Quotulatiousness

March 28, 2013

“Gaming in the 1970 and 80s felt a little like being into punk rock”

Filed under: Gaming, Media — Tags: , , , , — Nicholas @ 09:32

Explanation of the headline: gaming in the 70’s was like being into punk because it was very much an outsider interest, you had to go well out of your way to find it, and it was cool (at least to you, not so much to your family and non-gaming friends). Peter Bebergal finds online caches of some of the classic gaming magazines of the day:

The Internet Archive is one of the great treasures of the internet, housing content in every media; texts, video, audio. It’s also the home of the Wayback Machine, an archive of the Internet from 1996. I thought I had explored the site pretty thoroughly — at least according to my own interests — but recently came across runs of some of the great gaming magazines of the 1970s and 80s; The Space Gamer, Ares, Polyhedron, The General, and — temporarily — Dragon Magazine. These magazines represent not only the golden age of gaming, but expose the thrill and excitement of gaming when it was still new, still on the margins. It was a time when gaming still felt a little, dare I say, punk.

Today, finding members of your particular community of interest is a Google search away, but in the 1970s the only way to be in contact with others who shared interests was through magazines. For many gamers, even finding the games could be difficult. Discovering the gaming magazines revealed an active gaming industry that still maintained a sense of being on the vanguard.

The earliest issues show off their newsletter origins. The Space Gamer and The General started off on plain paper in black and white. Even the first issues of Dragon look like a teenager’s fanzine, but the enthusiasm and energy are infectious. Who couldn’t love the introduction of new monsters for your campaign such as the Gem Var, a creature composed entirely of gemstone and that cannot take damage from bladed weapons. The artists, editors and letter writers were the best friends you had never met. Gaming in the 1970 and 80s felt a little like being into punk rock. You knew it was offbeat, knew that outsiders didn’t get it, but you also knew that this was cool. Even the advertisements and listings of conventions expanded the universe of gaming a thousandfold. Not unlike ordering 45s of unknown bands from punk zines, was sending away for microgames, miniatures and supplements from tiny game publishers.

While I wasn’t as much into the early roleplaying games, I was very much into wargaming and that was in the “respectable” part of the gaming ghetto until the boom in RPGs pretty much took all the oxygen out of the room. Of course, even in the “respectable” area, there were the Napoleonic grognards and the frisson-of-insanity East Front fanatics

February 27, 2013

RIP Allan B. Calhamer

Filed under: Gaming, History — Tags: , , , , — Nicholas @ 14:33

The creator of the game Diplomacy died this week:

I was a big fan of the game for many years, even publishing a play-by-mail “zine”, as I mentioned a couple of months back:

Long ago, in the days before personal computers were ubiquitous, there were “zines” (short for magazines, correctly reflecting both non-professional status and less-than-totally-serious content). There was a wide variety of zines for all sorts of interests — rather like the back corners of the internet today, except they were physically distributed using the post office (and therefore had to stay within certain boundaries to be safe). Clive and I used to publish a zine for postal Diplomacy:

Infidel 11 cover
Download PDF
Infidel 12 cover
Download PDF

Update: Should have included a hat-tip to John Kovalic, who linked to a highly appropriate Dork Tower strip from last year.

Update, the second: The Chicago Sun-Times obituary:

To people in La Grange Park, Allan B. Calhamer was the guy who delivered the mail.

But to those who have played Diplomacy — the popular board game he invented while a law student at Harvard — Mr. Calhamer, who died Monday, was a geek god.

Back in the Fortran era, the game was a sort of board-game version of TV’s Survivor set in pre-World War I Europe, with its shifting alliances, deception and back-stabbing.

[. . .]

In an article he wrote for diplomacy-archive.com, Mr. Calhamer said the game can “make some people almost euphoric and causes others to shake like a leaf.”

“It’s pitiless because, in the game Diplomacy, there will be one winner,” said game designer Steve Jackson, founder of Steve Jackson Games. “You negotiate, you make deals, you lie.”

Game experts and industry analysts say “Dip” influenced generations of designers.

