BISimulations’ VBS 2

Friday, May 6th, 2011

I don’t know how the Bohemia Interactive Simulations PR team got the New York Times to cover the origin of their Virtual Battlespace (serious) game, but they did:

In 1997, the Spanel brothers began working on a commercial first-person-shooter game with an open platform and design tools, asking users to build more weapons, vehicles and terrains.

Ondrej Spanel had an advanced degree in landscape generation and animation, so terrain rendering became a central feature.

After several failed attempts to find a publisher, the brothers signed with an American distributor that soon went out of business and sold its catalog to Ubisoft, which cancelled the brothers’ contract.

“We were kind of hopeless,” Marek Spanel said.

When the game was eventually published by Codemasters in 2001 as “Operation Flashpoint: Cold War Crisis,” the brothers’ fledgling company, Bohemia Interactive Studio, had grown to a staff of eight. “It was a small team. We were very dedicated. We had no family, no life,” said Mr. Spanel, who now has a 7-year-old son and two daughters, 5 and 3.

The brothers chose as the game’s theme song the heavy metal tune “Lifeless” by the Australian Internet band Seventh, whose lead singer, David Lagettie, was obsessed with military simulators. Mr. Lagettie, 42, had been an industrial air-conditioning mechanic near Canberra. The son of a Vietnam War veteran, he grew up enthralled by military flight simulators. He wrote “Lifeless” in memory of a close family friend, Sgt. Tom Birnie, who was killed in Vietnam.

He suggested that the Spanels turn Operation Flashpoint into a military training game.

The open design and mission editor, it turned out, provided just the flexibility the military needed. Mr. Lagettie helped the Spanels customize Operation Flashpoint into a military simulator they called VBS, which the Marine Corps started purchasing in 2001. The American, British, Canadian, Australian and New Zealand armies now also use the software.

“If it wasn’t for that song,” said Mr. Lagettie, “VBS wouldn’t exist today.”

The military simulation business has sustained the company.

Now, the Bohemia Interactive Group, based in Prague, has a staff of 140. For the 2009 fiscal year, game revenue was about $6 million, while simulation sales were about $7 million, Marek Spanel said.

MMO Class Design: An Economic Argument

Thursday, April 28th, 2011

My gaming experience largely predates modern massively multiplayer online (MMO) roleplaying games (RPGs), but the design decisions going into such games mimic the design decisions going into their pen-and-paper predecessors.  John Hopson looks at class design through an economic lens:

At the heart of the hybrid problem is the fact that if a hybrid can perform a given role as well as a specialist while also having other abilities the specialist can never have, playing a specialist becomes pointless.

To put it in terms of our earlier example, if a paladin can tank as well as a knight but can also heal, then there is never a reason to play a knight instead of a paladin. If the hybrid has all of the advantages of its parents plus extras, then the parent class is doomed to extinction.

Conversely, if a hybrid is always inferior to a specialist in any given role, then it’s always better to have a specialist fill that role. As game designers, we want to create a vibrant ecology of classes, where players have a wide variety of classes and play styles available to them.

The standard solution to this problem can be summed up in the phrase “Jack of all trades, master of none”. Hybrids are generally made less effective in each area than their parent classes, with the intent that they make up the deficiency with their abilities from other areas. The paladin mentioned above might not be able to survive as much damage as a knight, but they can heal other players and help them survive, something a knight could never do.

Historically, MMOs have had a great deal of difficulty designing hybrids that are powerful and valuable without completely displacing their parent classes. The catchphrase for these overly successful hybrids is “tank-mage”. This term comes from the early days of one of the first MMOs, Ultima Online, where some characters could both wear heavy armor and cast powerful damaging spells. A tank-mage could both take and deal a lot of damage, creating a character that was superior to any other type of character in most situations.

Since Ultima Online, other MMOs have tried to avoid this problem, but players inevitably gravitate towards the latest incarnation of the tank-mage whenever possible. This is not a sign that the players are cheating or deliberately trying to abuse the system, it’s just the natural result of players trying to find the golden path and “win” the game. A character who can take more damage is better and a character who can dish out more damage is better — therefore a character that can do both is ideal.

Monopoly Live

Friday, March 11th, 2011

The ironically named Monopoly Live takes some of the human element out of the (in)famous board game, by having a computer adjudicate all the rules — something Dark Tower did in 1981, when computers were novel.

