When getting used to a new set of rules, the first few games tend to be a pretty uneven affair, characterised by a lot of flicking back and forth through rulebooks and checking stats. I'll admit that these early games are not always a lot of fun to play; I'm far too busy trying to keep track of the rules to think about tactics and victory or defeat all to often depends on whether you got the rules right.
It's for this reason I find myself gravitating back to Warhammer so often. It's not that I think it's the best set of rules, it isn't, but for most of the 1990s it was, for me, literally the only game in town. I have played it so much over the years that the fundamentals are second nature and when new editions come along, I just have to be on the look out for the changes.
This is why I think Mantic have been very smart with Warpath and Kings of War. Here we have two examples of a set of rules that are designed to be easy to learn and play at the exclusion of all else. This can lead to some odd quirks. Nevertheless, I am more willing to play these two than a number of games I have previously played more, simply because I know I am not going to have to look very much up and I can concentrate on the business of actually playing.
The trend in Fantasy and Sci-Fi gaming in recent years has been towards smaller scale skirmish games. This has the advantage that I can build a usable force more quickly and cheaply, even when individual models cost more than Games Workshop (at least until the advent of Finecast). If you I need five to ten models a side, you're much less likely to baulk at paying £10 a model. And you can focus more time and effort painting individual models and still get them painted more quickly. I have a larger proportion of my Anima Tactics models painted than I ever have with Games Workshop.
The drawback is it does tend to split my collection across lots of different games. Money and time I would have spent building up one army, ends up diffused across multiple gangs, crews or factions. And this means more rules to learn. Unsurprisingly, I find myself gravitating towards the systems where the rules are easiest to learn.
I have all but abandoned Malifaux, largely because it combines an unusual random mechanism, based around playing cards, with a large number of special rules for most models and a complicated abbreviation system for keeping track of them. Then there's Bushido, a game I like and really want to play more, but which, unfortunately, has one mechanism for activation (two short or one long action per turn), one for special abilities (points that are accumulated turn by turn, but which can be stored across multiple turns) and another for combat (a pool of combat dice that have to be divided between attack and defence and which can be sacrificed to produce additional effects).
One of the things I have always liked about Anima Tactics is that it has very few mechanisms to control things. Activation is based on action points that are renewed at the start of the turn, special abilities are mostly special actions that work in the same way and most effects are resolved by rolling a d10 adding a stat and modifiers and comparing it to a target number or the opposing players roll. Dreadball, and soon Deadzone, use a similar mechanism of rolling multiple dice, trying to equal or exceed a target number and counting the number of successful rolls. Even the badly presented Infinity rules, have the advantage of a single dice mechanism which covers most situations.
I wonder how often 'ease of learning' is factored into rules design? I know Jake Thornton has said he favours rules that are quick to learn but with plenty of tactical depth. But with some designers it feels like depth is being confused with complexity. I also wonder if my experience with Warhammer tells us anything. When your playing the same game day after day it becomes second nature and it's all to easy to forget how baffling it can appear to outsiders.
Showing posts with label Deadzone. Show all posts
Showing posts with label Deadzone. Show all posts
Tuesday, 18 June 2013
Tuesday, 4 June 2013
Musing about Deadzone and Kickstarter
The Deadzone kickstarter has come to an end and Mantic have managed to raise over a million quid. As I got in pretty early I have spent a good chunk of the last month sitting back and watching my rewards steadily increase. I did very well out of the last weekend.
With Dreadball I arrived late to the part and put in for the $100 Jack pledge, rather than the $150 Striker. At the time I was trying not to spend out too much at once, and thought that the $100 level gave me more than enough. In retrospect I didn't look carefully enough at the difference between the two reward levels and have felt slightly left out. This time round I forked out the full $150 (actually $146, I got one of the early birds and saved a whopping $4!) for the best deal and all the additional freebies.
Not that its easy to gage how good a deal I have got. I certainly seem to have a lot of stuff for my $150. Other skirmish games like Malifaux or Infinity would never have been able to match that. The only thing that comes close is Games Workshop's Dark Vengeance and Isle of Blood starters and they don't feel like good value because they represent such a tiny proportion of a proper army. If we were still using second edition Warhammer 40,000 rules you could get two full armies out of Dark Vengeance and it would be the best value boxed set ever. In the end I've come away with some fifty miniatures, 12 sprues of scenery, a battle mat and various accessories including the rule book, and that's just the basic pledge.
And that brings me to the subject of add-ons. There a good trick. You can get lots of stuff, but they aren't anything like as good value as the basic pledges, even with buy one get one free offers. The point is to get you to pledge more money, but that leads to some pretty ambivalent marketing. You pledge in the first place because of the incredible amount of stuff you get for the price, but persuading you to buy add-ins requires to believe that it still wasn't enough and you need more.