More than 50 years after Mr. Calhamer invented it, enthusiasts still engage in Diplomacy all-nighters, their long stretches of quiet strategizing punctuated by occasional shouts like: “You gave me your word you would attack Berlin!” And: “My own mother took part of Russia from me!” That’s according to chatter on boardgamegeek.com.

The game is jokingly referred to as a pastime that has been “Destroying Friendships since 1959,” said Mike Webb, vice president of marketing and data services for Alliance Game Distributors.

December 29, 2012

Your past will indeed come back to haunt you

Filed under: Gaming, History, Personal — Tags: , , , — Nicholas @ 10:00

Long ago, in the days before personal computers were ubiquitous, there were “zines” (short for magazines, correctly reflecting both non-professional status and less-than-totally-serious content). There was a wide variety of zines for all sorts of interests — rather like the back corners of the internet today, except they were physically distributed using the post office (and therefore had to stay within certain boundaries to be safe). Clive and I used to publish a zine for postal Diplomacy:

Infidel 11 cover
Download PDF
Infidel 12 cover
Download PDF

If you want to read ’em — and I wouldn’t blame you in the slightest if you didn’t — you can download a PDF of each issue from Doug’s Diplomacy and Eternal Sunshine. You’ll note that it was a much more innocent time then, as we not only listed our own contact information, but that of many others through the game listings and other parts.

Doug only has issues 11 and 12 available, but they’re a generous representation of what the rest of the production run was like: amateur, laboriously assembled, totally ignorant of both copyright and appropriate credits, and full of in-jokes that nobody aside from the production team would hope to understand (except the “Skulking Cavorter” column: even the publisher and editor had head-scratching moments over that, but it had a noisy fan club among the subscribers). It was a lot of fun to do, and once we ceased production I found I missed it a lot (but not enough to get back into doing it again). I published a few other zine-like things over the next few years, but didn’t get back into a regular publication schedule until I started the blog.

So, thanks to William Plante for digging up these musty relics and bringing them to my attention.

November 25, 2012

At the intersection of “Bronies” and wargaming

Filed under: Gaming, Humour, Media — Tags: , — Nicholas @ 10:21

At what many would expect to be a quiet, uninhabited intersection you find the World of Tanks mod for My Little Pony fans:

My Little Pony: Friendship is Magic, a relatively new TV show that’s garnered a huge geek audience, is now invading the most non-pony of places: World of Tanks. Modder RelicShadow has combined several of his and others’ modifications for WoT into a definitive 5GB overhaul package. The result? A ground-up transformation of World of Tanks in which ponies pervade every inch of the battlefield.

September 8, 2012

Gamers are not superstitious (all the time) about their “lucky dice”

Filed under: Gaming — Tags: , , — Nicholas @ 00:19

Many gamers are highly protective of the “lucky D20” they use for certain die rolls. In some cases, that’s not superstition at all, it’s taking advantage of a manufacturing flaw in polyhedral dice:

One of the biggest manufacturers of RPG dice is a company called Chessex. They make a huge variety of dice, in all kinds of different colors and styles. These dice are put through rock tumblers that give them smooth edges and a shiny finish, so they look great. Like many RPG fans, I own a bunch of them.

I also own a set of GameScience dice. They’re not polished, painted or smoothed, so they’re supposed to roll better than Chessex dice, producing results closer to true random. I like them, but mostly because they don’t roll too far, and their sharp edges look cool. I couldn’t tell you if they truly produce more random results.

But the good folks over at the Awesome Dice Blog can. They recently completed a massive test between a Chessex d20 and a GameScience d20, rolling each over 10,000 times, by hand, to determine which rolls closer to true.