So, it takes away the dice and play money, but it adds some things, too:

It sprinkles in random events, like a horse race where players must bet on winners.

The computer also tracks how fast or slow play is going, and may intervene to make it lively. If, say, very little property is getting bought, it will announce an auction in the middle of turns.

Monopoly was intended as an anti-monopoly propaganda piece — specifically an anti-land-monopoly piece — but the interviewed expert doesn’t seem to know that:

Mary Flanagan, a game designer and distinguished professor of digital humanities at Dartmouth, said that games tended to reflect the societies that they were played in. For instance, the original Monopoly, issued in 1935 by Parker Brothers, now a subsidiary of Hasbro, reflected “American ingenuity, the sense of needing to have hope, and reinforcing capitalism in the face of real economic despair,” she said.

Back to the Dungeon

Friday, March 11th, 2011

Every Friday night, from eighth grade, in 1979, through his senior year in high school, in 1984, Ethan Gilsdorf played Dungeons & Dragons. He stopped playing when he went off to college, but he rediscovered his hobby years later:

When I hit 40, I discovered my cache of D&D rule books and dice some two decades after I’d last laid eyes on it. Stirred by nostalgia, I wrote “Fantasy Freaks and Gaming Geek,” a travel memoir/pop culture investigation that records a year spent “re-geeking” myself and reintegrating D&D and its ilk back into my life. Thanks to the widespread acceptance of gaming and fantasy subcultures — from “Lord of the Rings” to “Harry Potter” to MMOs (online role-playing games) like “World of Warcraft” (aka WoW) — that re-geeking was easier than I expected. I emerged from my hobbit hole and saw a kinder, more tolerant world. A real world where it’s safe to make peace with one’s “inner geek” without risk of reprisal from the jocks. And I’m not the only one making piece with my 20-sided die. “Your story is my story,” countless men tell me.
[...]
“D&D is intrinsically nostalgic,” Tavis Allison told me in a recent e-mail. Allison, 40, is a fundraiser for a hospital in New York City and an avid D&Der who also moderated a panel discussion called “Dungeons & Dragons in Contemporary Art” at a New York City gallery this fall. “The art in the oldest books is weird and crude and like a medieval manuscript; even when it was new it reeked of some strange past, and part of the appeal of fantasy in general is this longing for a past that never was. Can you be nostalgic for something you never had?”

Yes. Yes you can.

Pure and simple, for many, D&D represents a lost age: It was an individualized, user-driven, DIY, human-scaled creative space separate from the world of adults and the intrusion of corporate forces. As Allison rightly noted, D&D recalls that day “before orcs and wookiees were the intellectual property of vast transmedia corporations.” Back when you had lots more free time than money — before girlfriends, job, kids. Life.

Moral Combat

Monday, February 14th, 2011

Monica Potts may be a feminist graduate of an all-women’s college who has vowed to never change her name or end her career to raise children full time, but when she plays sim games, she plays them as a conservative:

As a Sim City expert, I can tell you that things function much more smoothly if taxes are low and city government caters to corporate interests. In the most recent version of the game, low-income housing is associated with higher crime rates, which necessitate more police stations. Low-income housing, however, packs in more workers per block, and I need all those workers in order to generate more revenue. To keep them productive — if employees are unhappy, they go rogue, which, in the game’s terms, means striking and shutting down their textile factories or meatpacking plants — I have to lull them into complacency with plenty of movie theaters, bowling allies, and pizza shops where they can “blow off steam.” These workers produce until the city’s coffers are full enough for me to raze their tenements and put in expensive brownstones instead. My cities become a checkerboard of tony lofts and corporate office buildings, peppered with the occasional opera house or art gallery no working family could afford to visit. Those cities also always end up polluted: Wind energy is fine in theory, but old-fashioned petroleum and coal facilities really make them run.

In another computer game, Civilization, players start with a prehistoric nomad and re-create the cultural and societal evolution of humankind by harvesting natural resources, growing crops, and studying science. There are many ways to out-compete other civilizations and win the game, but the surest is to become a war hawk: I devote all of my resources, early on, to building a massive army — of warriors, then knights, then musketeers, then tanks, and then guided missiles — and destroy weaker cities, one by one, until they all belong to me. Building a society on diplomacy and technological development sounds great in theory but takes thousands of years before I can reap rewards. Again and again, I choose war.

