More than books

We have some new offerings in the Castalia House store:

Castalia House is a publisher of books, but we are also a developer of games. So that is why we are pleased to be able to announce that the Castalia House bookstore will also be carrying digital versions of various games we consider to be of high quality and potential interest to our readers in the new Games section. The first games we are offering here are published by Castalia House author Ken Burnside of Ad Astra Games, who contributed “The Hot Equations: Thermodynamics and Military Science Fiction” to Riding the Red Horse. Ken is also Castalia’s newest blogger, where he’ll be focusing on various aspects of game development, from general analysis and history to in-depth design and mechanics.

Our long-term goal for Castalia House is to become a major destination site for all high-quality Blue SF/F-related activity, including books, boardgames, and electronic games. This is another small step towards that objective.


The shills of anti-GamerGate

The media never bothers to look close enough at the situation to observe that a considerable amount of the objectionable behavior of #GamerGate is actually the work of anti-GamerGate shills trying to make #GamerGate look bad:

Leader ID 036072 01/02/15 No. 170287

So guy how many trannys have we helped drive to commit suicide? I think we should really focus on Brianna Wu. She is the head of the anti gamer cobra. She offs herself and the rest of the freaks will follow suit. 

A few hours later….

Leader ID 036072 01/02/15 No. 170532
>>170287

I can’t do this anymore.

I’m making myself sick with the comments I’m making in this thread. I honestly feel sick to my stomach. Transexuals don’t deserve to be bullied. Anyone who might have followed this tread please don’t do anything.

I just want you guys to stop harassing my friend Zoe and my friends at ghazi. I figured helping you guys look bad would help stop you. Please just stop bothering my friends and I truly apologize for the awful things i said about trans people. Can someone tell me how to delete this thread?

Remember, for rabbits, it is always about the appearance rather than the substance, and victory is synonymous with positive PR. Of course, it’s usually not hard to spot these provocateurs, since they are too solipsistic to effectively emulate their opponent’s patterns of thought and speech.

The idea that Brianna Wu is the head of anything was sufficient to expose this shill even before her confession. No doubt AC will be amused by the evidence of a rabbit accidentally overstimulating her own amygdala.

Notice how the rabbit apologizes for her violation of warren dogma, but not for the deceit she practiced upon everyone. Rabbits feel literally no shame about lying, nor do they feel any obligation to tell the truth. Never, ever forget that.


The blog star

It’s no slight to Daniel, Scooter, Mascaro, or me to say that Jeffro, of the Space Gaming Blog, has been the star of the Castalia House blog this year. He makes everyone up their game by starting each week off with an intriguing, in-depth post, and gives our four new bloggers a high level of excellence to aim for. And fortunately for everyone, he appears to enjoy blogging there:

I am not shy about pointing out how happy I am with how this is shaping up. I cover the full range gaming topics: vintage stuff, current releases, role-playing games, wargames, everything! I write in such a way that you can get something out of a post even if you don’t buy or play the game in question. I put things into the wider context of gaming history and touch on the literary antecedents of the games we play. And yeah, I occasionally get esoteric, but I try to stay readable and comprehensible to people that aren’t gamers. No matter what, though, I never stray from the voice of someone that actually knows how to articulate how these things work in actual play… and that just freakin’ loves to play the heck out of these things.

I have complained about how games are covered in magazine articles and so forth in the past. I am just so rarely satisfied with how “journalists” and commentators portray games and gaming in general. Voicing that sort of concern almost invariably summons a smarty pants type that sneers back, “oh, you’re just complaining; the best answer to this sort of thing is to go out show us the right way to do it.” Well listen here, bucko… I’ve done it now.

If you’ve enjoyed Jeffro’s exploration of Chapter N this year, don’t be shy about going to his blog and letting him know. What I particularly enjoy about his posts is the way he dives deeply into the game mechanical aspects as well as the experience; he represents the perfect blend of SF/F literature and gaming that is of particular interest to a game designer who occasionally dabbles in fiction.


