Wow, thanks for the continued replies and advice guys. I'm consolidating my replies to one post, since I think it's less annoying in a non-threaded view. (Hm, unless there is an option to have a threaded view on the site somewhere....)
kingcomrade said:
A group of Codexers play Starcraft pretty regularly and we'd be happy to have another player.
Ok, I found myself a copy of
Starcraft and will give it a look. Since I assume that the codex doesn't intend to teach me the baby steps (where to click on the screen and what everything means), I will take your advice and play through the single player mode for a bit. I saw in the starcraft thread that the games are organized in IRC, is that still the place to go?
LCJr. said:
[In the old Koei games] geography also plays an important part. Try to conquer provinces that border a minimum of enemy provinces. I'll usually ignore the wealth of a province and focus on ones with only one border or that will seal off some of my other provinces. If you do this it will free up more of your generals for the front.
Nice tips. I recall playing Nobunaga's Ambition on my friend's Nintendo for what seemed like hours on end... and I think we basically both did that. I'm pretty sure we also said there were 8 people playing, and just divvied up the 8 fiefs between us. Abusing the game mechanics, maybe, but it seemed to give us an edge. What I've noticed is that if you can make it through the first few rounds, it's easier to maintain a presence and not get beat down quite as hard.
Seboss said:
TB Strategy games are my current favourite but I ain't that good and I think Wesnoth is the right mix of depth and difficulty for 'rookies'. The game is not that hard.
[snip]
The best way to learn the game is too play 1v1 with a friend so that you can fight with fair odds, share your findings etc.
Anyway, keep trying. You'll soon get the hang of it
I did find the strategy guide you linked to, it's copied in the Improved Manual. That's the kind of stuff I was looking for; I am getting the sense that looking for broad, general strategy tips is almost useless for computer gaming since each game has its own particular mechanics. (I guess if I wanted to be a military analyst on a network news show, the generic information would come in more handy.)
I also see where patience and practice work out; I'm still used to the paradigm of adventure/RPG games where I can reason my way through the game in one shot (in theory, anyway); this whole idea of learning by failing is a new one. I'm sure there are sites out there that give case studies of military battles, so I could learn from other peoples' failures as well.
Re: playing against a friend, that would be great except that I have none to speak of. Married with 2 kids under age 3... so the social life is a bit... dry... to say the least.
Ivy Mike said:
If you're going to apply what I just said there are three options, among several others, you could choose from. The first is to start by playing some "easier" games to get your strategic mind going. The other is by actually going about playing the games you have like you would study for an exam. This might be overstating it, but writing down what went good/wrong isn't a bad idea. The third is to read after action reports (AARs) on the games you are interested in. I did this for Close Combat 3 and it worked for me.
I've been looking through MobyGames for some other ideas. In particular, I've grabbed some of the old "classics" from various abandonware sites and am feeling my way around.
I'm not familiar with the notion of an AAR -- and googling a TLA can be a bit spotty. Do you mind linking to an example or two?
Slylandro said:
I second the recommendation of chess. The principles generalize relatively well to other strategy games and there's a large body of literature devoted to it.
I have a feeling though that this isn't really what you're looking for, and that you're looking for ways to improve general and not domain specific strategic thinking. There isn't a whole lot of writing on that, but good places to look at would be old military textbooks (The Art of War is a famous one, but there are other good ones too.)
Lots of good advice in your post. I have printed off a translation of Art of War, and it seems like a lot of common sense. Good to have it all written down in one place, I guess. Am also following up on chess; I always thought that chess strategy was about memorizing opening moves and then iterating through 6 or 7 possible future moves once the opening stage is set. What I have read so far, though, seems to indicate that it's more about pattern recognition and adaptation and less about memorization and if-then scenarios -- so maybe there's hope for me after all (I was never good at memorization).
LCJr. said:
You shouldn't be moving around randomly. Always have a goal. Once you set a goal try to come up with a plan to achieve it.
Why were your units being defeated? Did you not have enough? Were they too spread out? Not trained or equipped enough? Did you go on the offensive when you should have been on the defensive? Were fighting in the wrong terrain? Most importantly what did you learn from it? What did you and the enemy do that was worked or failed?
I think I just never had any form of organized plan -- I just kind of throw my units at enemies until I kill one, or enough of mine get killed that I end up having to retreat. Trying to develop a strategy of my own seems complex; I think I make half my moves in some sort of vague offensive manner, and half reacting to whatever the enemy does... so I have units bouncing back and forth all over the place.
"This turn, unit A will move towards the village." (turn ends)
"Ah, now this turn, I need unit A to move towards unit B who is getting clobbered." (turn ends)
"Hm, unit B just got killed. Now I can move unit A back towards the village." (turn ends)
"Oops, the village got taken. I guess I'll move unit A towards the enemy general, since I'm supposed to kill him." (turn ends)
"Wow, the armies of darkness have marched all over my territory, and I never really even got started with anything." (game ends)
Well, you get the idea. This is why I was thinking turn-based might be a bit better, since I can stop and think before I move. (Not unlike the old Infocom games that only "tick" when you enter a command.)
If anyone is still reading this soliloquy, my hat's off to you. I appreciate all the advice; I'll see how it goes. Feel free to beat the snot out of me in Starcraft, as long as you tell me why you did what you did.