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  • Brenda Braithwaite--the designer Barnes has been looking for

    Brenda Braithwaite's daughter came home from school having learned about the Middle Passage which she could expurgate some facts about. Brenda knew her daughter didn't get it, so she crafted a small game. She got some meeples and called them families, a green family, a blue one, a red one and so on. She had a little boat come to take them away, taking a few greens, a red, and a couple of blues. Her daughter noted that the whole family wasn't going. The game also had a little resource limitation on the boat as it crossed the table. Her daughter noted that the boat wasn't going to make it, and Brenda told her daughter they could make it if they left some meeples in the water. Her daughter worked it out and cried. 

    And then she talked about TRAIN.

    Barnes--you're the one that clamors for honest exploration of these themes--here you go.

  • Bronze in Review

    Pictured is Bronze, a PC game you might very well have never of. I might not have either, but Bill Abner sent me a link to a Tom Chick preview of it a couple of months ago. As you can see, it's one of those futuristic computer board games that shows up on a monitor.

  • Brother, could you spare a dime?

    Monopoly Man

    I admit it, I'm a university student - and because of this I have only now realised just how expensive adult life really is. I still have financial security because at only 20 years old I still live with my parents (which is a good idea at this age and this period in the history of the housing market) - but right now the last thing that I can afford is the big box board games that are over a hundred dollars.

    University at art school is expensive - mainly because of software and art materials I use in my art-making process. Sometimes I use board games in my artwork, see this one from my previous photomedia assignment. I call this one "Know When To Hold 'Em, Know When To Fold 'Em"

    Sadly the complexities of human existence cannot entirely be represented by photo shoots of people playing Magic cards, and the software I need to do assignments costs as much as about six intro decks at least. So I've had to stick mostly to board games I already own this week - because Adobe Photoshop ate my money and spat back out at my peasant self a Student Edition license for educational use of their product.

    My board game collection is nowhere near as big as some other people's collections are, especially not in Youtube nerdery terms. It amazes, and sickens me at the same time that people on Youtube amass such a huge amount of video games that they'd want to show it to the world so that we might look upon their works, ye mighty - and despair. The same thing happens with some board game collection videos - but apart from Tom Vasel and Board Games with Scott not many people on Youtube have huge collections of board games. You're far more likely to find videos of Magic: The Gathering Foil Card collections or Pokemon or Yu-Gi-Oh card collections - and here's why - those three card games are the trifecta of the "gotta catch 'em all" mentality of the 1990s that persisted up to the 2008-onwards Global Financial Crisis.

    Why has this mentality hurt both board games and board gamers alike? Well it has sowed the seeds of a feeling of inadequacy if one doesn't have the latest board games and lots of them - making poor sods like me who only have about ten board games in their entire collections - and two of those games are Monopoly and Operation: The Simpsons Edition - feel absolutely like a peasant compared to the Eurogame feudal system of "I have more games than you".

    But do I play those ten board games regularly? Yes, and I would certainly play them more times considering my copy of Risk in its Australia-strategising New World pillaging glory has given me loads of fun.

    Why is it that we are expected to "hoard" board games when really we struggle to find enough people to play them with us to warrant buying more games? I play Magic regularly so it makes sense to have some decks handy to use to play with my friends.

    I'd like to have more board games to play with but I'm sorry - this week I just can't afford to buy board games when I have University supplies to pay for. That said, I have been eyeing a few new board games I've wanted to play for a while - maybe at the end of the month when I have more disposable income?

     

  • BSG vs. the Fun Murderer

    I deployed BSG for the first time last night at my local game group.  I wish I could say it went over well, but it took me longer to explain the rules than to reach the end of this particular game.  Why?

    The Fun Murderer struck.

    Clever, the fun murderer thought he was.  When the  allegiance cards were dealt out he had a brain flash between his fun-sucking three brain cells.  He brightly flipped his Human card over and encouraged everyone else to do the same.

    Some followed his lead.  I started an argument I could not win, because he stuck to the point of "Well, only the Cylon would remain hidden since Humans can just show."  Any attempt to show this protohuman that the point of the game was to keep it hidden and build the tension of distrust in the face of adversity fell on closed ears and ironclad empty mind.

    In the end we gave up and put the game away after asking the FM to depart.  This wasn't the first issue we've had with his attitude towards games with necessary hidden information so I'm gld to be rid of the smegger.

    Hopefully next week we can actually play BSG as it was meant to be.

     

  • BSG: A really awesome game... except when it kind of sucks.

    After about a half dozen plays of Battlestar Galactica, I'm thinking that it may be the Reggie Jackson of boardgames... Reggie was known for hitting a lot of home runs, including the three in a row during the 1977 World Series that cemented his legend and spawned candy bars in his name, but he also happens to be the all-time leader in strikeouts. (I should note that the #2 all-time strikeout leader is Sammy Sosa, another guy known for belting a dinger or two.)
  • Bubbles in my thoughts

    Living in Vancouver, bubble's have been in my thoughts pretty constantly for the last few years.  I'm waiting for the housing bubble here to pop; just so that at some point it might actually make sense to buy.

    I've also started thinking about bubbles in relation to the board gaming business.  I can't help being somewhat worried about whether or not we're in a bubble here too.  The problem is that it's hard to tell.  Or maybe it's easy and I just don't like the conclusion...

