<?xml version="1.0" encoding="UTF-8"?><!-- generator="podbean/3.2" -->
<rss version="2.0" 
	xmlns:content="http://purl.org/rss/1.0/modules/content/">
<channel>
	<title>Comments for The Noise Before Defeat</title>
	<link>http://thenoisebeforedefeat.podbean.com</link>
	<description>The Noise Before Defeat is a podcast about wargaming.</description>
	<pubDate>Wed, 25 Nov 2009 18:11:04 +0000</pubDate>
	<generator>http://podbean.com/?v=3.2</generator>

	<item>
		<title>Comment on Episode 7 Contest - Win a Copy of April&#8217;s Harvest by Tom Granvold</title>
		<link>http://thenoisebeforedefeat.podbean.com/2009/11/21/episode-7-contest-win-a-copy-of-aprils-harvest/#comment-295002</link>
		<pubDate>Wed, 25 Nov 2009 00:27:51 +0000</pubDate>
		<guid>http://thenoisebeforedefeat.podbean.com/2009/11/21/episode-7-contest-win-a-copy-of-aprils-harvest/#comment-295002</guid>
					<description>My favorite Civil War game is 'Battle Cry' by Hasbro, since it is the only Civil War game that I've played.</description>
		<content:encoded><![CDATA[<p>My favorite Civil War game is &#8216;Battle Cry&#8217; by Hasbro, since it is the only Civil War game that I&#8217;ve played.
</p>
]]></content:encoded>
				</item>
	<item>
		<title>Comment on Episode 7 Contest - Win a Copy of April&#8217;s Harvest by Rob Doane</title>
		<link>http://thenoisebeforedefeat.podbean.com/2009/11/21/episode-7-contest-win-a-copy-of-aprils-harvest/#comment-294728</link>
		<pubDate>Tue, 24 Nov 2009 14:56:59 +0000</pubDate>
		<guid>http://thenoisebeforedefeat.podbean.com/2009/11/21/episode-7-contest-win-a-copy-of-aprils-harvest/#comment-294728</guid>
					<description>Since you mentioned it at the end of the podcast, I have to nominate MMP's Battle Above the Clouds which should be shipping any day now. The GCACW series is one of my all time favorites and is partly what got me in to wargaming back in high school. It blends maneuver and combat in a way that flows quite smoothly yet still presents some difficult choices to the player. The initiative system guarantees that there is no such thing as the &quot;perfect plan&quot; since you never know when you'll get to move next. The CRT rewards maneuver and good leadership more than sheer numbers, and it just feels *so* good when you set up that perfect flank attack.

For as long as I have been playing, fans have been asking when the series will move out west. Our wait is over! Playtesting has shown that the scenarios in Battle Above the Clouds are very well balanced and model some of the unique conditions seen in this theater. For example, the Confederate player now has to worry about his leaders becoming insubordinate at critical times. Players who were turned off by the earlier games' pro-CSA bias will find that the two armies are much more evenly matched in BAC. If you're a fan of operational-level ACW action and haven't pre-ordered yet, I suggest you do so.</description>
		<content:encoded><![CDATA[<p>Since you mentioned it at the end of the podcast, I have to nominate MMP&#8217;s Battle Above the Clouds which should be shipping any day now. The GCACW series is one of my all time favorites and is partly what got me in to wargaming back in high school. It blends maneuver and combat in a way that flows quite smoothly yet still presents some difficult choices to the player. The initiative system guarantees that there is no such thing as the &#8220;perfect plan&#8221; since you never know when you&#8217;ll get to move next. The CRT rewards maneuver and good leadership more than sheer numbers, and it just feels *so* good when you set up that perfect flank attack.</p>
<p>For as long as I have been playing, fans have been asking when the series will move out west. Our wait is over! Playtesting has shown that the scenarios in Battle Above the Clouds are very well balanced and model some of the unique conditions seen in this theater. For example, the Confederate player now has to worry about his leaders becoming insubordinate at critical times. Players who were turned off by the earlier games&#8217; pro-CSA bias will find that the two armies are much more evenly matched in BAC. If you&#8217;re a fan of operational-level ACW action and haven&#8217;t pre-ordered yet, I suggest you do so.
</p>
]]></content:encoded>
				</item>
	<item>
		<title>Comment on Episode 7 Contest - Win a Copy of April&#8217;s Harvest by cortn</title>
		<link>http://thenoisebeforedefeat.podbean.com/2009/11/21/episode-7-contest-win-a-copy-of-aprils-harvest/#comment-294421</link>
		<pubDate>Mon, 23 Nov 2009 19:47:22 +0000</pubDate>
		<guid>http://thenoisebeforedefeat.podbean.com/2009/11/21/episode-7-contest-win-a-copy-of-aprils-harvest/#comment-294421</guid>
					<description>My favorite is still Terrible Swift Sword. Love it! Have all the SPI system gaves after it, but it is the best. The ones that followed got just too complicated.</description>
		<content:encoded><![CDATA[<p>My favorite is still Terrible Swift Sword. Love it! Have all the SPI system gaves after it, but it is the best. The ones that followed got just too complicated.
</p>
]]></content:encoded>
				</item>
	<item>
		<title>Comment on Episode 7 Contest - Win a Copy of April&#8217;s Harvest by Ted Kim</title>
		<link>http://thenoisebeforedefeat.podbean.com/2009/11/21/episode-7-contest-win-a-copy-of-aprils-harvest/#comment-294376</link>
		<pubDate>Mon, 23 Nov 2009 18:11:13 +0000</pubDate>
		<guid>http://thenoisebeforedefeat.podbean.com/2009/11/21/episode-7-contest-win-a-copy-of-aprils-harvest/#comment-294376</guid>
					<description>Another vote for Victory Games Civil War. My reasons are not very original: I think it did a great job of showing the flow of things at the strategic level -- how hard it was to get the Union going and the excellent leadership, but tight resources of the the South. While the west map was not so important, it was also a nice addition, to show that part in proper context.