You certainly can't knock Mantic's marketing. This has been a hugely successful campaign that has built on two previously successful campaigns. Mantic have learnt how to run a Kickstarter. Set a low opening target so that you can achieve it fast and report success then have lots of stretch goals to build momentum. They were very smart in having models and scenery already painted, and even available to handle for those of us who were at Salute or the Mantic open day. Add in plenty of concept art and be ready if things go really crazy and they're away. One lesson learned from failed Kickstarters, like Beyond the Gates of Antares, is that you have to have plenty to show off.
In an odd way, its the inverse of the Games Workshop approach. Instead of holding everything back until it's ready for release, push out as much information as possible. Of course we have a long wait before we get anything, nothing's due until December, with the second batch of stuff coming in the first quarter of 2014. When added to the Kings of War and Dreadball Kickstarters this leaves us in the odd position of knowing most of Mantics release schedule for the next year already. Thinking about it, this is how a successful Kickstarter works, by allowing us access to a years worth of releases over a period of two months. We just won't be getting any of them any time soon.
I say successful, but we don't really know what a truly successful Kickstarter looks like yet. So far, it has been gauged in terms of the amount of money raised, but that doesn't tell us where the game will be in a year, two years, five years time. The advantage of Kickstarter is that it allows you to gauge interest in your product, but what you can't tell is how it will do afterwards. What if everyone with an interest has already pledged? $1 million is a lot of money, but is it enough to sustain Mantic for the next year? Dreadball has, apparently, sold very well beyond the Kickstarter, which is encouraging, but can we be sure that Deadzone will do the same? Given the amount of stuff I'm getting, I can't see myself buying anything more for it any time soon.
But this is the third Mantic Kickstarter, and they still haven't done one for Warpath. I'm firmly expecting another in six months time. I've written before about how Games Workshop has become trapped in a cycle of new editions in order to maintain its momentum. Could Mantic find itself in a similar cycle of Kickstarters?
If some of the above sounds cynical, it's not really intended to be. I am hopeful that Deadzone will do well and am pretty optimistic, the rules look strong, the models are great and there's plenty you can do with it. The wait will be long, but if I can manage to sit back and forget about it, there will be a nice bonanza come Christmas. But after two months of excitement it's hard not to feel deflated. Kickstarters work by channelling enthusiasm into a brief period of time, its hardly surprising that when they come to end they leave us all a little worn out.
With Dreadball I arrived late to the part and put in for the $100 Jack pledge, rather than the $150 Striker. At the time I was trying not to spend out too much at once, and thought that the $100 level gave me more than enough. In retrospect I didn't look carefully enough at the difference between the two reward levels and have felt slightly left out. This time round I forked out the full $150 (actually $146, I got one of the early birds and saved a whopping $4!) for the best deal and all the additional freebies.
Not that its easy to gage how good a deal I have got. I certainly seem to have a lot of stuff for my $150. Other skirmish games like Malifaux or Infinity would never have been able to match that. The only thing that comes close is Games Workshop's Dark Vengeance and Isle of Blood starters and they don't feel like good value because they represent such a tiny proportion of a proper army. If we were still using second edition Warhammer 40,000 rules you could get two full armies out of Dark Vengeance and it would be the best value boxed set ever. In the end I've come away with some fifty miniatures, 12 sprues of scenery, a battle mat and various accessories including the rule book, and that's just the basic pledge.
And that brings me to the subject of add-ons. There a good trick. You can get lots of stuff, but they aren't anything like as good value as the basic pledges, even with buy one get one free offers. The point is to get you to pledge more money, but that leads to some pretty ambivalent marketing. You pledge in the first place because of the incredible amount of stuff you get for the price, but persuading you to buy add-ins requires to believe that it still wasn't enough and you need more.
You certainly can't knock Mantic's marketing. This has been a hugely successful campaign that has built on two previously successful campaigns. Mantic have learnt how to run a Kickstarter. Set a low opening target so that you can achieve it fast and report success then have lots of stretch goals to build momentum. They were very smart in having models and scenery already painted, and even available to handle for those of us who were at Salute or the Mantic open day. Add in plenty of concept art and be ready if things go really crazy and they're away. One lesson learned from failed Kickstarters, like Beyond the Gates of Antares, is that you have to have plenty to show off.
In an odd way, its the inverse of the Games Workshop approach. Instead of holding everything back until it's ready for release, push out as much information as possible. Of course we have a long wait before we get anything, nothing's due until December, with the second batch of stuff coming in the first quarter of 2014. When added to the Kings of War and Dreadball Kickstarters this leaves us in the odd position of knowing most of Mantics release schedule for the next year already. Thinking about it, this is how a successful Kickstarter works, by allowing us access to a years worth of releases over a period of two months. We just won't be getting any of them any time soon.
