What is Fire Zone?...

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...

  • 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.

  • 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.

  • 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...

  • 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).

  • 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.

  • 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:

  • 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.

  • The need to involve multiple designers in development – to maintain objectivity and good momentum.

  • 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.