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.


The Top Gaming Blogs

As one of their Game and Book experts, one of the things Recommend has asked me to do is to identify and vett various other experts, particularly in fields I am qualified to do so. One of the first experts I recruited was the indefatigable Jeffro Johnson of Jeffro’s Space Gaming Blog, who is also one of the two star bloggers at Castalia House, because there are very, very few people who know as much about role-playing games as he does.

Jeffro immediately grasped the utility of the Recommend system, so much so that I have already had to urge him to slow down and pace himself. But among the score of recos he has already posted, he has created an interesting list entitled The Top Gaming Blogs of 2014, which is well worth reading for anyone with an interest in games. Lewis Pulsipher is on there, of course, but there are a number of other sites with which I was previously unfamiliar.

The other new Recommend expert is less known for his excellent game design than for the fact that he is Archon of The Escapist, but regardless, he qualifies as a Game Expert twice over. He’s got his first reco up and it’s a good one on the classic X-Com: UFO Defense.

If you’re not on Recommend yet, or if you’re on it but haven’t really started using it yet, I’d encourage you to give it a go. They haven’t even officially “come to America” yet; but have already achieved pretty solid penetration in their native France. I don’t know if it is going to grow into something Twitter-big once they enter the US next year, but it is going to be significant. They’ve now got the five-rating system in place, which was a needed improvement, and they’ll have the Android app out in the near future. And, in due time, a proper game-style Achievements and Leveling system.

They’re also working on the expansion of the categories; there will be gun categories, among others, and I will be looking for experts in a variety of new categories soon. But we’re only looking for serious and proven expertise, not merely serious interest. For example, Jeffro, Archon, and I are all able to rapidly post recos because we have large quantities of our own previous writings on the subject from which we can draw. But that’s merely an indicator, it’s not an absolute requirement. In any case, if you think you’ve got that kind of expertise in something, then by all means, make your case in the comments here.

Jeffro demonstrates his depth of knowledge in this post, in which he wonders why so many of today’s gamers and game designers are not merely ignorant, but don’t even know they’re ignorant:

Why is it that Gygax had a diet of fiction that spanned more than half a century, but the designers that followed him and the younger generation of gamers that played his stuff did not for the most part? What kinds of things do we fail to see simply because we’ve never bothered to survey the past…? And what the heck happened during the seventies to turn everything upside down? Something happened. The fact of it doesn’t require a conspiracy theory to explain it, but it does make me wonder about what all’s gone on since.

Remember: people that haven’t read from the Appendix N list tend to assume that Gary Gygax was a weirdo for using the term “Fighting-Men” instead of something like “Warrior.” They will even go so far as to say that the reasons for his word choice there are unknowable. It’s a small thing, sure… but it’s just the tip of the iceberg. These people are not only ignorant, but they don’t even know they are ignorant. They are simply not equipped to make an intelligent critique of classic D&D, much less assess Gygax’s contribution to gaming.

That “Wisconsin Shoe Salesmen” precipitated a watershed moment in gaming history. His influence is not confined to tabletop games, but spills over into computer gaming and fantasy in general. While many tropes of classic D&D have by now become ubiquitous, the literature that inspired them has since dropped into obscurity. This is interesting and bears further investigation. 


SJW review of games

It seems to me that just as we have a useful metric for dividing Blue SF/F from Pink SF/F, it would be helpful to have one that allowed people to summarize, in a single number, just how SJW a game is. Here is an initial pass at a points list, with 0 equaling not at all SJW and 10 indicating full SJW.

+1 has homosexual or bisexual character
+1 per token Black/Hispanic/Asian
+1 has Magic Negro and/or Saint Gay
+1 contains left-wing political message
+1 core plot concerns left-wing political message
+1 protagonist or sidekick are kickass waifu
+1 female developer mentioned in marketing and PR (see: J. Raymond, Z. Quinn)
+1 takes shots at Christianity or traditional Western morality

Any ideas for improvement? I was considering “+1 produced by Bioware”, but that seemed too obvious and redundant.nt


SJWs are out to destroy games


That’s not hyperbole. That’s not an exaggeration. That is exactly what their long-term objective is; that’s what they mean by asserting that the game industry needs to be “transformed”. They can deny it it all they like, but there is absolutely no question that their true objective is to prevent gamers from being able to design, develop, play games without their approval.

If you want to see where SJWs want to take the game industry, look at the publishing industry, where the company that publishes “Beautiful Me:
Essential Health: Strong Beautiful Girls” has announced “we dropped the ‘For Boys’ from the series name [Biggest, Baddest Books for Boys] and we all agree here at Abdo that it was a very smart idea”.

Give into the SJW entryists and soon it will be deemed as out of bounds to make games for boys as it already is to publish books for boys.