I blame some of my right-of-center leanings on the structures of the games themselves. Having children has the added bonus of extending game time in The Sims, because I get to continue to play the same family as the generations roll by. Maternity leave is mandatory for pregnant Sim women because of a long-standing technical issue within the game, but that replicates a long-standing real-world assumption about which partner should care for newborn children. The result is that my Sim women often leave work permanently because they’ve taken more time off than their Sim husbands, which actually mirrors the results of gender discrimination in the real world. If the game were set up in a less traditional way, I would likely play it in a less traditional way.

It’s downright peculiar how these reality simulations, in which players have limited resources and must make a series of trade-offs, have this conservative bias…

Re-fighting World War Two and Losing

Tuesday, February 1st, 2011

A few years ago, I read that historian Niall Ferguson became obsessed with Making History, a World War II simulation game. I thought about picking it up. A few years later, I read that Making History 2 had come out, with input from Ferguson. I thought about picking it up. Then I read some reviews that mentioned Hearts of Iron III, and I stumbled across this story by the economics editor for the BBC’s Newsnight, who decided to re-fight World War Two in Hearts of Iron III — and lost:

I elected to play as France and my strategy was to re-arm as quickly as possible, intervene on the Republican side in the Spanish Civil War, sign a defence pact not just with Poland but also the Czechs — and attack Germany through the Netherlands at the slightest provocation, probably sometime around 1938.

But it wouldn’t let me.

My population’s “neutrality” was too high and the popularity of my ruling party, the Radicals, too low. So my tanks had to rev their engines in Toulouse, failing to speed to the aid of Barcelona; then they had to mass impotently while Germany re-occupied the Rhineland, then sit through the Anschluss, Munich and the annexation of the whole of Czechoslovakia, suffering a further indignity on the outbreak of hostilities in early 1939 because the Belgians refused my request for transit rights.

He learned a few lessons:

First, as with all god-games, how merciless strategy is towards tactics, human beings and trivial situations. I’ve been is several slightly chaotic situations as a journalist and the lesson of this top-down, realtime history game is clear: you never know what’s going on when it’s going on.

The second is quite topical: if you want to take a democracy to war, unless your country is actually being attacked, you have to relentlessly shape the narrative. This holds true in other times and theatres than 1930s Europe.

Finally, the 1930s were a complex reality. I’ve studied the period a lot on and off over the years and I’m dissatisfied at the simplistic picture that’s being created around it in recent TV dramas and movies, in which everybody is either fascist or anti-fascist, the war is always inevitable, and in which the focus is always the beleaguered aristocracy (King’s Speech, Upstairs Downstairs) or the fascist-friendly elite (Coco Before Chanel). The drama of the time — from Odets’ “Awake and Sing” to Coward’s soap-like “This Happy Breed” — was always a lot more focused on real people and the real situation. Even a serial like Granada’s “Family at War” (1970-72), written as it was by people who actually remembered the time, captured the complexities in a way we now seem unable to. And so in a way, and despite its ludicrous title, does Hearts of Iron.

I suppose I should pick HoI3 up.

Rethinking the Future of Board Games

Sunday, January 30th, 2011

Jonathan Liu is rethinking the future of board games:

We aren’t at the stage described in the Science Daily article yet, with bits of cardboard that respond automatically to placement and movement. But since last February I’ve played Carcassonne on my iPod with friends hundreds of miles away. I’ve gotten to see a very cool implementation of Settlers of Catan on a Microsoft Surface table. I’m intrigued by early descriptions of the Duo Device that works in conjunction with an iPad to play a party game. I’m still not entirely ready to give up my cardboard and wood and paper, but I am ready to concede that the future of board games will incorporate technology more and more.

The Waiting Game

Monday, January 24th, 2011

To remind the younger generation what life under Communism was like, Poland’s Institute of National Remembrance (IPN) has created a Monopoly-like game, called Queue:

Just like in the original Monopoly, acquisition is the name of the game. In this case, however, that means struggling to get basic necessities such as food, clothing and furniture. “In the game, you send your family out to get items on a shopping list and they find that the five shops are sold out or that there hasn’t been a delivery that day,” the IPN’s Karol Madaj told Spiegel Online Thursday, explaining that the game “highlights the tough realities of life under Communism.”

Indeed, there are many ways in which the game, which is called “Kolejka” after the Polish word for queue or line, builds frustration. Some rules allow other players to jump the line and get the last of a certain product, while others force players to give up their place in the queue.

The article describes the game as “about communism rather than capitalism,” but the original Monopoly started out as a piece of semi-socialist propaganda called The Landlord Game.

