A lesson in combined arms

Ender and I haven’t been able to get back to Fifth Frontier War lately, but we did find the time to break out a short Advanced Squad Leader: Starter Kit scenario, S23: Monty’s Gamble. Ender is just learning how to use vehicles, and in this scenario, he learned a rather painful lesson concerning why tank commanders always insist on having an infantry screen when engaging enemy infantry.

The scenario is set in 1944 Holland, with a German Kampfgruppe counterattacking the British 1st Airbourne Division after the seizure of the city of Arnhem as part of Operation Market Garden. The British were attempting to hold out long enough to permit 30 Corps to reach Arnhem and reinforce them, while the Germans were hoping to cut them off from the Rhine and capture the entire division.

Interestingly enough, this scenario played out rather similarly to the historical event, where the Staffordshire regiment managed to hold off the Germans long enough to let the greater part of the 1st Airbourne to extricate itself and retreat. The Germans are attacking from the east and their objective is to exit a sufficient number of victory points (two tanks and two infantry units are enough) off the west side of the map. The British units are all set up hidden, and I’d chosen to present a false forward defense in the north while putting all of my anti-tank defenses in the middle and south. I figured that if a tank went the north route, I’d have time to turn my rear anti-tank gun and take a shot at its weak side armor before it exited.

However, Ender took me off-guard by deciding to race his first tank straight past the town using the north road. There was nothing I could do about that, so he had 7 of the 17 VP required right there. I thought that might have been a scouting move, but then he tried to run his second tank through the middle; I held my fire with the first anti-tank gun and blew it up with the second one when it came adjacent.

That made him a little more cautious, but not enough. The last tank was already following the previous one on the middle road and it managed to avoid being brewed up by the first gun, but when it turned up the road to avoid the second one, it took a PIAT up the tailpipe. Then, to make matters considerably worse for the Germans, thinking the northern route was clear, Ender moved an entire platoon, led by his best leader, adjacent to my single squad in forward defense. The paratroopers popped up, killed the leader, and broke the entire platoon.

That essentially ended the game on the first turn; although it is theoretically possible for his second platoon to fight its way past my guns and other infantry units, they can’t do that and go north to relieve the pressure my one squad will keep on the broken platoon to prevent them from rallying at the same time. We’ll play one more turn, just in case, but I’ll be very surprised if the second platoon even manages to cross the road, let alone the map.

Ender was more rueful than chagrined; now that he understands the concept of an infantry screen, I very much doubt he’ll ever make that particular mistake again. And now that I’ve taken full advantage of that specific gap in his knowledge, I can let him watch the Band of Brothers episode where the British tank commander makes the spectacularly unwise decision to ignore the advice given by the American infantry screening his tanks.


Art internship

As part of the first Dev Game course, we’re doing four very small games that are updated remakes of Apple II classics. While we have sufficient programmer volunteers, we’re short an artist.

So, if you’re an animator/illustrator and you’re interested in a short, modestly paid internship in the game industry, send me an email with examples of your work. And by work, I mean animated illustrations.


Homework assignment #1

At the end of the first session of Dev Game, I promised those attendees who were interested the chance to participate in a real game development exercise. Those from the blog knew what game I was referring to; it occurred to me that this was a very good opportunity to not only add another few hundred questions to the game, but let them experience the development process in action.

The attendees appeared to find it useful. One wrote:

I did find the first session quite informative and it ignited my DRIVE to learn more and get involved in the game industry, starting with our first homework assignment. I am looking forward to the next session. 

You don’t have to be a Dev Game attendee to participate in this exercise, of course. It’s not only educational, it’s rather fun to research new games and come up with questions for them. And the game itself is turning out to be a history lesson of sorts; I can even envision it potentially becoming an edutainment tool because you end up learning more, more rapidly, than I had imagined when I designed it.

Instructions:

  • Select a game that is NOT on the list of games below.
  • If you know the game well, great. If not well enough, download it, emulate it, buy it, research it, and play it.
  • Write a list of 10 trivia questions about the game: four Easy, three Medium, two Hard, one Expert. Easy questions should be totally obvious;
    anyone who has played the game should be able to get them right. Don’t
    be clever, as we don’t want trick questions.
  • Write down both the fill-in-the-blank answer and four multiple choice answers for each question. The fill-in-the-blank answer must be one of the multiple choice answers, the other three should be credible, but incorrect answers.
  • Arrange the questions and answers in a spreadsheet (.xls or .ods format) in the following format. Each set of brackets represents a separate spreadsheet cell. [game][difficulty][question number][question][answer][multiple choice options][correct multiple choice answer][your name]. Be sure to separate the multiple choice options by semicolons with no spaces after them.

For example:

[Sid Meier’s Alpha Centauri][easy][1][On which planet is the game set?][Chiron][1=Hermes;2=Vesta;3=Chiron;4=Eunomia][3][Jason]

[Ms. Pac-Man][easy][2][What is the fruit on the first board?][Cherry][1=cherry;2=strawberry;3=peach;4=banana][1][Vox Day]

  • Check to make sure you’ve got the formatting correct. Only correctly formatted submissions will be credited.
  • Email the spreadsheet to me.

Below is a list of the games for which we already have questions. We particularly need games for the following categories.

1980/90 console sims, 1980/1990 PC sims, 1990/2000/2010 arcade action,
2000/10 console sim, 2000/10 mobile/online strategy, 1980/2000/2010
console strategy, 1990/2000/2010 mobile/online action, Console sims,
2010 pc sims, Mobile/online strategy, 1990 console strategy, 1980 PC
strategy, Arcade action, 2000/2010 mobile/online RPG, 1980/1990/2000
console RPG.

Academagia, Adventure, Age of Empires II: Age of Kings, Agent U.S.A., Akalabeth: World of Doom, Annals of Rome, Arcanum: Of Steamworks and Magick Obscura, Armello, Baldur’s Gate, Baldur’s Gate II: Shadows of Amn, Bomberman 64, Command & Conquer, Command & Conquer: Red Alert, Conquest of the New World, Counter Strike: Global Offensive, Covert Action, Crash Bandicoot, Dark Souls II, Darklands, Destiny, Destiny of an Emperor, Diablo II: Lord of Destruction, Dishonored, Dominions 4: Thrones of Ascension, Donkey Kong, Donkey Kong Country 2: Diddy’s Kong Quest, Doom II: Hell on Earth, Dragon Quest VIII: Journey of the Cursed King, Dragon Warrior, Dwarf Fortress, Dynasty Warriors 8, Elevator Action, Elite: Dangerous, Emperor of the Fading Suns, Europa Universalis IV, EVE Online, Executive Suite, Fable: The Lost Chapters, Fallout, Fallout 2, Fallout 3, Fallout: New Vegas, Final Fantasy III, Final Fantasy VIII, Galactic Civilizations II, Geneforge, Golden Sun: The Lost Age, Grand Theft Auto V, Grand Theft Auto: The Ballad of Gay Tony, Half-Life, Half-Life 2, Heroes of Might and Magic II, Heroes of Might and Magic III, Hitman: Absolution, Homeworld, Journey, King of Dragon Pass, King’s Quest, L.A. Noire, Left 4 Dead 2, Long Live the Queen, M.U.L.E., Mario Kart Wii, Master of Magic, Master of Orion, MechCommander 2, Mega Man, Mega Man 2, Mega Man 3, Mega Man X, MegaTraveller 2: Quest for the Ancients, Metal Gear Solid, Metal Gear Solid 2: Sons of Liberty, Minecraft, Monkey Island 2: LeChuck’s Revenge, Ms. Pac-Man, NetHack, Neverwinter, Phantasie, Phantasy Star Online, Phoenix Wright: Ace Attorney, Planescape: Torment, Plants vs. Zombies, Postal 2, Quest for Glory II: Trial By Fire, Quest for Glory III: Wages of War, Quest for Glory: So You Want To Be A Hero, Robot Odyssey, RollerCoaster Tycoon 2, Romance of the Three Kingdoms X, Shin Megami Tensei: Persona 3, Sid Meier’s Alien Crossfire, Sid Meier’s Alpha Centauri, Sid Meier’s Civilization II, Sid Meier’s Civilization IV, Sid Meier’s Civilization V, Sid Meier’s Pirates!, SimCity 4, Sonic the Hedgehog 2, Space 1889, Space Quest III: The Pirates of Pestulon, Star Control II, Star Trek: 25th Anniversary, Star Wars Jedi Knight: Dark Forces II, Star Wars: Rebel Assault, Super Mario RPG: Legend of the Seven Stars, Swashbuckler, Swords & Serpents, Swords and Serpents, Taipan, Team Fortress 2, The Bard’s Tale: Tales of the Unknown, The Elder Scrolls II: Daggerfall, The Elder Scrolls III: Morrowind, The Elder Scrolls IV: Oblivion, The Legend of Zelda: A Link to the Past, The Legend of Zelda: Majora’s Mask, The Legend of Zelda: Ocarina of Time, The Operative: No One Lives Forever, Thief Gold, Thief II: The Metal Age, Tomb Raider, Tomb Raider 2013, Turok: Dinosaur Hunter, Typhoon Thompson: Search for the Sea Child, Ultima V: Warriors of Destiny, Ultima VI: The False Prophet, Vampire: The Masquerade – Bloodlines, Warhammer 40,000: Dawn of War, Wasteland 2, WaxWorks, Wipeout 2097, Wizardry VI: Bane of the Cosmic Forge, Wizardry: Proving Grounds of the Mad Overlord, Worlds of Ultima 2: Martian Dreams, Worlds of Ultima: The Savage Empire


Bandit Kings of Ancient China, Betrayal at Krondor, Cliff Hanger,
Diablo, Dig Dug , Dragon Age: Origins, Dragon’s Lair, Dragon’s Lair
II: Time Warp, Gauntlet, Gauntlet II, Gauntlet Legends, Genghis Khan,
House of the Dead, Imperialism 2, J.R.R. Tolkien’s The Lord of
the Rings Vol. I, Leisure Suit Larry, The Lost World: Jurassic Park,
Simpsons Hit and Run, Space Ace, Star Control 3, Star Wars: Tie
Fighter, Temple of Elemental Evil, Thayer’s Quest, Wing Commander:
Privateer

Game Dev session 1

I thought it went reasonably well, all things considered. There are a few things we can streamline and improve, but not a bad start.

I’ll have the information about the homework assignment here later.

If you want to sign up for the last nine sessions, feel free to do so. I’ll send you the slides to help you catch up.


For grognards only

I have to say, I, for one, am really enjoying what Task Force Wargames has been doing over at Castalia. Reading Alex’s post on the old Avalon Hill game, Air Assault on Crete, is the first time I have ever wanted to play that game. The unusual zone control rules sound fascinating, and frankly, superior to the norm.

This game is hard. Very hard. Part of why it is hard is because it is rules heavy even for a wargame, but it is doubly so because it is so different from most war games I’ve played. This difficulty is a bit asymmetrical, as many of the special rules apply only to the German player (such as conveys, paratrooper drift and air power) but you’ll find in the options of the advanced game plenty of fiddly bits to keep the Allied player scratching their head and checking the rulebook. You also can’t bring with you any mechanical assumptions you may have based on other similar wargames because so many of those assumptions would be wrong in the case of Air Assault on Crete.

In several games, fog of war rules may be limited or optional, but I can’t imagine the Allies having a chance in this without the facedown setup. The Germans have to land, take and hold at least one of the three air bases at Maleme, Heraklion and Retimo. In the basic game, the Allies win by preventing this (an almost impossible task). In the advanced game, the Allied player wins by putting up a decent fight and successfully evacuating a sizable portion of their forces. The fog of war effect is continuous throughout the game, in that any Allied units that are not adjacent to German forces or actively being targeted by German bombardment are kept face down. This allows the Allied player to mask his strength and shuffle non-combat units to evac points, but can sometimes be a bit of a hassle, as one will constantly be checking their piles for AA units and defensive artillery anytime anything happens.

This sort of thing isn’t for everyone, or even very many gamers, let alone normal readers, but it is illustrate of the depth to which we intend the Castalia posts to increasingly go. If Wargame Wednesdays aren’t your cup of tea, one of the other days will be. And the newly discovered HP Lovecraft letter that Jeffro posted which mentions A. Merritt’s work is intriguing for any fan of the writer.

In barely tangential news, I am having a great time reading through the Domains of War rules that I acquired as part of the Sinister Stone of Sakkara kickstarter that I backed last year. If they’d been around when I was in junior high, I probably would have played a lot more RPGs. Forget role-playing as an adventurer wandering through caves and dungeons, it’s a lot more interesting to role-play military campaigns and battles.


How can I help?

That is the question we should be asking ourselves regularly, advises Mike Cernovich:

Luck rules our lives, although we can increase our odds of winning – of getting lucky – by taking more spins of the wheel. Thus you must stay busy.

Your life is the sum total of your activities and the people in your life. Be useful to other people. Find ways to meet market demands. Be good to your friends. When is the last time you emailed a friend to say, “How can I help you?”

People are doing poorly at being useful as they believe simply being around a person adds value to their lives. Yet many people are vampires.

Too many people are out for themselves, trying to extract as much value from others as they can.

That’s one way to live, but it doesn’t work for me.

I find ways to be useful to other people, and it works for me.

Instead of wondering why people don’t reach out to you or old friends fall away, why not stop working angles on people, being a manipulator, and simply saying, “Is there anything I can do for you?”

Too many of us practice a warped secular churchianity, where we congratulate ourselves for donating a modicum of money here and there to savages we don’t know in lieu of helping our friends and allies.

But you’re not a better person for helping the stranger and ignoring your neighbor. You’re a worse person, you’re a performance artist. As Jesus himself said, even the tax collectors love those who love them and even the pagans greet their own people.

Now what does it say about you if your own behavior doesn’t even rise to their level?

Just as only the strong can turn the other cheek, only those who help their own first can help others.

This is not a criticism; the readers of Vox Popoli are well-known across the Internet for their strength of support. You not only support me, but you support my allies and you support each other. But it is a reminder, to me, if no one else, that instead of waiting for others to ask if they need our help, we should proactively go to our friends and ask if there is anything we can do.

In that vein, I know there are a number of people here who would very much like to attend the Dev Game course, but cannot afford to do so. Perhaps you lost your job. Perhaps your kids need braces. Perhaps you’re a young man who probably shouldn’t be reading here in the first place, but wants to get into game development.

So, in the interest of following Mike’s lead, I’d like to offer seven free course passes to readers who would have signed up for Dev Game if they’d had the ability to do so. Write me an email today with DG in the subject and a one-paragraph description of what you’d like to do in the game industry; I will select the seven I believe will most benefit from the course and send them registration links.

And be sure you can actually attend on Saturdays before emailing me.

UPDATE: A donor, who wishes to remain anonymous, has made 10 additional seats available for those who cannot afford it. So, if you would like to utilize one of those seats, let me know.


Dev Game registrations

All right, I finally got the Dev Game emails sent out with the registration links. If you signed up but did not receive an email tonight, please email me right away and I will send it to you.

You don’t need anything except a mike setup and perhaps something with which to take notes.


The GT incident

VD, any reference to the GT incident that you are talking about? I
tried looking it up, but it is hard to search for, apparently, for
someone that isn’t already familiar with the story.

It’s a matter of public record:

Contracts; pleading; prevention of performance of condition precedent; repudiation and right to terminate; implied duty of good faith and fair dealing. Tortious interference with contractual relations. Alleged breach of agreement granting defendant rights relating to two software video games. Motion to dismiss (CPLR 3211(a)(7)). Standards for pleading breach of contract. The court upheld a breach claim. The court rejected an argument that plaintiff had failed to comply with a condition precedent because defendant had allegedly prevented the performance of the condition. The court dismissed a claim for repudiation of the entire agreement since under it defendant had had an unconditional right to terminate, which it did, and thus could be liable only through that date, there being no provision for acceleration of future payments. The court ruled that a fair reading of the contract indicated that defendant had an implied duty of good faith to assist, or not interfere with, plaintiff’s entering into bundling arrangements with computer manufacturers. A third claim was thus upheld. The court found that plaintiff had set forth only conclusory allegations regarding interference with prospective contractual relations and thus dismissed that claim. Fenris Wolf Ltd. v. GT Interactive Software Corp., Index No. 601206/99, 10/15/99 (Cozier, J.)

We were working on a groundbreaking SF 3D shooter with AI-driven squadplay called Rebel Moon Revolution that was signed to GT Interactive. We’d had a huge success with Rebel Moon Rising thanks to bundling deals with IBM and Intel; GT used to joke that we were the only developer who had ever sent THEM checks for hundreds of thousands of dollars.

(This is why I’m never bothered by people claiming I’m a failure. My most spectacularly stupid moves, the mistakes I would most like to have back, have usually been related to my failure to properly exploit either opportunity or success. We gave GT a percentage of our revenue to handle the tech support; it turned out to be the most expensive tech support in computer game history. Idiotic.)

However, GT lost their crown jewels to Activision and soon came under financial pressure due to their funding practically every type of shooter EXCEPT the one that we pitched them twice: a WWII shooter. No one, they explained, would be interested in THAT. No wonder they went out of business.

In the summer of 1998, they went weirdly silent after we delivered a milestone that should have been routinely approved and paid. I got a phone call from our producer, who was very upset and told me that the milestone was not going to be approved. When I asked what was wrong with it, he said, “nothing”. Then he told me it would never be approved, and that they were terminating many development contracts, pretty much everything that wasn’t due to ship before the end of the year.

I’d heard rumors that this might be in the works; Sega of Japan had recently shut down Sega of America, and with it our Dreamcast launch title, an SF RPG that we were developing with Julian LeFay of Daggerfall fame, so I wasn’t exactly shocked. I asked when we could expect the termination notice, which was due within 30 days of a milestone rejection according to the contract, and was shocked when he said, “yeah, that’s the thing, they’re not going to terminate.”

You see, what GT was doing was trying to get back the money it had already paid out to its developers by refusing to release their claim on the IP unless the developer returned a substantial percentage of the advance it had already earned via milestones. This meant that the developers couldn’t take their projects elsewhere; we had good relationships with Microsoft at the time and would almost surely have gone there. Unlike other developers, we resisted their legal pressure, filed a lawsuit, beat them in the initial rounds of court, and ultimately forced a settlement in the place of the simple letter of termination they should have sent us.

The victory came at a serious cost, though. The legal process takes a long time, and by the time GT offered us a settlement worth taking, our entire team was already dispersed throughout the industry in the jobs we’d helped them find. My partner and I were so burned out and disenchanted that we both left the industry for several years. It was a substantial victory, but a Pyrrhic one; we would have been much better off in the long term just signing up with Microsoft and letting them deal with the legal complications such an action would have created.


More questions wanted

We’ve got over 1,500 questions for the trivia game, but I would like at least another 1,000 and we’re particularly short of a) classic arcade games and b) early console games, including Atari 2600, Intellivision, and Colecovision.

Please send them in .xls or .ods format in the following format:

[difficulty][question number][question][answer][multiple choice options][correct multiple choice answer]

For example:

[easy][1][On which planet is the game set?][Chiron][1=Hermes;2=Vesta;3=Chiron;4=Eunomia][3]

[easy][2][How many factions were added in Alien Crossfire?][7][1=5;2=6;3=7;4=8][3]

And so forth, where each set of brackets [] indicates a spreadsheet cell.
We need 10 questions per game, 4 Easy, 3 Medium, 2 Hard, 1 Expert. Easy
questions should be obvious; anyone who has played the game should be able to get
them right. No trick questions!

Please also provide the following information, either in the spreadsheet or in the email to which it is attached:

Game name
Platform(s)
Genre: (action, adventure, strategy, rpg, sim)
Decade: (1980, 1990, 2000, 2010)
Year
Developer
Publisher
Designer name (if known)
Your name (for the credits)

If you know an old school game well, send in the questions!


The faithful lose their way

The Church of Star Citizen has lost a brother:

Its always going to be hard leaving a cult that I helped to build – But it was time to do it.

Not only has the game changed, but so has the community. Its hard to watch the transition between “tech savvy people with a bit of money to invest in a fun project” into “hypemachine! – you are not valid unless you invest, and subsequently don’t complain”

It is a shame that CR has not been able to admit to himself that he couldn’t handle this, and I promise – this is the same goddamn problem every single one of us have, role delegation, letting someone else take over, when we don’t have the time/skills to do it anymore.

So, assets are getting done, redone, changed, people jump off, new guys come in, hype online, the name that shouldn’t be mentioned, grey market crashing, 2.0 another disappointment, this feels like a DEMO cd from the front of a magazine in the damn 90’s… AAAARRRH……

Silence. . . .I had had enough. This project’s direction is lost within itself.

I had tried to sell my stuff, so that CIG could keep the money I had donated, but, I couldn’t even get half of what I had invested. So, I decided to just mail CIG and ask them for my money back. And they gave it to me.

We will see. But certainly events do seem to be following the direction Derek Smart predicted. Which is not at all to say that he is responsible for them going that way.