TSR Hobbies Mixes Fact And Fantasy

Monday, July 23rd, 2012

Venture capitalist Stewart Alsop II used to be editor-in-chief and executive vice-president of InfoWorld. Before that, he wrote a few proto-geeky articles for Inc., like this one on fast-growing TSR Hobbies, from 1982:

The company’s success earned TSR Hobbies the sixth position on INC.’s list of fast-growing privately held companies (see “The INC. Private 100,” December 1981). Founded in the basement of a house in 1973 and incorporated in 1975, TSR had revenues of $12.9 million and a payroll of 130 in the year ended June 30, 1981, and projects revenues of $27 million and a payroll of 170 in fiscal 1982.

The company is so profitable that it has never had to go hat in hand to bankers or other money sources to finance its spectacular growth. Though it has a $2.5-million line of credit at a Chicago bank, the company’s debt-to-equity ratio was an enviable 1-to-10 at the end of fiscal 1981. Its return on equity was 116%, and by last December, the original investment of $3,000 had grown to $3.5 million.

In their business explorations, TSR’s owners and managers have been called upon to use many of the skills that are required to play Dungeons & Dragons. “I quit playing the game about two years ago to get some objectivity,” says Kevin B. Blume, 30, chief operating officer.”I love to play, but it wasn’t that difficult to forego. Now I’m playing a much larger game called business. That’s why we’re intuitively good businessmen — because games are a great way to learn.”

[...]

For Gygax, the years between childhood and the founding of TSR were really no more than an interlude when he had to keep fantasy in the closet. He never graduated from high school, and spent 15 years as an insurance underwriter analyzing the actuarial experience of client groups. “There were too many boundaries in insurance,” he says. “All I really wanted to do was write and design fantasy games.”

In 1970, he quit his job and started living out his fantasy. He paid the bills by repairing shoes in his basement. He also got a trickle of royalties for writing and editing rules for war games, and was paid 60 cents a page for typing up the rules. In 1971, he published his own set of rules for a war game, which he called Chainmail. A year later, in the second edition, he added something called a fantasy supplement, describing an imaginative setting for playing the game.

To his surprise, all of the inquiries about Chainmail began to focus on the fantasy supplement. So in 1973, he persuaded his boyhood friend and fellow gamer Donald Kaye to borrow $1,000 against his life insurance and the two of them formed a partnership called Tactical Studies Rules (TSR). With Kaye’s money, they published a set of wargame rules for lead miniatures, called Cavaliers & Roundheads.

In January 1974, Gygax and Kaye were joined part-time by another gamer, Brian Blume, who had been a tool-and-die maker for his father’s company for five years. Blume invested an additional $2,000 and the three of them published the rules for Dungeons & Dragons. It took a year to sell the first 1,000 copies of D&D. The next January, Donald Kaye had a fatal heart attack: He had been scheduled for heart surgery, but had never told his partners. “The key to having a lot of success is enjoying what you do so you don’t mind thinking about it all the time,” says Gygax. “Donald never got a chance to participate like that in TSR.”

The partnership moved into Gygax’s basement and printed another 2,000 copies of D&D, which took only five months to sell out. “We had to compete with my shoe-repair machinery,” recalls Gygax. “But the assembly process wasn’t complicated. My wife, my kinds, and I would march around the diningroom table picking up the pieces and putting them in the box.”

In October, a newly incorporated TSR Hobbies, with Brian full-time, and the printing and assembly subcontracted, began to get serious about business. The third printing of 3,000 copies of D&D also took only five months to sell out.In the next fiscal year, 1976, the company had $300,000 in revenues. “We knew it was good,” says Gygax, “but we didn’t know just how good. We decided in 1975 to compete with Milton Bradley and Parker Brothers.”

James Maliszewski notes the complete absence of any mention of Dave Arneson.

TSR’s income statement for fiscal year 1981 caught my eye:

Net sales $9,789,376
Cost of sales 2,484,010
Gross margin 7,305,366
Selling and G&A expenses 5,599,245
Operating income 1,706,121
Other income 302,287
Net pre-tax income 2,008,408
Income taxes 955,000
Net income 1,053,408

Boom, Headshot!