An Autobiographical Game Creator

Monday, December 27th, 2010

Shigeru Miyamoto, Nintendo’s man behind Mario, is the closest thing there is to an autobiographical game creator:

His experience with his family’s pet Shetland sheepdog, and, more to the point, with other dog owners, gave him the idea for Nintendogs, a popular game in which you create a simulation of a pet and look after it on the DSi.

And Pikmin, a game featuring tiny creatures that have stalks protruding from their heads and that live and travel in pods called Onions, arose out of his time puttering in the garden.

When he turned forty, he decided to give up cigarettes and pachinko and get in shape. He took up swimming and jogging, and began weighing himself every day on a digital scale. He hung graphs of the data, down to the gram, on the bathroom wall. “Once the graphs I’d recorded started to pile up, I started to feel a strange fondness for them — regardless of whether I was gaining weight or losing weight,” he said a few years ago, in a Q. & A. with Nintendo’s president, Satoru Iwata. All this became, for his wife and his daughter, a source of curiosity and amusement, and an idea occurred to him. “This could be a nice trigger for conversation,” he told me. “If I could make it into a game, it could probably help isolated fathers get more association with their daughters.” He brought the notion to the team of designers developing games for the Wii. They were skeptical, but eventually they came out with Wii Fit, a fitness game, which has since sold thirty-seven million copies worldwide.

It suits his view, and the industry’s, that introducing an element of play to a transaction or a task can get people to do things they might not normally do. In the commercial sphere, this is called “gamification,” or, more gratingly, “funware”: make something a game, in a supermarket or on a social network, and Homo ludens will play it. “It’s a shame if we narrowly limit the definition of video games,” he said.

How Tony DiTerlizzi Made It

Tuesday, December 21st, 2010

Tony DiTerlizzi (The Spiderwick Chronicles) explains how he made it as a fantasy artist:

After graduating from the Art Institute of Fort Lauderdale in the spring of 1992, I found myself with a diploma, a whole lot of art supplies, and back home living with my parents. I had big dreams of becoming a childrens book illustrator, but none of the big time publishers I was submitting my portfolio to were rushing out to make me an offer. So I had to keep my day job working for an organization that owned a lot of real estate down in south Florida. There, I made maps and pamphlets on land parcels that would soon be developed into shopping malls and beachfront condominiums. Not exactly the dream job for an aspiring illustrator, but at least it paid okay.

One night at a favorite Irish pub with my friends, we came upon the novel idea of playing Dungeons & Dragons on the weekends just like we did when we were kids. We planned on gaming at a friend’s house the following evening.

I dug out my dusty dog-eared copies of the AD&D rulebooks and found my faded Crown Royal bag full of dice and lead miniatures. Somehow I was missing my favorite, my beloved, my essential rulebook: The AD&D Monster Manual. I hopped in my sun-bleached ‘83 Honda and drove off to the bookstore to purchase a new, pristine copy.

As the store clerk located the book and handed it to me, I realized something had changed in the years since I had played my totally radical version of D&D in the 1980’s. The slim easy-to-sneak-to-school AD&D Monster Manual had been replaced by a bulky 3-ring Monstrous Compendium that looked more like inter-office memo on monsters…and bored flabby ink blob monsters at that.

Gone were the thick-lined tattoo-art graphics of David Trampier and the drawn-on-my-notebook scrawlings of David Sutherland. Sure, the one-sheet pages in the AD&D 2nd Edition Monstrous Compendium may have been easy to use, but the images of the monsters all lacked their spark, their vis vitae, that got my imagination spinning like a 20-sider when I saw them as a kid.

His friend Mike the Dungeon Master said, “I bet you could do drawings for these guys,” and he went to work:

By September, I had put together a small portfolio of my best samples. I Xeroxed pages from a module and pasted my artwork inside so the art director at TSR (fine publishers of all things D&D) could see what my work would look like in their gaming books. It was weird.

The samples looked real, but “alternate reality” real where I was an illustrator for this game that I adored since middle school. I was proud of myself that I had stuck to this project over the summer and created The Best Submission Ever. In the back of my mind, however, was the fear of rejection. Of having to face my friends and tell them their hopes in me were for naught. Whatever, I thought. I sealed up the package and sent it off to TSR’s offices in Lake Geneva, Wisconsin.

