Eric Hautemont of Days of Wonder

Sunday, December 4th, 2011

Eric Hautemont, CEO & co-founder of Days of Wonder, the company behind the boardgame Ticket to Ride, has an interesting history:

I was born in France, came to the US in 1988. I was in the computer graphics industry, and formed Ray Dream. In 1996, I sold Ray Dream to Fractal Design and decided to become a venture capitalist. I wanted to help other small companies get off the ground the way I had gotten help. But I soon discovered that being a VC was a lucrative, but very boring job. Some companies, you’d go to and they’re so smart that you feel you’re bringing down the average IQ by being there, others need so much help you won’t make much of a difference. Either way, most of the time you write a check and then that’s about all you can do — the rest won’t make much of a difference to your fund’s return.

So I wanted to do something else. By this time I had two young kids, and I wasn’t really interested in getting back into the tech-world rat race, working so many hours every week. I wanted something where the pace would be more reasonable. I was thinking about traditional board games. About this time, at Hasbro, the CEO was Alan Hassenfeld, who was the grandson of the founder Henry Hassenfeld. [Hasbro was originally Hassenfeld Brothers and became Hasbro Industries in 1968.] And that was so different from the way things worked in Silicon Valley and the high-tech industry, where things rise and fall and change. I liked the idea of forming something that would last that would still be around in generations. If you look at Monopoly, it was published in the 1930s and is still the highest-selling game. How many other consumer goods can you think of that were at the top of the market over 70 years ago and still are? So at this point I really wanted to think about creating a board game company, and I went back to running a product company, like I had done at Ray Dream. I went to some of the people from Ray Dream — Mark Kaufmann, who was Director of Product Marketing, and Yann Corno, another co-founder of Ray Dream whom I knew from high school — and we started Days of Wonder.

Otranto

Monday, October 31st, 2011

In 1988  James Cawthorne and Michael Moorcock compiled Fantasy: The 100 Best Books — which was more a list of books that had influenced the development of the modern fantasy genre, starting with Gulliver’s Travels (1726) and including a number of important but not-so-good works, like The Castle of Otranto (1765):

There are novels so fundamental to the development of a particular genre that the question of their literary merit is of secondary importance. Horace Walpole did not invent the basic constituents of the Gothic novel, but in The Castle of Otranto he combined them in a manner which became a standard formula for the next two centuries. It was the publisher’s equivalent of sliced bread. Their readers took to its clammy horrors with delight, and in growing numbers as the ‘penny dreadfuls’ set out to wring the last drop of ichor from its lurid lexicon.

(Let me stop to note that my spell-checker doesn’t recognize ichor.)

By then, the Gothic had travelled far from its original sources of inspiration. The prevalence of castles in the literature was no accident, nor was the frequency with which they were built on the iceberg principle, with nine-tenths of their structure consisting of subterranean vaults. These spectre-infested spaces were rooted in the fantasies of an architect, Giovanni Piranesi. A revised edition of his Carceri d’Invenzione appeared in 1761, featuring a series of drawings of prison interiors conceived on a titanic and overpowering scale.

Castles built nine-tenths underground? It all sounds very Dungeons & Dragons. Piranesi‘s work might serve to illustrate Dave Arneson’s Blackmoor, I suppose:

Walpole, who had already converted his Twickenham home into a mock-Gothic castle, took from Piranesi the central image of his novel, a black-plumed helmet of monstrous size. Around it he gathered the now familiar cast of wronged and lovesick maidens, unhinged and tyrannical nobles, younger sons of ancient families travelling incognito.

The Gothic novel obviously became a tired cliché — but I doubt most people today have read a single Gothic novel. The bad-but-classic Universal horror films include some of the elements — namely the castles and the rare Carpathian armadillo — but even those passed profoundly out of style long, long ago.

Little Monsters, Big Bucks

Thursday, October 27th, 2011

Unlike the Mario Brothers, the pocket monsters from the Pokémon video game did successfully break out into other media. In fact, when Wizards of the Coast, the folks behind Magic: The Gathering, produced a kid-friendly Pokémon trading-card game, it almost took over the brand. (The card game is now produced by The Pokémon Company, a Nintendo affiliate spun off in 1998.)

