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nwgamefest review, indie rant

nwgamefest review, indie rant
Name:Joshua Dallman
Date Posted:Jun 05, 2006
Rating:5.0 out of 5
Public:YES
Comments:YES
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Blog post
well the nw games fest was impressive
big thanks to the organizers for putting this on (ie beth)
it was a gift
more like a mini-igc than a mega-pdx-igda-meeting
just really great to connect with other game people, see friends
which is so lacking when you're a satellite indie
and it was good for some traction for the non-existent game industry in portland (indie or otherwise)
a mystery considering our independent attitude in more ways than one
and boisterous art scene
plus our big high tech industry and tech savvy population
so I hope this event will go a long way to helping to entrench games here
so I don't have to leave again

the keynote by chris crawford was if nothing entertaining (as is the man)
he spoke like a true revolutionary
he said that none of us are going to get jobs in the game industry
and besides that the game industry sucks anyway
and besides that games period suck anyway
mere rational spatial awareness dodads
brain candy for children
sweet but of no nourishment or consequence
but "who cares when you've got that bad-ass particle effect explosion, right?"
so he had my full attention

and then he said the answer to this problem
just happened to be his pet interest
which was going to save the game world
and he lost me at that
and lost credibility with his motivations for said previous comments
because it was all just a setup to tout hit pet interest
which is interactive storytelling
to the exclusion of everything else

he certainly had some interesting things to say about the industry
and interesting things about interactive storytelling
so you could cherry-pick or glean some deep things from it
but the arguement as a whole
that interactive storytelling is going to "save games"
was both far-fetched and full of holes
but then, chris is a smart guy
a VERY smart guy
so he's smart enough to know this too
and freely joked about "megalomania" (a boomer hallmark)
and "not content to start a mere company, I'm going to start a whole industry"
and joking aside there's no doubt it will be an industry some day
and perhaps one day a sizable one at that
but will it "save games"?
is it the "silver bullet"? "the one"?
gimme a break

he wants to transcend where games are at now
and that's noble, and speaks to me
but he wants to transcend and exclude
instead of transcend and include
and that's a big part of where it falls apart

so it was a disappointing punchline to such a great setup
and disappointing that 2/3rds of the keynote was on such a specialized topic
instead of saving that for a breakout session
but I instantly loved chris
and I have enormous respect for him
very thought provoking "out there" stuff he's doing

after the keynote came the breakout sessions
there were many to chose from (3 x 3) and I went to two

the first break out session was a discussion on why there's no game dev in pdx
and the answer to that seemed to be
that there's no game dev in portland
because there's no game dev in portland.
kind of circular, just like the google search.
brilliant.

moving on, a company in vancouver bc did the next break-out session
they're an indie game engine company
and they gave a great presentation on indie development
everything on the slides he was talking about
I'd think back on my last 2 years in indie game dev
and say "wow, that's spot on - and well said"
good summary and "state of the indie-stry"
and obvious genuine passion for wanting to help foster it
and he was this dreadlocked anarchist punk looking dude
so it was nice to see that represented for a change too

there were more sessions
but the rest of the time I spent tending to shelled which I brought
it was bring your own computer policy
and my laptop w/broken keys and broken USB port (ie no mouse) just wouldn't do
so I had to borrow a computer from a friend
who "borrowed" it from one of their "friends" (sort of - I swear it wasn't stolen, but long story)
I had to build the PC myself, that was a pain (and later deconstruct it too)
the first motherboard was fried, other misc was broke
put win2k on the box because we couldn't find xp last minute
used a video card that was bad and occassionaly glitched (luckily didn't happen on floor)
then didn't have win2k drivers compatible with the motherboard devices
so there was no sound and occassional hard-reboot crashing
and I didn't even have an optical mouse and the ball mouse kept sticking
really bad for a semi-precise aiming kind of game
then there was writing & printing up info sheets at kinkos etc
blah blah anyway that was a day there just getting the computer and stuff ready
then hauling it down there, parking, unloading, parking again, setting up (taking all down again at end)
a lot of work
I'm not complaining, this is exposition
I'm just saying even something simple like the box sitting there w/a game on it at a conf/fest
there can be a lot of hidden work with that
add "roadie" to my list of a dozen hats a producer wears

so how was the game received on the floor?