Tuesday, June 26th, 2012

Video games make excellent training tools, and a recent study shows that shooting games improve shooting skill:

After completing the surveys, participants were randomly assigned to play either a violent shooting game with realistic humanoid targets (Resident Evil 4), a nonviolent shooting game with bull’s-eye targets (the target practice game in Wii Play), or a nonviolent, nonshooting game (Super Mario Galaxy) for 20 min on a Nintendo Wii attached to a 19-in (48.3-cm) computer monitor. The video games were pretested and selected to be equal in terms of how entertaining and engaging they were but different in terms how violent they were and how much shooting was involved (see Table 1).

For the two shooting video games, participants were also randomly assigned to play with either a standard controller (in which the participant used a joystick to control the aim and pressed buttons to fire) or with a pistol-shaped controller (in which participants pointed at the screen to aim and pulled a trigger to fire). The same controllers were used for both the violent and the nonviolent shooting video games. The gameplay dynamics of the two shooting video games were equivalent: Players aimed at the target onscreen and fired, mimicking aiming and firing in the “real world.”

For both of the shooting video games, sections of the games that featured nonstop shooting gameplay were selected. All participants were monitored to ensure that they did in fact fire continuously during the 20 min of gameplay. Pretesting revealed that approximately 300 shots were fired in 20 min of gameplay in both the violent and the nonviolent games. Therefore, all participants fired approximately 300 shots at either bull’s-eye or humanoid targets during the 20-min video game “training” period.

After playing the video game, all participants fired a total of 16 “bullets” at a 6-ft (1.8-m) tall male-shaped mannequin target covered in hard Velcro that was located at the end of a narrow hall, 20 ft (6.1 m) away. The gun was a black airsoft training pistol that had the same weight, texture, and firing recoil of a real 9-mm semiautomatic pistol. The pistol can fire accurately up to a range of 50 to 70 ft (15.2-21.3 m) and is powered by a 12-g carbon
dioxide cylinder (pressurized air). We chose a 20-ft (6.1-m) firing distance so participants could more accurately hit whatever portion of the mannequin’s body they aimed at. The “bullets” were .43 caliber rubber training rounds covered in soft Velcro. Participants fired all 16 rounds at the mannequin target. Airsoft pistols are typically used for professional firing training (such as with law enforcement and military personnel). Participants were instructed in the use of the pistol and wore safety goggles while shooting. A post-test-only design was employed to eliminate pistol-firing practice effects. A debriefing followed.

As can be seen in Figure 1, participants who played a violent shooting game using a pistol-shaped controller had 99% more headshots than did other participants. Post hoc tests showed that participants who played a violent shooting game using a pistol-shaped controller had the most headshots, whereas participants who played a nonviolent nonshooting game had the fewest headshots. The other participants were between these two extremes and
did not differ from each other. Participants who played a violent shooting game with a pistol controller also had 33% more other shots than did other participants, but they did not differ from participants who played a violent game with a standard controller (see Figure 1). Both groups had more other shots than participants who played a nonviolent shooting game. Participants who played a nonviolent nonshooting game had the fewest other shots.

The researchers clearly aren’t shooters:

An airsoft training pistol was used in this experiment instead of a real firearm. Though the training pistol accurately imitated a 9-mm pistol in many ways, some aspects of firing a real gun–such as the fire and smoke–could not be replicated.

Fire and smoke? Seriously? How about noise and recoil?

Also, they make no mention of the fact that video games don’t ask you to rely on your sights; they place red cross-hairs on the screen. That’s a huge difference — if you’re not point-shooting at close range.

The Seven Geases by Clark Ashton Smith

Tuesday, May 29th, 2012

Clark Ashton Smith somehow failed to make it into Appendix N of the original Dungeon Master’s Guide, Gygax’s list of inspirational and educational reading.