    It's not as if gaming bubbles haven't appeared before - Magic the Gathering being the major one.  Entire businesses were built on that bubble; with fortunes made.  Now, I'm wondering if I'm in one here and what happens if it pops.

    There's been an increase in the number of board games released - and publishers too obviously.  There's more game stores too out there.  Certainly; I've noticed the number of online stores in Canada increase at an astounding rate - especially considering how few Canadians there are. 

    So; if there is a bubble; what now? The obvious answer is - diversify.  Unfortunately, being online the opportunities for diversification aren't particularly appealing.  Miniatures requires a large investment in a lot of various figures (it takes at least 5 - 10 minutes just to get a product page up; so if you're talking about a few hundred miniatures in one line... hee).  RPGs are so small it ain't worth it - and frankly; if you're online, you might just as well buy an ePDF.  And CCGs have even thinner margins.

    Of course, I could just be worrying for no good reason.  What do you think?

  • Budgetting for the year

    So, a month and a half after the year starts, I've started working on 2010's budget.  Rather sad really - but the good news is, I'm going to work on 2011 and 2012's budget too, projecting growth rates till then.  I am so going to be wrong for 2011 and 2012, but at least something is better than nothing.

  • Build It Right, It Just Might Last

     

    On a trip to Ireland in 1993 I found myself standing in a very unique place at a unique moment.  At the time considered the oldest building on Earth, I stood in Newgrange with 19 other tourists and a young, exceptionally well-spoken guide that had just asked a pair of very interesting questions.



    "Is anyone here in project management?"

    I'd wager we weren't the first group she had asked it to, but we may have been the first group to include an Executive Vice President of The Boeing Company.  All eyes turned to the man when he replied "I am" with the confidence of a Christian holding four aces.  A brief introduction indicated he was a muckety-muck in the 737 reengineering cycle that was currently underway.  Boeing, arguably the producer of the single most financially successful invention to grace the face of the Earth does big, complicated things for a living.

    Her second question was harder: "Could your company have built this building?"

    Earlier she had explained that the construction and assembly of its 200,000 tons of stone slab and other material had likely taken around 4500 man-years of effort, much of which would have occurred offsite in quarries and cutting facilities and along the roads built to support the delivery of finished pieces.  Naturally Boeing could pound out Newgrange in a month with current technology and tools, but could Boeing's craftsmen and command structure do it with the tools available in 2950 BCE?  He considered the question for a good long time and finally responded, "without the telephone, it would be almost impossible to coordinate today."

    Telephone?  These people didn't have writing.  4500 man years of labor provided by hundreds of workers was coordinated by word of mouth and empowered managers.   "Our neolithic ancestors were technologically primitive," -- this is the guide speaking again -- "but they were not stupid, and they were not disorganized."  Eighteen years later I can still hear the admiration in her voice, the august respect she had for people who had stood on the same stones we did 5000 years prior.  This brief moment in time provided insight that changed how I viewed ancient peoples.  They were us.  

    Ten years on, this moment still firmly in memory I took a second lesson from it, one that needed to wait until I was wise enough to hear it.  If you read between the lines, the executive's answer wasn't saying his people couldn't build it.  It was saying his executives couldn't manage it.  On big projects management and control is often more challenging than the technological hurdles, and at 39 years I could consider the man's words in a second light.  It's not just that they were us, it's that we are them.  In spite of our advancements we still have difficulty with complexity, and we seek to avoid it.

    Ten years later a third shade of meaning is starting to settle in.  The man's very short, very simple answer is profound insight into how dependent we become upon the tools in our day to day lives.  In many respects they shape the way we think.  As each innovation matures and settles into place in our lives we lean harder on it, relinquishing more control and depending on it to do our job.

    Don't get me wrong; I'm not a Luddite.  Innovation is great and goodness knows the last 20 years have been a roller coaster ride of advancement.  Being able to give someone driving directions used to be a precious skill and few of us were good at it.  Today you follow the green line on the little TV screen.  When I visited Ireland back in 93 I'd have paid $500 to rent a GPS because, frankly, the Irish have no frikkin' clue how to post road signs or give directions.  It's a miracle any of them find their way back home. I found my way around as best I could, but the removal of this piddly inconvenience when added up with its 10,000 brethren totals to a big difference in my life.  I enjoy the progress we've made.

    But we've lost a step.  We've lost the ability to execute for extended periods of time, relying on tools to summarize and manage details that prior generations used to make informed decisions.  More than that we've lost the ability to focus for extended periods of time

    What have you created that you think will last 5,000 years?

    There's a big chunk of that sitting in a field in Ireland that someone long gone has chest-thumping rights on.  I'll make the question easier -- what have you done that you think will last 100 years?  20 years?  And if it does will you be able to look upon it without grimacing?

    Oh I know, 5000 years of history is one big-ass chunk of setup for so insignificant a topic.  But I have a bit of end-user wisdom I'd like to pass on to anyone dabbling in the field of boardgame design.  The essence of your game's design, its ruleset, might just last 20 or 100 years.  And it can be summed up in one very small word.  That ruleset is . . . you.  It's your proxy.  It's your voice speaking to people in a thousand places across the continents of Earth and forward into the future, acting as your messenger in places and times where you cannot be.  It very likely will outlive you.  So if you're going to send a message across the seven seas and  forward to future generations you just might want to spend the time to get it right.