unlike the "good to very good" feedback from beta1
and the decent/good feedback from gg guys informally playing
it wouldn't be a stretch to say that once again
the game publically tanked
the last tanking having taken place at the last igc
except that version (IGC) really *was* bad
whereas this version was (I thought) good

what do I mean by it tanked, aside from the obvious pun
well, for one I saw person after person fire straight at tanks
instead of aiming above them
it'd go a short distance, hit the ground, and explode
often damaging them in the process
and they'd do this over and over despite the same results
they didn't "get" that it's a trajectory game
and they didn't get the "rhythm" or "beat" of the game
instead forcing their own onto it
and they'd quit playing soon after thinking that's all the game was
and people that were watching that person suck didn't want to play
and also thought that's all the game was

they also didn't "get" flying
thinking it was a bug that it would sometimes not let them fly
instead of seeing the "jet energy" meter
and flashing "you can't move / you can now move" prompts
which granted this needs to be more clear
but even after it was verbally explained they still didn't get it
"why can't you just move all the time?"
and/or if they "got" flying
they thought it was stupid that you can't fly & fire at the same time
again making the game a fps
which it is not

additionally, many people didn't "get" that this is an online deathmatch game
(which is also why there are certain design elements like not flying all the time
because if you could do that, so could everyone else, and then nobody could hit anyone)
repeatedly I heard "what is the point?"
(shoot tanks for points - does a more simple premise exist?)
or "you shell tanks but they keep coming back"
right, they come back, and so do you when you die

few people read the extremely abbreviated quick and easy to read instructions
on the nicely laminated cheat sheet right in front of them on the monitor
they wanted to be able to just jump in and play
and I sometimes encouraged that just to watch and see what would happen
but "impatience" and "seeking instant gratification" were at work here
and maybe ego, like people feel entitled to be able to just magically play games w/o any instructions & win & have fun
(imagine this same setup for a card game - give someone some cards but don't tell them the rules or how to play
and expect them to have fun while you beat them; no way!)

that the game tanked "in person" was demoralizing
but doesn't worry me hugely in terms of the final release because...

#1 the finished game will have a quick tutorial
and it will be FORCED my friend, not optional
and screw the consequences of forcing the tutorial
(there's like 3 things to learn: aim UP, asshole!; mouse to fire; arrow keys to fly - quick and painless)

#2 a home player who has decided to "invest" in downloading the game
will be willing to spend more time learning to play it
then someone just walking through a hallway at a game fest
granted, not much more time
we're talking a couple of minutes here
but those few extra minutes make a world of difference
having been to 2 of these now
where games are playable, that my game is playable at
I'm certain that some games play better at fests than others
(ie games w/instant gratification, which shelled is not)

#3 a joyous moment of the day occurred
when someone sat down and promptly fired a shell straight
and saw what happened
then fired shell number two up
and hit their target
then started flying around
and just plain kicked ass
they picked the game up like that
and were playing level 1 like a pro in 0 time flat
that was such a relief and joy to see
like "yeah! he gets it! immediately! and he's GOOD!"
it was sweet to watch him play and kick ass
but he was like one out of a dozen

#4 you can't please everyone
you don't go after repubs to vote for a dem
you go after dems to vote for a dem
you gotta know your market
and sometimes that means to the exclusion of those not in your market
which is kind of a "fuck'em" attitude
but it makes market sense
and the people that were bitching about the game the most
that the game wasn't what *they* wanted it to be
that the game didn't provide mind-reading blink-instant-gratification (there's a small curve)
that the game doesn't let you do whatever you want (there's rules! OMG!!!)
those people are not my market
which is also why I use the derogatory term "bitching" when referring to this user category's feedback
because while a hardcore gamer might complain about the same things
the tone of their complaint was different
when the people not in my market would complain
it just sounded like *whining*

so who is my market?

well first it was casual gamers
and the little kork tech demo proof of concept thingy was simple and fun
then I said I want both casual and hardcore
and "targeting" both was a DISASTER
a near titantic of game design mistakes (the IGC ver)
then I veered back to casual
and the game succeeded from a design standpoint
and for the first time stood on solid ground
but ironically
in the truest use of the word irony
this new "casual" game now appealed greatest to hardcore gamers (!!!)
and this is exactly who played the game well at the fest
a hardcore gamer
(and who likely were rating my game so well in the beta1)

this discovery was galvanized by joe lieberman's comment to me at gdc
that this is a game for hardcore gamers
that don't have time for a hardcore game or game session
or got burned out by increasingly complex games/controls
(he also said I need not worry about my toon graphics conflicting w/the hardcore audience)

more fodder:
"The ex-gamer, guys like me who were hardcore players but then got married, had kids ... I don't have the time to get into the complexly designed retail titles, but games like Think Tanks that are easy to get into and have short time commitments can suck me in."

