Fire Zone
is a tabletop miniatures and roleplaying game about the experience of the
soldier in the 20th century. This mission statement, though, doesn't give
a sense of the
comprehensive character of the game.
Fire Zone
is a labour of love. It has been a massive undertaking. It
tackles a massive subject. And so it has been an intensive exercise in
experimental game design R&D.
It has been in
development since 1995. Three iterations have been produced: in 1996 an initial
black-and-white manual (200 pages); in 1998 a full-colour mock-up (275
pages) with all rules and artwork; and later still in 1998 a third iteration,
black-and-white (200 pages). In addition, we have played it
intensively since the beginning (and had a lot of fun doing so).
The first two
years of development were conducted full-time. This involved paving the
basic game vision, producing the first iteration, and doing the playtesting. This first game model was developed essentially along the
lines of existing roleplaying and miniatures tabletop game systems –
comparable to the extremely popular Warhammer 40,000 series.
However, during
this time in-depth research
was conducted in military science and history, and experimental game
design – and the author drew on his own
experience as an infanteer. (We often conducted play-test sessions with
former Canadian Forces colleagues, adding to the game’s
veracity.) Some of the best material ever written on modern
footsoldiering were read (such as With The Old Breed, by E.B. Sledge - generally recognized
as the best memoir of combat written by a soldier in the modern period).
Through this
research and development it soon became apparent the game model initially
being built was inadequate for the needs of the subject. The essential
challenges of this project were then laid bare – the reasons why no one
to date has produced an adequate tabletop game (or digital game for that
matter) depicting the full experience of the 20th century soldier. Essentially, Fire Zone is a “monster game” – a very ambitious
game project in that it is an attempt to do this.
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The Main
Challenges
Two major challenges in the Fire Zone
vision have been discovered. (Any designer who tries to do a game like Fire Zone will face them too.)
They strain the limits of what can be an enthralling game of this nature:
1.) The first
challenge is the need to
develop a game system - a core language - that strikes the right balance between an abstract
or detailed representation of the chaotic combat environment, and the
de-individualizing military environment. Too much abstraction can lead to
a game that dehumanizes the soldiers and alienates players’ sympathies
with them; but too much detail can lead to a game that is psychologically
overwhelming and intimidating to a player.
2.) The second
challenge is the need for
a core architecture that can represent the vast breadth of technologies
the soldier has seen over the course of the 20th century – i.e. that
can resolve probability issues covering a immense number of issues, from
Lee-Enfield single-shot rifles in 1900, to AS-30 laser-guided smart
missiles in 2000.
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Development
Objectives
The aesthetic and
business objectives of the Fire Zone project have been...
A.) HIGH SUBJECT
INTEGRITY: Today the topic of ground-warfare has been thrust into the
spotlight – partly owing to recent events, but also due to the release
of motion pictures such as Saving Private Ryan and Band of Brothers, which have
tapped a powerful zeitgeist. (The Fire Zone project was
undertaken before these – so it is not tapping some “flavour-of-the-month”.)
Society’s renewed interest in military subjects has spawned a slew of
games about war, yet most of these are very limited in understanding and
scope - or focus so highly on the details that as a general depiction of
war they are ludicrous (case-in-point: Battlefield 1942). (So the current trend toward high-end computer graphics does not solve
this - it merely creates the illusion of realism. Very few current
war-oriented games have substance.) Since the emergence of the premise game as a strong
entertainment form in the 1970s (then in the guise of tabletop roleplaying
and wargames), and leading up to today’s spate of digital games on the
topic, there has never been a premise game that adequately expressed the
broad scope of the soldier’s experience. This project has aimed for high design integrity
– to accurately represent the scope of its topic
while succeeding as an enthralling game.
B.) DESIGN
ELEGANCE: The goal of subject-integrity has been difficult to achieve,
in part because Fire Zone is a tabletop game: it requires elegant rules to balance
the “realistic” elements against the need for playability and
simplicity (since the players must “do their own math” instead of
relying on a computer). Many tabletop and digital games that have attempted the tactical ground
warfare subject are monstrosities,
as the approach has been to tack on more and more rules (menus and controls, in the digital realm)
as each new aspect of the complex quilt of modern warfare is comprehended, broadening the
scope until the whole becomes an incomprehensible patchwork.
The approach with Fire
Zone has been to develop a core, elegant and simple architecture that covers the
whole of the game – so that players need only understand a few key rules
to start playing (learning additional ones only on an as-needed basis); and so new elements may be added to the Fire Zone franchise at
later times without having to overhaul the entire game, or clumsily patch things
up. This balance of game design structure with ergonomics has
influenced other XFunc/NightVision projects as well.
C.) COMPREHENSIVE
SCOPE: The aim of Fire Zone from the get-go is to cover the full range of experience of the soldier.
Other tactical wargames (digital or tabletop)
are focused on combat. Fire Zone goes beyond this. It
covers the "story-telling" dimensions of its subject. (This is
something you can do MUCH better with a tabletop in-the-flesh game.)
D.) TRADITIONAL
GAME DESIGN: Fire Zone has been undertaken in the tradition of “pure game design” –
the interpretation of a subject in symbolic
game language, with abstract procedures and
tokens to enhance understanding about something, rather than merely
mechanistically simulating it. This project has been an exercise in the
honing of traditional strategy game design skills.
Most digital
strategy “game design”, by contrast, has deteriorated in today’s
spate of rehashed game models. Today most “game design” is not game
design at all, but the redressing of old models with different graphics. It may be interactive writing, or event scripting,
or level design, but
game design it is not.
Fire Zone
does not take a derivative approach - systems and rules based
on the evaluations, "guestimates" and misinterpretations of
other wargames. Rather, it is a direct encounter
with its subject – the 20th century soldier’s experience. Whenever possible, procedures have been
designed through
research of real-world sources: historical accounts, scientific studies of weapons, combat psychology,
military culture, soldiers' memoirs, and so on. This project scrapped everything and started
from scratch.
This approach is
paying off. We
have playtested it with great success. It has paid off in
non-war-oriented game design as well (e.g. it was
manifest in the Banks In Action project) - in our ability to break a
really intimidating game design challenge.
E.) PRESERVATION
OF THE TABLETOP MEDIUM: Fire Zone
will be published
as a tabletop game (though it will also be franchised as a digital game).
Part of the goal here is the preservation of the
tabletop premise game medium in today's age of digital games. This is a very worthwhile goal.
(BioWare wants to mimic the richness of the tabletop game with Neverwinter
Nights. This begs the question: What's wrong with the original
model?)
The
premise game medium is entering the mainstream societal
fold through digital gaming. We are avid digital gamers too. But we recognize the
importance of preserving the tabletop game medium if premise games (digital and tabletop) are to be considered on par with art (as many
now speak). Tabletop games are to
digital games what books are to movies. One would not
say movies should replace books, yet this seems the
perspective of many coming lately into premise games –
that if not on an electronic screen it does not have
worth.
These
are the core values offered by more traditional tabletop games...
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Experimentation:
Tabletop games are excellent for experimenting with new game
design ideas – something nearly impossible with digital games, given
the need to interpret the game design through machine language. (Many
visually advanced digital games are primitive in game design terms.) Tabletop games form a
test-bed to develop new ideas that can be applied later to
digital game iterations. We really shouldn't let them die out.
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Improvisation:
While digital games present more visually appealing
ambience - and calculate events much faster - they
radically limit the scope of their participants’ experience. Players
must function within the very strict limits of what the game
allows. Tabletop games, on the other hand, give participants a greater ability to improvise, to wander, to carry the “plot” in wholly unanticipated directions.
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Social
Experience: Tabletop games present a somewhat more complete community experience than digital games. They
involve face-to-face interaction and a meeting of hearts and minds.
They require people to get together, physically, and to get along.
They
encourage a diverse relatedness beyond the immediate
scope of the game at hand. A tabletop game session is often like
meeting friends for an afternoon game of baseball. They may be more socially healthy
than digital online gaming. Digital games do offer the ability to
create a community - and they are cultivating and
"legitimizing" ("de-nerdifying") premise gaming - but often
participants project themselves as faceless creatures of specific, cerebral
interest, lacking broader personal or emotional context.
In the 24/7 online global digital gaming worlds, individuals are devalued. They
come and go with little notice, and often have little ability to
invoke the traditional tenets of friendship – such as commitment to
a goal or relationship – since people online appear and disappear on pure whim. In fact whim is one of the defining
aspects of online digital gaming, owing to its extreme convenience - any time
you have an hour to kill, you can
play...
We
believe the tabletop game medium must be preserved. There can be a spirit of
storytelling at a tabletop game – where players get a chance to
"paint the picture" of the game at the tabletop. Different people
take turns gamemastering an adventure for the
others. A digital game, on the other hand, presents an experience more
akin to an audience viewing a movie – with a distant, unmet creative
person presenting a screen-oriented experience that may not be
fundamentally altered by the player.
(To
be fair, though, we love LAN digital games. Like tabletop games, LAN games
are location-based. They require players to get
together, and can invoke tremendous emotional energy - and friendships
follow. This may explain the emerging craze of "LAN parties" for
games such as Counter-Strike...)
This
is not a call to do away with digital games. God, no! Digital premise game are calling the world’s attention to the true
worth of premise games. And certain game genres work much better on
digital hardware. We are avid players and developers of
digital games. But the richness of tabletop games is much too valuable to
let disappear.
F.)
FRANCHISING TO THE DIGITAL GAME MEDIUM: A business aim of Fire Zone is to use the tabletop
iteration as a test-bed for a high-quality future digital game franchise.
And even films,
television or other media may be developed. The aim is to expand the vision of Fire
Zone into the digital sphere, while retaining the depth of integrity
built into it from its tabletop side.
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Development
Accomplishments
The Fire Zone
project is essentially an experimental game design project. While still
unfinished, it has led to several considerable accomplishments, and
lessons learned...
OPPORTUNITY FOR
DESIGN EXPERIMENTATION: The Fire Zone
project has allowed us...
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The
experience of “starting from a clean slate” in game design terms
– to experiment with different ways to interpret real-world
issues in game language (as opposed to the mushiness of derivative
design).
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The
experience of developing a large, scalable architecture in which
specific symbolic procedures are tied together into a larger, elegant
whole – balancing realism
and playability.
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To develop an
advanced probability resolution system that uses dice. (Yes, dice!
- of various types. Dice are awesome little tools!)
REALISTIC VIEW OF
GAME DESIGN: The Fire Zone project
has taught the dangers and pitfalls in game development,
and the limits realistically achievable:
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The danger of
"feature creep": the tendency to want to build in more and more
new features, until budget and time allowances are exceeded,
threatening a project.
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The need to
involve multiple designers in development – to maintain objectivity
and good momentum.
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The need to
develop specific design objectives – and to work from a
well-defined player perspective (the main question in a premise game
is "Who are you?") – for a focused and
achievable design vision, early in the project. Many amateurs come
into game design with an attitude of “reinventing the wheel”, or
wanting to do a game without a clear prior understanding what to convey. This usually results in projects
with little innovation (derivative expressions of the developers'
unconscious), or, worse, in abandoned
attempts. The experience of developing a monster game like Fire Zone
teaches the importance of setting clear design objectives. This explains why
Banks In Action and
Building The Mine
were both successfully completed on time and within budget.
EXPERIENCE
IN RESEARCH: The Fire Zone experience has yielded a deep and
valuable research base on the game’s subject (modern ground warfare). It has also instilled good research
practices, including the experience of securing copyright to
works of art (photographs and paintings) and literary passages which are
included in the book.
DEVELOPMENT
OF CRAFT: Fire Zone has also been an exercise allowing its author to hone
the skills of writing, editing,
art direction, and graphic design.
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Fire
Zone is not yet finished. But it is not a failure. I've had too
much fun playing it, and learned too much about history to say
that. If we believe more and more that premise games are on par with art,
there must be a time when we look beyond bottom-line materialistic
perspectives as sole indicators of success. There was a time it was accepted
that an artist could struggle for years with a subject before getting it
right. It took William Goldman about 10 years to write Chinatown.
We
need to believe that games can be great. This is the hope for Fire Zone
- that it will not only be a great game, but great. Period.
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