Showing posts with label publishing companies. Show all posts
Showing posts with label publishing companies. Show all posts

Tuesday, February 19, 2019

Product Review: Fury of the Norsemen

(Note:  All images are from the Board Game Geek entry)

I stumbled across a copy of Metagaming’s  Micro History #4The Fury of the Norsemen, at Noble Knight Games.

I remember seeing it when it first came out in the early ‘80s but I never picked it up.

I often use board games as a campaign system, or a scenario generator for miniature battles.  So I decided to buy it, figuring I could use this in conjunction with Saga, Song of Blades and Heroes, or other hack & slash skirmish games I own.

The box art is more appropriate for a sword & sorcery fantasy setting than a historical one.

While the exterior artwork is well-done, if a bit over-the-top, the map and counters show their 80s vintage printing quality.


But hey, one can’t expect much for a pocket-sized game that originally retailed for $3.95.


Despite the quality-control issue, opinions of the game are generally favorable.  In his extensive review, Corey Butler considered the game flawed but fun.

In addition to Corey’s comments, I’d add that when I received my own copy from Noble Knight Games, it game in a large plastic envelope because the box itself was crushed. But once again, you can’t expect a 28 year-old mini-game to withstand the rigors of time.

One of these days, I hope to play this as either a stand-alone game as it was intended, or as a mini-campaign.  

When I do I’ll be sure to do a battle report on it.


Friday, August 7, 2015

The Wargame Wayback Machine

(My Road Trip Purchases)

Shortly after the PNWA Writers Conference, I travelled to the east coast to visit my family. 

During my journey, I managed to delve into The Citadel Games Cellar and unearthed a treasure trove of games I haven't seen in years--and still in their original shrink wrap.

The store has moved around a bit over the years, but still gets a good review on Boardgame Geek, especially for having older games in stock.


(Golan's entry on Boardgame Geek)

...is part of Decision Games Folio Series.  While Golan is a relatively new game, it's based on the older Modern Battles Quadrigame by SPI. My brother and I use to play The Arab-Israeli Wars, so I couldn't pass up a $20 similar themed game with a mere 100 counters to clip.

After flipping through the short rule book, the only issue I have with this game so far is there's no additional literature:  No history about this campaign, nor any designer's notes.  One reviewer called the Folio Series fatally flawed gems.

The next item is Issue #229 (2007) of Wargames Illustrated.

(Some back issues are still available on WI's website)

I snatched up this magazine at the last minute because it contained an article on Napoleonic Warmaster.  Since I have Warmaster and Warmaster Ancients, I thought this would be a good supplement to add to my collection of Napoleonic rules. 

The only problem was:  The article is Part I of a two-part series.  While I love gaming magazines, I get annoyed when these publications split a topic over two, or more issues.

Now I have to go on a quest to find out-of-print Issue #230.

Speaking of quests, I picked up Heroes of Olympus...

(First edition boxed set)

...to augment my Ancient Greece-base RPGs (role playing games) and supplements.  Hardly anyone seems to have played this, but a tad over 16 years ago, Heroes of Olympus garnered a a good review on RPG.net.

I was never into crime dramas, but for $11.95, I was compelled to purchase Crime Fighter.



While Heroes of Olympus at least got one review, there's very little on-line data on Crime Fighter. 

So much for a "just the facts" commentary here.

Last but not least we come to my favorite era in wargames:  The Napoleonic Wars.   I actually have an old copy of the Empire Campaign System...


...but I messed up the map in my attempt to numbering the hexes.  Although I've never owned a copy of Empire III miniatures rules, I figured I could still use the Campaign System for any central European Campaign I'd conjure up, in a round peg-square hole sort of way. 

Which I have to admit, I've not yet done so.

Anyway, this is another game, or in this case a game supplement, that gamers expressed little enthusiasm over.  I found one wargame blogger who played out a short campaign two years ago. 

The overall opinion was the campaign required a lot of paperwork and the map hexes were too small the counters, which made it hardly worth while running a full-blown campaign.

Despite the luke-warm at-best reviews, at least where such reviews exist, I'm happy with my purchases.  I paid "80s prices" for each item, so I don't feel like I've wasted my money.  Or at least too much of it.

Plus, these items take up very little of packed-to-near-capacity storage space--plenty of room for Wargames Illustrated Issue #230.

Friday, October 24, 2014

GeekGirlCon 2014 Panel Discussion #3: If You Can Write, You Can Make Games

(GGC Logo)
 
Text adventures, or interacive fiction "...are one of the oldest types of computer games..." that are still being played. 
 