bingo.

so I learned a lot at this fest
and though *I'm* bitching about other people bitching
(hmmm another moment ripe with irony?)
I have to confess that ultimately all the feedback was useful
even when vocal pitches were high and whiney

the last part of this event was the awards
which I never expect to win
and especially for this fest aren't all that big of a deal
(the northwest what fest? hmmm, haven't heard of it)
but no matter how much you tell yourself you don't care
when you put your life and blood into a project
you can't not care and totally detach

so with 5 other games entered and 3 prizes
I thought maybe something might come of it - not bad odds
2 of those 5 games were text games (one was facade)
another game was a homebrew sega dreamcast dance dance revolution game (it was really cool, but niche)
another game was a straight clone of street fighter 2 that was *maybe* 10% complete (with lifted sf2 gfx at that)
and the final game was a totally sweet game that 6 students from digipen did
that I myself wanted to vote for because it was so good
(lots of good things coming from digipen compared to other schools I'm seeing)
so seemingly not the stiffest of competition esp considering niche nature of most of the games
but the digipen, sf2 clone, and text game (facade) got the 3 awards & cash prizes (1st, 2nd, and 3rd respectively)

combined with the lackluster play sessions, it bothered me a lot more than it should have
even with excuses and trying to blow it off
it was still bothering me the next day
to have all this work
all these sacrifices put into this game
and then to hear people complain about it all day w/o learning the game
and to lose to a barely started sf2 clone
because of the novelty of playing as a photoshopped teddy bear beating up ryu

it's not that I deserved anything
screw that
it's just having nothing so far to show for all this
and that tiny morsel of modest encouragement would have gone really far
after a while you start to feel like you're wasting your time
like you and your game are a joke
that the work it will take to make your game "good" is greater than your capacity and resources
that it is a never-ending uphill battle
where your only reward is just more work
(welcome to startups, welcome to game dev, welcome to indie, and welcome to life)

had I not done the beta the week before
and gotten exclusively good feedback from that
I think this game fest would have crushed me morally
and even with the good beta feedback it hit me pretty hard

the next day I had a conversation with a woman
who was busting her ass 60 hrs a week at her job/s
and didn't even have health insurance despite all that work
can you believe it, 60 hr weeks and not even health insurance
and I think *I* have problems
because my disposable income game
didn't induce orgasms in a small faction of the game playing public
talk about perspective

I mean, it's all relative, and relatively speaking it was a bad experience
but how did this game take over my life so completely in importance?
why am I *still* so pissed & hurt about the poor reception at the fest?

rather then dwelling on those feelings
or denying those feelings
I sought to understand why I was feeling what I was

when making a game in a studio it's not personal (or as personal)
but when you're indie and giving up what you love
giving up going to concerts going to the symphony going out
hell just eating decently
and in my case sleeping in a real bed
when you give up so much - too much -
because it takes so much starting from nothing, starting as indie
when you give up so much to make your game
it can't ***NOT*** be personal
and that's what's all the tougher about being indie
and what truly sets indie apart
as a pro in the industry you do your job (a game) and you go home at the end of the day and the two are very seperate
but as an indie the two are inextricably linked

quality of life is talked about a lot now in the pro industry (more than it was anyway)
but do we talk about this as indies?
what I mean is that if it takes so much to get a game made
then you're obviously putting huge amounts of time and/or money into it
because you don't want to spend 4 years making it, obsolete by the time it's done - even after you've "down-scoped" your way down to a near-nothing game
so, if you're doing that
stretching yourself so thin
how is that affecting the quality of your life?

there are so many things I used to do and enjoy before this game
not like going and wasting money
but like going to plays, symphony, movies, reading, more open to going out w/friends (or even having time or interest in friends), etc
even just "eating decently" (meaning healthy and pretty ok)
and oh yeah having a room
and oh yeah playing video games!! other than my own!!!!
I don't even play games anymore which is why I like games and want to make games in the first place!! (oh the irony)
now it's just like the game the game the game the game, get it done get it done get it done
I've written before that you have to be persistent and patient like a mofo
but at what point is it not worth it?

true words ring with a clarity of instant recognition
I heard these words yesterday:
"success is the quality of the journey"
I've thought/written similarly with regard to gamemaking
with how we get there matters, and journey and destination are not two
and by those I meant not riding the people helping me too hard
and more importantly making sure that they're having fun
or doing my best to make it fun and rewarding for them
but somehow the wording struck me differently...
"success is the quality of the journey"