But I must admit there are a stack of unplayed games for ACW (as well as many other periods), so all must be taken with that caveat.</description>
		<content:encoded><![CDATA[<p>Another vote for Victory Games Civil War. My reasons are not very original: I think it did a great job of showing the flow of things at the strategic level &#8212; how hard it was to get the Union going and the excellent leadership, but tight resources of the the South. While the west map was not so important, it was also a nice addition, to show that part in proper context.</p>
<p>But I must admit there are a stack of unplayed games for ACW (as well as many other periods), so all must be taken with that caveat.
</p>
]]></content:encoded>
				</item>
	<item>
		<title>Comment on Episode 7 Contest - Win a Copy of April&#8217;s Harvest by Robert</title>
		<link>http://thenoisebeforedefeat.podbean.com/2009/11/21/episode-7-contest-win-a-copy-of-aprils-harvest/#comment-294339</link>
		<pubDate>Mon, 23 Nov 2009 16:33:31 +0000</pubDate>
		<guid>http://thenoisebeforedefeat.podbean.com/2009/11/21/episode-7-contest-win-a-copy-of-aprils-harvest/#comment-294339</guid>
					<description>My first “monster” game was Terrible Swift Sword (SPI), so it holds a special place.  I don’t think we ever made it beyond the 2nd day, but it was always fun trying to take those heights from the Union!  Or defending them…seems like the gang always “made” me play the Union side.  I grew up 1 mile from Chickamauga National Military Park, so my Southern heritage side conflicted with my “will to win.” (However, it’s hard to lose at Gettysburg with a larger force on good ground - even when my heart’s not really in it!)
I recently soloed the opening engagement of Stones River using CWBS No Better Place to Die - very nice system.  Even with limited experience, the CWBS places above the old SPI GBACW series in overall feel for any particular battle.
Can’t wait to listen in on your review of Three Battles of Manassas and winning a copy of April’s Harvest!  :D</description>
		<content:encoded><![CDATA[<p>My first “monster” game was Terrible Swift Sword (SPI), so it holds a special place.  I don’t think we ever made it beyond the 2nd day, but it was always fun trying to take those heights from the Union!  Or defending them…seems like the gang always “made” me play the Union side.  I grew up 1 mile from Chickamauga National Military Park, so my Southern heritage side conflicted with my “will to win.” (However, it’s hard to lose at Gettysburg with a larger force on good ground - even when my heart’s not really in it!)
I recently soloed the opening engagement of Stones River using CWBS No Better Place to Die - very nice system.  Even with limited experience, the CWBS places above the old SPI GBACW series in overall feel for any particular battle.
Can’t wait to listen in on your review of Three Battles of Manassas and winning a copy of April’s Harvest!  <img src='http://www.podbean.com/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> 
</p>
]]></content:encoded>
				</item>
	<item>
		<title>Comment on Episode 7 Contest - Win a Copy of April&#8217;s Harvest by Dazooz</title>
		<link>http://thenoisebeforedefeat.podbean.com/2009/11/21/episode-7-contest-win-a-copy-of-aprils-harvest/#comment-294254</link>
		<pubDate>Mon, 23 Nov 2009 13:17:52 +0000</pubDate>
		<guid>http://thenoisebeforedefeat.podbean.com/2009/11/21/episode-7-contest-win-a-copy-of-aprils-harvest/#comment-294254</guid>
					<description>The Glory system by GMT has been my favorite because I get both the feel of the battle tactically but also have the time to play out a complete battle.</description>
		<content:encoded><![CDATA[<p>The Glory system by GMT has been my favorite because I get both the feel of the battle tactically but also have the time to play out a complete battle.
</p>
]]></content:encoded>
				</item>
	<item>
		<title>Comment on Episode 7 Contest - Win a Copy of April&#8217;s Harvest by Michael Debije</title>
		<link>http://thenoisebeforedefeat.podbean.com/2009/11/21/episode-7-contest-win-a-copy-of-aprils-harvest/#comment-294244</link>
		<pubDate>Mon, 23 Nov 2009 12:13:15 +0000</pubDate>
		<guid>http://thenoisebeforedefeat.podbean.com/2009/11/21/episode-7-contest-win-a-copy-of-aprils-harvest/#comment-294244</guid>
					<description>The Civil War not my favorite gaming area: I tend to go for pre-gunpowder games.  I've played a few, but my favorite so far is For the People.  I like the large scale, the opportunity to play the whole war or just smaller parts.  I like the way political will is used, and the combats seems about right, as far as I know.  Lots of tough choices.  The rulebook is quite dense, so I'm not always sure I have everything right.  But, I held my own against a very good opponent, so at least I can say I don't totally suck at it.</description>
		<content:encoded><![CDATA[<p>The Civil War not my favorite gaming area: I tend to go for pre-gunpowder games.  I&#8217;ve played a few, but my favorite so far is For the People.  I like the large scale, the opportunity to play the whole war or just smaller parts.  I like the way political will is used, and the combats seems about right, as far as I know.  Lots of tough choices.  The rulebook is quite dense, so I&#8217;m not always sure I have everything right.  But, I held my own against a very good opponent, so at least I can say I don&#8217;t totally suck at it.
</p>
]]></content:encoded>
				</item>
	<item>
		<title>Comment on Episode 7 Contest - Win a Copy of April&#8217;s Harvest by Lee</title>
		<link>http://thenoisebeforedefeat.podbean.com/2009/11/21/episode-7-contest-win-a-copy-of-aprils-harvest/#comment-293976</link>
		<pubDate>Sun, 22 Nov 2009 19:17:26 +0000</pubDate>
		<guid>http://thenoisebeforedefeat.podbean.com/2009/11/21/episode-7-contest-win-a-copy-of-aprils-harvest/#comment-293976</guid>
					<description>I haven't played a lot of ACW games, and haven't played any for most of 20 years, my interests were in Car Wars and Starfleet Battles.  Anyway, I do remember playing Gettysburgh and one other one that wasn't really ACW, but had indians and took place around the same timeframe (can't remember the name).  
I'm interested in Battle Cry, it just looks cool and uses the Commands &amp;#38; Colors system.  Also, A House Divided has been on my 'want to play' list for a long time, just haven't had the opportunity.
(SawHat on BGG)</description>
		<content:encoded><![CDATA[<p>I haven&#8217;t played a lot of ACW games, and haven&#8217;t played any for most of 20 years, my interests were in Car Wars and Starfleet Battles.  Anyway, I do remember playing Gettysburgh and one other one that wasn&#8217;t really ACW, but had indians and took place around the same timeframe (can&#8217;t remember the name).  
I&#8217;m interested in Battle Cry, it just looks cool and uses the Commands &amp; Colors system.  Also, A House Divided has been on my &#8216;want to play&#8217; list for a long time, just haven&#8217;t had the opportunity.
(SawHat on BGG)
</p>
]]></content:encoded>
				</item>
	<item>
		<title>Comment on Episode 7 Contest - Win a Copy of April&#8217;s Harvest by Ivica</title>
		<link>http://thenoisebeforedefeat.podbean.com/2009/11/21/episode-7-contest-win-a-copy-of-aprils-harvest/#comment-293909</link>
		<pubDate>Sun, 22 Nov 2009 15:08:40 +0000</pubDate>
		<guid>http://thenoisebeforedefeat.podbean.com/2009/11/21/episode-7-contest-win-a-copy-of-aprils-harvest/#comment-293909</guid>
					<description>I haven't played any games about the Civil War because they always seemed like too fiddly with a narrow focus and discussions about tiny, detailed points. But quite recently I grew interested in A House Divided. It seems to avoid all my concerns about CW games and it looks like a genuinely fun game. So I hope to acquire it in the near future.</description>
		<content:encoded><![CDATA[<p>I haven&#8217;t played any games about the Civil War because they always seemed like too fiddly with a narrow focus and discussions about tiny, detailed points. But quite recently I grew interested in A House Divided. It seems to avoid all my concerns about CW games and it looks like a genuinely fun game. So I hope to acquire it in the near future.
</p>
]]></content:encoded>
				</item>
	<item>
		<title>Comment on Episode 7 Contest - Win a Copy of April&#8217;s Harvest by Ray</title>
		<link>http://thenoisebeforedefeat.podbean.com/2009/11/21/episode-7-contest-win-a-copy-of-aprils-harvest/#comment-293907</link>
		<pubDate>Sun, 22 Nov 2009 15:03:51 +0000</pubDate>
		<guid>http://thenoisebeforedefeat.podbean.com/2009/11/21/episode-7-contest-win-a-copy-of-aprils-harvest/#comment-293907</guid>
					<description>I'm going to offer &quot;A House Divided&quot; for the simple reason that no other game has drawn more of my friends into ACW wargaming.  