In a video from a few years back, Lou Zocchi explains why his dice are the best quality in the business:

August 25, 2012

From wargaming to war-making

Filed under: Gaming, History, Middle East, Military — Tags: , , — Nicholas @ 00:05

Wargames have been used to plan real wars for more than a century, but in at least one instance, a commercial wargame was a significant planning tool for a real war:

By the end of the Cold War, American military planners had contingencies and plans for just about every conceivable crisis – Latin American counterinsurgencies, confrontations on the Korean Peninsula, a full out Warsaw Pact onslaught against NATO. But on August 2, 1990, when Iraqi tanks surprised the world and rolled into the tiny Persian Gulf nation of Kuwait, decision makers in the Pentagon had virtually no plans on the shelf for the defeating the world’s fourth largest army. Out of desperation, someone in the American military nerve-centre reached for a copy of a hobby store military board game entitled Gulf Strike. Designed in the late 1980s by a subsidiary of the commercial war game company Avalon Hill, Gulf Strike allowed civilian hobbyists to battle through a series of hypothetical wars involving the U.S., Soviet Union, Iraq and Iran on a hexagonal-grid map of the Gulf region. According to a 1994 Military History article on war games by Peter Perla, before lunch on the day of the invasion, the Pentagon had the game’s designer, Mark Herman, on the phone. By mid afternoon, he was on the military’s payroll. And by day’s end, Herman and a group of senior officers had already successfully played out a shorthand version of what in five months would go down in history as Operation Desert Storm.

Of course, the results of wargames can’t predict with great accuracy: the level of abstraction is too high and the “fog of war” quickly introduces far more uncertainty than any simulation can dispell in advance. However, disregarding the data from wargaming a battle or campaign has resulted in disaster at least once: the Japanese navy wargamed the attack on Midway Island in 1942. the wargame showed that the Japanese would lose at least one aircraft carrier from the attacking forces. The admirals, suffering as a group from what was known as “victory disease”, disregarded the game result and ordered the sunken ship “refloated” and the exercise continued.

In the real world, of course, the IJN lost not one but four aircraft carriers and the majority of their combat-trained pilots and crew. It was the turning point of the war in the Pacific.

August 8, 2012

Sometimes simulation isn’t close enough to reality

Filed under: History, Military, Technology, Weapons, WW1 — Tags: , — Nicholas @ 08:06

The military depends on accurate simulations to train troops, to develop new weapons, and to find ways to counteract military developments in potential enemy forces. It’s obvious that the quality of your simulation is very important, but sometimes the assumptions made in those simulations are quite at odds with the reality they’re supposed to be mimicking:

Increasingly, over the last half century, there has been a culture clash among weapons developers over how to test the new stuff. The problem revolves around the question of what is the most realistic reality. Put another way, how do you go about providing really accurate testing of what the new weapon will do when encountering a real opponent.

The problem is an ancient one, but let us keep the examples less than a century old. At the start of World War I in 1914 there were two types of artillery shells. One was high explosive. The other, more expensive to build and theoretically more effective, was shrapnel. This type was like a shotgun shell. It exploded in the air and sprayed the ground below with metal balls. Tests had shown that these balls would penetrate wood boards set up to represent troops. Because of the expense, less than half the shells used were shrapnel. The need for more artillery shells and the high cost of shrapnel shell led to it being largely replaced by the less effective high-explosive.

Later came a startling revelation. In the 1930s a group of American technicians were setting up some shrapnel shells for a test and one shell exploded prematurely, peppering some of the people with the “lethal” metal balls. They all survived. Further investigation revealed that human skin, muscle and bone were far more resistant to the metal balls than wood boards. World War I combat surgeons, when questioned, remembered that they had never seen a penetration wound caused by shrapnel balls. There has never been much official note made of this very humane weapon during, or after war.

March 8, 2012

Army training simulators have come a long way from blanks and oversized firecrackers

Filed under: Military, Technology, USA — Tags: , , , , — Nicholas @ 10:04

Back in my day, we trained with blanks and “arty simulators” which were just oversized firecrackers with an attached whistle (simulating the fall of shot before it exploded). Today, the market for combat simulation is huge and growing fast:

Towards the end of the Gulf war in 1991, an American armoured scout unit in Iraq’s southern desert stumbled upon a much larger elite force of dug-in Iraqi armour. Rather than retreating, the nine American tanks and 12 Bradley fighting vehicles attacked. When the battle ended about 25 minutes later, the Americans had destroyed, by one tally, 28 Iraqi tanks, 16 armoured vehicles and 39 trucks without suffering a single loss. The Battle of 73 Easting, named after a map co-ordinate, is now considered a masterpiece of American tactical manoeuvring. It prompted America’s Department of Defence to build a digital model of the battle for training.