I've been like a parent whose own needs come last
and for most of the game's dev it's been alternatingly difficult and fun
sometimes ridiculously fun
and overall satisfying to the degree that I could spend the rest of my life doing this
because it feels so right
but the last quarter or so of the game's dev
has not been so fun
and not so satisfying

even when the positive feedback came in
it was more like a relief than a success
like "phew, we didn't get bombed today" instead of "yay, people love us!"
the quality of the journey lately has not been good
so right now it is not a success

quality of life man,
balance
but isn't that what keeps hobbyists and amatuers from ever breaking out?
don't you have to break a few eggs to make the proverbial indie omlet?
yes you do
but how many eggs
and for how long

june 1st
the 18th straight month of development on shelled
maybe not long to you, but long to me
thought it would be done
close to being done, but still not
need to clear up some of the confusions, some of the "negative experiences"
need to polish some graphics, tighten some action
close but not done
eggs still yet to be cracked
but in the meantime I'm myself getting cracked
to say nothing of the lead programmer, a stallion in my book (a year straight for him)

so what now?
well obviously finish the game, duh
too close to quit now
but too fatigued for a "big finish"
so shelled pretty much is what it is
like it or not
a modest little tank game
a mere rational spatial awareness dodad
but who cares when I've got this bad-ass particle effect explosion
you kill a tank and it's like BOOM SUCKA!
you should see it, it's totally sweet.

josh

Recent Blog Posts
List:07/10/08 - Dreamlords TGEA Interview
07/03/08 - Protothea: First Torque Wii Game
07/01/08 - Shelled Online Released!
03/28/08 - Download Shelled Online to Review
12/14/07 - Communify Me! 80 Ways to Add Community Features to Games
11/18/07 - Red Thumb Games "Shelled 2" Update
09/22/07 - How to Focus your Game and Give Players More of What They Want
09/05/07 - How To Pitch Your Game

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Rubes   (Jun 05, 2006 at 21:44 GMT)
Wow, that was intense. Great read.

I'd really like to hear Chris Crawford speak sometime, even if it's mostly about his project. I've read one of his books, and I admire his intelligence and drive.

Paul /*Wedge*/ DElia   (Jun 05, 2006 at 22:13 GMT)
I think the problem with Shelled is that people see a first person view with a crosshair and that's what their natural instict is. Maybe if someone has played Orbz (like everyone at GG) that's not necessarily the first thing that comes to mind. It is a pretty cool game, though I would like to see more variation and interesting kinds of weaponry. The crazy weapons in Scorched Earth and it's clones were half the fun. Some weapons could maybe have a little more impact (nothing ever knocks a player around), and it'd be neat if there where weapons that could raise the terrain.

Have you experimented with teamplay modes at all? I think it could be really interesting with this play style for standard DM and simple objective gameplay types. If you had bombs that could build terrain, it'd be interesting for some fortress defense/attack scenarios maybe. Also I once got stuck in a hole and couldn't get out, so given the way the jets work, an initial boost to the velocity when you launch them would be nice.

In any case, it does have potential and the AI was actually fun enough to play against, which was good. Having no one to play against made it hard for multiplayer games like Lore to hold an audience.
Edited on Jun 05, 2006 22:15 GMT

Simon Love   (Jun 05, 2006 at 22:39 GMT)
Ever thought about displaying an shell-launching Arc? You know, the kind of dashed line that goes from your cannon's muzzle to the target spot?
I also did think to myself at one point, 'It would be cool if, while you charge your shot, you would see a reticle on the mini-map, which would indicate the distance you're going for'...

Still, personally, I love Shelled, still play that beta, and half of the fun is guessing the correct angle/force combination...cuz having a reticle and a launching arc would make the game...hmm..not boring, but....Anyways, if it's ever in there, it should be a toggle option (on OR off).

Great rant! Chris Crawford is a bit weird, but he's one of the good guys :)

DavidRM   (Jun 05, 2006 at 23:12 GMT)
Joshua,

Check out this review I wrote of Chris Crawford's GDC 2001 day-long "tutorial". Keep in mind that I wrote it 5 years ago...but it sounds like you heard much the same schpiel. ;)
www.gamedev.net/columns/events/gdc2001/view.asp?SectionID=2
(Scroll down to Interactive Storytelling: The Rant)

On the other hand...Crawford's lambasting of David Friedman and "emotioneering" made me laugh and laugh (Friedman had it coming). Crawford is a man of definite opinions, some of them expressed damn well...but he's also a man with a big ol' axe to grind and a self-congratulatory product to sell.