This stands out when you read a few passages from The Seven Geases (1934):

The Lord Ralibar Vooz, high magistrate of Commoriom and third cousin to King Homquat, had gone forth with six-and-twenty of his most valorous retainers… He and his followers were well armed and accoutered. Some of the men bore coils of rope and grappling hooks to be employed in the escalade of the steeper crags. Some carried heavy crossbows; and many were equipped with long-handled and saber-bladed bills which, from experience, had proved the most effective weapons in close-range fighting with the Voormis. The whole party was variously studded with auxiliary knives, throwing-darts, two-handed simitars, maces, bodkins and saw-toothed axes. The men were all clad in jerkins and hose of dinosaur-leather, and were shod with brazen-spiked buskins. Ralibar Vooz himself wore a light suiting of copper chain-mail, which, flexible as cloth, in no wise impeded his movements. In addition he carried a buckler of mammoth-hide with a long bronze spike in its center that could be used as a thrusting-sword; and, being a man of huge stature and strength, his shoulders and baldric were hung with a whole arsenal of weaponries.

[...]

Most of the caves were narrow and darksome, thus putting at a grave disadvantage the hunters who entered them; and the Voormis would fight redoubtably in defense of their young and their females, who dwelt in the inner recesses; and the females were fiercer and more pernicious, if possible, than the males.

By the way, geas is the Scottish spelling of an old Gealic word for a magical obligation — and it is not pronounced like geese, but more like gesh:

In Irish mythology and folklore, a geis is an idiosyncratic taboo, whether of obligation or prohibition, similar to being under a vow or spell.

The geis is often a key device in hero tales, such as that of Cúchulainn in Irish mythology. Traditionally, the doom of heroes comes about due to their violation of their geis, either by accident, or by having multiple geasa and then being placed in a position where they have no option but to violate one geis in order to maintain another. For instance, Cúchulainn has a geis to never eat dog meat, and he is also bound by a geis to eat any food offered to him by a woman. When a hag offers him dog meat, he has no way to emerge from the situation unscathed; this leads to his death.

(Hat tip to The Mule Abides.)

Audience With The King Of Space

Sunday, May 13th, 2012

I haven’t played Eve Online, but this interview with the head of the so-called Goon Fleet dips into political philosophy and the nature of leadership:

Autocracy is the most effective form of government in null sec [the enormous sections of space within Eve Online with no AI police, where players rule themselves]. Council systems don’t work very well.

[...]

Democracy is death. In a situation where you need to be able to respond quickly and with force to strategic problems, invasions or what have you, you can’t wait for a vote.

[...]

Eve is a fascinating social sandbox. People with the ability to bind people to them are rare in real life, and they are in Eve as well. One of the scariest moments for me in Eve was during our most recent campaign, the Fountain Campaign. We’d created this coalition called The Clusterfuck, and I was set to give this speech. Occasionally we do this, and we call it the State of the Goonion and it gets four hundred or five hundred people on Teamspeak. So I gave a speech and welcoming the Clusterfuck, and found one thousand, two hundred and seventy humans had tuned in to hear me talk about a bad game. And then we went off to break up the alliance we were at war with.

You can’t kill an alliance unless you break up the social bonds that hold it together. Espionage is only ever a means to an end to induce a failure cascade.

When things get bad, when an alliance starts losing enough that they stop logging in, when they start blaming each other and they start internalising their failures, then you start seeing “the graph”. An alliance goes into failure cascade when its capabilities have been degraded to the point that one failure piles on top of another, and they start shedding corporations, because rather than identifying with the alliance the pilots say “Well, I’m still a proud member of my corporation”, and then one corp goes its seperate ways. And if one corp stops showing up on operations, everyone else says “What the fuck is with these people?” And it becomes a circular firing squad.

During the Great Wars 1 and 2 we had destroyed Band of Brothers and taken their space, but they were still a cohesive social force and simply reformed. It was only most recently during the Fountain campaign that they went into true failure cascade, and are now three or four different alliances which hate each other’s guts now. Which is great!

Failure cascades just fascinate me. That’s why I play the game, really — to tear social groups apart. That’s the stuff that’s interesting about Eve. The political and social dimensions. Not the brackets shooting brackets shit. That’s why we say Eve is a bad game.

[...]