The billion-dollar question is how? Pokémon game director Junichi Masuda sees three pillars to its success — solid gameplay, believable characters and the element of communication — but mainly that foundation of unwaveringly excellent videogames:

“A kids’ brand generally doesn’t start with a videogame,” says J.C. Smith, Pokémon Company’s director of marketing. “Because we have that great base that’s a rich experience, it makes the other pieces easier to sell.”

Pokémon was, and is still, the creation of hard-core gamers with an adoration for the medium. Satoshi Tajiri and Ken Sugimori started their company Game Freak in the late ’80s, naming it after a black-and-white gaming fanzine the pair used to print up and sell around Akihabara. They started cranking out passionate, well-designed games that today are cult classics: Mendel Palace on the 8-bit Nintendo; Pulseman on the Sega Genesis.

As a kid, Tajiri would throw different species of bugs into bottles and watch them fight. This would eventually inspire 1996’s Pocket Monsters, a game for the aging black-and-white Game Boy in which players searched through tall grass to capture 150 fantastic creatures, then pit them against each other in battle. It was a smash success in Japan, and Game Freak’s days as a maker of low-selling cult games for their fellow geeks and freaks of Akihabara were over.

One of the company’s first hires was Junichi Masuda, whose background in both classical music and computer programming made him an ideal multitasker for a small company. After writing the theme songs to most of Game Freak’s releases, he moved into game directing. His guiding principle in creating appealing games, he says, is sports.

“With Pokémon, what we concentrate on is that the gameplay is really solid — like a sport, like soccer or basketball,” Masuda said in an interview with Wired.com earlier this year. “It’s a game that people can play on and on, and not get bored of it.”

It’s amazing how unusual that focus on a good game really is.

Penalty Calls

Sunday, October 23rd, 2011

Adam Gopnik discusses penalty calls in football:

Has anyone stopped to think, though, that the pass-interference call in our football represents a kind of hole in the rules, a trait shared with only one other circumstance in sports that I can think of: the penalty (or, rather, the awarding of a penalty) in the game that the rest of the world calls football? In both cases, the reward — the ball moved to the spot of the foul in pass interference, or even to the one-yard line, if the interference is in the end zone; the offended soccer team getting a near-can’t-miss shot at goal — can be an almost certain score, yet the illegality itself is, nine times out of ten, extremely subtle and difficult to discriminate from all the occasions when it didn’t happen, or at least when the referees didn’t choose to call it. The difference, in soccer, between normal contact in the box and the real illegal push — like that between the normal hand chucking and bouncing in American football and true pass interference — is delicate and always arguable, or at least always argued. (Recall Don Meredith’s first appearance on “Monday Night Football,” and his now classic comment to Howard Cosell on pass interference: “I don’t really know what it is, Howard, but it’s a no-no.”)

The logical thing to do would be to reduce the scale of the reward — to give merely a free kick in soccer, or fifteen yards in football — but, and this is the “hole,” doing that instantly makes tackling the potential scorer the optimal defensive strategy. This actually happens in college football games where the penalty is fifteen yards: you just knock down the receiver blowing by, and take the penalty. The obvious injustice can’t be fixed without opening the door to an even bigger one: sounds like life.

As a consequence, pass-interference calls may look so disputable because the referees don’t voice, openly, the real criterion by which they make them. I suspect that the referees don’t evaluate the rights and wrongs of a specific push so much as mentally calculate the alternative outcome: if the man had a reasonable shot at catching the ball, or scoring the goal, they throw the flag, or point to the spot. One thing our game-playing minds seem to be very, very good at is anticipating outcomes: seeing the whole from the part and the upcoming pattern from the partial view. Studies show that good athletes — and referees, too, I think — often do not see the ball, or the goal, better than you or I would, but they anticipate the coming pattern — see where the defender is going to be before he gets there, or figure out if the receiver really had a chance against Revis in the first place. No one wants to say this, but basically the referees are calling not the play in front of their eyes but the play that would have been there a few moments later. The unfair advantage the superior athlete gets isn’t simply favoritism, or based on past credit in the bank — or, rather, it is, but it’s fully rational, and essentially fair. Revis didn’t exactly get a break on the play; he earned a kind of wrinkle in time by his play in the past. There’s something oddly cheering about this. Cameras and computers can analyze the immediate past, but only minds anticipate the future.