Thanks for the write-up.

-David

Jeremy Alessi   (Jun 06, 2006 at 01:04 GMT)   Resource Rating: 5
Wow, man this is very similar to what I've *wanted* to write for the past two years! Remember when I was telling you I wanted more out of this and you were telling me how content you were with just being able to make any sort of gameplay? Yeah ... now you're feeling a bit of what I felt then. It's insane the amount of failure you must endure before you start doing well at all. I've been making games now for almost 10 years ... I've been making PC games for 6 years ... Aerial Antics which was my first published game was already 3 years ago! To this day I still feel a bit like you ... but honestly as of late it's finally getting better. Finally, after a long LONG time of constant learning and striving I feel like I'll be able to make a good game. Just stay positive and don't let all that stuff jade you. Jaded is what losers are ... don't become jaded and you'll never be a loser! Of course there are loveable losers and extremely successful jaded a--holess ... which contradict my theory a little bit, however I think I'd rather be a loveable loser than an extremely successful jaded a--hole ;)

Bottomline, don't worry man! You've made an extreme amount of progress in 2 years. Just keep going the way you're going and you'll eventually be where you want to be. Shrug off the negativity, anyone who's a winner will tell you they've lost more times than they've won ... but they just kept at it because the wins are worth more.

Joshua Dallman   (Jun 06, 2006 at 04:20 GMT)
@rubes: yes the speech aside I'm still very interested in reading some of his many books, when I get to the point of having time to spend with books again

@delia/simon: thanks for the suggestions guys. some of these have been considered, some are new ideas, some have been tried and cut, some might even make it into the next beta - you'll just have to keep tuned to the rtg newsletter to find out :)

and thanks for downloading the beta1 to you both, I feel like I have 2 fans of the game already (especially you simon - now I just need to find 999 more of you out there to break even!)

@dave: thanks for the link, yup looks like it was the same spiel as 5 years ago, glad you shared as I almost felt bad about criticizing his presentation but it looks like I'm not alone; again, not that it was all bad, he's an awesome guy and it was a deeply interesting speech, but I smelled the B.S. sales pitch immediately after it veered joltingly in that direction

@jeremy: yeah as I was walking back to my car after leaving the fest with a little storm cloud over my head you were the first person I thought of because to me anyway you're the posterchild for the plucky underdog who finds success eluding him despite overwhelming effort and passion, yet has an unstoppable positive attitude despite the eluding. further I just found out after posting this that I placed 4th which wasn't really a place at all but it means that I was the best of the 3 losers and somehow that really cheered me up (can you see the marketing pitch on the site now? "VOTED BEST (then in small print) of the losing entries for xyz fest") and made me grin in that underdog/ed wood kind of way because I was so close. and tying our stories togeather further I vaguely recall you telling a story about just barely missing a place for a game you made in some contest which is how you got your start or something, I don't know if you missed 1st place or missed ranking at all, but that story always stuck out with me that having missed it only inspired you to redouble your efforts further (wasn't that how it went?). and I had a feeling you were going to comment (actually I was hoping you would) on this blog as I thought it would mirror some of the sentiments of your game life story as well. I do remember that online conversation where you said you wanted more out of this and I said I was happy just to be doing anything period, but I didn't remember it until you mentioned it (and still a little hazy). but yeah it is funny how expectations increase and idealism evaporates, how *my* expectations increased (it really did used to be enough just to be making a game at all - but not anymore), and maybe scary that expectations will *never* be satisfied if the problem is in attitude (always wanting too much, too fast, whatever level you're at) and not in the situation itself. I suppose you are right that I am feeling a bit of what you were feeling then - wanting to get to "the next level" so bad I can taste it, and it feeling always *almost* within reach but not quite no matter how hard you strain to touch it. and when I think of expectations and what I want, I think of your Aerial Antics story too, that you put all this life into making this game, and it's a great game, not too different from shelled in quality and category, and it even got some awards and a publisher (gg) and yet... nothing. nothing but experience anyway. so I consider the same thing happening with shelled - that it finally does get done, but doesn't make enough to make the next game, or doesn't make anything (a possibility that jefft has reminded me of continually throughout my saga), and boy is that scary and demoralizing, like would I be able to go on after that, work for another 2 years on *another* game only to wonder if that game would have the same fate? I'm not sure I could. I would not say that I'm jaded, just tired, very tired. at 90% completion and running out of gas. put put, sputter sputter. as for lovable losers you should check out my online comic (skidmorehigh.com) if you haven't already, it is a character sketch of a lovable loser you might find entertaining. thanks for the encouragement, it does feel like good progress in 2 years sometimes, but other times it feels like couldn't shelled have been gid'd? it almost looks like it could have been with what the bare bones simple premise (kill tanks) - you know, there's not huge complex missions or game mechanics etc. but then someone like simon comes along and reminds me that maybe there's more of him out there, even if it's just a handfull, and to have someone really obviously enjoy and connect with your game, to be able to give that joy/fun to someone, to an audience, that's what frickin keeps you going, that's why we do this at all, not appreciation of the work I did, and not money, but knowing you gave someone joy. it's the same thing with ballet - dancers don't dance for themselves, they dance for their audience, to give them the gift of that, and this is not a distinction of semantics. as for keeping doing what I'm doing, by that I assume you mean pushing forward and finshing the game, because otherwise part of the point of this blog is that if I keep doing what I've been doing - which is giving it my 110% - I'm going to crack, and at that point no amount of "success" in the end is really true success if it took such a rough route to get there. I'm not falling apart or anything but as for shelled being my de facto mission in life, I'm not sure that's working out so well anymore except that it has gotten the game this far done this fast.

Jeremy Alessi   (Jun 06, 2006 at 04:42 GMT)   Resource Rating: 5
Well, I can't argue with the cracking sentiment. You'll get to a part where you'll just need a straight up break and then you'll do a little and stop and do a little and stop. Eventually, with me anyway I finally missed the way I used to work back when I did Aerial Antics and True-Vol (True-Vol was more like my Shelled ... only I ditched it after 10 months because I realized it was too complex and Jeff T ripped it a new one ;) About 2 months ago now I started back and I've made good progress without burning myself out. I think initially as a developer you've got tons of energy ... like a high horsepower car with no slicks you spool up your tires and don't really go anywhere. After a while you realize all that energy with no real traction doesn't work so you start learning how to get 'traction'. Each game I've done since True-Vol has gotten simpler and simpler or in other words I'm not mashing the gas so hard (the ol' Leadfoot isn't so heavy anymore ;) Truth be told a lot of great games could be GID'd. What makes them great isn't their premise it's their presentation and execution.

Making a great game in today's world, in terms of presentation and execution ... in my opinion takes a lot of life experience. All the top designers in the world today are older and they started making games when games were simpler and a one man 2D pixellated experience was all people expected. Now it's much different and in order to get to the point where you exectute every step well you have to fall ... A LOT (or just be lucky initially)! Games are like songs ... every part must be in sync and even a slight remix can make it awful.

Making games ain't easy!

Simon Love   (Jun 06, 2006 at 05:15 GMT)
Wait till I'm dead and then you can make gholas out of my dead cells...

- Obscure Dune reference at 1:14 am.

Nicolas Quijano   (Jun 06, 2006 at 05:33 GMT)
Crawford has been harping on the storytelling thingy for years, as David points out, but I seem to recall reading stuff on his website in the mid-late 90s that was already in that direction : i was interested because I spent many sleepless nights playing Balance Of Power in the 80s, and some of his other wargames, especially Battle Of The Bulge, which I've played on 4, 8, 16 and 32 bit color Macs, hehe, and still have boxed up, the floppy disks preciously kept (and backed up)
His wargame work is stellar, and leveraged the personal computer properly : if you've played the computer version of Third Reich, and the tabletop version, you'll know why I enjoyed Crawford's wargames so much :)
(hint : Third Reich is even harder to play on a PC than the tabletop version, and this is a turn based game...)

Clint S. Brewer   (Jun 06, 2006 at 07:15 GMT)
not to give advice, but to relate: I've been recently in a stop and go rut with my game as well. Coming off of a contract gig and getting momentum going again has been hard. A lot of the same feelings come up: the worry about getting the game done, will I get it done before the money is gone, what happens once it's done. Then I asked myself what would I be doing if I could do anything and realized that I was already doing it, that made me laugh...and laugh and laugh all the way to the mad house! No no that's not the way it happened..., but it did make me laugh. Looking at the worry I was putting myself through needlessly given that I'm doing exactly what I want to be doing already. Then I sat back and started enjoying the trip some more, realizing how lucky I am to get to do this right now.

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