I used to actually be a very bad leader. Many years ago Remedial – the guy now facing 25 million dollars in fines  —  retired and made me CEO against my will, and I failed spectacularly. I listened to too many people and tried to poll my membership for what I should do, and it was a disaster. I handed leadership over to somebody who knew what they were doing and the organisation was much better for it.

Later, after watching so many failure cascades, I saw some commonalities in what made good and bad leaders. Through my spy network and watching the mistakes of others I developed into what I would call a good leader.

It’s essentially about delegation. People will show up and be good leaders, but they’ll try and do everything, then they’ll burn out, disappear and their alliance dies. For example, in Goonswarm we have a team structure. I’m the autocrat, but we have a finance team, a fleet commander team, a logistics team and so on, and these teams don’t have heads. These teams simply work together to solve common problems, and that removes single person dependencies which are a huge problem in alliances.

In some ways, it’s a lot more complicated than running a small business. Most small businesses are between a hundred and two hundred employees, or less. We run an organisation of six thousand people in a coalition of ten thousand.

[...]

The purpose of the autocrat is to essentially let the people who are experts do their jobs, make large strategic decisions and be a figurehead, but a lot of it’s just human resources work. Resolving disputes, hiring good people, firing bad people.

I don’t know shit about logisitics, I’m not a fleet commander — I’ve got spying down, but I’m just a leader. I’ve got the charisma. Micromanaging is death. It leaves you with good people wondering why the fuck some asshole is telling them how to run a logistics chain or what ships to use in the fleet they’re composing. A lot of other autocrats meddle too much.

(Hat tip to Buckethead.)

UrbanSim

Saturday, May 5th, 2012

UrbanSim is a militarized SimCity, designed to teach COIN to battalion commanders:

The military’s own simulation experts laugh at the notion that commanders will ever be able to click a mouse and have a computer tell them the perfect strategy for destroying the Taliban. Yet a computer game might at least give them a sense of how officers’ decisions have consequences. Repairing the local sewer system is like casting a stone in a pond; the ripples shift the population’s mood, which in turn changes support for the insurgents, which affects the number of attacks from improvised explosive devices (IEDs) — and could eventually alter the course of the war.

My unit is the 1st Battalion of the 303rd Cavalry regiment, which I have redesignated Task Force Noob. We are assigned to the Iraqi city of al-Hamra, a mostly Sunni town with some Shiites and Kurds. I am the battalion commander, and I’ve got eight platoons, a Civil Affairs detachment, and a Quick Reaction Force at my disposal. It sounds like an impressive force to impose the will of Noob, but it’s not. I have to cover 15 neighborhoods, each with a level of coalition support from zero to 100 percent, plus a smorgasbord of decaying infrastructure, venal tribes, and leaders who often hate each other. The game lasts 15 turns. How well I do will be measured by several metrics, including six “lines of effort” or LOEs (civil security, governance, host-nation security forces, information operations, essential services, and economics), plus the Population Support Meter. Did I mention that five of the six LOEs start at less than 50 percent success, while the Population Support Meter says that 44 percent of al-Hamra wishes I would disappear in a puff of black smoke? Colonel Noob feels like Colonel Custer.

[...]

So how did this armchair strategist fare at COIN? Probably better than the U.S. military in the first years of the Iraq occupation, but possibly not as good as in the years following the “surge.” I’m still not sure what I learned from UrbanSim. Like many an army commander before me, I never had a firm sense of how my decisions created consequences. Many hidden assumptions lie underneath UrbanSim’s hood, and a simulation can only be as accurate as those assumptions.

But accurately simulating the dynamics of an insurgency wasn’t the goal. The point was to begin to understand them. What staggered me was the almost infinite number of possible decisions and consequences in UrbanSim. I could kick down doors, bribe local leaders, smash insurgent cells, and fix sewer lines. But I didn’t have enough resources to do everything, nor could I foresee how each action would help or hinder the other actions.

Tomorrow I will probably read about a battalion commander struggling to simultaneously fight the Taliban, build schools, and establish a rapport with villagers. I can’t fully sympathize with his plight because I have never walked in his shoes (a fortunate thing for all concerned). But I can now understand his dilemma a little better.