The Official Advanced Dungeons & Dragons Coloring Album

Wednesday, October 19th, 2011

Behold The Official Advanced Dungeons & Dragons Coloring Album, from 1979, illustrated by Greg Irons:

Wood Tape

Monday, September 26th, 2011

I enjoyed Scott Nesin’s tale of the wood tape.

My wife calls me at work, and we have the usual end-of-the-day chat. Then:

“Oh, by the way, Guy wants you to take him to the hardware store, he wants to get some tape.”

“What kind of tape?”

“He says he wants ‘wood tape’.”

“Wood tape?”

“Wood tape.”

“Uhhh, ok. When?”

“Sometime this weekend. He is really looking forward to going.”

Guy is my four-year-old son. No problem, I just need a fraction of an excuse to visit a hardware store.

I won’t spoil it for you.

121 Years of Sanity-Blasting

Wednesday, August 24th, 2011

This past Saturday would have been horror writer H.P. Lovecraft’s 121st birthday — had he made a deal with blasphemous otherworldly powers. Lovecraft’s influence has been wide, James Maliszewski notes, but superficial:

Every time a character in a story, movie, or roleplaying game encounters a blasphemous book, a slimy, tentacled horror, or teeters on the brink of insanity due to the horrible truths he has learned, we ultimately have HPL to thank.

Of course, many of these ideas predated Lovecraft or were further popularized by his imitators. Indeed, I think it likely that the vast majority of the stories and story elements deemed “Lovecraftian” are nothing of the sort, based as they are on very superficial readings of the Old Gent’s writings.This includes the Call of Cthulhu RPG, which, while a very fine game and one of my favorites, nevertheless owes an equal debt to August Derleth as it does to H.P. Lovecraft (not that there’s anything wrong with that).

I’m sure some of this superficiality stems from the intellectual laziness to which we all are prone, but I think most of it has its origin in the difficulty in really coming to grips with the philosophy and worldview that underlie Lovecraft’s stories. HPL is sometimes called a “nihilist” or a “pessimist,” but I don’t think either label is an accurate one. The alien entities Lovecraft describes are not malevolent. They may engage in activities detrimental to man, but it is not through any ill will toward him, or at least no more ill will than when man inadvertently destroys a nest of ants when building a skyscraper. Lovecraft takes no pleasure in this reality; he does not celebrate it. He is completely indifferent to it, presenting it simply as a brute fact, albeit one with far reaching implications for man’s self-image.

That most of us should recoil from this fact is not surprising, as it runs counter to long-held beliefs about the place of man in the cosmos. That’s why, I think, so few of the works called “Lovecraftian” nowadays really deserve the sobriquet. I can count on one hand the number of books, movies, or RPGs that really embrace a Lovecraftian worldview and, even then, that worldview is often tempered with an instinctive hope for human transcendence that, to HPL, is utterly unwarranted. It’s little wonder, then, that pop culture has chosen to defang Lovecraft, reducing his conceptions to catch phrases and nerd totems rather than grappling with the worrisome possibility that he just may be right.

Speaking of the Call of Cthulhu roleplaying game, Sandy Petersen, the creator, recently “reviewed” his own game:

I was such a fan of Runequest that I wrote to Greg Stafford, the president of Chaosium. Instead of putting me on the FBI stalker list, he encouraged me, and I published some articles and one book of monsters with him. Ultimately I proposed an expansion to Runequest in which the players could adventure in H. P. Lovecraft’s Dreamlands. Greg wasn’t interested, because he already had a guy designing a Lovecraft game set in the real world. Ack! This was like the holy grail to me, because I had been a Lovecraft fan since the age of 8, literally. (You can draw your own conclusions about my childhood.) I begged to be allowed in on the project, and then Greg dropped another bombshell — the other guy was dragging his heels, so Greg wanted to drop the whole project in my lap. Excelsior! Greg never even sent me the other person’s notes and writings, so I had to do the whole thing from scratch.

I had previously worked on a game I called American Gothic, which was basically horror set in the modern world. It had not gotten too far along, and used its very own RPG system which was, admittedly, much inferior to Basic Role Playing, which is what Greg demanded. He also demanded that I set the game in the 1920s, which is when Lovecraft wrote the stories.