Most of my friends move no deeper than AHD, but some have become fans of the quintessential games of the genre (FtP, VG's CW, A5A, etc) and now I always have an opponent to play those great games against.</description>
		<content:encoded><![CDATA[<p>I&#8217;m going to offer &#8220;A House Divided&#8221; for the simple reason that no other game has drawn more of my friends into ACW wargaming.  </p>
<p>Most of my friends move no deeper than AHD, but some have become fans of the quintessential games of the genre (FtP, VG&#8217;s CW, A5A, etc) and now I always have an opponent to play those great games against.
</p>
]]></content:encoded>
				</item>
	<item>
		<title>Comment on Episode 7 Contest - Win a Copy of April&#8217;s Harvest by Dave Bauer</title>
		<link>http://thenoisebeforedefeat.podbean.com/2009/11/21/episode-7-contest-win-a-copy-of-aprils-harvest/#comment-293900</link>
		<pubDate>Sun, 22 Nov 2009 14:11:07 +0000</pubDate>
		<guid>http://thenoisebeforedefeat.podbean.com/2009/11/21/episode-7-contest-win-a-copy-of-aprils-harvest/#comment-293900</guid>
					<description>Favorite is the Battle Cry game....lots of action!</description>
		<content:encoded><![CDATA[<p>Favorite is the Battle Cry game&#8230;.lots of action!
</p>
]]></content:encoded>
				</item>
	<item>
		<title>Comment on Episode 7 Contest - Win a Copy of April&#8217;s Harvest by Nicolas</title>
		<link>http://thenoisebeforedefeat.podbean.com/2009/11/21/episode-7-contest-win-a-copy-of-aprils-harvest/#comment-293865</link>
		<pubDate>Sun, 22 Nov 2009 08:45:52 +0000</pubDate>
		<guid>http://thenoisebeforedefeat.podbean.com/2009/11/21/episode-7-contest-win-a-copy-of-aprils-harvest/#comment-293865</guid>
					<description>thanks for this new release, guys