A month rolled by. No word from the great and powerful TSR. During game night I tried to forget that I sent off the samples altogether and hid my worry behind a cheerful shrug when my friends asked if I’d heard anything yet.

Finally, late in October I received a letter response from Peggy Cooper, Art Director for TSR. She wrote that I had “a unique and interesting drawing style but it wasn’t enough to hire me as a freelance illustrator.” The letter closed with encouragement to submit more samples in the future for their files. It was a rejection.

He friends told him to keep trying:

The following Monday, with trembling hands, I dialed the main number for TSR — then hung up before anyone could answer.

I had several false start phone calls throughout the day. Finally I psyched myself up, called and stayed on the line. A jovial voice, with a heavy Midwest accent, answered, “Art Department, Peggy speaking.”

I started, “Um, Hi, Peggy. This is Tony. Tony DiTerlizzi, and —“

“Oh, Hi Tony! Nice to hear from you, your art samples were really nice. A few of us here in the office took a real liking to them,” she said.

“You…you did? But your letter said it wasn’t enough.” I stammered out.

“Well all you sent us were a bunch of drawings of monsters,” she said with a chuckle. “We need characters. People. And we need to see them adventuring. Derring do, finding treasures, and that sort of stuff. Think you can do that?”

“Um…sure. Yes.” I replied.

“Great. Try to get me samples by the end of the month if you can. I gotta go now, I’m off to a scheduling meeting. Bye,” she said and the conversation was over.

Make the characters as cool as the monsters themselves, his friend advised him:

I sketched out the best player characters I could dream up. I conjured them from the spirit of Arthur Rackham, Rankin & Bass’ animated version of The Hobbit and the old Dragon’s Lair video game.

I sent in my next batch at the end of the month, just as Peggy had asked. And do you know what? Rejected. Again.

Peggy said the characters were designed well, but they were not active enough. Within a week I had new sketches sent up to her. This time, I created scenarios that were both narrative and entertaining. Instead of neat monsters and cool characters, I tried to illustrate elements and rules of the game. Something I thought new gamers (like my brother) would like and at the same time remind the older players of why they enjoyed playing D&D as kids.

That November, Peggy offered me my first freelance job illustrating an entire boxed set adventure for TSR titled Dragon Mountain. The following spring, I illustrated over 100 illustrations of the first ever color edition of the AD&D Monstrous Manual. After that was completed I went up and visited the folks at TSR and was invited to be the sole illustrator on a new game line they were creating called Planescape…but that’s another story.

Virtually Prepared

Monday, November 29th, 2010

BBC’s TopGear decided to conduct an experiment recently, putting, in its own words, the undisputed grandmaster of iRacing — a fiendishly difficult driving simulator that recreates the exact physics of scores of race cars and circuits from around the world — into a real Star Mazda racer to see how he’d do:

He’s a humble bloke, a quiet 30-year-old with a hint of podge around the midriff and, if we’re honest, everywhere else too. Despite the cameras and attention, he doesn’t strut like a superstar. Instead his head is bowed, his words softly spoken. He appears thoughtful — analytical, measured — and as he digests instructions, he simulates a gearchange and angles the wheel, like he’s sat here a hundred times before. Which he has. Virtually.

After one installation lap to check everything’s working, he starts his first flyer. All eyes turn to the final corner, a swooping downhill-right with a vicious wall on the outside, ready to collect understeery mishaps. Here comes Greger. The engine revs high and hard and his downshifts sound perfectly matched. Then he comes into sight and, to the sound of many sucked teeth, absolutely bloody nails it through the bend, throttle balanced, car planted. His only hiccup is a late upshift, that has the rotary engine blatting off its limiter. “Time to crank up the revs,” says Alan. “He’s quick.”

The telemetry confirms it. His braking points are spot on. He’s firm and precise on the throttle. And in the fastest corner, he’s entering at 100mph compared to an experienced driver’s 110 — a sign of absolute confidence and natural feel for grip. Remember, this is a guy who has never sat in a racing car in his life — he’s only referencing thousands of virtual laps. Then, on lap four, he pops in a 1:24.8, just three seconds off a solid time around here. He reckons the car feels more grippy than it does online, but that’s probably down to set-up and baking-hot tarmac. It’s a weirdly familiar experience, he says, like déjà vu… with added sweat.