Why the 1920s?
To me, Lovecraft was never about the era. His characters used cutting-edge technology, such as submarines, airplanes, and recording devices, and interacted with cutting-edge events, such as the discovery of Pluto, and 20th-century population conflicts and pressures. So the way I saw it, if HPL had lived in 1980, he’d have written about Jimmy Carter (my dream is a 1980 HPL story where we find out it wasn’t a giant swimming *rabbit* after all).

However, the good folks at Chaosium did not respect Lovecraft. Greg’s exact words were “HPL is a terrible writer.” That was mild, compared to some other Chaosium opinions. They were okay with having a fan like me design the game, because that way my love for Lovecraft would be in the rules. But on the other hand, the Chaosium folks wanted to enjoy playing the game I was going to design, and they wanted a “hook” to hang their fun onto. They chose the 1920s. In their games, they loved driving old cars, talking about zeppelins, flappers, the Weimar Republic and all that stuff. My own games usually didn’t reference the era at all, except peripherally. Yeah they were in the 1920s too, but they could just as easily have been set anywhere in the 20th century. A haunted house is a haunted house as far as I was concerned.

So Call of Cthulhu to this day is officially set in the 1920s, and has the big 1920s guidebook, with which I had little to do, except providing some monster stats (like for mummies and wolves and so forth). But that was the Chaosium thing.

Sanity
The central driving mechanic of Call of Cthulhu is Sanity. This stat starts pretty high, then deteriorates over time. Though there are methods of raising it, usually you can tell how long you’ve been playing a particular investigator by how low it’s dropped. Lots of folks have told me how ingenious and revolutionary this concept was, and I’ve seen it adapted to many other games under many different names.

As such I’d like to take full credit for inventing it. But I can’t, alas. The original concept was published in an article for the Sorcerer’s Apprentice magazine, where the authors (whose names are published in other interviews of mine) suggested that the player be given a Willpower stat or some such thing, and if he saw something too scary, he could take a Willpower check, and a bad enough failure could reduce it permanently. Reduce it permanently?! This was what I hung my hat on. I took the fundamental idea, called it Sanity, made it the focus of the game, and instead of, on rare occasions, lowering this stat, I had almost every encounter and event reduce one’s Sanity, till player-characters could become gibbering wrecks, or even turn into GM-controlled monsters.

It worked like a charm. In the very first game I ever ran of Call of Cthulhu (long before the rules were finished), my players found a book which enabled them to summon up a Foul Thing From Otherwhere (a dimensional shambler) and decided to do so. At the moment they completed the spell, the players suddenly chimed in with comments like “I’m covering my eyes.” “Turning my back.” “Shielding my view so I don’t see the monster.” I had never seen this kind of activity in an RPG before — trying NOT to see the monster? What a concept. You may not credit it, but I had actually not realized that the Sanity stat, as I had written it, would lead to such behavior. To me it was serendipitous; emergent play. But I loved it. The players were actually acting like Lovecraft heroes instead of the mighty-thewed barbarian lunks of D&D.

I knew I was on to something and kept refining the Sanity mechanic, in conjunction with the people at Chaosium, until it reached its current state. One big change was that I had concluded that Sanity should only diminish, and never increase, and the folks at Chaosium thought that was too negative even for a game about Cthulhu. They were right, I feel. And after all, Sanity still trends downwards, so I got my way in the end. If anything it’s more agonizing for the players this way, because they are fooled into thinking they can work their Sanity back up. Ha ha.

The Monsters
Early reviews of the game took issue with my portrayal of the monsters and gods of the Cthulhu Mythos. (Well, at least T.E.D. Klein’s review did.) They wanted mysterious undescribed horrors, but I just wasn’t raised that way. Not after 7 years of D&D, anyhoo. So I wanted concrete stats and I got them. The biggest problem was that, of course, Lovecraft didn’t specify hardly any of his monsters. They had descriptors instead of names. “Hunting Horrors”, “Formless Spawn”, that sort of things. My response, pedestrian as it may sound, was to take those descriptors and turn them INTO names, plus adding a few extra monsters for good cheer. (Yes, the Dark Young are totally my invention. Now it can be told.) Turning the gods, like Cthulhu and Yog-Sothoth, into monsters went a little against the grain, but on the other hand, the wholly-materialistic Lovecraft kind of treated them LIKE big monsters. Cthulhu, for instance, isn’t really a god — he’s just a huge alien horror; high priest and ruler of his loathsome race. (And what is he a high priest OF? That’s never said.)

Speaking of superficial treatments of Lovecraft’s ideas, James Maliszewski actually recommends the new Scooby-Doo! Mystery Incorporated, which his kids have been watching:

I bring this all up because, in addition to its other fine qualities, many episodes of Scooby-Doo! Mystery Incorporated are loving homages to horror films or books, which makes them great fun to watch if you catch the references, as I do. A thoroughly delightful example of this was the episode entitled “The Shrieking Madness,” which concerns an octopus-headed creature known as Char Gar Gothakon, seen below.

Char Gar Gothakon is the creation of a professor at Darrow University by the name of H.P. Hatecraft, voiced by Jeffrey Combs.

Hatecraft claims that Char Gar Gothakon and his ilk are real entities that contact him in dreams and that he then spins into horror stories.

Some people scoff at this notion, including visiting lecturer Harlan Ellison (voiced by the author himself), deriding Hatecraft as a fraud.

This stance doesn’t find favor with one of Hatecraft’s biggest fans, a young man named Howard E. Roberts, whom Ellison humiliates at his appearance at Darrow University. Here’s Roberts, who looks nothing like any real world person, living or dead.

Char Gar Gothakon attacks the university several times, leading Hatecraft to eventually admit that Ellison is right and that he invented the monster with his own imagination rather than having been contacted by him. Unfortunately, that doesn’t stop the beast from attacking Ellison in a parking lot and nearly carrying him off.

I won’t say any more about the plot of the episode, since I don’t want to spoil it for anyone, though I suspect anyone who’s watched even a single Scooby-Doo episode should have no trouble unraveling the mystery.

The episode has found its way online, if you’re interested.

My Little Pony: The RPG

Friday, August 19th, 2011

A few years back, as an April Fools joke, Wizards of the Coast, the folks behind Dungeons & Dragons, announced a My Little Pony roleplaying game.

This annoyed gamer-geek mxyzplk — because My Little Pony: The RPG was a great idea:

I put some thought into this when my daughter was younger. You could quite easily make a commodity RPG based on, for example, Dora the Explorer. Those episodes are very rote, the girl is on a quest and has to pass three different obstacles. You print up some “adventure sheets” with three to-do things, and a harried parent can “run the game” while doing housework. “Here, to get by the rhyming troll you have to write down a poem! Work one out together, Dora, Nora, and Whoever-you-are! Back in 5! Remember to play pretend!” It can be made appropriate down to a very young age. That article came out when my girl was 4 and I easily specced out some kid-compatible mechanics (who rolled higher on a d6 + arts & crafts!).

Of course, this is hard for most RPG companies to do. It’s not like they’re part of a huge corporation that owns the rights to a bunch of children’s properties! Oh, wait…

It’s pretty sad that we want to get a new generation into the hobby, but the most obvious and high value things that could do that are despised, and instead we think all we need is yet another 300 page rulebook slaughterfest game. Get a child psychologist, combine simple to-dos with pony figures, run a TV spot during the show (retask some of the money being flushed down the toiled advertising Green Lantern toys), and voila, the My Little Pony Adventure Game has more people playing it than every other extant RPG within weeks.

I knew that My Little Pony was back on toy-store shelves. I didn’t realize it had a new hit show:

The series had a reboot last year and is properly titled My Little Pony: Friendship is Magic. While it is obviously a child’s cartoon, it is insanely well done: well-written, well-drawn, well-acted, with plenty of puns, sight gags, at least one Chuck Jones reference, and several very catchy songs.

To paraphrase the producer: “We knew parents would end up watching this show with their kids so we wanted to make it fun for them too. This includes male parents as well.” It worked! The series is now very popular with high school and college age students of both sexes.

It gets weirder:

Despite the target demographic of young girls, the show has gained a large following of predominately male teenagers and adults, calling themselves “bronies”. The appreciation of this unlikely audience is due to a combination of Faust’s direction and characterization, the expressive Flash based animation style, themes older audiences can appreciate, and a reciprocal relationship between the creators and fans. Elements of the show have become part of the remix culture and have formed the basis for a variety of Internet memes.

Fighting Back Against Golf’s Sandbaggers

Thursday, July 7th, 2011

I don’t golf, but the fight against sandbagging transcends any one sport:

Although “sandbagging” can be interpreted wherever the imagination wants to take you (see the accompanying illustration), the term is generally thought to derive from old English gangs, who used rolled-up bags of sand to physically knock out rivals. Poker used the expression before golf, to describe a betting strategy in which a player with a strong hand lures opponents into wagering ever-bigger sums by acting as if he has nothing to work with. Then he knocks them out. In poker, however, ploys like that are the essence of the game. In golf, they’re cheating.

Luckily, a few modern tools have come along that can help suss out sandbaggers and allow tournament directors to deal with them in an objective manner. They are based primarily on the work of Dean Knuth. These days he designs intelligence systems for the military, the CIA and Homeland Security, but for 16 years ending in 1997 Knuth was director of handicapping for the U.S. Golf Association. There he refined and improved the USGA’s handicapping system. He also invented the Slope system for rating courses, which is now used around the world.

Among the most fascinating pages on Knuth’s website, popeofslope.com, is one titled “Odds of Shooting an Exceptional Tournament Score.” A player in the 13-to-21 handicap range, for example, will shoot better than his course handicap only one round in every six. (The course handicap is derived from a player’s handicap index, based on the difficulty of the course being played.) Three strokes better: one round in 43. Six strokes better: one round in 323. (Remember, handicaps are based on the 10 best of one’s 20 most recent rounds, and thus are a measure of potential, not of average performance. The average score for players with handicaps equates to three strokes over their course handicap.)

Handicaps are amazingly predictive when they are real—that is, when every score is accurately posted. For players working to improve, this can be frustrating. “We’ve found that 72% of all golfers end the year within two strokes, plus or minus, of where they started the year,” Knuth told me. The upside of this durability, however, is that sandbaggers who post wildly better tournament scores stand out. The odds of a midrange player shooting eight strokes better than his course handicap are 1 in 1,138. The odds of him doing that twice in 20 rounds (much less in a two- or four-round tournament) are 1 in 14,912.

“Statistically speaking, it’s impossible,” Knuth said.

As a first line of defense against sandbagging, the USGA system will automatically reduce a player’s handicap when he or she posts two designated tournament rounds in a 12-month period that are three strokes or more better than their handicap. An “R” for reduced appears beside his or her index number in the handicap listing.

But clubs or associations that run numerous handicapped, or net, tournaments are using another, more effective Knuth invention called the Tournament Points System. It keeps track only of how golfers place in net events, regardless of what they score. The winner receives five Knuth points, second place gets four points, and so forth. When any player earns seven or more points in a rolling two-year period, his handicap for the next event is automatically shaved according to a formula. The reduction has no effect on the golfer’s official USGA handicap, only on the handicap used in that club’s tournaments.

Two of the clubs I talked to that have recently implemented the system—one in California, the other in Texas—quickly uncovered sandbaggers who needed to have six strokes deducted from their tournament handicaps. “The perception that everything is fair is a big advantage,” said Chip Evans of Lost Creek Country Club in Austin, Texas. In many cases, Knuth said, clubs are reluctant to confront members playing with unjustified handicaps. “It can be very uncomfortable. The system gives them something formal to justify their actions,” he said.

My Little Pony: Fighting is Magic

Friday, June 24th, 2011

The Internet exists for sharing things like My Little Pony: Fighting is Magic:

MMOWGLI and the Pirates

Thursday, June 23rd, 2011

The Institute For The Future is working with the Office of Naval Research (ONR) on MMOWGLI — a Massively Multiplayer Online War Game Leveraging the Internet.

Despite the silly name, and despite that fact that it’s been delayed, the “game” sounds interesting from its documentation, which describes three “moves”:

  1. Protecting the Sea Lanes
    • February 2010, Major International Anti-piracy Conference is being convened under the auspices of the IMO (International Maritime Organization), the Contact Group on Piracy off the Coast of Somalia and the UN [Game artifact].
    • As members of the Contact Group’s Working Group 1, Game Participants, representing various anti-piracy stakeholders, will address activities related to military and operational coordination and information sharing and the operational role of the regional coordination center.
    • {Option} Participants, may also address other related issues such political, economic, informational, and law enforcement responses to a worsening situation.
  2. Attacks at Sea
    • May 2010, Multiple (2-3) near-simultaneous attacks on ships transiting Red Sea to the Horn of Africa.Blue Force player participants could assume game roles, as for example, US combatant commander(s), SEAL team members, other nation combatant skippers, USCG LEDET, FBI teams, Combined Task Force 151 commander, merchant & cruise ship captains, on-board security team (if inserted by Control).
    • Game participants could also play the roles of Somali pirates, pirate mother ship commander and on-shore pirate chieftains/war lords of the Red Force.
    • There could also be a White (or Neutral) team representing regional governments, NGOs, the Somali government, etc.
  3. Hostage Rescue
    • Most likely a Joint SOF mission: SEAL or MEUSOC primary assets on the target(s).
      • Coastal Village
      • Inland
    • Participants play traditional Red-Blue roles as enemy combatants holding people and ships and as various members of a combined — or US-only — assault force.

This sounds like a traditional wargame, where experts discuss what might happen in a high-pressure scenario, only with input from hundreds of interested amateurs — not a massively multiplayer online video game, where everyone’s playing a character (a pirate, a captain, a SEAL operator) in the shared game world.

This bit of the background information caught my attention:

  • Ships turning southward at the Horn of Africa transit the SLOC (Sea Lane of Communication) along the east coast of Somalia because of the prevailing southerly currents there. It’s about 1,500 nm on to Mombasa, which is just south of the equator in Kenya. Comparably, that’s about the transit distance from Portland, Maine down the east coast of the US to Miami, Florida. In other words, the ocean area being patrolled by our naval forces off the coast of Somalia is comparable to that in the Gulf of Mexico from the Mississippi River east to Miami then up the eastern seaboard to Maine.

Here is an “illustrative range of [potential] player responses related to arming crews” drawn from various web sources:

  • Vessels of the Military Sealift Command, which carry Defense Department cargo, use civilian crews who are trained to use weapons.
  • Odds of any one ship being seized by pirates are still very small, and those risks are outweighed by the potential dangers of having guns on board a vessel.
  • Mr. Pundt (Maine Merchant Marine Academy) said he would “…prefer to see an international armed force handle piracy, rather than putting merchant marine crews in the
    position….” of having to do what Navy Seals did Sunday.
  • The shipping industry has resisted arming their boats, which would deny them port access in some nations.
  • Arming big merchant ships will only drive the pirates to more vulnerable private yachts and other ships that can’t afford such protection.
  • “The global shipping industry should consider placing armed guards on its boats to ward off pirates who have become increasingly violent…”, the U.S. military commander who oversees the African coastline, Gen Petraeus, said Friday.
  • Sure, a few of the more zealous and enterprising ship owners will man their vessels with numbers sufficient to repel pirates. But then their overhead will go up and more business
    will shift over to their cheaper competition that is perfectly prepared to risk the lives of their third world sailors in the interest of higher profits. Simple economics nearly guarantee
    that fully manned ships in pirate-infested waters will remain the exception rather than the rule.
  • Italian cruise ship “MSC Melody” had Israeli private security forces (deemed to be the best available) on board. When attacked by pirates the security detail returned fire, startling the pirates, who gave up and turned around. Use of weapons on board were at the discretion of the commander and the security forces.

Chess Is An Accurate Wargame

Wednesday, June 22nd, 2011

Chess is an accurate wargame, Jim Dunnigan argues, for the period it covers, the pre-gunpowder period:

Chess is a highly stylized game. It is always set up the same way, the playing pieces and the playing board are always the same. The board is quite simple. Each of the pieces has clearly defined capabilities and starting positions, much like soldiers in ancient warfare. Given that ancient armies were so unwieldy and communication so poor, it is easy to see why each player in chess is allowed to move only one piece per turn. Because the armies were so hard to control, the battles were generally fought on relatively flat, featureless ground. Then, as now, the organization of the army represented the contemporary social classes. Thus the simularity between chess pieces and the composition of ancient armies.

As a minor point on the history of chess, the “queen” was, until quite recently, called not the “queen” but the “general,” “prime minister,” or other similar titles to represent the piece’s true function, namely, the actual head of the army who had under his personal command the most powerful troops. This is why the “queen” piece is so powerful. Not only does it represent the single best body of troops, but also the very leadership of the army. The king, on the other hand, is indeed the king of the kingdom, without whose presence the army is lost. Thus, the king is not necessarily a soldier of any particular talent. During the battle his main function is to survive and to serve as a symbol, a rallying point for his army.

All Sports Commentary

Sunday, May 29th, 2011

I love this description of all sports commentary — “also, all financial analysis, and, more directly, D&D”:

The Nature of Genius

Thursday, May 26th, 2011

Garry Kasparov was hoping that the new Bobby Fischer biography, Endgame, would explore the nature of genius more thoroughly:

The nature of genius may not be definable. Fischer’s passion for puzzles was combined with endless hours of studying and playing chess. The ability to put in those hours of work is in itself an innate gift. Hard work is a talent.

Generations of artists, authors, mathematicians, philosophers, and psychologists have pondered what exactly it is that makes for a great chess player. More recently, scientists with advanced brain-scanning machines have joined the hunt, looking for hot spots of activity as a master contemplates a move. An obsessive-competitive streak is enough to create a good squash player or a good (or bad) investment banker. It’s not enough to create someone like Fischer.

This is not meant to be a compliment, necessarily. Many strong chess players go on to successful careers as currency and stock traders, so I suppose there is considerable crossover in the pattern-matching and intuitive calculation skills required. But the aptitude for playing chess is nothing more than that. My argument has always been that what you learn from using the skills you have — analyzing your strengths and weaknesses — is far more important. If you can program yourself to learn from your experiences by assiduously reviewing what worked and what did not, and why, success in chess can be very valuable indeed. In this way, the game has taught me a great deal about my own decision-making processes that is applicable in other areas, but that effort has little to do with natural gifts.

The First Dungeon Masters

Thursday, May 12th, 2011

The Brontë sisters achieved lasting fame as novelists, but they were also the first dungeon masters, as the British Library’s major new exhibition Out of this World: Science Fiction but not as you know it reveals:

In their childhood, Charlotte, Branwell, Emily and Anne Brontë created imaginary countries collectively called the Glass Town Federation. Branwell and Charlotte invented the kingdom of Angria, while Emily and Anne created the world of Gondal. They became obsessive about their imaginary worlds, drawing maps and creating lives for their characters and featured themselves as the ‘gods’ (‘genii’) of their world. Their stories are in tiny micro-script, as if written by their miniature toy soldiers.

The Brontës wrote about their imaginary countries in the form of long sagas which were ‘published’ as hand-written books and magazines, reminiscent of the early fanzines created by science fiction fans from the 1930s, as well as the imaginary worlds made up by many writers such as JRR Tolkien and CS Lewis in their childhood and adolescence. Just like today’s writers of ‘fan-fiction’ who use characters and settings from their favourite television shows and books (from Star Trek to Harry Potter), the Brontës used both fictional and real-life characters, such as the Duke of Wellington.

The Young Men’s magazine (the history of which is told by Branwell in ‘The History Of The Young Men From Their First Settlement To The Present Time’), contains an introduction where Branwell gives an account of the toy soldiers which gave rise to the game that resulted in creating imaginary worlds. Originally a place of fantasy, Glass Town, the capital of the Federation, assumed the characteristics of the 19th century city. The map of Glass Town drawn by Branwell has a prototype – a map of real explorations in northern and central Africa in 1822-1824, while the hero of the saga was the real Duke of Wellington – a foreshadowing of what would later become the established genre of alternative histories.

At some point Emily and Anne stopped contributing to the Glass Town and Angria stories in order to create their own imaginary world of Gondal, probably as a rebellion against their older siblings who usually gave them inferior roles to play in the games. Unfortunately, the chronicles of this imaginary place written in prose were lost and only poems are now known. As with the Glass Town writings, these poems are concerned with love and war and explore various modes of identity. Emily Brontë’s Gondal poems relate to characters in the stories, who came from either side of two warring factions.

Early biographers of Emily assumed that the events described in the poems related to her own life, but instead they were figments of her extremely active imagination, and, like Wuthering Heights, not directly written from personal experience. Charlotte Brontë’s poem ‘The Foundling’ tells the story of a young man who emigrates to Glass Town. There he gets involved in politics, falls in love and discovers that he is of a noble background.

As I mentioned a few years ago, all they needed was the funny dice:

In 1826 their father brought Branwell a box of wooden soldiers, and each child chose a soldier and gave him a name and character: these were to be the foundation of the creation of a complicated fantasy world, which the Brontës actively worked on for 16 years.

It’s a shame that only the poetry remains.