Astroturfing 101

Rule No. 1: Post BEFORE screencapping:

A Spacedad appears! @SuperSpacedad
Yes Gamergate, it’s clearly other people making you look bad and not your own fault. Here’s your bottle and bonnet

Exposing Jihad @XposingJihad
@SuperSpacedad Wouldve been more effective you hit post before screencapping

Isn’t it fascinating how we’re still supposed to believe #GamerGate is all about harassing a few individuals despite the fact that no one has mentioned them in weeks? The SJWs are so desperate for evidence that they have to manufacture it themselves.

Remember, rabbits always lie. They have no sense of honor or self-respect.

UPDATE: Speaking of fascinating, we have a real rabbit here. Never heard of the guy before, so he must be blocking #GamerGate en masse while simultaneously trying to spoof us.

You are blocked from following @SuperSpacedad and viewing @SuperSpacedad’s Tweets. Learn more


The game of the year

Nero’s beautifully brutal review of Bioware’s Dragon Age: Inquisition:

With BioWare’s reputation established in the early 2000s by middling but commercially popular, if somewhat buggy, releases such as Baldur’s Gate and Star Wars: Knights of the Old Republic, BioWare was, at least a decade ago, strongly positioned to achieve sustained success at the “average games that perform well with customers” end of the market. (To be fair to both of those titles, they have very enthusiastic fan bases.)

But the company in recent years has become… well, a bit of a running joke. Most gamers say the rot set in around 2009 or 2010, when BioWare was acquired by Electronic Arts. Perhaps it was a talent exodus, too much managerial interference or a failure to keep the creative teams fresh. Either way, BioWare’s ability to release artistically accomplished–and even, some reviewers say, technologically competent–games began to evaporate.

There is also a suggestion that BioWare’s games became unduly politicised at around the same time, pandering to what some call the “social justice” narrative, awkwardly shoehorning minority characters and progressive messaging into its plots and meddling with storylines to push political agendas that have never resonated with ordinary gamers. Practically every release from BioWare now contains dozens of gay and lesbian romance storylines or sex scenes, which many young gamers find baffling.

2011’s Dragon Age II unexpectedly bombed with consumers, despite, of course, the rave reviews from mainstream game news sites, who need only get a whiff of a paraplegic lesbian in an ill-fated love affair with a black transsexual to award a game full marks. Mass Effect 2 wasn’t a critical success with ordinary gamers either; they called it “filler” and said it was “uninspiring.” It, too, bored players with politics.

And then of course there was the extraordinary failure of imagination in Mass Effect 3, the ending of which has gone down in gamer history as one of the most needless creative failures in the history of the industry. The games press, needless to say, denied there was anything wrong with Mass Effect 3, scolding gamers for being “entitled.”

But if entitlement means expecting a sensible and narratively satisfying resolution to an expensive, immersive video game, most consumers will be happy to admit that they are guilty. Many of BioWare’s customers wondered whether more time could have been spent on a satisfactory ending and less on irrelevant lesbian sex themes. 

Don’t be fooled by the reviews. As Nero notes: “That reviews of triple-A games by professional journalists are likely to
bear no relation to their reception by fans has become a truism of
video game journalism.”

I’ve never been a BioWare fan, so their ongoing implosion is of little interest to me.


Anti-game is anti-human

A fascinating article on the anti-GamerGate focus on narrative and how that anti-game perspective is intrinsically anti-human:

Life doesn’t have innate structure, even if you can awkwardly cram cylindrical tropes through square holes to try and illustrate relationships between things you experience and media you consume. But this gets even worse when examining other media. Films and novels are heavily rooted in narratives, because they must have a plot to carry them forward, excepting some very experimental films. Some songs carry a narrative, but you can’t have music that’s just someone talking. That might qualify as poetry, but even some poetry isn’t narrative, merely descriptive. You can have music without a narrative, and for centuries this was the most popular form of music. Likewise, games are another medium which can exist without any narrative at all. Just as music can be art merely for the composition, a game can be beautiful for its game mechanics.

A classic game that can qualify as art based on nothing but core mechanics.

One of the major problems with game criticism—the “subjective” kind that many detractors say is unacceptable—is that it is rooted in Narratology. Instead of focusing on the mechanics, and commenting on how well they work together, critics focus on the narrative and what the mechanics mean for the story, not what the story means for the mechanics, or even if the developer had the intention of making such a statement.

Personally, I love it when a game merges story and mechanics. In fact, I think the best way to tell a story is through mechanics, and not exposition or traditional narrative delivery. But that concept has been rejected by critics, opting to use Narratological deconstruction and insisting that this is the only way to evaluate media. When games naturally don’t pander to this benchmark, they receive failing marks. There’s a bigger reward for developers catering to this cabal of “journalists” than for catering to the actual audience. When the standards of the reviewer and their audience differ so greatly, the reviewer cannot be said to speak for their audience. Despite this flawed approach, proponents of New Historicism insist that all media must be evaluated this way. It conveniently allows them to cite Post-Structuralist reasoning to defend themselves from criticism of their methodology, since the reviewers subjective opinion and any conjecture they can express are consider to be at least as important as the media being judged, no matter how self-evident it is that the reviewer has missed the point.

Papers, Please tells a compelling, interactive story using its mechanics.

To a degree, it’s inevitable that this outlook supports “experimental” titles that don’t really fall into the bounds of “games.” It’s not a medium they’re capable of properly digesting, so content has to be restricted to something they can process. Funny, you never hear the opposition supporting non-narrative films, but they do support games that are top-heavy with narrative. It’s not actually about something “new” or “better.” It’s about something “different.” Labeling it “experimental” is the only way it can get a pass in the wrong industry. If held to the standards of a medium it actually belonged in–one with Narratological standards–it’d fall apart.

Ultimately what these ideas boil down to is an overarching philosophy called Anti-Humanism. This social theory comes as a reaction to Humanism, and the belief that it was too idealistic. While Humanism is all about free will, placing humanity and human actions at the center of life, and using rationality and reason alone to reach moral decisions, Anti-Humanism detaches humanity from inherent meanings (via Post-Structuralism) to “de-center” subjects and remove their agency. In other words, you yourself lack free will, since you’re a product of the world around you, and working towards an ideal self is futile. Interestingly, Nietzsche (credited as a “founder” of Existentialism, a philosophy that places great emphasis on human agency and the absurdity of life) often criticized humanism for being a form of “secular theism.” Anti-humanism finds itself equally religious in practice, but with a much more oppressive set of goals.

Gaming is the natural enemy of anti-humanism. When you play games, you yourself have personal agency. Only a player truly has free will inside of a game. You are playing by a ruleset, but you have choice within that ruleset, and likely have goals and motivations. These are informed by your situation and by the gameplay systems, but some of the highest-praised games have allowed you to set your own criterion for success, and provided you with a system open enough to facilitate that. Many strategy and 4X games are good examples of that. The belief that all humans are free and equal is a core tenet of Humanism, which Anti-Humanists reject.

The idea that the average individual has agency, of course, is anathema in the world of the Social Justice Warrior. Because then he would be responsible for his actions… and his failures.


Of books and games

Ken Burnside of Ad Astra Games chimes in:

So, one of my other gigs – beyond making Cool Space Combat Games, is
being a science checker for SF writers for Baen.  I got asked by Vox Day
to write a science article for their new anthology series “Riding the
Red Horse” – which released yesterday. In its first day of
release, it’s done impressively – it’s climbing up the paid Kindle
listings and is a category leader in Military SF and SF in general.

Ken’s “The Hot Equations: Thermodynamics and Military Science Fiction” is a must-read for any science fiction author. And check this out… Ad Astra is about to come out with the Traveller version of Squadron Strike!

From the most recent review of RIDING THE RED HORSE: “I thoroughly enjoyed this collection of mil sci-fi short stories and essays on war. Each
story left me wanting more of the universe in which it takes place (my
favourite of the shorts was the last one: “Turncoat” by Steve Rzasa,),
and each essay made me marvel at the genius of the respective author. I
wouldn’t consider myself a military theory buff, but the essays in this
collections certainly awakened a hunger in me to find out more and
explore the world of war-gaming.”


The making of Kingmaker

This is a fascinating glimpse into the making of one of my favorite games, Avalon Hill’s classic game of the Wars of the Roses, Kingmaker:

KINGMAKER, the board game for adults based on the political and military activity of the English Wars of the Roses, comes on the market in the autumn of 1974. Copies of the game reach the United States by the end of the year, and by the following summer, with the first edition of the rulebook and a bad review in Games & Puzzles behind it, the game s becoming a cult in some circles. Sufficient numbers of the game appear at Origins 1, America’s leading wargame convention, to prompt SPI, America’s leading wargame publishers, to start importing the game in quantity. Now Avalon Hill steps in. British manufacturers Philmar receive a characteristically scruffy letter from Baltimore. But the content is what counts. Avalon Hill like Kingmaker, they want to manufacture it under licence… now read on…

The Avalon Hill Company has a 20-year old reputation in Britain for producing wargames of quality. (Afrika Korps, Battle of the Bulge, Anzio). The enthusiastic offer from the American company to produce Kingmaker was a dream come true – like rolling a double six on the first throw! Not only did their interest assure a far wider audience for the game, but because they were manufacturing from scratch there was an immediate opportunity to put into effect the main rule changes and modifications which had either been suggested or had made themselves apparent in the first year of the game’s existence. Furthermore, these changes could be made with the help of a game design team whose experience and reputation could justifiably be regarded as among the best in the world.

So began four to five months of transatlantic correspondence in which the game was pulled apart and rebuilt – a process which is worth describing in some detail for the light it throws both on Kingmaker, for those who are familiar with the game, and on the ‘playtesting’ side of the game design in general, for those who may be developing their own games.

I had been fortunate in making contact with Don Turnbull at the time he was running the first postal Kingmaker game. It is a measure of Don’s ability and perception that he had started postal Kingmaker, something I had thought impossible, on the basis of the first rulebook. He was the ideal person to work with on the UK end of the game’s redevelopment.

The Avalon Hill developer was to be Mick Uhl, who we supposed would be overseen by veteran AH designer Don Greenwood. In earlier correspondence, and more recent meetings, Don and I discussed those ambiguities which still remained after the reworking of the rulebook. We had also examined every suggestion which had come from other players in the course of the previous 18 months. Most important of these was undoubtedly the rule on Parliament suggested by Charles Vasey, who is now the editor of the successful fanzine Perfidious Albion.

In basic Kingmaker, Parliament is the means by which a player who controls the King consolidates and strengthens his faction. The player summoning Parliament may dispose of titles and offices which have become available through the death of nobles in the preceding rounds, or which were above the permitted holding of living nobles. Since the titles and offices convey extra strength in troops, ships and castles, a Parliament held after a large number of eventful rounds of play could drastically alter the balance of play. A weak king could become strong immediately. Furthermore, since Parliament could only, under normal conditions, be held when there was only one crowned claimant to the throne, they tended to be rare, twice-a-game events.

Vasey wanted to make Parliament a chance for diplomacy and hard bargaining. Each noble was given a number of votes (seats) in both the Lords and the Commons. Then the proposed allocation of each title or office was voted on, first by the Commons and then by the Lords. The bargaining and diplomacy came in because few players were likely to be strong in both Houses. So players with minimal troop strength could hold the balance in Parliament, benefiting as they received a title or office as the price of their support.

Other refinements were added. The award of Bishops can only be voted on in the Lords, the secular Commons doesn’t get a look in. Charles Vasey’s Parliament suggestion highlights an important aspect of game design in general – the work contribution’ of a game’s units – or how much a unit puts into a game. In basic Kingmaker, towns and bishops didn’t seem to “work” very hard. A player might use a town he held as refuge once or twice in a game. It might serve to block road movement. A bishop might never be used as refuge. Vasey’s Parliament maximised the contribution of both towns and bishops by giving them another level to function on. Parliament itself was also “working harder”.

Fascinated by the value of the ‘work test’, I began to apply it to other units and areas in the game.

It also serves to illuminate the process by which Avalon Hill games came to enter their catalog; there wasn’t actually a small office of supergeniuses designing all of these games from scratch, as I had sort of imagined as a boy. Trivia question: what is the direct connection between the book published by the youngest male published author in the world and Kingmaker?


#GamerGate crushed Gawker

Nero reports on the costs to Gawker of attacking #GamerGate:

The cost to Gawker Media of its ridicule and viciousness toward video gamers was “seven figures” in lost advertising revenue, according to the company’s head of advertising, Andrew Gorenstein. In addition, founder Nick Denton has stepped down as president and editorial director Joel Johnson has been removed from his post and will probably leave the company, reports Capital New York….

And now here is a chance to kick the SJW while he’s down. An Ilk suggests action:
A few of us were inspired by that stupid Change.org petition that got GTA5 banned to try to use the same tactic against Gawker’s biggest revenue sources. I figure it may be especially effective to kick them when they’re already reeling from the previous damage we’ve done, while Hulk Hogan’s suit and their insurance company threaten to bleed them further. The petition is here: Get Google and Amazon to stop advertising on Gawker Media.

We’d
like to spread this around and get the signature count up before
posting it in the usual GamerGate avenues (ie our Twitter accounts,
8chan, KotakuInAction), so that anti-GamerGate won’t know it’s happening,
and won’t realize that it’s coming from us or be able to respond to it until it’s too late for them to do anything about it.

They’re down. Kick them hard and keep them there.


How to raise a gamer

This guy went about it much more systematically than I did, but to somewhat similar effect:

My son Eliot was born in 2004 — the year of Half-Life 2, Doom 3, and the launch of the Nintendo DS. By the time he was born, video games were a $26B industry.

I love games, and I genuinely wanted Eliot to love and appreciate them too. So, here was my experiment: Start with the arcade classics and Atari 2600, from Asteroids to Zaxxon. After a year, move on to the 8-bit era with the NES and Sega classics. The next year, the SNES, Game Boy, and classic PC adventure games. Then the PlayStation and N64, Xbox and GBA, and so on until we’re caught up with the modern era of gaming.

Would that child better appreciate modern independent games that don’t have the budgets of AAA monstrosities like Destiny and Call of Duty? Would they appreciate the retro aesthetic, or just think it looks crappy?

And this, for me, is the most interesting impact of the experiment.

Eliot’s early exposure to games with limited graphics inoculated him from the flashy, hyper-realistic graphics found in today’s AAA games. He can appreciate retro graphics on its own terms, and focus on the gameplay.

The lo-fi graphics in games like VVVVVV, FTL, or Cave Story might turn off other kids his age, but like me, he’s drawn to them.

Ender didn’t play enough video and computer games to have turned into a super-gamer like Eliot, but I’ve noticed that he does enjoy playing older games like Warlords and Fantasy General rather than clickfests and twitch games. He’s also a good ASL player and a decent, though not superlative wargamer, as well as being deep into the mod scene.

The skill that Eliot has developed from his early exposure, to such an extent that he’s much better than his father is fascinating though, especially when I consider how Ender was similarly exposed to more military theory and strategy than the average West Pointer.