I say successful, but we don't really know what a truly successful Kickstarter looks like yet. So far, it has been gauged in terms of the amount of money raised, but that doesn't tell us where the game will be in a year, two years, five years time. The advantage of Kickstarter is that it allows you to gauge interest in your product, but what you can't tell is how it will do afterwards. What if everyone with an interest has already pledged? $1 million is a lot of money, but is it enough to sustain Mantic for the next year? Dreadball has, apparently, sold very well beyond the Kickstarter, which is encouraging, but can we be sure that Deadzone will do the same? Given the amount of stuff I'm getting, I can't see myself buying anything more for it any time soon.
But this is the third Mantic Kickstarter, and they still haven't done one for Warpath. I'm firmly expecting another in six months time. I've written before about how Games Workshop has become trapped in a cycle of new editions in order to maintain its momentum. Could Mantic find itself in a similar cycle of Kickstarters?
If some of the above sounds cynical, it's not really intended to be. I am hopeful that Deadzone will do well and am pretty optimistic, the rules look strong, the models are great and there's plenty you can do with it. The wait will be long, but if I can manage to sit back and forget about it, there will be a nice bonanza come Christmas. But after two months of excitement it's hard not to feel deflated. Kickstarters work by channelling enthusiasm into a brief period of time, its hardly surprising that when they come to end they leave us all a little worn out.
Monday, 29 April 2013
Deadzone and Kickstarter progress
Mantic Games have another Kickstarter up and running, this time for Sci-Fi skirmish game Deadzone. I think you could say it has been quite popular, in the sense that press coverage of Margaret Thatcher following her death was quite generous. The campaign hit it's initial (admittedly quite modest) target within thirty minutes and raised more money in a day than the Dreadball Kickstarter managed in a week. At the time of writing, its at $242,000 and climbing. If things continue at this pace, Mantic are on course to raise potentially millions.
I have thrown money at both the previous Mantic Kickstarters, but in both cases I left it quite late, waiting until the freebies built up until the bundle got too big to ignore. This time, though I got in early chucking in $150 and nabbing the Strike Team reward level.
I did this because I know how Mantic handles a Kickstarter. On the face of it, the initial rewards aren't particularly impressive. The basic level gets you a single starter set of 6 models, including one big one for $40 or about £25. The level I pledged gets me all four starter sets, plus scenery, board, rules, counters etc. All pretty reasonable, but hardly spectacular when you consider how much Games Workshop puts in its starter sets these days.
But as fund have grown, stretch goals have been achieved and with each stretch goal achieved more models get added to the rewards. My reward has gained 17 models and a scenery sprue. It's quite nice having pledged to sit back and accumulate more stuff because other people are pledging.
I wonder how many contributors are in the same place as me. Having watched passed Kickstarters unfold, they aren't wasting any time with this one and getting in early. It would explain the surge of activity. The question is whether this Kickstarter will generate significantly more money than the last two, or whether the funding will be biased towards the start of the campaign. The steady flow of stretch goals should help to attract attention, but there is a theoretical limit to the number of people interested in the game and with the money to spare pledging.
I will watch this one with interest, and not only because I stand to get a lot of models out of it.
I have thrown money at both the previous Mantic Kickstarters, but in both cases I left it quite late, waiting until the freebies built up until the bundle got too big to ignore. This time, though I got in early chucking in $150 and nabbing the Strike Team reward level.
I did this because I know how Mantic handles a Kickstarter. On the face of it, the initial rewards aren't particularly impressive. The basic level gets you a single starter set of 6 models, including one big one for $40 or about £25. The level I pledged gets me all four starter sets, plus scenery, board, rules, counters etc. All pretty reasonable, but hardly spectacular when you consider how much Games Workshop puts in its starter sets these days.
But as fund have grown, stretch goals have been achieved and with each stretch goal achieved more models get added to the rewards. My reward has gained 17 models and a scenery sprue. It's quite nice having pledged to sit back and accumulate more stuff because other people are pledging.
I wonder how many contributors are in the same place as me. Having watched passed Kickstarters unfold, they aren't wasting any time with this one and getting in early. It would explain the surge of activity. The question is whether this Kickstarter will generate significantly more money than the last two, or whether the funding will be biased towards the start of the campaign. The steady flow of stretch goals should help to attract attention, but there is a theoretical limit to the number of people interested in the game and with the money to spare pledging.
I will watch this one with interest, and not only because I stand to get a lot of models out of it.
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