    S.

     

     

  • Busy months - summer is here!

    Wow, it's been April since I last wrote anything here.  Didn't realise it was that long, though I do know since Summer finally arrived I've not been visiting FAT much.  Things have just been too busy - running around getting more things sorted on the site, but also, finally having the time personally to do things like hike & spelunk.

    That sadly means my boardgaming time has taken a hit, but that seems to be a trend among my customers too - we definitely see a drop off in sales during summer compared to the rest of the year (other than February!).

    After all, I'm out doing summer-like things, so it's no surprise they would be too.  And now that summer has finally arrived in Vancouver, things are looking up.

    On another note, we did a survey (well, are doing) and the results have certainly been interesting.  I'll probably share some of it next month, when I run the final results but we've gotten a decent sample size so the results are relatively representative.

  • Buy buy buy! Or purchasing

    Every week on Tuesday I put through the orders for the week to my distributors.  I picked Tuesday for 2 reasons - orders made then normally arrive at  the depot on Thursday, meaning I can pick it up then.  And since Thursday is the least busy day on the border, I normally  can keep the entire run to about 5 hours.

    Normally, when ordering, I pull my full list of games from the site into Excel and go through the games one by one, skipping past the games that are yet to be released and out-of-print and checking on one's that were out-of-stock.  This normally means I spend between 3-5 hours (depending on previous weeks sales and no. of distributors I have to check) on Tuesday doing this.

    I've recently begun wondering if I am going aroud this the wrong way.  I could much more easily pull the list of all games sold since last Tuesday and then just re-order those games.   All pre-orders are e-mailed direct to the distributors anyway, so those get added on by the distributor  when they come in, so I never really have to worry about them (beyond adding to the pre-orders as those come in from customers).  It would certainly be faster to go through 100-200 individual games that have been ordered rather than 1,300.

    However, this does mean that games that were previously out-of-stock would not be added to my list (though I could just tell the distributors to add the out-of-stock games to the pre-order list for when the games come in).  However, that does mean that if distributor A gets in the game before distributor B and my pre-order is with distributor B, I'll still be waiting for distributor B and never even know that distributor A had stock.

    Also, sometimes stock quantities are wrong on the distributor site.  So I might order "Dominion" with one distributor, but they'd not ship it because they didn't have the game.  Now, normally I'd catch that in two ways - during unpacking and when I reorder (as I'd see that Dominion is still out-of-stock).  Now, I'm reduced to catching it when I'm unpacking.

    Lastly, sometimes for one reason or another, I over-order on games.  This generally happens for popular games, but unless I make particular note of it, I might keep re-ordering to a much higher than desirable level.

    So is saving 2-3 hours worth losing all this?  Obviously, I'm also relying on my distributors a bit more as well.  I'm just not sure - this particular process has been working well for about a year now.   But as we keep growing in size, the re-ordering time is going to keep getting larger.

  • Buyer's remorse: Z-Man's The Walking Dead

    So I'm traveling in the motorhome out in Western New York for a couple weeks... I had about $50 cash on me and passed by a game store today (btw, Millenium Games in Rochester is a great store; very good selection, gaming rooms and not outrageous prices), so I thought, eh, I'll see if there's anything worth getting that I can play solo while I'm traveling.  I have Elder Sign and Pandemic with me already, not to mention my Vassal module of Arkham Horror (a traveling standby) and other PC games like Settlers and Dominion and Six Gun Saga.  So it definitely wasn't urgent, but I was in that mode to buy something and I had a free night off at a motel so I was hoping to play something new.

     The first thing I considered getting was Ghost Stories... I'd played it a lot on Vassal and really liked it, but had never gotten around to buying it, though I always meant to.  I also considered the Silver Line edition of Lord of the Rings, to keep in the motorhome.  And then I saw Z-Man's The Walking Dead.  It was, I think $35 plus tax, which was a little less than Ghost Stories, and it was something I hadn't played before and was listed as 1-6 players.  And I had seen something recently about season 2 of the show starting soon, so I think it was subconsciously encouraged by that.  I also figured, Z-Man rocks with the quality games, so it's gotta be pretty good.

    Well, I'm totally kicking myself now.  The game sucks.  At least, as a solo game, but I can't imagine it being that much more compelling competitively.  But for the purposes I wanted it for (solo), it's a big blech.  I knew I was in trouble when I punched out the 216 zombie chits and then realized that they are 2-sided, with numbers on one side, and you are supposed to put them all face-down and draw them that way.  What a pain in the ass that would be (if I actually bothered to do that) to set up every game.  And the game play, well... in theory the idea of the different characters having certain dice that they roll, with survivors they find along the way adding to that dice pool, is not a bad one.  But in execution it just seemed joyless without any meaningful choices.  And the whole game was over in like 15 minutes with a very easy win (and I can't really imagine not being able to win every game as it is).  It made me appreciate Elder Sign that much more... yeah, Elder Sign is too easy and some rules are a little screwy, but at least it's really fun to play and the system is cleverly designed.

    And now I'm out that $40...  I suppose I'll try to sell it or trade it, but I honestly can't imagine it'll have that much value.  Why why why didn't I get Ghost Stories??!!  Or even save that money for Star Trek: Fleet Captains or Sentinels of the Multiverse or Mage Knight or something else that isn't out yet but is likely to be 10 times better than Walking Dead.

    There have been games I've bought or traded for that I ended up not keeping very long or not being as crazy about as I thought I might, but it's been a while since I've had this strong of a feeling of buyer's remorse.  And it's funny, because in this case I didn't really have any high expectations... I didn't really know that much about the game and didn't expect it to be anything hugely spectacular.  So it's really saying a lot that with expectations already low, it still disappointed.

  • Buyers versus players

    It’s going to take a while to get to the point of buyers versus players: please bear with me.

     

    In earlier posts I’ve wondered what the effect of free to play (F2P) video games would have on tabletop gaming.  We already know that it’s a disruptive force in video gaming.  F2P games have helped put pressure on AAA console games and have helped ruin the market for mid-level console games.  They also put video game developers in a dilemma, because F2P requires the game to hold back some of the things that make it enjoyable in order to persuade the players to spend real money. It creates a divide between the players who don’t spend money, and consequently must spend time to equal the advantages of those who spend money, or who simply cannot attain the same advantages.  This is why some people call free to play “free to die”, “free to lose”, or “pay to win”.

     

    As for the effect on tabletop games, on the one hand we could hope that if players are buying fewer video games they’ll have more money to buy tabletop games.  On the other hand, the perception that games are free might make people less likely to spend $40 or $60 and more on a tabletop game.

     

    We certainly see that the market for individual tabletop games is decreasing rapidly, although it may be that the total number of tabletop games sold is steady or even increasing.

     

    At the NC State Tabletop Game Club only one of the people who likes to play my strategic games actually buys tabletop games.  But that can also be said for the people who like to play some of the other tabletop games that are common at the club.  Most of the board and card games played at the club are either brought by a few individuals or are owned by the club.  This is good for getting playtesters because I’m one of the individuals who brings games, it’s just that I bring prototypes rather than published games.  There’s another gent who brings prototypes and usually finds players, though his games are very different from the ones I’ve been bringing this year.  In fact we have only two persons who buy commercial games out of about 20 regular board and card game players.

     

    In effect, the gaming club or informal group offers much of the convenience of free to play games without the accompanying annoyances.  I cannot remember how often, 30+ years ago, more than one member of a game club owned the same game.  I suspect it was much more common, as there were far fewer games to choose from.

     

    In another contrast, the majority of the club members (we average 35 a meeting) are actually Magic players.  And Magicplayers clearly have to spend a lot of money on their hobby as CCGs and TCGs are engines to persuade people to part with their money to buy the cards, complete with a new set of cards each year.  (Full disclosure: I do not like these card games because they are fundamentally as unfair as free to play games; though I’m aware that there are competition methods that avoid the problem that the person with more money to spend can make a better deck, other things being equal.)

     

    What strikes me today, however, is that in the tabletop market we’re dealing with two groups of people, one a subset of the other.  The larger group is playersof tabletop games.  The much smaller group is buyersof tabletop games.  For commercial success your game has to appeal to the buyers as well as to the gamers.  For success in having lots of people play your game you don’t need to appeal to the buyers strongly but if people don’t buy your game then you’re going to have to give it away.  And that’s not very practical because “giving away” usually means “print and play”/desktop publishing, and that kind of game lacks the visual and especially tactile appeal of a published boardgame or card game.

     

    So, for example, wargaming persists partly because many of the wargame players are also buyers.  (Part of this may be that wargames are often purchased to be played solitaire.)  Wargames are too complicated for many gamers and too “violent” for many others to play, yet there’s still a small core of several thousand people who are willing to buy wargames.

     

    But the wargames must feel and smell like wargames.  GMT, who mainly publish wargames, can sell games that aren’t wargamy, but sometimes they cannot get them past their P500 system.  They want 500 people to pre-order a game before they’ll risk publication, and because of an unfortunate experience the last time they broke that rule, they aren’t going to deviate again.  So a game that’s “semi-historical” - a model rather than an abstract game but one that doesn’t appear to be a “simulation” - might not be viable for their method.  In other words, the players (and buyers) may be out there, but GMT’s initial buyers - and what GMT thinks they can persuade them to buy - determine what is and is not published.

     

    What Kickstarter and other crowd-funding sites provide is a connection to buyers, not so much to players.  KS supporters put their money where their mouth is, so to speak.

     

    In the long run certain types of commercialtabletop gaming may not survive because even though there are many people willing to play there are not many willing to buy.

     

    This is all exacerbated by the very large number of tabletop games that are published, which tends to make it hard for any individual game to sell really well.  In game clubs I think what happens is that a “hot” game is bought by the club, or by the most active individual buyer, and then other games the club members are interested in are bought by other members who may buy only one or two games a year.

     

    Keep in mind the 21st century Internet zeitgeist that “everything is free,” combine that with free to play video games, and you’re likely to find fewer and fewer people willing to buy tabletop games.

     

    It would be interesting to conduct a survey to try to pin down some of the attitudes of people.  The problem is that people often don’t do what they say they do, especially if they’re predicting future behavior, and a bigger problem is that many of the people who are just players cannot be reached by survey or are unlikely to reply even if they know the survey exists.  I doubt that more than one or two of the NC State members looks at Boardgamegeek more than a few times a year, and none of us (including me) is a regular denizen.

     

     

    I haven’t considered game collectors who may occasionally be buyersbut not players.  I figure most of the people who collect games also play games.  But I’m reminded of when my brother collected vast quantities of comic books and hardcover compilations of comic books.  I suspect he did not read anywhere near all of them.

     

     

    This was posted a few days ago on the parent host of this blog.  TC Petty III then sent me a reference (http://www.icv2.com/articles/news/25373.html) to a report titled “Fourth Consecutive Growth Year For Hobby Games”. It appears to measure growth by the number of hobby game stores, which is open to confusion.  As I have listened to GAMA’s presentations to game retailers at Origins, it appears that there are fewer stores that exclusively sell hobby games, and many other stores that sell comics, film, and other materials that attract related groups of fans.

     

    While it says that “Board game sales were also strong in 2012, with perennials driving the biggest growth", the article doesn't give any specifics.

     

    I'm not generalizing in this post to 'hobby games", because there are many popular games that are collectible, that require players to buy in order to play.  That's their genius and their bane (for me, anyway).  They makevirtually every player a buyer.  I've generalized above to board games, and card games that play more or less like board games rather than collectible card games.

     

    I've seen store owners say that when Magic:the Gathering first came out, it bought their house because they could sell everything they could get.  There are three hobby game stores in my area (230-something largest metro area in the country): a store that has been around for more than 20 years sells board and card games, RPG stuff, and lots of plastic models (by far its largest allocation of space).  A relatively new store sells Magic cards and accessories, along with some comics and miscellanuous stuff.  The third (also relatively new) is mostly about the CCGs as well.

     

    CCGs are a big part of Wizards of the Coast business, along with D&D.  In contrast, they don't get much joy out of boardgames (last I knew, WotC was the hobby boardgame arm of Hasbro).  Hasbro’s latest earnings (http://investor.hasbro.com/) mention Magic as one of their “world class portfolio” along with Monopoly and six others.  Dungeons & Dragons is not mentioned, let alone hobby games.

     

    Collectible games are almost as much a separate hobby as Games Workshop's War Hammer and associated games.  Both are very big.  Neither is what I'm talking about above.

     

    Boardgamegeek and the "Tabletop" Youtube series don't reach most board and card game players, but may reach a large percentage of the big buyers.  I think people on BGG, as with any community, come to think they're typical (they're not) and that they're highly influential (which is only partly true).

     

    I also received this tweet in response to the home post: "@3CubedReview: Interesting post.  I have found I am the 'buyer' in my group of friends. If I wasn't I'm not sure they would boardgame though."

     

    And that last is the crux of the matter, really, a major point of the post.  Lots of people will play the games, if someone else buys them.

     

    Another tweet: "@Board_Crossing There are definitely a couple people who are more buyers versus players in our group too. People seem afraid to invest in games."

     

    Good point. Insofar as board and card games are now expected to last only a few plays (with rare exceptions), I can see why people may be afraid of investing in new games.  Tabletop games are excellent in hours of entertainment per dollar spent if the game is played many times, but not so good if the game is played only a few times.  Most new hobby games are only played a few times by most people, I think.  So most people are reluctant to spend money on them.

     

    (Need I say, the collectibles are expected to last through many plays?)

     

    This is in contrast to 40 years ago, when there were far fewer titles, games were not self-published, games were more competitive than puzzle-like (puzzles have solutions, which ends interest), and so games usually could be played many times satisfactorily.  There must be people who have played Puerto Rico or Carcassonnehundreds of times, I even know people who have played Britanniamore than 500 times.  They have a stupendously good cost per entertainment hour ratio.

     

    This is why perennials drive the biggest growth.  Collectibles are perennials, and the most well-known boardgames are the ones people play again and again, the ones that provide the best return on investment for buyers.

     

    I have been involved with three college game clubs in recent years.  Two were primarily video gamers, not buyers of tabletop games at all, but happy enough to play them when given the opportunity.  The third is a tabletop club, but when I did a survey a couple years ago, very few ownedmore than five tabletop games (this was before the influx of Magicplayers, by the way, so everyone who answered was there for tabletop games).

  • Caledea: The Epic Strategy Game in Review; GOTY Awards at Gameshark

    Oh boy, I do love reviewing small press, DIY games- particularly when they're good ones. Caledea is one of the good ones, a fun and tightly designed conflict game that's bloody and gets right to the point without a bunch of bullshit to get in the way of dice-rolling slaughter- and salting your enemies' fields. Also, Gameshark names its GOTY award-winners

  • CALL OF CTHULHU LCG Ends the Madness of CCGs

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  • Call of Duty - Modern Warfare 2

    My history with First Person Shooters is not as long as some.  Never really got into Wolfenstein because the screen would make me nauseous.  I tried Doom to the same effect.  The Star Wars shooter (Dark Forces?)...same thing.  It wasn't until a little game called Operation Flashpoint came along that I was able to play a shooter without getting sick.  It wasn't bad, but there was something about it.  Ghost Recon was the first one that I really liked.  Going through the streets of Moscow, wandering around the docks of Murmansk, etc. made my little heart go pitter patter.  I wish they'd have tourist mode so that I could just wander through them and enjoy the scenery without getting shot at.

    Anywho, then I tried a game called Call of Duty.  I enjoyed it but I never really got into 2 or 3 and then Call of Duty 4 came along.  This was the first of the series to depict modern warfare.  It also blew me away with the nuke in the middle of the game.  And the rest of the game had enough tension to keep me on edge.  It was probably the first game that I played where it felt like a movie.