So the computer simulation prepared him quite well — but the computer can’t mimic every element o the racing experience:

The air temperature is 34 degrees [Celsius]; in the cockpit, it’s probably closer to 45. It’s just too extreme for the increasingly sickly looking bloke from the Arctic. Then there’s the g-forces. Road Atlanta is a bucking, weaving, undulating place, where your tummy floats over crests, then smashes into your intestines through compressions. This is another first for Greger. He’s never been on a rollercoaster, or even in a fast road car. In fact, the quickest he’s ever been was on the flight over here, which also happened to be his first plane ride. Which would explain why, as he hurtles down the back straight at 100 mph, he throws up, right inside his helmet. When he rolls into the pits, little flecks of sick roll down his visor and his overalls are soggy around the neck.

He’s feeling woozy, but after some motion sickness pills, we coax him back into the car. “You’re doing a great job, much quicker than I thought,” Alan tells him. “Now let’s zone in on those shifts — keep them sweet.” Each time around, he gets smoother, employing a progressive technique and lapping faster and faster. But with every bump and turn, the physical forces inflict themselves on Greger’s ill-equipped body. He’s getting stretched and squeezed. At times his head weighs double. Now you know why F1 drivers have neck muscles like dock ropes and the metabolism of a gun-dog.

It’s easy to forget that race-car drivers are elite athletes.

How Bejeweled Happened

Monday, October 11th, 2010

John Vechey of PopCap games explains how Bejewled happened:

I was in Indiana visiting family when I saw this simple solitaire game online — no animation or graphics, but I thought it was cool. So I sent an e-mail to Brian and Jason with an idea for a game, which Brian created the next day using different colored circles. Jason sent a bunch of gem graphics on Day Three, and by Day Four, Bejeweled — a really simple game where you match gems — was done.

We tried to sell it to Pogo, the online gaming site. Yahoo didn’t want it, either. We wound up making a flat-rate deal with Microsoft. It became phenomenally successful for MSN, with 60,000 users a day. But we were making only $1,500 a month.

Back then, in 2000, fans started asking for a downloadable version, because everyone was still using dial-up modems and didn’t want to tie up their phone lines. So we made one, with better graphics and sound — and charged for it. I had to convince Yahoo, MSN, and so on that people would play the free version on their sites and then download a better version for $20. And then we’d split the sale 50-50 with the host site. It was a new business model.

We launched in 2001 and made $35,000 the first month. The next month, we made $40,000. We were like, Holy crap! We’re finally making money, but it won’t last. So Brian and I hang out in Argentina and drink wine for four months. When Yahoo signed on, we moved back.

We didn’t know anything about business, so we hired consultants who said, “We’ll fix all your problems — just pay us $100,000 and give us 3 percent of your company.” That pissed us off — if you don’t play games, don’t give advice on how to make games. They did get us to hire a comptroller. Before that, my aunt was doing the bookkeeping.

The Social Science of German Gaming

Sunday, July 18th, 2010

Tim Harford (The Undercover Economist) visits the enormous board game convention in Essen, Germany:

Settlers [of Catan] is the game that brought “German-style” or “Eurogame” board games to the attention of an English-speaking audience. The board game market in Germany is more like the book market in other countries: several hundred new games are launched there every year — typically either at Essen’s Spiel convention in October or the Nuremberg Toy Festival in February — and each year, at least one new game will sell hundreds of thousands of copies, perhaps millions, as Settlers has. There are evergreen games, briefly fashionable sensations and flops.

“There are two schools of thought as to why the Germans love board games,” says Martin Wallace of Warfrog. “The Germans are of the opinion that it’s down to their superior education system. We English are of the opinion that it’s because German TV is shite.”

There are, in fact, many more than two schools of thought about why Germany is the world’s board game superpower. It could be the enthusiasm of the citizens. In a country such as Britain, it is downright odd to pull a board game out of a cupboard and offer to teach it to friends alongside after-dinner coffee. In Germany, people do that and more. They discuss old games and act as evangelists for new ones. Naturally, the games are better as a result.

The cause could also be Germany’s pluralistic gaming tradition: most countries play games, but German gaming has never been dominated by a single game — unlike Japan (Go) or Russia (chess). But it could also be the influence of a single pioneer, Erwin Glonnegger. Born in southern Germany in 1925, Glonnegger joined the publisher Ravensburger after the war, where he became its first board game “editor”, working with designers through the 1950s and 1960s to produce a series of elegant games now considered timeless.