Jacqueline Ashwell's one-woman panel discussion during GeekGirlCon demonstrated that (and borrowing from her title) "if you can write, you can make games."
 
(Image:  Jacqueline Ashwell)
This is thanks, in a large part, to programming languages becoming more accessible.

Are you going to concoct an AAA+ game single-handedly?

No, because the "Gold Standard" studios have multiple teams writing code for their games.

But you can write a computer/text version of Choose Your Own Adventure.  You can find thousands of such games on Interactive Fiction Database

One of the simplest programs is Twine.  Since we only had 50 minutes, Jacqueline presented a short Twine game she created for her GGC, Walk in the Park. 

For more detailed instructions on creating a Twine game, see Auntie Pixelante

Other "Twine-like" code languages are available, such as:  Inkle, Choice Script and Lindum.  Then there's languages like:  Adrift, Quest, Hugo and JADS.

While these games are narrative in nature, as you become more skilled, you can incorporate images and music.  However, with Twine at least, players can't save their games.

If you're wondering who will play your game, that depends on how thoroughly its been beta tested.

So--

--Plan more time than you originally thought you'd need to develop the game.
--Try to cover all the choices a player could make.
--Get friends to check it out.

Some additional resources available that can help get you started or improve your game:

Jacqueline Ashwell's website

The Interactive Fiction Forum

You can even enter your game in any of these contests:

IntroComp

The Interactive Fiction Competition

Spring Thing

The XYZZY Awards

and Shuffle Comp

Good luck!

(Image by Robinson Wheeler)

Thursday, October 23, 2014

GeekGirlCon 2014 Panel Discussion #2: How to Be A Nerd for a Living

(GGC Logo)

My last GeekGirlCon blogpost dealt with getting a job with a gaming studio.  The second panel discussion, How to Be a "Nerd for a Living," was an interview with the five panelists on how they succeeded in the nerdy careers.

The panelists who made their nerdy dreams come true were:

Heidi Gaertner, Technology Director at Big Fish Games.
Jamie Cordero, CEO and "Glitter Jedi" at Espionage Cosmetics.
Jina Heaverly, Vice President and General Manager of PC, Mac and Cloud for Big Fish Games. 
Rebecca Hicks, Creator and Illustrator for the webcomic Little Vampires.
Susan Eisenberg, voice-over actress, best known as Wonder Woman.
Wendy Buske, Panel Moderator, Co-Founder and Marketing Director for Nerd For A Living.


(Image from left to right:  Heidi, Rebecca, Jamie, Jina and Susan, with Wendy at the podium)
Since there was only 50 minutes to discuss the panelists' career paths, the session focused on two main questions. 

How did you get started (in your nerd career)? 

Susan: 
I studied acting, but felt better in front of a microphone than a camera.
Jina: 
I graduated with a finance degree, but didn't want to be an accountant.
Jamie:
I went to school as a professional make-up artist.
Rebecca:
I loved comics and literature, then became a fan of comic strips and webcomics.  I self published a comic book in 2006.
Heidi:
I studied architecture in college, but diverted to engineering.  I've been in the gaming industry since 1996.

Some notable quotes from this question:

"No experience is wasted"--Rebecca.
"I got fired from every crappy retail job I had"--Jaimie.
"Retail is worse than fetching coffee for people"--Jamie.
"If your job is close to what you want to do in Life, you're probably in a good spot"--Heidi.

How do you get a nerd-type job?
Heidi:
Take classes in the subjects you are interested in.
Susan:
There are voice-over jobs available in every city.  Get a demo tape and an agent.
Jina:
The Customer Service Department is a good foot-in-the-door position.
Jamie:
Shadow someone.  There's a high up-front cost to being a make-up artist--$10,000 for your kit.
Rebecca:
The barrier for entry into webcomics is very low.  

Notable quote

"Follow your heart, but take your brain with you"--Jaimie

Notable Recommendation


Personal Notes and Observations

Sometime after the panel discussion I found Rebecca's booth and sought her advice on webcomics.  
I'm concerned that my main webcomic, Breakout from Bongolaan, is becoming unwieldy using Blogspot's template--if it isn't already.  Rebecca and her husband recommended a Word Press plug-in by Phil Hester called Comic Press, which I think means this product.

Anyway, I plan on doing a bit more research before I change Breakout from Bongolaan's format.  But my chat with Rebecca Hicks made the trip to GeekGirlCon totally worth my while.

By the way, I didn't get a good picture of Susan Eisenberg, because a cosplayer's Galactus helmet was in the way.

