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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05/18/16

News! War Plan Crimson Released

Check out the latest from Tiny Battles Publishing ~

GrogHeads Newsdesk, 18 May 2016

Tiny Battles Publishing in re-releasing an older Brian Train classic that lets all you ‘Muricans live out your fantasies of leaving the country following the election of whatever-presidential-candidate-you-despise and head north to invade Canada!

tbp-crimsonWAR PLAN CRIMSON is a simulation game of a hypothetical invasion of Canada by the United States some time between 1935 and 1939. The game is for two players, one representing the leader of the armed forces of the United States that could be deployed against Canada (the US player) and the other representing the commander of the Canadian and British forces that would defend against a foreign invasion (the Commonwealth or CW player).
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05/15/16

GrogHeads Reviews Zones of Control: Perspectives on Wargaming

The new “big book of wargaming” goes under the GrogHeads microscope ~

Brant Guillory, 15 May 2016

Zones of Control is the book that wargaming has been waiting for.  Seriously.  And that’s a pretty grandiose statement, but the truth is, it’s a long-needed book from a hard-to-ignore-and-harder-to-impugn publisher that tries to comprehensively examine the breadth and depth of wargaming under one cover.  ZOC-CoverWhere previous ‘seminal’ works of wargaming – Simulating War or  The Art of Wargaming or The Complete Wargames Handbook – were concerned with specific facets of wargaming (academic explorations, professional uses, or hobbyists, for example), Zones of Control brings them all into one giant melting pot, and then sprinkles in the occasional dose of aesthetics, role-playing, and digital design.

“Wargame”

Interestingly, Zones of Control is able to swing such a wide arc precisely by avoiding the overly-pedantic and never-solved argument about “what is a wargame?”  It is conspicuously absent throughout the book, and there isn’t even a cursory attempt at it.  Avoiding that discussion allows the editors a wide range of latitude to include discussions of Twilight Struggle, Tunnels & Trolls, and battlefield re-enactors.  And truthfully, the book is much richer for it.

It is that very breadth that can make Zones of Control a challenge to review, however.  To what are we comparing it?  It’s scope alone puts the book in its own category among the wargaming literature.  There’s no comparable volume in the pop music world, whose attempts at a broad-scope literary volume end up more an inventory of artists than an exploration of types of music.  One might compare this book to something like a collected academic volume like the Communication Technology Update, but with technology and its markets moving as they do, that textbook is updated every 2 years. The collected essays of Zones of Control are almost “the greatest hits” of a year or two of erudite magazine articles from a flagship wargaming analysis journal, if such a thing ever existed.  Spread over 5 years of quarterly issues, rather than collected into a consolidated volume, the essays of Zones of Control might have have become the catalyzing agent around which a comprehensive cross-domain association of wargaming might have coalesced – a worthy literary companion to the Connections wargaming conference.  But to deconstruct the book and instead attempt to feature the writers over the span of several years would have cost the critical momentum needed to even publish the book at all.  Instead, we’re forced to hope that someone picks up the baton and starts a recurring publication as a companion to this volume.  But that’s putting the cart at least a mile or two before the horse that Kirschenbaum & Harrigan have saddled for us.

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05/7/16

Perspective in Wargames: Who Exactly Are You?

When you’re “playing” the game, who are you “playing”? ~

Derek Croxton, 07 May 2016

You are Napoleon. You have a chance to remake the map of Europe with your Grande Armée. You are Robert E. Lee, trying to fend off the Union until foreign aid arrives. You are Patton, dashing through France with your Third Army.

These statements are typical of the sort of advertising used to sell wargames, and are indicative of why gamers play: they like assuming the role of an historical figure and get a vicarious thrill out of making the same sort of decisions, only trying to make better ones. pers-6Gaming is thus a form of role-playing, and a lot of the pleasure hinges on what historical figure one plays. Some people would never play the Union in Civil War games, others refuse to play the Confederacy: they are identifying with the historical actors in more than an intellectual sense. There are, of course, games that are entirely or almost entirely abstract, such as chess, which are also fun to play. While they provide the same sort of intellectual challenges, however, they do not provide the same kind of fulfillment as a chance to remake history.

The fun of gaming, then, is in part based on accepting historical limitations. There is always a desire to transcend these limitations – to have Napoleon win at Waterloo, for example – but certain restrictions have to be accepted. If one wants to be Napoleon, one has to accept the fact that France’s navy will probably not be a match for Britain’s and that one will be fighting a whole coalition of forces, just as one will benefit from having a nation in arms and well-disciplined, loyal, and courageous soldiers. History consists of a virtually infinite number of forces, of which an individual – the player – can only control a very few. This is precisely what drives a game: deciding how to act within the constraints of the historical situation. This article investigates the problems of trying to put players in historical roles: first of identifying proper historical figures to simulate, and second of creating the possibilities and limitations that those figures historically faced. I contend that a game is usually more fun and more realistic where a designer has given thought to these issues.

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