    So I picked up Call of Duty 5 where we returned to the friendly confines of World War II.  I was kind of meh towards it (maybe I should play it more).

    So then I heard that another modern Call of Duty was coming out.  I was kind of excited but I didn't really pull the trigger until I saw Barnes' review (I was going to wait).  I couldn't wait to put it in and I wasn't disappointed.  The pacing on the game was pretty good, it kept me on the edge of my seat until the end.  If work didn't intrude, I was pretty damned close to finishing it in one night.

    I'll talk about the scene that everyone else is talking about...the airport scene.  For me it didn't have the same impact as it did on other people here.  It seemed to move in slow motion and was almost surreal.  I didn't shoot any of the civillians though, not that it would have matter.  For the most part it seemed like autopilot.

    The scenes that were more jarring were the scenes in the American suburbs.  I don't think I've ever played a game that was set in America during an invasion.  It was jarring hearing all the car alarms and having to set up perimeters in Burger World.  And then the scenes of Washington DC were even more jarring.  I'm used to seeing wars not in America.

    Anyways, overall I enjoyed the game.  I'm not sure if I felt the message was as strong as Barnes made it out to be.

  • Can we characterize tabletop game publishers? Hard to say.



    This post was precipitated by a question from a reader regarding how often or how persistent he should be in trying to get an email response from a publisher, after initial contact.

    What it has become is an attempt to describe, up to the point of my limited knowledge, what tabletop hobby game publishers are like and how they work.  I don’t know all the publishers, of course, and in particular I’ve never had any contact with German publishers.  Yet I think I can tell new game designers some things that might help them understand how the industry works.

    I’m going to divide publishers into two groups in several ways, recognizing that whenever we try to do this for any collection of items, people, or groups, there are going to be exceptions and in-betweener’s.  Nonetheless it helps understand the broad outlines.

    In a sense, hobby game publishing is almost inevitably a hobby.  The most important thing to say is that many tabletop game publishers in the United States started out as or are still self publishers.  Not many people get into tabletop game publishing to make money because that’s difficult to do, although it does happen.  As with game shops, the joke runs, “how you make a small fortune in the tabletop game publishing industry?”  “Start with a large fortune”.  Even one of the largest publishers, Fantasy Flight Games, began in the game industry as a self publisher; they actually started out in the comic distribution business but when that business imploded nationally they published the owner’s game Twilight Imperium as a way to stay afloat.  Virtually all the little game publishing companies we see began as self publishers.  In some cases, as with Fantasy Flight, they later get into the business of publishing games designed by people outside their company.

    Martin Wallace was a teacher for many years, but is now a full-time designer and publisher.  He makes more money when he publishes a successful game himself, rather than license to another publisher, through his company Treefrog (formerly Warfrog if I recall correctly).  The publisher takes the risks, so the publisher reaps the bulk of the benefit of a successful game.

    Another way to look at this is that most of the owners of tabletop hobby publishing companies have full-time non-game jobs, that is, they are not depending on the publishing company to provide their living.  I don’t go around asking these folks if they have full-time jobs, but one learns gradually.  Frequently when a publishing company provides a living there is only one full-time employee, the owner.  For example, Zev Schlasinger before he sold nonetheless-prolific Z-man Games.  Yes they have part-time employees but that’s a lot different from having a group of full-time employees.  (I’ve been told Steve Jackson of Steve Jackson Games is the only full-time employee, and I’ve also been told there are several full-time staff (which seems more likely).  In any case, SJG is a good example of a self-publisher, which Z-Man is definitely *not*.)  The other cases of full-time employment come when it’s a really big company like Hasbro/Wizards of the Coast or Fantasy Flight, or a middling company like Mayfair.

    In a few cases the principle people in a publishing company are also game shop owners, as with Valley Games and GameSalute.  So they have (or had) a full-time job but it’s a full-time job in games.

    The men who run GMT have full-time jobs (there may be an exception now at GMT).  For example Andy Lewis, who is their acquisitions person and the “face” of the company, is an engineer and makes a lot more money as an engineer than from his game company.  Steve Rawlings, owner of “Against the Odds” Magazine, has a full-time project management job.

    This is not exceptional in creative fields.  Few classical composers can make their living from their composition, most of them are teachers and sometimes performers.  Philip Glass, who is arguably the greatest living classical composer, once worked as a plumber to support himself.  Most novelists have full-time jobs.  Even one as prolific as fantasy and science fiction writer Glenn Cook, who at one time was writing three novels a year, worked full time at General Motors until he retired.  Few painters or sculptors support themselves through their work.

    Most of the game designers who make a living at game design are employed by the very largest companies such as Hasbro/WotC and Fantasy Flight.

    Specialization
    The larger companies tend to specialize in certain kinds of games.  Hasbro has mass market games, their subsidiary Wizards of the Coast has Magic: the Gathering, Dungeons & Dragons, and some fantasy-related boardgames.  Paizo has RPGs especially Pathfinder.  Mayfair publishes many games but what makes them really go is that they have the American license for Settlers of Catan.  Fantasy Flight publishes fantasy and science fiction games that positively drip with atmosphere, but many of their most well-known games are licensed from movies or video games, such as Doom and Starcraft, and developed internally.  Britannia did not fit their M.O. in 2006, and even less now; but the owner likes the game, and he wanted to reissue it.

