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James , I would love to know who drew the original characters for plague, the ones that where blacked out, I suppose those shadowed figures originally had a lot of detail and color? Do you still have the originals?
PS: speaking of which, thank you for your recent informative post on BGG about how the board game version is doing. I’m interested enough in the economics and production of these things to never want to do more than home-brewed DTP by myself!
Thank you James (and thank you for liking A Distant Plain!)
I am truly sorry if I came across as spiteful or sour-grapey in my posts.
I suppose what irked me the most was the in-game purchases, but that’s endemic to the computer game industry… how else are you going to make money on a game where the base version is given away?
You and Gary are correct to point out that what is clear to some people (or rather, it is clear to them how unclear) is not at all apparent to others… and if nothing else, you have made a large fraction of four million people think for a bit about what’s involved in the future of places like Afghanistan, a far far larger number than I will ever reach.
And in the end, that is what really matters.
Now, I think I might look into your Plague Inc. board game!
Hey Brian
Big fan of A Distant Plain – I found out about it a few months before Rebel Inc. came out and got it for the office – we had a great time although I (Afghan Gov) and the coalition spent too much time bickering so lost though :P Hoping to play it again soon.
I’m sorry to hear you didn’t like Rebel Inc. One thing to point out, most of our players know vastly less than you about stabilisation issues – so an idea that is simple and obvious to you – will actually be complex and mind-blowing to them! I did have to make tradeoffs when making the game in order to make sure that it was accessible enough for people to interact with in the first place. Players do get in touch with us though to share how Rebel Inc. has made them think about the tradeoffs and lack of a ‘perfect’ option in peace building.
BTW – you might be interested to know that I actually made and released a board game of my previous disease simulation game – it’s certainly a lot harder selling board games!
Thanks Gary – there isn’t much point in pitting my personal impressions against yours, though that is what keeps much of the Internet spinning.
I did find the tech trees interesting; if I play this game more I suppose I will get access to those little tweaker peoples too.
Board game cafes and some game stores have shelves of loaners and rented games where you can truly try before you buy.
My point, which now that I think of it was rather spiteful, was that buying “the rest of the game” is baked into the computer game model to a greater extent than in the board game world.
And now that I think about it some more, the tendency seems to be be growing in the board game world very quickly, to look at many board game Kickstarter projects.
My main concern remains that there is a supplied Answer to the gritty problem in there somewhere – there has to be, almost, since it is a computer game – and most people seem more prepared to engage with the model in seeking that Answer, and not in what is being demonstrated.
Well, there are plenty of people who play board games like that too, whether or not they were designed that way.
A broader criticism of counterinsurgency theory and of peacebuilding is that people think there is such a general purpose Answer – “do this, and the war is won”.
I don’t think there is, and I am aware that in my own designs on the problem I may appear to be supplying one… it’s certainly not my intention.
Please don’t take my mention of A Distant Plain as sour grapes… the two don’t compete, how on earth could they when the eyes on each are that many orders of magnitude apart… but the time may yet come when a game that is closer to ADP’s more sandboxy approach will emerge. (And then there will be 20,000 copies out there…)
Hey Brian!
I agree, there is a model that you’re playing against and in some ways the risk is that players are learning the game/model rather than some principles of peacebuilding – that is actually one of the questions we’re going to explore in the discussion at the Forum.
I think you might be overstating the pushme/pullyou dynamic a bit – there are interesting tech trees in the interventions (development, security) that demonstrate an understanding of the trade-offs between “quick wins” and real reform and I think the three choice dilemmas are useful learning moments where the push and pull aren’t immediately apparent.
I’ve unlocked some of the additions and enhancements (through game play, not by buying them) and found them to be interesting mods that tweak the game a little and insert a little learning about the difference between, for example, a warlord and a development economist (there is a difference!). They might be less subtle if you played two games back to back with totally different “teams” but the same strategy. I haven’t had the time to devote to that.
Interesting your observation on in-game purchases on a free app versus boardgames, to my knowledge there aren’t any boardgame shops that let you take out a trial version of a game and play with it for free to see if you like it before paying anything. I agree, a tabletop version would be super fiddly.
A Distant Plain is awesome, but I don’t think they are competitors. What we’re wondering about int he public discussion at the forum is whether it means anything for peacebuilding that James has got millions of players thinking about stabilization and state-building that might have otherwise been killing zombies or mining tiberium.
That being said, anytime you want to come to Stockholm and get peace researchers to game out a bunch of Distant Plains with you, I’m sure I could fill a room!
I got the free Android version and have played it a few times.
My general impression is that this game has a lot of moving parts, but the relationships between the parts seem to be fairly simple pushme-pullyou, and ratcheting up the difficulty of the game just increases the friction and speed of the pushme-pullyou.
Like most computer games, especially solitaire computer games, there seems to be a Solution lurking in it, and some pretty unsubtle cues.
If this were released in board game format, it would be regarded as a fiddly and rather mechanistic exercise (thankfully, the computer takes care of the dozens of little adjustments required every turn).
However, I’ll admit my comments are coloured by my refusal to buy any of the in-game additions and enhancements – though I am not sure they change the nature of the game, they seem to reduce the friction mentioned above.
But buying those in-game enhancements is the computer game business model; a board game that left out half of the components and offered them to you for substantial extra money would be scourged.
It’s interesting enough a game for four million players, but not for me… I note it took nearly six years and three printings to get 10,000 copies of A Distant Plain out there!