Gamers only

A little help, if you will. If you’re a serious gamer, I would appreciate if you would provide four questions and answers about your favorite game for a game design on which I’m working. It should contain the following information:

Name of Game
Genre:  Action, Strategy, Simulation, Role-playing
Platform: Arcade, Console, PC, Handheld/Mobile/Online
Decade: 80s, 90s, 00s, 10s
Easy Q&A
Medium Q&A
Hard  Q&A
Expert Q&A

So, for example, this is how I would describe SSI’s Warlords:

Warlords
Strategy
PC
80s
Easy: What is the name of the evil general? (Lord Bane)
Medium: What color are the Horse Lords? (Light Blue)
Hard: What is the capital city of the orcs? (Kor)
Expert: What is the movement rating of cavalry from Dunethal? (19)

If 10 or more of you could provide similar summaries, I would appreciate it.


RIP Iwata-san

“On my business card, I am a corporate president. In my mind, I am
a game developer. But in my heart, I am a gamer.”
– Satoru Iwata, 1959-2015

An expert on overhyped failure

Sees similar problems on the horizon for Star Citizen:

The problem that RSI is now faced with is something that us vets all saw coming a mile away. This level of exposure, all the press, the promises, the hype, the glorious anti-establishment chanting and rhetoric etc.: all of it has a very bad downside.

And it’s not like the rumblings haven’t been there. Every time there is new press about a funding milestone or yet another ship concept cash grab, there is some derogatory rhetoric associated with it because most backers are fed up and just want the game they were promised back in 2012.

Others are just waiting for the day when it all comes crashing down, so they can point, chuckle, and say they saw it coming.

And last I checked, some people had spent over $5,000 on this game. Even if you don’t want to believe that, believe this: they’ve raised about $85 million from 918,806 backers. That is an average of $92 per gamer.

A couple of weeks ago last month, when there was news about the FTC going after failed promises made by someone who crowdfunded a game, there were various discussions about the terrible precedent which would be set if this game failed to deliver and if a bunch of people reported it. And that’s no joke. We’re talking $85 million. That’s a lot of cash. Other people’s money.

If you spend $30 and get a generic game, you’ll post a bad review, tell all your friends etc. Eventually, you will move on. It happens. But in this instance, given all what has transpired, and all this money, gamers aren’t going to let it slide. Even if they lost $19.

No; they’re going to ask WTF happened to “all that money?“ because now it’s their money, not some faceless investor’s, or even a publisher.

And they’re going to be pissed because they expected more than a hangar and a largely buggy Arena Commander module which isn’t representative of the game they were pitched back in 2012, and which has to have been delivered two years later in Nov 2014.

As I’ve said before, I want this game to succeed for a lot of selfish reasons, least of all being that I funded it. I mostly want it to succeed because we don’t have any games like this in the genre, and not even my games can fill that void because they are super complex, pretty old, don’t look as pretty etc. You know, different budgets, different production values etc. And I really don’t care who makes it. All I know is that before I die, I want to play it. Is that too much to ask?

I also want it to succeed in whatever form because if it doesn’t,
it’s going to be another massive gamedev and videogame crowdfunding
black eye. I know people who are already rumbling that if this fails
that it is going to be more epic than the collapse of 38 Studios in the Summer of 2012. And that $75 million was mostly tax-payer money.  And almost three years now, that one is still playing out in the courts.

What I mean by this comparison is related to the following, all of
which happened to 38 Studios, it’s creators, primary execs, politicians
etc. and how the media handled it:

  • The amount of public money raised is not something to ignore. Like
    that studio’s sudden implosion in 2012, it’s a lot of money. The kind of
    money that makes every lawyer, politician, analyst etc., perk up their
    ears and try to get involved in the fray.
  • Given the number of studios working on this project worldwide, the
    sudden loss of jobs would be catastrophic for some people, most of whom
    had to relocate to get their jobs.
  • The hype surrounding this project since its 2012 inception is going
    to guarantee that every media outlet is going to want a piece of the
    action, and most of that is going to be based on sheer speculation,
    wanton conjecture, bullshit anonymous “sources” etc., because the focus
    would be on vilifying Chris and crew, rather than focusing on what
    mistakes were made.

And I need not even mention APB as another example.