    Location
    Many hobby game publishers with several employees are “virtual companies”, that is they don’t have a single location, their full-time and part-time employees are scattered throughout the country.  GMT and Mayfair are examples.  On the other hand the really large companies like Hasbro/Wizards of the Coast and Fantasy Flight have main locations where most of their people are, as do many other kinds of businesses.  In any case, there is nothing like “Silicon Valley”, Austin, TX, or Raleigh, NC as locations where many video game studios congregate.

    The Original Question
    Now what does this mean for someone who is trying to interest a publishing company in one of their game designs?

    If someone has a full-time job and is trying to run a game company in his “spare time”, or when someone is the only full-time employee for a company of any magnitude, they are going to be really busy.  When I see him at conventions I always try to tell Zev (Z-Man) how amazed I am at the large number of quality games he published despite being the only full-time employee.  And not surprisingly it has always been difficult, at least for me, to get Zev to respond to email.  If you know really busy people in any field you know that talking with them directly, or on the phone, is a lot more effective than email because when someone doesn’t have much time it’s often email that gets ignored or forgotten. 
    It probably helps a lot sometimes to live near the publisher.

    Hobby Trends
    In recent years several trends have made it much more difficult to get the attention of most hobby game publishers.  One is that there are so many games published that even the established publishers can have problems getting attention from “consumers”.  In the book publishing world this translates to selling fewer copies of each book, so the book publishers have to publish more books (and more are published every year).  Another trend is that there are a lot more people designing decent games, just as the standard for what a decent game is has gone down.  Decades ago the idea was that any game you bought should be good enough to be played many, many times.  Now the standard is a game you buy is at least okay if you play it a few times, that is, the buyers themselves don’t expect to play a game more than 3 to 5 times.  It’s (a lot) easier to design a game that meets that criterion.

    You may not agree with me there, but what’s indisputable is that there are so many game designs being submitted to the publishers that they are inundated.  This can lead to very long lead times before publication and it can lead to publishers saying effectively “we don’t take submissions”.  For Hasbro itself this means that Mike Gray has a list of about 300 designers who he is willing to deal with directly, and the rest have to find a Hasbor-approved agent.  An agent is going to take part of your remuneration (if you’re published) in return for his work.  But Hasbro requires them because the agent can weed out the many, many obviously unsuitable submissions before Hasbro has to deal with them.  One or two of the German publishers have done the same thing.


    A publisher may also refuse to take outside designs because they have an in-house staff to design games.  Many of the Fantasy Flight games are designed in-house (and remember they started out as a self publisher).  So are most of Wizard of the Coast’s. 
    Kickstarter influence?
    Remember the inquiry that started me along this path?  My correspondent wondered if the advent of Kickstarter would cause publishers to be more attentive to game designers.  I suppose he thought of this in terms that Kickstarter ultimately provides more competition for publishers, though he didn’t say.  My response is that many of the successful Kickstarters are run by established publishers themselves, and that unknown people are quite unlikely to succeed in raising funds through Kickstarter.  It’s the known people, the people with track records, who are more likely to succeed.  When you see stories about huge Kickstarter results it usually involves a known quantity and often involves an individual who is well known in the game community.

    In any case, with hundreds of games being published each year the addition of a few dozen more from Kickstarter is insignificant.  Existing well-known publishers are inundated with submissions, so I don’t see Kickstarter making a difference in how they treat wannabe designers.  It may mean that even the existing publishers publish a few more games because there is less risk in a Kickstarter published game than in a normal game.  Kickstarter enables the publisher to gauge the demand as well as to raise money.  In fact I suspect gauging the demand is sometimes more important than raising the money.

    Whether Kickstarter will ultimately fail as a funding source, perhaps when some high-profile projects fail to deliver, is an open question.


    Self-publishing
    Self-publishing has always been an alternative to established publishers for game designers, but it is much easier now than in the past.  That’s especially true if you go the POD (Publish On Demand) route that requires little or no money up front.  Thegamecrafter.com is the granddaddy, but there are others such as www.superiorpod.com . Desktop publishing is becoming popular as well.  Remember, though, that when you become a self-publisher, you may end up spending much more time on publishing and marketing than on game design. 
    ***

    I hope I’ve been accurate in my descriptions above (which are entirely from memory).  And I hope this gives you a better idea of what the landscape is like.  It is not easy for any designer, let alone one without a track record of success.

  • Cardboard Buzzsaw

    I'm increasingly uncertain as to the future of critical board game content.
  • Cardboard Mechwarrior: Armor Grid Mech Attack

    Let me tell you a story...

    Mechwarrior 2 was released back in the mid-90s and I was a few years away from getting my first car (the vehicle that took me away from the serious videogaming that I used to do).  I played a ton of MW2.  Loved it.  Hundreds of hours spent turning big formidable death machines into scrap heaps.  love the concept behind Mechwarrior/Battletech.  But I haven't found a good Mechwarrior video game that gives me that same feeling MW 2 did, even though I've been keeping up and trying them as they come and go.

