projects Advisory

Authors: Lloyd Sabin and Jim Zabek

Halloween arrives next week. I know this because my neighbor just a few houses over has a display of decorations that would shame many a professionally stocked haunted house. We moved just a few months ago and I still haven’t found the boxes with the Halloween stuff in them (though Christmas is looking good). The pathetic string of purple lights around my front door makes me feel like I’ve done something to celebrate the season – and it’s better than the guy across the street who is banking on a string of Christmas lights (green bulbs removed to give him plausible deniability) to save his bacon. Still, the lack of assorted skulls, ghosts, and ghastly visages dampens the normal joy I feel as winter begins to wrap its icy fingers around my bones.

So this edition of GARPA is tilted slightly in favor of finding projects that could accompany the spooky spirit of Halloween. But fear not, if we spot something interesting that isn’t creepy or spooky, we’ll include that, too. We are gamers after all.

PC Games

You Are Not the Hero by Donn Manalili

$33,510.00 pledged of $12,001.00 goal, funding ends November 12th

YouAreNottheHeroYou Are Not the Hero [Hero from here on in] has a great sense of humor and confidence in itself to go along with it. Its premise is simple:  things gamers usually do in RPGs should, in a perfect world, piss off the in-game NPCs as well as have repercussions. Slay a beast? It was probably someone’s pet. Kill a witch? That was my sister. And hey, get out of my bathroom!

So, how to remedy these issues? If you’re Donn Manalili, you create a 2D action platform game with an anime style which tells it like it is and places the player in the tiny, quick moving shoes of Petula, Hero’s protagonist.

The royal army has just passed through Petula’s village, scavenging for supplies and stealing some of Petula’s jewelry. Getting the jewelry back is the main quest of Hero. But the real point of the game is ignoring that main quest and doing anything else you could possibly imagine in an open world. Start a business, buy a house, explore ruins or go fishing all day…the open world of Hero intends to focus on details and not get lost in its own scope.

The technicals of Hero include:

  • Pixel-based movement instead of tile-based movement
  • Dealing with enemies through options other than combat
  • Run, jump and explore a world of forests, tunnels, and caves
  • Pound through mazes and solve puzzles
  • Different outcomes for every game depending on how you play it
  • See how the other half lives by getting a job as a farmer, innkeeper or merchant

The response to Hero on Kickstarter has been excellent and a host of goals are being met, including upgraded graphics, and is fast closing on Mac and Linux support. Additional chapters are also proposed including Petula in a modern-themed world as well as a possible horror story, so things are looking very good for Hero and supporters should be able to play it in the not-too-distant future.

 

Confederate Express by Maksym Pashanin

$5,215.00 pledged of $10,000 goal, funding ends November 20th

ConfederateExpressConfederate Express places players in the role of a courier. Doesn’t sound exactly thrilling from the get go, but stay with me. The game let’s players choose what kind of package they want to deliver according to their skill level, what kind of group they have assembled to deliver said package, and of course the player’s attitude towards permadeath.

All characters available to choose from are unique criminals that come from the local prison when assembling your courier team. There’s also a whole slew of loot scattered throughout the game world that you can gather as you explore while on your delivery runs. Maps are varied and randomized every time a new game is started, with the promise of a new game every time it’s started.

Of course this would all be very pedestrian without zombies, right? The back story of Confederate Express involves homeostasis, bio-engineering, a horrible ‘side effect,’ and many, many zombies, as well as an entire opposing army, rebels and angry robots. All will try to stop you from getting to where you are supposed to make your delivery.

Confederate Express is rendered in 2d sprites, with advanced lighting effects, in an interesting blend of old and new school graphic technology. The end result is a unique looking game with a bit of a creep factor and a dark sense of humor. Funding is ongoing as the developer is still looking for an audio composer and an animator, but Maksym Pashanin seems hell bent on completing this game and making his supporters happy.

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10/22/13

Tuesday Screenshot – The Walking Dead Hyundai Chop Shop

Tuesday-Screenshot-Walking-Dead-Hyundai-Oct-22

The Walking Dead roam the Earth but I fear no evil for my car and its door-mounted flamethrowers comfort me. Saws welded to the wheels convey me through the thickest hordes via the path of righteousness, and thy automatic shotguns reap what zombies hath sewn. Thou hath preparest reinforced steel windows and a chain link windshield for me in the midst of mine enemies. Surely goodness and mercy will follow me all the days of my life.

Build your own Grogpocalypse car: http://walkingdeadchopshop.com/