To add to the noise, there are reports that people (Travis Day, a
senior producer left recently) at RSI have been leaving, the executive
producer (!) (UPDATE. It has been confirmed to me that Alex Mayberry, the Exec Producer, hired a year ago, is no longer at the company) is on his way out, and they’re spending more than they’re bringing in because crowdfunding has peaked etc.

The understated economics of game development is quite simple. For as
long as I’ve been around, and seen so many projects fail because they
ran out of funds, you’d think that by now this is something every
developer and publisher would be aware of, and plan for it:

  • If you’re spending $2 and bringing in $1, you’re in trouble.
  • If your studio is burning through $2 million a month, then you need
    $24 million a year in funding. If you’re selling less than $2 million a
    month, you’re in trouble.
  • If your studio has $24 million to make a game over a period of two
    years, and you’re burning more than $1 million per month, you’re in
    trouble.
  • If your budget is down to the wire, in that you don’t have a buffer
    of at least 15% of your funds in reserve, and which you can use for
    unforeseen expenses during development, you’re asking for trouble.

None of the departures, delays etc. should necessarily be regarded as
a sign of trouble for the project. When you start to scale back or
hunker down, people leaving, delays, stuff getting cut etc. is all par
for the course. What you can expect though, for something of this scope,
is that it’s going to get scaled back. That’s assuming that it ever
sees the light of day.

And if they scale it back, that’s going back on promises. And when
that happens, it’s going to be a complete disaster. Guaranteed.

So to those of you who don’t know how this works, it doesn’t make any
sense to scream “failure” when you have no clue just what (a lot) goes into developing these games.

It may succeed, it may fail; but for now, all we can do is watch how it plays out. But given the fiasco surrounding Freelancerthe
other very ambitious game that Chris tried to make, and the
disappointment that was the final game as delivered versus what was
promised, after which Chris left the industry—we should all be worried.
Especially this time around, there’s no Electronic Arts and no Microsoft
to act as a tether, or for us to point the finger at and to hold
accountable.

For me, I already know—for a fact—that they can’t build this game they’ve pitched, and which I was looking forward to someone making.

I’m concerned about this one too. I had a number of extensive conversations with Chris about this back when he had permission to use the Wing Commander license for it – we even discussed the possibility of using one of my AI designs for the wingmen – and I would really, really, really like to see it be successful too. Wing Commander is one of my all-time favorite games and I have very fond memories of it and of the man himself.

But the potential problem, as I see it, is that RSI got distracted by the unexpected level of success of their fund-raising efforts, and like many a charity before them, lost sight of their primary objective due to that success. This is understandable, of course, because fund-raising for a game this size is an absolute bitch for an independent, even one as well-regarded as Chris is. It takes an incredible amount of time and nineteen out of every twenty alleys eventually lead to a brick wall.

The positive side of limited resources is that it forces you to make the hard choices, you simply have no other option because you can’t do everything. I thought it was fantastic that Star Citizen managed to raise even more money than they were looking for to do Wing Commander, thinking that this was the dawn of a new funding model, but ironically enough, the very success of Star Citizen may lead to it being deemed a failure even if Chris manages to produce what would have been a very successful version of the $20 million project he originally envisioned, if it takes him $85 million to do it no one is going to be happy.

Because, as Derek Smart observes, everyone’s expectations have been raised. If it’s not the greatest game ever, if it doesn’t blow people away the way the original Wing Commander and Grand Theft Auto 5 did, it could end up having a crushing effect on game-related crowdfunding in the future.

For those of you who are too young, or too unfamiliar with the game industry, Battlecruiser 3000 AD was one of the most anticipated games of its day, but Derek never managed to deliver on its considerable promise, it had zero chance of ever living up to all the hype, and it is still, somewhat unfairly considering its relatively modest budget, (it’s rather shocking to discover that the budget was less than $650k) considered to be one of the great flops of the industry.

That being said, Derek is a smart guy and he would know about something being overhyped and unable to deliver on that hype.


Apple removes Civil War games

I almost wish I owned Apple products so I could stop using them in light of this:

Apple Removes All American Civil War Games From the App Store Because of the Confederate Flag

Many large US companies, like Walmart and Amazon, have already banned the sale of any Confederate flag merchandise as a reaction to the recent events. Now, it appears that Apple has decided to join them by pulling many Civil War wargames from the App Store. As of the writing of this story, games like Ultimate General: Gettysburg and all the Hunted Cow Civil War games are nowhere to be found.

I assume WWII games are next. Orwell was right. The totalitarians of the Left love nothing so much as erasing history. Some of the games removed:

  •     Ultimate General: Gettysburg
  •     AAA American Civil War Cannon Shooter
  •     Civil War: Hidden Mysteries
  •     Civil War The Battle Game
  •     Civil War Defense
  •     Civil War Battle Defense
  •     1861 A Civil War Rebellion
  •     Civil War: 1862
  •     Civil War: 1863

I’m buying Ultimate General: Gettysburg today to support one of the developers who have refused to modify their game in accord with Apple’s demands.

As you may have been already informed, Apple has removed our game from AppStore because of usage of the Confederate Flag. Ultimate General: Gettysburg could be accepted back if the flag is removed from the game’s content.

We accept Apple’s decision and understand that this is a sensitive issue for the American Nation. We wanted our game to be the most accurate, historical, playable reference of the Battle of Gettysburg. All historical commanders, unit composition and weaponry, key geographical locations to the smallest streams or farms are recreated in our game’s battlefield.

We receive a lot of letters of gratitude from American teachers who use our game in history curriculum to let kids experience one of the most important battles in American history from the Commander’s perspective.  

Spielberg’s “Schindler’s List” did not try to amend his movie to look more comfortable. The historical “Gettysburg” movie (1993) is still on iTunes. We believe that all historical art forms: books, movies, or games such as ours, help to learn and understand history, depicting events as they were. True stories are more important to us than money.

Therefore we are not going to amend the game’s content and Ultimate General: Gettysburg will no longer be available on AppStore.


Mailvox: the Dungeon Crawl interview

DG has a few thoughts:

It struck me that – like “diversity” in some quarters – game reviewers / etc. DO treat “story” as an unalloyed good, without ever asking “what it is at the expense of”? Not only is time spent on retail/etc. time taken away from working on making the best possible game, but time spent on “story” qua story that doesn’t directly drive the game play – pointlessly long cutscenes, etc – is time spent on things other than immersing you in the GAMEPLAY.

Also – I’m going to borrow a gripe from Aurini – but his argument why HD sucks has some relevance. Sure, “quality” of 3d graphics and worlds is great, but every increase in detail, whether modeling or textures, requires a lot more work to get it looking right. 8-bit, or deliberately cartoony/stylized games can still have an environment that immerses you in the game – depending on the mechanics – but doesn’t require anywhere near as much time on artwork.

It comes down to opportunity cost. Time spent on graphics, 3D or otherwise, that makes the game play better and keeps you in the game, is time well spent. Time past that is time that could have gone into scenarios/etc.

After all – is the new Homeworld HD reskin a better GAME? No – just prettier. Possibly more immersive. but at some point you cross the threshold of “good enough” and ship, or keep focused on the game.

This is not a call to spend less time on graphic/game design. Some of the better recent hobbyist boardgames not only have beautiful graphics, but use them to make understanding the game mechanics and tracking game status and play easier. Again – does the time spent on the artwork make the game PLAY better, or does it just get in the way?

Incidentally – loved Doom and Doom2, but liked Marathon 2 even better. Just a little bit of flavor and story through the computer terminals to give you a purpose to what you’re doing, allowing even otherwise repetitive missions to have a different feel, without wasting a lot of your time on it. Some excellent humor in there too. “Introduce them to the ‘magic’ of orbital bombardment” being a favorite line, still.


The Sinister Stone

I backed this kickstarter today from Autarch, The Sinister Stone of Sakkara. For the gamers here, you should check it out. They do quality stuff that isn’t generic:

The default setting of ACKS, the Auran Empire, was also designed to support the player characters’ advancement from adventurer to king. The Auran Empire setting was inspired by the collapsing empires of earth’s Late Antiquity (250 – 750 AD), a turbulent era in which ancient glories were drowned in a torrent of violence. However, in the Auran Empire setting, the horror of civilization’s imminent collapse is worsened by the existence of nightmarish evils lurking in the world’s dark places, threatening to strike mankind at its weakest moment. The established leadership is too preoccupied by the empire’s political and military downfall to take these shadowy threats seriously, leaving them to be handled by adventurers, fortune-hunters, and would-be heroes. The adventurers’ success in dealing with such threats is, however, what garners them the fame, wealth, and strength they need to take power and restore order. Of course, the adventurers are not certain to win; indeed, the odds are stacked against them.

The premises underlying ACKS’ setting are evident throughout The Sinister Stone of Sakkara, most notably in its backstory. The adventure begins with local hamlets and villages suffering from beastman raids because the troops that ought to be protecting them have been sent to stem an invasion at another border. With the local military barely able to garrison its strongholds, it falls to the adventurers to deal with the monstrous threat.

The setting premises are also evident in the design of the dungeon itself. The upper level of the dungeon was inspired by real-world ancient architecture, and the brigands and beastly barbarians that populate it would not be unfamiliar to any Late Roman centurion (albeit the barbarians who menaced Rome were only figuratively beastly). Conversely, the lower level of the dungeon is a warren of weird horror wherein lurks an insidious evil that is far more threatening than mere beastmen. The dungeon thus represents the Auran Empire setting in microcosm – visibly endangered by mundane threats, appallingly imperiled by hidden horrors.

What I like about ACKS is the way it incorporates a military aspect into the role-playing. The world isn’t all random events, and you get the sense that things happen for a reason there, even if you have no idea what that reason is.


A doctorate in comparative gaming

2015 Hugo nominee Jeffro Johnson is better suited to make the following introduction than I am, so I will simply quote him in introducing the latest Castalia House blog star, Douglas Cole, the author of GURPS Martial Arts: Technical Grappling and a number of other combat-related RPG publications.

Game designer Douglas Cole will be joining Ken Burnside and myself at Castalia House with his new blog series called “Violent Resolution.” As you can see from his first post, this is going to be a doozy. From what I’ve seen, this will do for rpgs what Nick Schuessler did for wargames in his Space Gamer column. If you’re the type of person that’s always wanted a doctorate in comparative gaming, you will faint!

As for Violent Resolution itself, Cole himself explains what the weekly column is going to entail:

The column will focus on combat in games, mostly to the exclusion of other things. It will of course include fighting, but also how fights start and end. It will spend a great deal of time looking at game mechanics along the way, and will probably spend a lot of word count looking at what kind of storytelling environment is created by those mechanics.

Through the Lens

As the blog progresses, I’ll frequently be looking at combat with examples from different games. There will be others from time-to-time – notably when I have an anecdote from games I’ve played (or stopped playing) in the past. But by and large, I’ll explore this topic by looking at how certain games handle things.

Dungeons and Dragons, Fifth Edition

I’m going to refer to D&D5 here
frequently, because you can’t talk about RPGs – especially combat in
RPGs – without talking about the moose in the room. D&D-based games
dominate the market of tabletop RPGs that all other games combined are
pretty much an afterthought.

I’ll use D&D5 as a proxy for the kind
of resolution system that is found as variations on a theme in
Pathfinder, the D&D-derived Old School Renaissance (or Old School
Revival? Maybe both!), and other games that are recognizably the same
basic mechanic. All are recognizable as essentially the same game that I
learned to play when I was 10 years old, roleplaying for the first time
in 1981 – the Basic/Expert D&D boxed sets, followed by AD&D.
Stepping into Swords and Wizardry, Pathfinder, or D&D is usually a
matter of fine-tuning. You may need to understand the proper use of a
Feat hierarchy, or what will kill your character as opposed to knocking
him out, or get the feel for various special mechanics, such as the
Advantaged/Disadvantaged mechanic newly introduced in D&D5 . . . but by and large if you’ve ever played D&D you’ll understand what’s going on pretty fast.

As the future leading publisher of military science fiction, the martial arts from the grand strategic to the tactical is of interest to us, and while I think it is highly unlikely that we will be able to convince Dr. van Creveld, Gen. Krulak, Gen. Gray, or Mr. Lind to take up blogging  at Castalia House anytime soon, we are very pleased to have Mr. Cole intelligently addressing matters from the other end of the spectrum.


Video games reduce crime

From Reaxxion: We always hear the old line that “video games have to be toned down,
they always make boys so violent.” Although numerous scientific studies
have shown that this is hardly the case, the clan of insatiable, denialist harpies still trot out that tired canard every
time they need a seemingly rational reason to attack our hobby and push
their agenda. However, if we look at a certain U.S. Court ruling,
Interactive Digital Software Ass’n v. St. Louis County, we actually find a case of the law completely rejecting the claim that video games cause people to act violently.

There goes that old lie. Forget causation, there isn’t even a statistical correlation. It never made any sense anyhow. I mean, you usually have to get off the machine and go outside to commit much in the way of violent crime anyhow.


Interview with Vox Day

Sam Roberts at Reaxxion interviewed me about the game industry, the SJW attack on it, and our upcoming plans for First Sword:

SR: Many commentators, at our site and elsewhere, have noticed the sudden outbreak of prudishness in the gaming industry. We saw this with PAX and its ban on booth babes, even to the point of specifying a minimum length for girl’s skirts. Even Mortal Kombat, the franchise that established itself in the 1990’s through its willingness to break all the rules, is moving to “more realistic” characters with smaller breasts and thicker waists. What do you think has changed in the gaming industry in the past 20 years that’s made it so much less able to resist moral scolds?

VD: The most important change is that game development no longer belongs to the mavericks. When we started Fenris Wolf in 1993, literally everyone thought we were crazy. We were throwing away good jobs and wasting our educations to do what people considered to be the equivalent of playing with digital Lincoln Logs. Now that games are widely understood to be big business, many of the jobs pay decent salaries, and you can get degrees in “game development” and “game design,” you have considerably more risk-intolerant, conflict-avoidant people entering the industry.

Twenty years ago, the average developer would have laughed his ass off at the idea that he should design or develop anything other than whatever the hell he wanted to do. These days, there are a fair number of bed-wetters in game development who are terrified at the idea that someone, somewhere, might take offense at something in one of their games. And then, of course, you’ve also got SJWs trying to stick their noses into the industry in order to change it, just as they did in comics and science fiction & fantasy fiction.

You’ll definitely want to check out the screenshots of the 3DV engine in action. Be sure to click on the image of the High Elven archers. 3DV is visually spectacular and is intended to do for miniature gaming what VASSAL did for board-and-counter games. In addition to various other topics addressed, you can also see our response to the SJW demands for more women in games, beginning with the introduction to Morwyn Shadowsong, a female elf gladiator who is the face of First Sword, the fantasy gladiator miniatures game.

It probably won’t take a genius to put two and two together and realize that the Tactical Uncertainty model I’m developing, which has been discussed in some detail over at Castalia, is intended for the third edition of Striker that Marc Miller has asked me to develop. The rules will be developed for use in 3DV and on the tabletop alike; the challenge is how to make something that works almost automatically in the former can be translated to the latter. With regards to some of the other games mentioned, we will have some exciting new announcements soon.


The slaughter of the development houses

EA kills another legendary name in game development:

In an a move to consolidate its studios Electronic Arts has announced that it will be closing down Maxis. One of the sad truths of the video game industry is that game studios close down and disappear all the time. That being the case, there are still moments when you see certain names coupled with the words “shut down” and can’t help but feel a bit saddened.

Case in point, Electronic Arts has announced at GDC today that it will be closing down Maxis Emeryville in an effort to fold its staff and projects into other development houses under the Maxis brand. Recognizing that this consolidation will lead to many of the studio’s staffers losing their jobs, EA stated that former Emeryville employees “will be given opportunities to explore other positions within the Maxis studios and throughout EA.” The publisher also intends to work with employees leaving wholesale “to ensure the best possible transition with separation packages and career assistance.”

What is that now, six or seven classic development houses that have been devoured by the EA monster? I was seriously concerned when they acquired Origin, and downright bummed out when it became obvious that they were going to kill both the Ultima and Wing Commander franchises. Chris Roberts even worked out a deal to try to revive the latter a few years ago, but wasn’t able to find the funding, hence Star Citizen. One hopes that one day, he’ll be able to buy back the IP that EA is never going to utilize.

I have fond memories of Maxis. Roger, one of their tech support guys, was my initial contact there in my Transdimensional Evangelist days, and we used to go into the city from time to time when I was in town. We had some unforgettable evenings, most notably the time another Maxis employee who had a jeep with the license plate “JAHARMY”  was driving and took us to DV8.

Well, at least they’re keeping the brand name for now. I seriously wonder sometimes how EA even stays in business. They shut down a friend’s studio last year that was highly profitable, just because the overall revenue was under the level dictated by their new corporate policy. They didn’t sell it or anything, just shut it down and threw away literally millions of dollars in profit. So PopCap is next, after which it will presumably be Bioware’s turn.