    So a year or so ago I picked up Battletech 2nd Edition with the paper mechs on the cheap.  Read the rules, perused the forums, and got what I thought was a good handle on the game.  But it wasn't fun to play.  I loved the concept and I could see how it could be fun to play with the right time investment, but what I really wanted was a mech game I could just sit down and play once in a while without the heavy ruleset.  I wanted to spend my gaming time blowing stuff up, not triple-checking modifiers and small details.  The newer Classic Battletech Rules were free to come by, but were basically the same thing, so I slowly backed away and sold the game.

    Around this time I was hearing good things about the Mechwarrior Age of Destruction clix game, and Miniature Market has a ton of that stuff for cheap.  I picked up a starter set and some extra mechs to try it out and... it sat on the shelf for a good long while.  Fast-forward to this past couple weeks: the MechWarrior bug bit me again and I sat down with the rules.  I read the rules thrice and decided that this game is not an improvement.  I'm not going to debate whether it's a good miniatures ruleset, but it still just has too much stuff.  Lots of modifiers and special cases, and it has that clix bug where you spend a lot of time peering at the model bases to check their current capabilities.  I played a couple solo practice rounds, a few with the quick-start rules and a few rounds with the full rules.  Fast-playing it was not.

     

    What I really want is a Nexus Ops level of complexity with more mech-y goodness like hardpoints, armor modeling, and the ability to do custom mech designs.  Why doesn't anyone make that game?

    It turns out somebody does, and it's called Armor Grid: Mech Attack.  The rules are dirt-cheap on WargameVault, and it comes with papercraft mech, infantry, and vehicle models.  You get to put little papercraft custom weapons on your units when you design them too, so they look unique and you can tell at a glance what ordinance they're packing.  Neat.  It's a tabletop miniatures game so no hexes; you play with units,terrain, and rulers.  Vehicles and mechs have an armor grid (get it?) and different weapons have different damage profiles.  Lasers will penetrate deep into armor, machine guns do a sort of spray damage where they hit multiple locations but don't really penetrate, and so on.  You mark off boxes on your grid corresponding to the hits you take, and once damage penetrates into your critical systems area you're at risk of getting limbs blown off or outright destroyed.  You can penetrate deep into a mech's armor with a laser shot and, with a lucky die roll, hit the hole you made with a missle to blow out a major section of armor. Awesome!  Mechs have basic heat management to deal with, but it's more of a consideration than a nuisance like it is in Battletech.  Letting your heat get out of control is dangerous though, and the game strikes a really nice balance between usability and quick play for both heat and armor modeling.  Building mechs is dead simple; you can pick a standard frame and use leftover build points to add equipment, and there are rules to go full custom if you want to do that.  Troops don't have an armor grid; hits to troops cause a roll on the Troop Damage Table, which can be dramatic.  Troops are surprisingly effective, and sufficiently squishy.

     

    We set up a two-player AG:MA skirmish last night.  Each side had two mechs, three infantry, and one vehicle.  We then set out to pick and build our units, and we both settled on: 1x heavy mech, 1x medium mech, 1x tank, 2x light infanry, and 1x heavy infantry.  We kept the terrain simple and only used forests and water.  After a few rounds our lack of tactical forward thinking lead to the mechs pushing to the outward flanks and the middle ground full of infantry and vehicles.  My wife's heavy mech made a couple lucky shots against my heavy, doing exactly the kind of lucky armor penetration described above.  An unlucky roll on the Crit Table dropped my heavy mech like a stone.  I tried to stage my infantry in the forest areas for cover but her heavy middle infantry push cut through them anyway.  With my middle and right-side flank weakened I tried to push in my left side flank with my medium mech and tank.  I managed to take out her medium mech with heavy cannon and laser fire, but promptly overheated, allowing her infantry to close the gap and lay me to waste in just a few more turns.  Altogether from setup to design to battle it took us about 90 minutes.


    Armor Grid Mech Attack Battletech Mechwarrior
    Armor Grid Mech Attack Battletech Mechwarrior

     

    AG:MA is a solid game.  It sacrifices a bit of realism to keep the game pace up and I'm on board with that.

    Pros

    • Armor grid and weapon damage profiles are a blast.
    • Movement and combat are simple and quick.
    • Heat management matters.
    • You can proxy any other miniatures in for the papercraft stuff as long as you're willing to play loose with the scale and firing arcs.
    • Anyone can sit down and play this game without an hour of rules explanation.
    • Light rules means easy to house-rule and customize.

     

    Cons

    • No jumpjets! (That's going on the house-rule to-do list)
    • Could use some more unit variety, but it wouldn't be hard to make up your own units.
    • No formation movement rules/bonuses, but since you get to activate all of your units every round this isn't that big of a deal.
    • Since everyone gets to activate all their units every round you really don't want to be the guy with 3 units left when your opponent has 5 or 6+.
    • My wife kicked my ass at a mech game.

     

     

    Seriously, if a lightweight mech miniatures game sounds appealing go get the (cheap!) rules at WargameVault.  The Mega-Pack Bundle is a great place to start.

  • Cashflow a discussion

    Just did a quick post about cashflow linking to one done by Reiver Games publisher and an older one by myself on the blog. 

    Basically, Jack covers the upfront cost having to deal with publishing a game and cashflow he expects/will receive while mine deals with the sale of the games on an online retail level. 

    And yes, there's a difference between online retail and brick & mortar retail cashflow perspectives.

  • Castle Crashers--Xbox Live Arcade