Mailvox: the plus side of pay-for-play

In my opinion, Cinco didn’t think this one all the way through:

I recommend you do what Valve did get rid of the +5-8% advantage, and just offer loads of different skins/models for people who want to play the game more than casuals/fund the kick starter.

Now, T11 is the most successful game of its kind out there; so why would we want to simply turn up our nose at what quite clearly works very, very well? What most non-game designers don’t seem to understand is that a perfectly “fair” game in which no one can buy any advantage is actually going to be considerably more unbalanced, in practice, than one where you give people a reasonable means of compensating for their lack of time to develop mastery.

Let me give you an example, do you think you would have any chance against me in ASL? I’ve got thousands of hours in over more than 30 years, if one includes Squad Leader, Cross of Iron, and Crescendo of Doom as proto-ASL. You’ll need a hefty advantage or be an Ender-style natural just to make it a game of it at all. The objective is not to maximize the advantage those who are willing to spend time rather than money on acquiring mastery, but rather, to provide for the broadest possible range of interesting and challenging competition for everyone.

Or for another example, take Maddens, with which I have been down since 1992. I haven’t played it seriously in years. And yet, I have repeatedly demolished younger players who play it incessantly and consider themselves to be very good; one twenty-something game artist who works for a studio I know was absolutely shocked when he challenged me to a game and I beat him by 70 points even though he had a higher-rated team. Ender finally beat me for the first time when we played a game on Madden 25, a version I’d never played before with a team whose playbook I didn’t know, and he still needed me to miss two field goals in order to eke out a win with a last-minute score.

Not only will the game be more fun for the lesser player if he can purchase a chance of being able to compete with the best, but more importantly, it is more fun for the best players too. I almost never play ASL without giving my opponent the strongest balance, because otherwise the game tends to get rather tedious for me. (Ender consciously tries to take advantage of my tendency to get bored and mentally check out before the end game.) The fact that the likes of Zynga go way too far – unsurprisingly, since they were never gamers – does not mean that the mechanic of substituting money for time is entirely useless for play-balancing purposes.

What about the potential problem of piling the purchasable advantage on top of the time advantage? Please, that’s hardly even worthy of being labled a design challenge! It’s easy to focus the monetary advantages towards game mechanics that will favor the less experienced player against the more experienced player, rather than vice-versa or on a horizontal competition. The fact that a mechanic is poorly implemented (especially in games for non-gamers), does not mean that it should be dismissed.


Kickstarter rewards

So, here’s a thought. We’re looking at doing a Kickstarter for a game, quite possibly in coordination with another gaming organization, which will likely be of considerable interest to wargamers of various genres. This is not First Sword or any other combat management game, just to be clear.

Having looked at various game kickstarts, successful and unsuccessful, I haven’t been terribly impressed with most of the rewards. I’ve got a few ideas, but since this is one of the communities that would be most likely to harbor a supporter or two, I’m interested in knowing what sort of rewards might be of interest to you.

We’re just brainstorming here, so go ahead and throw them out. I won’t say anything more about the game, except that it will be multiplatform.


Female Supremacy: The Endless Quest

It seems Martin van Creveld may need to reconsider the title of his forthcoming work for Castalia House in light of how feminists are not even pretending feminism is about equality anymore:

Girls write more complex programs and learn more about coding than boys when it comes to making computer games, a study has found.

A group of 12 – 13-year old pupils spent eight weeks developing their own 3D role playing games as part of the University of Sussex study. Dr Kate Howland and Dr Judith Good developed Flip, a programming language which uses a simple interface to help the pupils string together scripts, basic programs which trigger a change within the game, such as a message popping up once a treasure chest is opened.

The girls used seven triggers within the games, almost twice as many as the boys of the group, and were much more successful at creating complex scripts with two or more parts and conditional clauses. Boys had a tendency to build their triggers around when a character said something, the most first and most simple trigger the class learned. 

The games were created using software made available with fantasy game
Neverwinter Nights 2, while Flip also translated the programs into English
to help the students understand the scripts they’d created.

In other words, if adults dumb down a male activity and require girls to do it, the female interest in doing well scholastically and obediently pleasing their authority figures will cause them to outperform boys who just want to shoot people and blow things up.

Naturally, this not-at-all cherry-planted-watered-and-carefully-harvested discovery completely supersedes forty years and hundreds of billions of dollars worth of economic activity created by young men who never had to be taught or encouraged to do anything. Many of us old school developers were actively discouraged from doing what we did; some of us don’t even have college degrees of any kind.

Did you even need to see the names to know that the “scientists” were women? This is precisely why the big push to get more women in STEM is certain to fail. Even when they manage to shepherd women through the educational process, most of them turn out to be more interested in fashion and thought-policing than they are in, you know, anything that resembles actual science.