By the late 1960s and early 1970s, German newspapers were running columns about “family games”. There may have been a social motive — board games were, and still are, regarded as a wholesome activity — but the columns reflected the genuine enthusiasm of mainstream journalists who persuaded their editors to let them moonlight as game critics. In 1978, those enthusiasts decided to create an award, the Spiel des Jahres (Game of the Year). The first prize was handed out in 1979, to Hare & Tortoise — ironically, an import from England.
[...]
In a makeshift office tucked away behind one of the stands, I met Jay Tummelson, who has done more than anyone to bring Eurogames to the rest of the world. A likeable, fast-talking and opinionated American in his mid-sixties, Tummelson owns the company Rio Grande Games. Its stand is almost as large as those of the industry giants, the Ravensburgers and Mattels, but there are no 20ft signs, stages, or gantries.

The stripped-down approach is emblematic of Tummelson’s business model, which is to produce a vast range of gamer-friendly, no-frills translations of German games for the English market. He does business with all the major German publishers, accepting their game design and artwork, sharing their production costs and adding his own English print run to the end of theirs — typically producing 2,000 English versions on top of the 5,000 German originals. Tummelson throws these games into a growing market and reprints at much larger volumes whenever he has a hit on his hands. And he’s had quite a few hits. Before founding Rio Grande Games, Tummelson imported Settlers — and he is responsible for producing the English versions of most recent Spiel des Jahres winners.

(When I met him, Tummelson was launching his first non-translated product, a fast-moving card game called Dominion. It was the talk of Essen and this English-language import promptly won Spiel des Jahres 30 years on from Hare & Tortoise.)

When I suggest to Tummelson that he has, almost single-handedly, brought German games to the rest of the world, he demurs. “I played my part, but the internet was by far and away the most important thing.” German games’ successes may depend on personal recommendations, but in the UK and the US, gamers are spread too thin to speak to one another directly. Ironically, rather than wiping out board games, computers have provided the connections for once-isolated games in the UK and US to swap ideas online and meet up over the gaming table.

(Hat tip to Bryan Caplan.)

All Boys Are Grognards

Saturday, July 3rd, 2010

A few years ago, Wired had a story about Making History, a sophisticated World War II simulation that had caught historian Niall Ferguson’s fancy. It sounded like the kind of game I should pick up.

Now Making History 2 has come out — with input from Ferguson — and Jonathan Last takes the release as an excuse to write about boys, men, and the war-strategy game:

The reason Axis & Allies and other such games have such lasting resonance is that they teach a subject which is no longer fashionable: the mechanics of military history. Playing as Japan in Axis & Allies, for instance, you see that, as a tactical matter, you must attack Hawaii as soon as possible. Play as Russia and you can conduct What-If? experiments with variations on Stalin’s strategic retreat.

With very few exceptions (Prof. Ferguson’s Harvard colleague Stephen Rosen teaches a class simply titled “War”) the military aspect of history has been disappeared from American schooling. It’s something men intuitively miss, and seek out.

Because at heart, all boys are grognards.

Grognard — make sure to say it with a French accent, groan-yarr — is slang for wargamer:

Etymology
French grognard, “grumbler” from Fr. grogner 1. snarl 2. grunt 3. growl 4. grumble râler 5. gripe râler and Fr. grognon 1. grouch 2. curmudgeon.

Noun
grognard m (plural grognards)
an old veteran soldier; specifically of the grenadiers of the Imperial Guard (Grenadiers à Pied de la Garde Impériale); an old complaining soldier

(Hat tip to Buckethead.)

Best Inoculation Ever

Tuesday, June 29th, 2010

Being rather pedantic, Aretae sticks with the actual definitions of the words atheist and agnostic:

Theism and Atheism are positions about belief in a god. Gnosticism and Agnosticism are positions about whether you can know things — and usually talking about the ability to know about God.

I, like 95% of all the other atheists I know are Agnostic Atheists. We do not believe in a god. And we do not believe that such a thing is knowable. And mostly, we think that the question is silly, along with the question of whether you are an A-Thor-ist, an A-Faerie-ist, or an A-6-dimensional invisible blue banana-ist. Yeah, whatever.

(If you’re trying to promote skepticism, I think the 1st edition AD&D Deities & Demigods book may be the best inoculation ever.)

The evangelical Christians were so afraid that D&D would convert nice little Christian children into devil-worshipers, when it really did something far worse; it turned them into non-worshipers.

Actually, it didn’t do that either. If you’re not genetically predisposed, the inoculation appears totally ineffective.