If the Army were smart, it would make a game like UrbanSim available to the general public. It won’t change anyone’s mind about the war. But it will give them a greater appreciation for the challenges of counterinsurgency. Believe me: Colonel Noob can use all the help he can get.

Keep In Memory

Wednesday, April 25th, 2012

In the most recent episode of Top ShotHave Machine Gun Will Travel, the host describes Kim’s game as an old Marine exercise and explains that KIM stands for Keep In Memory — which, of course, isn’t true. The name comes from Rudyard Kipling’s Kim:

Kim, a teenager being trained in secret as a spy, spends a month in Simla, India at the home of Mr. Lurgan, who ostensibly runs a jewel shop but in truth is engaged in espionage for the British against the Russians. Lurgan brings out a copper tray and tosses a handful of jewels onto it; his boy servant explains to Kim:

Look on them as long as thou wilt, stranger. Count and, if need be, handle. One look is enough for me. When thou hast counted and handled and art sure that thou canst remember them all, I cover them with this paper, and thou must tell over the tally to Lurgan Sahib. I will write mine.

They contest the game many times, sometimes with jewels, sometimes with odd objects, and sometimes with photographs of people. It is considered a vital part of training in observation; Lurgan says:

[Do] it many times over till it is done perfectly — for it is worth doing.

In his book Scouting Games, Robert Baden-Powell, the founder of scouting, names the exercise Kim’s Game and describes it as follows:

The Scoutmaster should collect on a tray a number of articles — knives, spoons, pencil, pen, stones, book and so on — not more than about fifteen for the first few games, and cover the whole over with a cloth. He then makes the others sit round, where they can see the tray, and uncovers it for one minute. Then each of them must make a list on a piece of paper of all the articles he can remember… The one who remembers most wins the game.

In the Top Shot elimination challenge, they must memorize and then only shoot the target objects that appeared in their box of targets.

Virtual Shaping Operations

Wednesday, April 25th, 2012

Jim Gourley describes an intriguing war game concept, the idea behind Stavka-Okh:

The player takes on the role of either Hitler’s or Stalin’s chief of staff and influences the overall strategy of either side for the duration of WWII. The concept was to inject a sense of self-interest in the player beyond simply winning the war for their “team” and creating an environment of internal political tension between their dictator and subordinate staff. The player could only choose from war plans developed by the staff, but was also made aware of the likelihood of the dictator either actually endorsing the plan or overruling the decision. Based on these factors, and the choice to “support the party” in its respective campaigns of genocide, the player accumulated “glory points” that would influence their army’s success and their own reputation. Between the two sets of conflicting values, one could either end the game as a victorious but unpopular tactician or escape the war crimes tribunal in defeat.

The game fails, because it tries to do too much, Gourley argues — but other, massively multiplayer games achieve the original goal by being massively multiplayer. He particularly recommends EVE Online, a game of interstellar armadas:

The twist to the game is that these fleets serve no emperor nor press for geographic control. Everyone works for an interstellar conglomerate and the name of the game is economics. Negotiating a favorable deal on the sale of a mineral-rich moon or the acquisition of a new merchant vessel is just as important a skill as your aim with photon torpedoes. It’s become no trifling matter. The game’s universe has a government — the Council of Stellar Management — and each year since 2008 they’ve beamed down to Reykjavik to discuss everything from exchange rates to crash issues with Windows Vista.

The game’s economy, and how it foments armed conflict, shouldn’t be taken for granted as a subject of study. The developers themselves recently admitted they were in over their heads and actually hired a professor of economics to help them understand what was going on in their own game. In one of his first interviews since taking the job, Dr. Eyjólfur Guðmundsson explained the EVE universe as filled with resources and fraught with conflict, with multiple large powers vying to collect them. It’s possibly an analogy for Africa with the economics of an arms race thrown in.

The key point for researchers and military simulations specialists, though, is that all of the aforementioned complexity came not as a result of ingenious programming or oversight, but evolved in a truly organic way. Given that such primacy has been placed on the “shaping operations” of counter-insurgency in modern conflicts, we should reconsider how we approach the digital simulation frontier.