Neale Cosby, the retired army colonel who led the project at the Institute for Defence Analyses in Alexandria, Virginia, says it let commanders watch the action on panoramic screens, select alternate points of view and identify potential improvements in weaponry and tactics. The software was then upgraded so that it could be played like a video game in which “what if” circumstances — foggy night-time fighting against upgraded vehicle armour, say — could be tested. Widely demoed in Washington, DC, during the 1990s, the model kick-started “heavy-duty funding” for combat simulators, says Timothy Lenoir of Duke University, and began a technological revolution that has transformed training and changed the way war is waged.

[. . .]

Motion Reality, a firm based in Marietta, Georgia, that provided some of the technology used to animate “Avatar”, “King Kong” and the “Lord of the Rings” films, has built a mixed-reality “fight simulator”, called VIRTSIM, in conjunction with Raytheon, an American defence contractor. America’s Federal Bureau of Investigation began using the system in January at its academy in Quantico, Virginia, and it has also been sold to a Middle Eastern country. Training in an area the size of a basketball court, 12 commandos wear goggles that display high-resolution 3D images delivered wirelessly […]. Real objects in the training area commingle with computer-generated ones such as buildings and enemies. A virtual insurgent can be realistically displayed in the goggles of trainees who look in his direction — even if everybody is running. Trainees wear electrodes that deliver a painful shock when they are struck by a virtual bullet or bomb blast.

January 28, 2012

Photoshopping images is so passé: using game footage is the new trend

Filed under: Gaming, Media, Military, Politics — Tags: , , , , — Nicholas @ 11:35

At the BBC website, Phil Coomes shows some side-by-side images of real events and modern FPS game images. The recent flap over clips from the game Arma 2 being cited as genuine film captured from the IRA is only the first of many incidents we should expect to encounter, as games get better (and advocates remain as dedicated to advancing their causes as ever):

Today we are used to seeing real time reports from across the globe, technology has advanced and anyone with an internet connection can travel to far-off places, even imaginary worlds, from their armchair.

The world of video games has progressed too. Some seem real, as highlighted by a recent Ofcom ruling that ITV misled viewers by airing footage claimed to have been shot by the IRA, which was actually material taken from a video game.

Labelled “IRA Film 1988”, it was described as film shot by the IRA of its members attempting to down a British Army helicopter in June 1988. However, the pictures were actually taken from a game called Arma 2.

[. . .]

So I went through my photos taken from various combat zones, and attempted to replicate them in a computer game.

The game Arma 2 was ideal — it’s more of a war simulation than an all-out blaster, with the correct uniforms, vehicles and weapons as well as varied terrains and bang-bang firefights.

Plenty of hours fiddling within the gaming environment, alongside Ivan who developed the game, produced some pretty remarkable results.

In some cases it is actually quite hard to tell the difference between my photographs and the computer version, which is deeply worrying. The level of detail is so precise that the virtual war zone is as convincing as the real thing.

December 9, 2011

600 million “virtual war criminals” to be snagged in new virtual Geneva Convention

Filed under: Bureaucracy, Media, Technology — Tags: , , , , — Nicholas @ 09:10

Look out FPS gamers — the Red Cross has you in their sights:

Move aside, Milosevic. Out of the way, al-Bashir. It’s the world’s videogamers who should be hauled up on war crimes charges, some members of the Red Cross seem to think.

During the 31st International Conference of the Red Cross and Red Crescent, which took place in Geneva last week, attendees were asked to consider what response the organisations should make to the untold zillions of deaths that can be laid at the feet of videogamers.

[. . .]

There is “an audience of approximately 600 million gamers who may be virtually violating international humanitarian law (IHL),” it noted.

The key word there, folks, is ‘virtually’. Ruthlessly gunning down civilians, fellow combatants and/or extraterrestrial visitors may be a crime if you do it for real, but not if you merely imagine the action, even if helped by the realistic visuals of the likes of Battlefield 3 and Call of Duty: Modern Warfare 3.

November 14, 2011

New wargame “ripped from the headlines”

Filed under: Gaming, Middle East, Military — Tags: , , , — Nicholas @ 08:57

Clash of Arms games is releasing a new wargame based on a possible Israeli airstrike against Iranian nuclear facilities:

Speculation regarding a possible Israeli air campaign against Iran’s nuclear facilities has been rife for years — a pair of MIT students wrote an analysis on the subject back in 2007, and countless articles have appeared before then and since. Now, however, it’s possible to do more than simply talk about such a battle: should you wish to, you can set aside the Monopoly or the chess set in favour of a rousing boardgame pitting one player as Iran against another as Israel, with preservation or destruction of Tehran’s nuclear capability as the prize.

The game is called — perhaps inevitably — Persian Incursion, and is the brainchild of technothriller writer Larry Bond, formerly well known as a designer of tactical combat games (Bond has collaborated with Tom Clancy, and it’s said that his games were used extensively in development of such seminal Cold War works as The Hunt for Red October and Red Storm Rising).

The CoA webpage for Persian Incursion is here.

July 18, 2011

Soviet tank battles

Filed under: Europe, Germany, History, Military, Russia, WW2 — Tags: , , , — Nicholas @ 00:06

I just picked up a copy of The Battle of Kursk by David M. Glantz and Jonathan M. House, based on a recommendation by Jim Dunnigan in his World War II Bookshelf. While any attempt to pick the top books about the Second World War is doomed to perpetual nit-picking by second-guessers and Monday Morning Quarterbacks, I’ve generally found the works he recommended to be worth reading.

Although I’ve read much about World War II, I haven’t read much about arguably the most critical part of the entire war: the gargantuan battles pitting the Soviet Red Army against Hitler’s Wehrmacht. Some of that is just sheer pig-headedness: I used to work for the biggest wargame store in Toronto, back when wargames meant cardboard counters, vast paper hexagonal maps, and charts and tables galore. The hardest of the hard-core gamers seemed to be either Napoleonic grognards (down to the secret stash of sabres and shakos in the gaming room) or even more dedicated junkies of the “Great Patriotic War”/”Operation Barbarossa”. Some of the latter were genuinely crazy, right down to the barely contained hints that “Hitler was just misunderstood”.

On the assumption that certain forms of craziness are contagious, I avoided most of the latter as much as I could, consistent with my duty to sell them the latest and greatest game involving their particular passion.

One day, perhaps in a fit of weakness, I allowed myself to get lectured by one of the fanatics about the details of the Battle of Kursk. The fan who felt the need to bend my ear was eager to impart information about some “famous battle” that turned out to have been a serious tactical miscalculation by a Soviet officer. The story, as he told it, had a very large formation of Soviet tanks “taking a shortcut” through a major minefield, resulting in many disabled/destroyed tanks and wounded or dead men. In the telling, this kind of thing could not be admitted as having happened without some enemy contact, so it was propagandized as being a major tank battle involving significant formations of German panzer troops and/or SS units (of whom, of course, the glorious defenders of the Motherland took a greater toll than they suffered themselves).

I’d heard a couple of variations of this story by this point, but none of them could name the general who led the formation, the location of the event, or the “battle” that was supposedly re-written for propaganda purposes.

Does this story ring a bell for anyone? I’d imagine if it had really happened in a way close to the way it was told to me, it would have been documented in great detail (especially after the fall of the Soviet Union, in that brief period that both the Soviet and the Nazi records were available to western researchers without direct censorship).

April 19, 2011

Another commercial wargame used for professional training

Filed under: Gaming, Military, Technology — Tags: , — Nicholas @ 09:02

Back in 2005, I posted some information about a software package in use by the USMC called Tacops, which was a single-developer wargame that provided very high training value. The unusual thing was that the military was willing to adopt a commercial wargame for their own training, over internally developed simulations. They seem to have gotten over that inhibition, as Steel Beasts, another single developer wargame, is seeing similar use today:

It was a decade ago that tank crews the world over became aware of a computer tank simulator, Steel Beasts, that was different. Steel Beasts was created by a single programmer, but with input from several professional tank troops. The graphics weren’t the greatest, but it was very accurate, so much so that the professionals were starting to use it as a training device. The publisher and creator of Steel Beasts seized the opportunity, and by 2006 there was a version for military use (Steel Beasts Professional) only that allowed for the use of a LAN, an instructor watching over how all the players were doing, scenario and terrain building and AAR (after action report) functions so that everything that happened in a game was captured. This allowed the instructor to point out errors, and what should have been done.

So far, ten countries (Austria, Denmark, Sweden, Norway, Finland, Chile, Canada, Australia, Spain and the U.S.) have bought Steel Beast Professional (at $125 a copy) for training their armor vehicle crews. The troops find the vehicle controls, and tactical situations to be realistic, and compelling. The game really gets the pucker factor going, and even before the pro version came along, troops were buying the commercial version and playing it for the professional, and entertainment, value.

April 7, 2011

Unmanned sub hunter

Filed under: Military, Technology, USA — Tags: , , , — Nicholas @ 10:25

Lewis Page looks at the Continuous Trail Unmanned Vessel (ACTUV):

No doubt regular readers will recall the US military’s cunning plan to develop unmanned submarine-hunting robotic frigates — warships which would prowl the oceans like automated Mary Celestes, remorselessly tracking enemy submarines regardless of how their pale, sweaty, malodorous captains might twist and turn.

The Anti-submarine warfare Continuous Trail Unmanned Vessel (ACTUV) project is intended to produce “an X-ship founded on the assumption that no person steps aboard at any point in its operating cycle”. The uncrewed frigate would have enough range and endurance for “global, months long deployments with no underway human maintenance”, being able to cross oceans and fight its battles largely without any human input — communications back to base would be “intermittent”, according to DARPA.

As you might imagine, there are lots of potential issues to sending an armed, unmanned ship out into the ocean, including how to handle interactions with other users of the sea lanes. It’d be worse than embarassing to the US Navy to have one of their fancy new ACTUV vessels get tangled up in a fishing net or get caught in the middle of a regatta.

Perhaps unsurprisingly, then, it has been decided that the best way to hammer out a set of tactics for ACTUVs is to develop a game-style simulation pitting ACTUV against submarine and get people to play it — so crowdsourcing the methods and tactical principles that will then be coded into the robo-frigates’ AIs.

The new game — from which these visuals are drawn — is called ACTUV Tactics. The game engine is used in various military sims and in the Dangerous Waters commercial release of 2005. [. . .]. In it, a player tries to find and track an enemy submarine while avoiding collisions with commercial vessels and the like. Various different proposed models of ACTUV robo-frigate are available: Gator, Remora, Seahorse, Shark and Triton.

September 27, 2010

Uh-oh. Eric’s been drinking the Eurogame Kool-Aid

Filed under: Gaming — Tags: , — Nicholas @ 12:08

If you’re not a gamer, you can safely ignore this posting.

Still here? Good. Here’s Eric S. Raymond losing his religion:

I’m what people in the strategy-gaming hobby call a grognard. The word is literally French for “grumbler”, historically used for Napoleonist diehards who never reconciled themselves to the fall of L’Empereur even after 1815, and nowadays refers to guys who cut their teeth on the classic, old-school hex-grid wargames of the 1970s.

As a grognard, I’m expected to grumble dyspeptically about the superiority of the huge, heavy, elaborately simulationist two-player wargames we used to play back in the day, and bemoan how fluffy and social the modern wave of multiplayer Eurogames are. Sure, they’ve got four-color printing and unit counters you don’t have to use tweezers to pick up, but where are my pages and pages of combat resolution tables? Where are my hairsplitting distinctions between different types of self-propelled assault gun? O tempora! O mores!

But you know what? Times change, and game designers have actually learned a few things in the last forty years. In this essay I’m going to revisit two games I’ve reviewed previously (Commands and Colors: Ancients and Memoir ‘44) and take a closer look at two others: War Galley, and Conflict of Heroes. These games exemplify how very much things have changed, and how little point there really is in pining for the old-school games any more. Yes, I may forfeit my old-fart credentials by saying it, but … I think the golden age of wargaming is now.

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