i'm not a big specialist of the ACW (as a French, i'm more into Nappy wars), but i enjoy FOR THE PEOPLE a lot, though i'm very bad at it

i love strategic CDGs and consider this game to be a real gem, in comparison with THE VG 's CIVIL WAR that i found boring 
FOR THE PEOPLE is very tense, the political will mechanic is clever, combat is deadly and the role of the leaders perfectly abstracted !

great game, thanks to Mark Herman !

i'd like to dive into an operational ACW series, but most of them are daunting to me

thanks
keep up the great job ! plesase, try to produce MORE podcasts !</description>
		<content:encoded><![CDATA[<p>thanks for this new release, guys</p>
<p>i&#8217;m not a big specialist of the ACW (as a French, i&#8217;m more into Nappy wars), but i enjoy FOR THE PEOPLE a lot, though i&#8217;m very bad at it</p>
<p>i love strategic CDGs and consider this game to be a real gem, in comparison with THE VG &#8217;s CIVIL WAR that i found boring 
FOR THE PEOPLE is very tense, the political will mechanic is clever, combat is deadly and the role of the leaders perfectly abstracted !</p>
<p>great game, thanks to Mark Herman !</p>
<p>i&#8217;d like to dive into an operational ACW series, but most of them are daunting to me</p>
<p>thanks
keep up the great job ! plesase, try to produce MORE podcasts !
</p>
]]></content:encoded>
				</item>
	<item>
		<title>Comment on Episode 7 Contest - Win a Copy of April&#8217;s Harvest by Joe Lott</title>
		<link>http://thenoisebeforedefeat.podbean.com/2009/11/21/episode-7-contest-win-a-copy-of-aprils-harvest/#comment-293857</link>
		<pubDate>Sun, 22 Nov 2009 07:56:39 +0000</pubDate>
		<guid>http://thenoisebeforedefeat.podbean.com/2009/11/21/episode-7-contest-win-a-copy-of-aprils-harvest/#comment-293857</guid>
					<description>My favorite Civil War game is 'The Civil War' because it simply covers the whole war in a strait forward simple way. The play between the union and confederates is quite nice, as the confederates must play a waiting game, and defend. 
Lee Vs Grant is also very fun, a simple game, by my fav VG, and while 'small' takes a while. It's quite fun.
Have played Thunder at the Crossroads, which was the first wargame I ever bought.</description>
		<content:encoded><![CDATA[<p>My favorite Civil War game is &#8216;The Civil War&#8217; because it simply covers the whole war in a strait forward simple way. The play between the union and confederates is quite nice, as the confederates must play a waiting game, and defend. 
Lee Vs Grant is also very fun, a simple game, by my fav VG, and while &#8217;small&#8217; takes a while. It&#8217;s quite fun.
Have played Thunder at the Crossroads, which was the first wargame I ever bought.
</p>
]]></content:encoded>
				</item>
	<item>
		<title>Comment on Episode 7 Contest - Win a Copy of April&#8217;s Harvest by paul</title>
		<link>http://thenoisebeforedefeat.podbean.com/2009/11/21/episode-7-contest-win-a-copy-of-aprils-harvest/#comment-293856</link>
		<pubDate>Sun, 22 Nov 2009 07:54:16 +0000</pubDate>
		<guid>http://thenoisebeforedefeat.podbean.com/2009/11/21/episode-7-contest-win-a-copy-of-aprils-harvest/#comment-293856</guid>
					<description>My first CW game was AH's Gettysburg, but when growing up my favorite was SPI's Civil War. It had an activation roll, which effectively tied up union forces and there was an Attrition table which often killed many more forces than the battle did. Iearned quite a lot about the war from playing that game.</description>
		<content:encoded><![CDATA[<p>My first CW game was AH&#8217;s Gettysburg, but when growing up my favorite was SPI&#8217;s Civil War. It had an activation roll, which effectively tied up union forces and there was an Attrition table which often killed many more forces than the battle did. Iearned quite a lot about the war from playing that game.
</p>
]]></content:encoded>
				</item>
	<item>
		<title>Comment on Episode 7 Contest - Win a Copy of April&#8217;s Harvest by Mike</title>
		<link>http://thenoisebeforedefeat.podbean.com/2009/11/21/episode-7-contest-win-a-copy-of-aprils-harvest/#comment-293815</link>
		<pubDate>Sun, 22 Nov 2009 04:04:14 +0000</pubDate>
		<guid>http://thenoisebeforedefeat.podbean.com/2009/11/21/episode-7-contest-win-a-copy-of-aprils-harvest/#comment-293815</guid>
					<description>I haven't played any ACW games, but i happened across a review of this one earlier in the week and the system seems really solid.</description>
		<content:encoded><![CDATA[<p>I haven&#8217;t played any ACW games, but i happened across a review of this one earlier in the week and the system seems really solid.
</p>
]]></content:encoded>
				</item>
	<item>
		<title>Comment on Episode 7 Contest - Win a Copy of April&#8217;s Harvest by Billyboy</title>
		<link>http://thenoisebeforedefeat.podbean.com/2009/11/21/episode-7-contest-win-a-copy-of-aprils-harvest/#comment-293751</link>
		<pubDate>Sat, 21 Nov 2009 23:57:38 +0000</pubDate>
		<guid>http://thenoisebeforedefeat.podbean.com/2009/11/21/episode-7-contest-win-a-copy-of-aprils-harvest/#comment-293751</guid>
					<description>Victory Games Civil War. After playing this game I went out and read every book I could find on the American Civil War. Shelby Foote, Bruce Catton, Battles and Leaders, you name it! The more I read the more I like this game. I also have purchased a bunch of other Civil War games. It turned me into a total Civil War buff.</description>
		<content:encoded><![CDATA[<p>Victory Games Civil War. After playing this game I went out and read every book I could find on the American Civil War. Shelby Foote, Bruce Catton, Battles and Leaders, you name it! The more I read the more I like this game. I also have purchased a bunch of other Civil War games. It turned me into a total Civil War buff.
</p>
]]></content:encoded>
				</item>
	<item>
		<title>Comment on The Noise Before Defeat Episode 6 by Michael Sosa</title>
		<link>http://thenoisebeforedefeat.podbean.com/2009/04/01/the-noise-before-defeat-episode-6/#comment-265998</link>
		<pubDate>Wed, 16 Sep 2009 03:29:47 +0000</pubDate>
		<guid>http://thenoisebeforedefeat.podbean.com/2009/04/01/the-noise-before-defeat-episode-6/#comment-265998</guid>
					<description>Good discussion. 

