06/8/16

News! Origins Releases On-Site Program Book

Check out the latest from GAMA ~

GrogHeads Newsdesk, 08 June 2016

The Origins on-site program (PDF) has been released.

Of note to the GrogHeads community is the map of the gaming hall, that show where we’re co-located with several of our wargaming partners, and nicely nestled near the front of the D-Hall.

Origins Map

Of course, they just labeled us “War Gamers” even after years of specifically branding this as “GrogHeads Central Command”…  Le sigh.


Chat about it below, or in our forums, or hit our FaceBook page >>

06/4/16

GrogHeads Interviews the Team Behind
The Lamps Are Going Out

Kirk, Hermann, and Tim all join us to chat about their upcoming epic WWI game ~

Brant Guillory, 4 June 2016

All images from pre-production artwork.

Compass Games has had The Lamps Are Going Out on pre-order for a while now.  The design team behind the game – designer Kirk Uhlman, developer Hermann Luttman, and artist Tim Allen – dropped by for a chat.

GrogHeads:  There’s no shortage of WWI games populating the marketplace over the past 5 years or, perhaps inspired by the centennial of the war.   What is it about The Lamps Are Going Out that separates it from the pack and should put it on a gamer’s “must buy” list?lamps-counter2

Kirk Uhlmann: All of the various WWI games bring a different perspective or emphasis for the players.  Lamps came about because I was looking for a WWI game that was historically accurate, had reasonable playing time, gave one an overall perspective of the war, and was fun.  While I enjoyed many of the games on the market, none of them hit the sweet spot for me for how I wanted to game WWI.  So in a sense, Lamps started because the game I wanted to play didn’t exist.  Even if players enjoy marathon monster games, I think Lamps has a place in any gamers’ collection because it plays in an evening, is educational and accurate about the war, is fun without sacrificing realism and conversely, is realistic without being extremely complicated.  My intent was for all the hard work to be up front in the design, so that the end result was a streamlined, fast-playing, accurate simulation of the war from a grand strategic level.

Hermann Luttman: I had this very same concern when Compass first offered to publish the game, as I saw that they had Balance of Power and Fatal Alliances also in the works. But they were not concerned as they immediately realized the same thing that we all already knew – that Lamps is a totally different type of strategic WWI game. It can be played in one long evening, is easy to learn, the graphics are unique and the game is very accessible to non-wargamers. All the essentials of simulating this level of WWI are there, wrapped in a simple and yet attractive package. This sets Lamps apart from most other WWI games and you could easily jump from playing any of the more traditional large hex-and-counter wargames to a game of Lamps immediately thereafter and still get a totally different experience.

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06/1/16

News! Texas Courts Ruling on Game Mechanics

Check out the latest from the courts ~

GrogHeads Newsdesk, 01 June 2016

The key distinction here seems to be the difference between the artistic expression of a game, and the operational aspects – the rules – thereof.  From Zachary Strebeck, a game-industry lawyer.

The court looked at the facts presented by the parties, including the undisputed fact that the games’ mechanics were essentially the same. The court pointed out the major statutory limitation to copyright protection, which is that:

In no case does copyright protection for an original work of authorship extend to any idea, procedure, process, system, method of operation, concept, principle, or discovery, regardless of the form in which it is described, explained, illustrated, or embodied in such work.

The court points out that “Unlike a book or movie plot, the rules and procedures, including the winning conditions, that make up a card-game system of play do not themselves produce the artistic or literary content that is the hallmark of protectable expression.” They note that past game copyright victories were won by parties based on infringement of visual appearance or other protectable elements. Pac-man’s gameplay, they recall, was not considered protectable back in 1982.

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