This promotional video explains EVE Online’s “sandbox”:



Another commenter strongly recommends Arma 2, which is now free:

The Origins of Risk

Wednesday, April 4th, 2012

I knew that the interminable, high-concept board game Risk was originally devised by a Frenchman, but I didn’t realize he was already famous for something else entirely:

Created by Albert Lamorisse on a family vacation to Holland, La Conquête du Monde (The Conquest of the World) was released by the French game company Miro in 1957.

The name given by Lamorisse is eerily descriptive and more apt than the one christened by Parker Brothers in 1959, Risk.

Albert Lamorisse in known for more than this contribution to the world of gaming, as the Frenchman won the 1956 Academy Award for best screenplay for The Red Balloon, a thirty-four minute film directed by Lamorisse capturing the movement of a sentient balloon as it follows Lamorisse’s son and several other children.

Quest View

Sunday, April 1st, 2012

Google Maps has introduced an old-school 8-bit video-game Quest View to turn your commute into a computer roleplaying game.

Oswald the Lucky Rabbit

Friday, March 23rd, 2012

A rough image of Oswald the Lucky Rabbit has been brought out of the Walt Disney Company archive for the unveiling of their new video game, Disney Epic Mickey 2: The Power of Two:

The mischievous Oswald was co-created by Disney before Mickey, but he was lost in a 1928 contract dispute with Universal Studios. Oswald hopped back to Disney in 2006 when CEO Bob Iger brokered a deal that sent sportscaster Al Michaels to Universal-NBC. Oswald’s first appearance since his return came in 2010s “Epic Mickey” as the ruler of a forgotten realm.

“We’ve always known about the character and loved him and wished that we could do things with him, but he wasn’t a character that belonged to us,” said Walt Disney Co. archive director Becky Cline. “In 2006, we were over the moon when Bob Iger made (the deal).”

Miss Cline noted that most of the drawings from Disney’s early Oswald cartoons were destroyed, likely because there was a lack of storage when his studio moved to a new facility in Burbank, California, in 1939. She said the image of Oswald comes from a box of drawings that was found in the 1970s and has been preserved in the Disney archives for the past 40 years.

The image, drawn on paper in graphite, comes from the 1928 animated short film “Sky Scrappers.” It shows Oswald shielding himself from falling bricks with an umbrella.

Video Games Are Good for You

Monday, March 12th, 2012

Video games are good for you:

A growing body of university research suggests that gaming improves creativity, decision-making and perception. The specific benefits are wide ranging, from improved hand-eye coordination in surgeons to vision changes that boost night driving ability.

People who played action-based video and computer games made decisions 25% faster than others without sacrificing accuracy, according to a study. Indeed, the most adept gamers can make choices and act on them up to six times a second—four times faster than most people, other researchers found. Moreover, practiced game players can pay attention to more than six things at once without getting confused, compared with the four that someone can normally keep in mind, said University of Rochester researchers. The studies were conducted independently of the companies that sell video and computer games.

Scientists also found that women—who make up about 42% of computer and videogame players—were better able to mentally manipulate 3D objects, a skill at which men are generally more adept.

[...]

A three-year study of 491 middle school students found that the more children played computer games the higher their scores on a standardized test of creativity—regardless of race, gender, or the kind of game played. The researchers ranked students on a widely used measure called the Torrance Test of Creativity, which involves such tasks as drawing an “interesting and exciting” picture from a curved shape on a sheet of paper, giving the picture a title, and then writing a story about it. The results were ranked by seven researchers for originality, length, and complexity on a standardized three-point scale for each factor, along with detailed questionnaires.

In contrast, using cellphones, the Internet, or computers for other purposes had no effect on creativity, they said.