So here's another photo of the panel with a bit of fanboy fawning thrown in:


Wednesday, October 22, 2014

GeekGirlCon 2014 Panel Discussion #1: Hiring in Gaming

(GGC Logo)

Do you want to work for a computer gaming company?  

The first panel discussion I attended at GeekGirlCon, Hiring in Gaming, touched on the best ways to approach a studio for a job.

The panel was hosted by the following young ladies:

Regina Buenaorba
Susan Elizabeth Thayer
Ylan Salsbury
Amy Liu

All of them worked for ArenaNet, in various capacities (that I forgot to write down).  

(Panelists from left to right:  Regina, Susan, Ylan and Amy)
Gaming studios are looking for folks with the followings skills:  Graphic art, computer programming and program manager.  This isn't an exhaustive list, but it's the "usual suspects" of potential employees.

In order to have a shot at being selected, here are several steps to improve your chances of getting hired.

First:  Have a Solid Game Plan

List the Top Ten studios you want to work for.
Conduct research on these studios.
Start networking with studio employees.
Ask for mentorship.
Focus on being an expert on one thing.  (You can work on being a generalist when you're hired). 
Don't let the job description discourage you, or any lack of formal formal education for that matter.

As Susan Thayer pointed out:  After all, it's entertainment that we're making.

Second:  Write a Cover Letter

Must be only one page long.
Don't cross the line into "Fanboy/Fangirl Territory."  (That is, don't gush on how much you love the studio's games, etc.).

Note:  The cover letter is actually the second item employers read.  The first is--the resume.

Speaking of which...

Third:  Write a Resume

Can be more than one page long, but no more than three to four pages.
Tweak the resume for the position you're applying to.
Make it clean and not too busy.
Have friends and colleagues review your resume five times.
Don't shotgun your resume to every position in the studio.

Most important of all:  DO. NOT. LIE.

Fourth:  Conduct Networking

Make use of social media:  Linked In and Facebook, etc.
Get to know folks in the real world:  Attend game conventions, meet with gaming groups, etc.
Ask for help.  (It's in people's nature to assist others).
Don't be a fanboy/fangirl!
Bring your business cards to events--but not your full resume.

Fifth:  Establish and Maintain a Portfolio

This can be samples of your programming code samples an/or artwork.
Make sure it's your best work.
Ask if your material relates to the studio.  
Be sure the portfolio highlights your best work.

Note:  Do not break any non-disclosure agreements from your old employer.

Sixth:  Remember the Interview Basics

Prior to the interview--

Practice with friends.
Come prepared.
Know the people you who are conducting the interview.
Arrive at the studio parking lot 30 minutes early and enter the studio 15 minutes prior to your interview. 
Bring copies of your resume and something to write with and write on.
Come with the right mindset.
Have questions ready.
Ask about the dress code.  While every day is Casual Friday at game companies, don't overdo, or under-do the dress code.

During the Interview--

Take time answering questions.
If you don't understand the question, let your interviewers know.  
Show some enthusiasm/passion, but keep it below fanboy/fangirl level.
Use this time to determine if this team is right for you.
Ask the interviewers about their backgrouds.
Write down the names of the interviewers--they could change at the last minute.

Keep in mind the studio is looking for someone who will make the place better.
Red flag items, usually in the form of odd behavior, will most likely torpedo your chances of getting hired.

Seventh:  Remember to Follow Up/Post Interview Procedure

Write a thank you e-mail.
Be specific about your experience.
Connect with the interviewers via Linked In.
If you haven't been notified of your status right away, give the studio recruiter(s) 48 hours before you contact them.
It's okay to turn down the job if it doesn't feel right, or pays below the cost of living.
It's even okay to ask:  Can I think about it?
Be sure to have a financial safety net while job hunting.

My Personal Thoughts and Observations

I'm not planning on leaving my current job with Washington State Emergency Management any time soon.  However, one never knows what curve ball volleys Life will fire at you.  Plus I was interested to see how working for a gaming studio differs from a "normal" company. I found this panel discussion interesting and informative. 

Saturday, September 15, 2012

March of the Penguin

 
 
The Saturday lunch-time Spotlight session was about Penguin Books.  The presentation was hosted by four Penguin editors; Tracy Bernstein, Thomas Colgan, Colleen Lindsay and Meghan Stevenson. 
 
Prior to this event, I only associated Penguin with it's classic books line.  I had no idea this 75 year-old company spans nine countries and has over 35 imprints.
 
Talk about the power of the penguin.