I think that weight of the game is a combination of complexity and depth. I think you may have stated this. Complexity is measured by the amount of rules one has to understand and the amount of pieces one has to keep track of. Chess is more complex than Go. Cards affect complexity because, when evaluating your hand the cards become like special pieces with their own specific rules to keep track off. Depth is the number of quality decisions one has to make. I'm not sure I understand your concept of scale here. Quality is critical: one cannot evaluate the depth of game until one is able to discern good moves from bad moves. And ideally there should be several quality moves in most situations. I think it was in this podcast for example where it was said that the Devil's Cauldron may not be a deep game, and it had to do with the number of quality available.

Chess: medium complexity, great depth
Go: not complex, great depth

War of the Ring: heavy complexity, good depth

Hannibal: RvC: medium complexity, good depth

Twilight Struggle: light complexity, good depth

Blokus: very light complexity, average depth

I think the weight of a game is critical to my enjoyment of it. I do not enjoy games of low weight, which I deride as silly games. From the above it should be obvious that I think the most important factor in weight to me is ... depth. For many others do it is complexity because for a variety of reasons they will not play games with too many pieces, too many rules, and the associated long time requirements.

I question whether Memoir '44 has more depth than Blokus. I have yet to play a game that challenges me mentally as much as Go and Chess. I do not have much experience with PoG, but War of the Ring, Hannibal, and Twilight Struggle seem to me more manageable and forgiving than Chess or Co. Perhaps it has to do with the lack of randomness allowing calculation of reasonable moves far into the future, while in CDGs your overwhelming concern is the immediate cards in your hand. Or perhaps is it the difficulty in evaluating the quality of the many possible moves?

Again, judging by the subjective mental stress levels I feel when playing competitive games, nothing has matched Chess or Go.</description>
		<content:encoded><![CDATA[<p>Good discussion. </p>
<p>I think that weight of the game is a combination of complexity and depth. I think you may have stated this. Complexity is measured by the amount of rules one has to understand and the amount of pieces one has to keep track of. Chess is more complex than Go. Cards affect complexity because, when evaluating your hand the cards become like special pieces with their own specific rules to keep track off. Depth is the number of quality decisions one has to make. I&#8217;m not sure I understand your concept of scale here. Quality is critical: one cannot evaluate the depth of game until one is able to discern good moves from bad moves. And ideally there should be several quality moves in most situations. I think it was in this podcast for example where it was said that the Devil&#8217;s Cauldron may not be a deep game, and it had to do with the number of quality available.</p>
<p>Chess: medium complexity, great depth
Go: not complex, great depth</p>
<p>War of the Ring: heavy complexity, good depth</p>
<p>Hannibal: RvC: medium complexity, good depth</p>
<p>Twilight Struggle: light complexity, good depth</p>
<p>Blokus: very light complexity, average depth</p>
<p>I think the weight of a game is critical to my enjoyment of it. I do not enjoy games of low weight, which I deride as silly games. From the above it should be obvious that I think the most important factor in weight to me is &#8230; depth. For many others do it is complexity because for a variety of reasons they will not play games with too many pieces, too many rules, and the associated long time requirements.</p>
<p>I question whether Memoir &#8216;44 has more depth than Blokus. I have yet to play a game that challenges me mentally as much as Go and Chess. I do not have much experience with PoG, but War of the Ring, Hannibal, and Twilight Struggle seem to me more manageable and forgiving than Chess or Co. Perhaps it has to do with the lack of randomness allowing calculation of reasonable moves far into the future, while in CDGs your overwhelming concern is the immediate cards in your hand. Or perhaps is it the difficulty in evaluating the quality of the many possible moves?</p>
<p>Again, judging by the subjective mental stress levels I feel when playing competitive games, nothing has matched Chess or Go.
</p>
]]></content:encoded>
				</item>
	<item>
		<title>Comment on The Noise Before Defeat Episode 6 by Mark</title>
		<link>http://thenoisebeforedefeat.podbean.com/2009/04/01/the-noise-before-defeat-episode-6/#comment-260577</link>
		<pubDate>Tue, 01 Sep 2009 14:30:52 +0000</pubDate>
		<guid>http://thenoisebeforedefeat.podbean.com/2009/04/01/the-noise-before-defeat-episode-6/#comment-260577</guid>
					<description>Thanks for the long replies.  Very interesting (at least to me).  Good luck and have fun with the podcasting.</description>
		<content:encoded><![CDATA[<p>Thanks for the long replies.  Very interesting (at least to me).  Good luck and have fun with the podcasting.
</p>
]]></content:encoded>
				</item>
	<item>
		<title>Comment on The Noise Before Defeat Episode 6 by thenoisebeforedefeat</title>
		<link>http://thenoisebeforedefeat.podbean.com/2009/04/01/the-noise-before-defeat-episode-6/#comment-259056</link>
		<pubDate>Thu, 27 Aug 2009 22:49:14 +0000</pubDate>
		<guid>http://thenoisebeforedefeat.podbean.com/2009/04/01/the-noise-before-defeat-episode-6/#comment-259056</guid>
					<description>Regarding elitism - I think we are in agreement here, I'm only making the point that elitism is not an inherently bad thing and certainly since the presidential election it has been portrayed that way. Snobbery is different and I think we agree there (and this is a more accurate term for what we are talking about).

Easy stuff first

C&amp;C:A - easily a light wargame
PoG - on the light side of medium, easier than GBoH which is my bench mark for medium.

However cards add deceptively to the issue here since really you need to learn all the cards, they just make it easier to learn, since you don't need to know them to play. I haven't fully made peace with this in my mind and I'm still not sure how I think this effects complexity. 

Definitions of Game weight. 

Well I'm really talking about the ease to learn and general complexity of rules. I'm not willing to argue about exact specifics, if the rules are poorly written it appears heavier etc... Sure there is some of this and we need to aware of this as a factor, but drawing lines in the sand will always lead to frustration. Of course we can always think about extreme examples or unclear examples that may be hard to categorize (what weight is field of fire for example). The point is we are talking in reasonable generalities.

Further than this though, to be clear I'm talking about complexity not game play depth. There is often a strong tie between these two things for various reasons, but you correctly point out, heavy rule complexity does not automatically mean more depth. 

I've explained this elsewhere, but game play depth is a function of two thing generally, scale and quality of decisions. By scale I mean the number of choices and the complexity of relationships. So for example if the consequences of an action have many possible outcomes or there are many possible decisions at any one time. Take Fighting Wings as an example here (great system by the way). In fighting wings you may control a single play, each plane has many, many decisions and can possibly move in many ways. All of these increase the decision tree and make it deeper. Now in FW you may only control 1 plane, this would be a lot less deeper than say a scenario that involves 20 planes per side, as all of a sudden you have thousands (possibly millions) more potential outcomes and movement relations. Scale and size is often a telling factor in depth, the larger in terms of size a game is, often the deeper it is. Heavy rule complexity games often do well on the first of the scale issue (the complexity of interaction) and often if you are playing a monster do well on the second as well. Case Blue for example is mind boggling deep partly because of this. It is worth noting I may be lumping two separate ideas together here depending on your view.

To further elaborate, if there are more possible outcomes from an action, than the decision is more difficult. If there are more possible actions then, there are more possible outcomes and there for there is more depth. Both these are issues of scale to me, whether they be rules complexity or size.

Now having said all this, I would argue that quality of decision making is important here too. This is where light wargames often do well and why they can punch above their weight. You see it is all well and good having hundred and thousands of decisions, but if those decisions are trivial, does it matter? Of course not, in some schools of thought it is better to have 2 infinitely tough decisions than millions of trivial one (and I'd largely agree here). Look at a Euro like Ra, in that game you have on your turn only 2-3 possible decisions, in an auction you might have 3-4 decisions occaisionally. Now Ra isn't the deepest game ever, but given how few decisions you actually make, the game is pretty engaging. Many light wargames have this feature as well, in fact all good games regardless of complexity utilize this to some extent. What complicates this however is that often things with huge scales can make simple decisions very difficult to tell, so there can be positive feedback here.

Take a look at a game like Go. Go uses scale of decision making and quality of decision making heavily. That is it is hard to tell what yo do and you have many, many options. Chess is more limited on the scale front and generally has less options in terms of moves, but you can see the game uses both of these as well (all games do). One other thing to keep in mind is that while obviously Go and Chess are great games, you could argue that they aren't as deep as many large wargames. They may be truer tests of skill, since they have no luck (that is up to personal opinion though), but they simply don't have the same decision trees. I don't mind either way, but it is something to consider.

My argument is therefore that heavy complexity and size can, but not always indicate more depth of play than lighter counter parts. The truth is that we must asses game individually and frankly game depth IS NOT EVERYTHING. There are so many other factors that contribute, game depth is only a small proportion. For example in Warriors of god you role a dice to see if your leaders die at the end of the term, strictly speaking this makes decision making more complex as you must weigh up the chances of depth of each leader against every move. So this technically adds depth, but you might argue it also makes the game feel arbitrary at times (although it is easy to overstate this). The point is that games have to be viewed wholistically, us discussing one particular facet of game design leads to utter frustration (although interesting discussion perhaps). So bear that in mind, I am arguing very narrowly about the issue. Over all we play games and see if we like them.

I would advise you as well, that while I have more tolerance for heavy wargames with failings, well done light wargames can be equally enjoyable.</description>
		<content:encoded><![CDATA[<p>Regarding elitism - I think we are in agreement here, I&#8217;m only making the point that elitism is not an inherently bad thing and certainly since the presidential election it has been portrayed that way. Snobbery is different and I think we agree there (and this is a more accurate term for what we are talking about).</p>
<p>Easy stuff first</p>
<p>C&#038;C:A - easily a light wargame
PoG - on the light side of medium, easier than GBoH which is my bench mark for medium.</p>
<p>However cards add deceptively to the issue here since really you need to learn all the cards, they just make it easier to learn, since you don&#8217;t need to know them to play. I haven&#8217;t fully made peace with this in my mind and I&#8217;m still not sure how I think this effects complexity. </p>
<p>Definitions of Game weight. </p>
<p>Well I&#8217;m really talking about the ease to learn and general complexity of rules. I&#8217;m not willing to argue about exact specifics, if the rules are poorly written it appears heavier etc&#8230; Sure there is some of this and we need to aware of this as a factor, but drawing lines in the sand will always lead to frustration. Of course we can always think about extreme examples or unclear examples that may be hard to categorize (what weight is field of fire for example). The point is we are talking in reasonable generalities.</p>
<p>Further than this though, to be clear I&#8217;m talking about complexity not game play depth. There is often a strong tie between these two things for various reasons, but you correctly point out, heavy rule complexity does not automatically mean more depth. </p>
<p>I&#8217;ve explained this elsewhere, but game play depth is a function of two thing generally, scale and quality of decisions. By scale I mean the number of choices and the complexity of relationships. So for example if the consequences of an action have many possible outcomes or there are many possible decisions at any one time. Take Fighting Wings as an example here (great system by the way). In fighting wings you may control a single play, each plane has many, many decisions and can possibly move in many ways. All of these increase the decision tree and make it deeper. Now in FW you may only control 1 plane, this would be a lot less deeper than say a scenario that involves 20 planes per side, as all of a sudden you have thousands (possibly millions) more potential outcomes and movement relations. Scale and size is often a telling factor in depth, the larger in terms of size a game is, often the deeper it is. Heavy rule complexity games often do well on the first of the scale issue (the complexity of interaction) and often if you are playing a monster do well on the second as well. Case Blue for example is mind boggling deep partly because of this. It is worth noting I may be lumping two separate ideas together here depending on your view.</p>
<p>To further elaborate, if there are more possible outcomes from an action, than the decision is more difficult. If there are more possible actions then, there are more possible outcomes and there for there is more depth. Both these are issues of scale to me, whether they be rules complexity or size.</p>
<p>Now having said all this, I would argue that quality of decision making is important here too. This is where light wargames often do well and why they can punch above their weight. You see it is all well and good having hundred and thousands of decisions, but if those decisions are trivial, does it matter? Of course not, in some schools of thought it is better to have 2 infinitely tough decisions than millions of trivial one (and I&#8217;d largely agree here). Look at a Euro like Ra, in that game you have on your turn only 2-3 possible decisions, in an auction you might have 3-4 decisions occaisionally. Now Ra isn&#8217;t the deepest game ever, but given how few decisions you actually make, the game is pretty engaging. Many light wargames have this feature as well, in fact all good games regardless of complexity utilize this to some extent. What complicates this however is that often things with huge scales can make simple decisions very difficult to tell, so there can be positive feedback here.</p>
<p>Take a look at a game like Go. Go uses scale of decision making and quality of decision making heavily. That is it is hard to tell what yo do and you have many, many options. Chess is more limited on the scale front and generally has less options in terms of moves, but you can see the game uses both of these as well (all games do). One other thing to keep in mind is that while obviously Go and Chess are great games, you could argue that they aren&#8217;t as deep as many large wargames. They may be truer tests of skill, since they have no luck (that is up to personal opinion though), but they simply don&#8217;t have the same decision trees. I don&#8217;t mind either way, but it is something to consider.</p>
<p>My argument is therefore that heavy complexity and size can, but not always indicate more depth of play than lighter counter parts. The truth is that we must asses game individually and frankly game depth IS NOT EVERYTHING. There are so many other factors that contribute, game depth is only a small proportion. For example in Warriors of god you role a dice to see if your leaders die at the end of the term, strictly speaking this makes decision making more complex as you must weigh up the chances of depth of each leader against every move. So this technically adds depth, but you might argue it also makes the game feel arbitrary at times (although it is easy to overstate this). The point is that games have to be viewed wholistically, us discussing one particular facet of game design leads to utter frustration (although interesting discussion perhaps). So bear that in mind, I am arguing very narrowly about the issue. Over all we play games and see if we like them.</p>
<p>I would advise you as well, that while I have more tolerance for heavy wargames with failings, well done light wargames can be equally enjoyable.
</p>
]]></content:encoded>
				</item>
	<item>
		<title>Comment on The Noise Before Defeat Episode 6 by Mark</title>
		<link>http://thenoisebeforedefeat.podbean.com/2009/04/01/the-noise-before-defeat-episode-6/#comment-258533</link>
		<pubDate>Wed, 26 Aug 2009 16:52:16 +0000</pubDate>
		<guid>http://thenoisebeforedefeat.podbean.com/2009/04/01/the-noise-before-defeat-episode-6/#comment-258533</guid>
					<description>(continued ...)

So some dimensions of weight are correlated with others but not always.  Risk can take a long, long time, but is not weighty in rules.  Chess is a light game as far as rules go but not in terms of strategic depth.  There are probably complex games with no depth and perhaps even complex games that do not take a long time.  It could be helpful to refer to a specific aspect of weight rather than lumping these all together.  In your case, I think you guys use weight as sort of a barometer of you likeliness to enjoy a game, e.g. you guys would prefer a longer, more complicated game with lot's of depth, while others might be more satisfied with strategic depth alone.  I enjoy long, long games, even if they are not complex, as long as they are interesting and have some depth to them.

There is also the issue of saying &quot;light game&quot; versus &quot;light wargame&quot;.  There will be different scales perhaps and when you guys on the podcast say &quot;light game&quot;, I'd guess you really mean light &quot;wargame&quot;.

I was curious where you'd put &quot;Paths of Glory&quot; and &quot;C&amp;#38;C Ancients&quot; in your weight spectrum?  C&amp;#38;C Ancients is touted as a light game often but has many, many exceptions, as does POG.  Relatedly, it seems odd to call a game heavy just because the rules are not easily understood!  That is certainly one form of weight, but it might just be that the rules are bad.

It would be interesting someday to have an AI that could scan rules and come up with a game weight.

Thanks again for replies,

Mark</description>
		<content:encoded><![CDATA[<p>(continued &#8230;)</p>
<p>So some dimensions of weight are correlated with others but not always.  Risk can take a long, long time, but is not weighty in rules.  Chess is a light game as far as rules go but not in terms of strategic depth.  There are probably complex games with no depth and perhaps even complex games that do not take a long time.  It could be helpful to refer to a specific aspect of weight rather than lumping these all together.  In your case, I think you guys use weight as sort of a barometer of you likeliness to enjoy a game, e.g. you guys would prefer a longer, more complicated game with lot&#8217;s of depth, while others might be more satisfied with strategic depth alone.  I enjoy long, long games, even if they are not complex, as long as they are interesting and have some depth to them.</p>
<p>There is also the issue of saying &#8220;light game&#8221; versus &#8220;light wargame&#8221;.  There will be different scales perhaps and when you guys on the podcast say &#8220;light game&#8221;, I&#8217;d guess you really mean light &#8220;wargame&#8221;.</p>
<p>I was curious where you&#8217;d put &#8220;Paths of Glory&#8221; and &#8220;C&amp;C Ancients&#8221; in your weight spectrum?  C&amp;C Ancients is touted as a light game often but has many, many exceptions, as does POG.  Relatedly, it seems odd to call a game heavy just because the rules are not easily understood!  That is certainly one form of weight, but it might just be that the rules are bad.</p>
<p>It would be interesting someday to have an AI that could scan rules and come up with a game weight.</p>
<p>Thanks again for replies,</p>
<p>Mark
</p>
]]></content:encoded>
				</item>
</channel>
</rss>