Using Accelerometers to Plot Bullet Hits

Monday, January 30th, 2012

The geeks at Waterloo Labs in Austin have come up with a very Texan project — using accelerometers to plot bullet hits:

Lego Is for Girls

Friday, January 27th, 2012

The Lego store might as well have a “No Girls Allowed” sign, Peggy Orenstein quips, because, as Brad Wieners explains, their boy-focused turnaround has been so successful:

Revenue has increased 105 percent since 2006, according to the privately held company’s 2010 annual report, and Lego topped $1 billion in U.S. sales for the first time last year. It’s on track to do that again in 2011. “They’re killing it now,” says Gerrick Johnson, equities analyst at BMO Capital Markets, who has followed the company’s impact on listed toymakers such as Mattel (MAT) and Hasbro (HAS) for a decade. Lego, he says, “is the hottest toy company in the boy segment, and maybe the hottest in toys overall.”

Now, after four years of research, design, and exhaustive testing, Lego believes it has a breakthrough, and Lego is for girls, too:

On Dec. 26 in the U.K. and Jan. 1 in the U.S., Lego will roll out Lego Friends, aimed at girls 5 and up. (French Lego retailers are going rogue and plan to bring out Lego Friends on Dec. 15.) In Lego’s larger markets, like the U.S., Lego determined it was better to introduce the new line after the holidays, when Wal-Mart Stores (WMT), for example, would give the line dedicated shelf space it wouldn’t during the holiday sales rush. The company’s confidence is evident in the launch — a full line of 23 different products backed by a $40 million global marketing push. “This is the most significant strategic launch we’ve done in a decade,” says Lego Group Chief Executive Officer Jørgen Vig Knudstorp. “We want to reach the other 50 percent of the world’s children.”

If you found yourself desperately hunting for gifts for a little girl for Christmas, you may be thinking, “Lego, are you messing with me on purpose?”

Anyway, how did they appeal to girls?

To develop Lego Friends, Knudstorp relaunched the same extensive field research — more cultural anthropology than focus groups — that the company conducted in 2005 and 2006 to restore its brand. It recruited top product designers and sales strategists from within the company, had them join forces with outside consultants, and dispatched them in small teams to shadow girls and interview their families over a period of months in Germany, Korea, the U.K., and the U.S.

The research techniques and findings have been controversial at Lego from the moment it became clear that if the company were serious about appealing to girls, it would have to do something about its boxy minifigure, its 4-centimeter plastic man with swiveling legs, a yellow jug-head, and a painted-on face. “Let’s be honest: Girls hate him,” says Mads Nipper, the executive vice-president for products and markets, Lego’s equivalent of a chief marketing officer. In terms of Lego iconography, the minifigure is second only to the original studded brick. It’s as hallowed as a 1 5/8th-inch piece of plastic can ever be.
[...]
During ’05 and ’06, the Lego “anthros,” as the research teams have been called, discovered some underappreciated cultural gaps. The idea of creative play as conducive to learning, or even formal education, is an article of faith at Lego that goes back to its founder, who defended his decision to become a toymaker during the Great Depression by pointing out that all animals use play to develop their brains. In Japan, however, Lego found that study and play were more clearly delineated. Few Japanese parents bought Lego, as they do in Germany or the U.S., because they were “toys with vitamins in them,” as Lego senior director Søren Holm only half-jokingly puts it.

American boys, meanwhile, turned out to be the least free of any group Lego tracked. British and German boys are far more likely to play unsupervised in yards and wooded areas and even have greater latitude in decorating their bedroom walls. Among slightly older American boys, 9 to 12, building with Lego represented a rare chance to be left alone. (On one subject, boys of all ages and nationalities agreed: A castle without a dragon is worse than no castle at all.)

Lego won’t say how much it spent on its anthropology, but research went on for months and shattered many of the assumptions that had led the company astray. You could say a worn-out sneaker saved Lego. “We asked an 11-year-old German boy, ‘what is your favorite possession?’ And he pointed to his shoes. But it wasn’t the brand of shoe that made them special,” says Holm, who heads up the Lego Concept Lab, its internal skunkworks. “When we asked him why these were so important to him, he showed us how they were worn on the side and bottom, and explained that his friends could tell from how they were worn down that he had mastered a certain style of riding, even a specific trick.”

The skate maneuvers had taken hours and hours to perfect, defying the consensus that modern kids don’t have the attention span to stick with painstaking challenges, especially during playtime. To compete with the plug-and-play quality of computer games, Lego had been dumbing down its building sets, aiming for faster “builds” and instant gratification. From the German skateboarder onward, Lego saw it had drawn the wrong lessons from computer games. Instead of focusing on their immediacy, the company now noticed how kids responded to the scoring, ranking, and levels of play — opportunities to demonstrate mastery. So while it didn’t take a genius or months of research to realize it might be a good idea to bring back the police station or fire engine that are at the heart of Lego’s most popular product line (Lego City), the “anthros” informed how the hook-and-ladder or motorcycle cop should be designed, packaged, and rolled out.

Encouraged by what it had learned about boys, Lego sent its team back out to scrutinize girls, starting in 2007. The company was surprised to learn that in their eyes, Lego suffered from an aesthetic deficit. “The greatest concern for girls really was beauty,” says Hanne Groth, Lego’s market research manager. Beauty, on the face of it, is an unsurprising virtue for a girl-friendly toy, but based on the ways girls played, Groth says, it came, as “mastery” had for boys, to stand for fairly specific needs: harmony (a pleasing, everything-in-its-right-place sense of order); friendlier colors; and a high level of detail.

“It was an education,” recalls Fenella Blaize Holden, an under-30 British designer, on the process of getting Lego Friends made. “No one could understand, why do we need more than one handbag? So I’d have to say, well, is one sword enough for the knights, or is it better to have a dagger, too? And then they’d come around.”

Lego confirmed that girls favor role-play, but they also love to build — just not the same way as boys. Whereas boys tend to be “linear” — building rapidly, even against the clock, to finish a kit so it looks just like what’s on the box — girls prefer “stops along the way,” and to begin storytelling and rearranging. Lego has bagged the pieces in Lego Friends boxes so that girls can begin playing various scenarios without finishing the whole model. Lego Friends also introduces six new Lego colors — including Easter-egg-like shades of azure and lavender. (Bright pink was already in the Lego palette.)

Then there are the lady figures. Twenty-nine mini-doll figures will be introduced in 2012, all 5 millimeters taller and curvier than the standard dwarf minifig. There are five main characters. Like American Girl Dolls, which are sold with their own book-length biographies, these five come with names and backstories. Their adventures have a backdrop: Heartlake City, which has a salon, a horse academy, a veterinary clinic, and a café. “We had nine nationalities on the team to make certain the underlying experience would work in many cultures,” says Nanna Ulrich Gudum, senior creative director.

The key difference between girls and the ladyfig and boys and the minifig was that many more girls projected themselves onto the ladyfig — she became an avatar. Boys tend to play with minifigs in the third person. “The girls needed a figure they could identify with, that looks like them,” says Rosario Costa, a Lego design director. The Lego team knew they were on to something when girls told them, “I want to shrink down and be there.”

The Lego Friends team is aware of the paradox at the heart of its work: To break down old stereotypes about how girls play, it risks reinforcing others. “If it takes color-coding or ponies and hairdressers to get girls playing with Lego, I’ll put up with it, at least for now, because it’s just so good for little girls’ brains,” says Lise Eliot. A neuroscientist at the Rosalind Franklin University of Medicine and Science in Chicago, Eliot is the author of Pink Brain Blue Brain, a 2009 survey of hundreds of scientific papers on gender differences in children. “Especially on television, the advertising explicitly shows who should be playing with a toy, and kids pick up on those cues,” Eliot says. “There is no reason to think Lego is more intrinsically appealing to boys.”

Maybe not, but even Knudstorp acknowledges that Lego’s girl problem will be hard to conquer.

Charting the Course for D&D

Monday, January 9th, 2012

The makers of Dungeons & Dragons have announced that they’re producing a new edition, but the real news is that they got the New York Times to cover the story.

George R.R. Martin Talks GURPS

Friday, December 9th, 2011

Years ago, George R.R. Martin’s “realistic” superhero series, Wild Cards was adapted for Steve Jackson Games’ similarly “realistic” roleplaying game system, GURPS.

In this brief interview, he mentions moving his own gaming group over from a hodgepodge of systems — Superworld, Call of Cthulhu, The Morrow Project, Paranoia, Dungeons & Dragons — to just GURPS 20 years ago: