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DIY and the Decline
of Community Standards
This is a mirror of
an article original appearing at this link:
http://forums.gamesquad.com/blog.php?b=688
Comments may still be active by
clicking that link and registering at the gamesquad site.
The self-publishing
revolution has had tremendous impacts on the wargaming “industry”,
if one wants to refer to the hobby with that term. In 1997, the
editor of The General noted the growing rise of Desk Top
Publishers (DTP) and had the following to say:
So what if DTP
games are skimming sales from a fixed layer of existing consumer
demand? Is this so bad? ...This is where the issue of the
traditional game company comes back to us front and center. The
boardgame company doesn't simply print and ship a paper product.
Production isn't really limited by a lack of designs. For the most
part, the boardgame company is selling the “finish.” By that I
don't mean chrome or unnecessary details, polish and packaging. I
mean that the traditional boardgame company sells you a finished
product which it believes cannot be affordably improved. It is
selling the development work and the artistic and functional
rendering of the design. God knows I could create an ASL scenario
in less than an hour. Would it be publishable within the standards
of the ASL gaming community? Absolutely not. The ASL players have
come to expect their scenarios to meet certain criteria that
revolve around historical accuracy, playability and competitive
play balance (let's applaud MMP for all that they do to keep up
the quality of ASL products).
For fans of the ASL
game system, the third party publishers (as MMP was at the time the
above was written) who were pushing out those ASL scenarios were
seen as saviors, rescuing their favourite game system from oblivion.
The point Tucker was making, however, was that large companies like
Avalon Hill had the resources to do it all – playtest, design,
research, yes, but also put the physical refinements into the
finished product that desktop publishers could not. (Avalon Hill was
also leagues ahead of other mainstream publishers in having its own
printing services on-call, being a subsidiary of Monarch Avalon.) At
the time he was writing (1997), dot-matrix and tractor-feed printers
were still in common use, and storage of data was done on floppy
discs. There was no widespread internet access to acquire images or
research data.
The situation today is a trade-off; researchers can quickly glean
information on obscure battles to create tactical scenarios for
their favourite game, and even recreate reasonable facsimiles of the
terrain using modern mapping tools like GoogleEarth. What has been
surrendered, however, is a tangible decline in physical quality and
a lowering of professional standards in such things as periodicals
and graphic design elements of physical components of games. Classic
graphic designers such as Rodger MacGowan and Redmond Simonsen,
whose work was ubiquitous throughout the industry (at a time when
that appellation truly applied), set high standards for others to
maintain, and the inability of others to measure up was always made
obvious by direct comparisons to the current state of the art.
The falling off of the current state of the art has been such a
gradual process, perhaps the change has been imperceptible, or
perhaps even it is something gamers are willing to accept in the
understanding that a niche hobby is fighting a battle for existence
against a growing number of other pastimes and distractions. Simply
put, there are other battles to fight. It was not hard for a
bookcase-style box stuffed with photo-realistic, hard-mounted
geomorphic maps to compete for the hobby dollars of teenage boys in
the 1970s, since their dads or uncles or granddads may very well
have been Second World War veterans, the war was still immediate
thanks to countless prime time TV depictions and comic book heroes
still fighting the war, and the number of ways to refight the
battles were few, with video games just a gleam in the eye of the
guy about to invent “Pong.” Spending more money on quality wasn’t a
hardship.
Today, however, editors and publishers have either forgotten how to
put together products with elegance and sense of design, or lack the
will to do so. A look at some contemporary products will illustrate
what is meant.
Fire & Movement

This is a sample page
from the latest issue of F&M magazine; this old industry standard
began in 1976 under the stewardship of graphic design artist Rodger
MacGowan, who has long since headed for greener pastures with GMT
and his own magazine c3i. What may pass unnoticed to most
stands out like a sore thumb to those in the know; note the tiny
margins on the page (the printing goes almost the very edges of the
paper), and the poor quality of the photos. Rare industry standards
like The General came out on a fairly rigorous schedule and
actually adhered to them; lesser lights like Grenadier tried
to come out as regularly as possible but could at least be counted
on to produce ‘x’ number of issues in the span of a year. Current
magazines like Operations or F&M are unapologetic
about being printed haphazardly, and the editors – who are not full
time employees – cite real world concerns beyond their control as an
excuse for missed deadlines – or no deadlines at all.
Operations Special Edition #2
After lauding the first SE in a previous article, I happily sent in
my money to MMP for the second annual installment. What shortcomings
I’ve found are no doubt forgivable by true fans; I personally don’t
find them truly heinous, but they go to illustrate the kinds of
deteriorating standards I am talking about across the hobby.
Low-resolution graphics have been used in several images, with large
pixelation in the translation to print – a very large problem in
today’s desktop-to-doorstop publishing world.

My own publishing works have suffered as well in this regard so I
can’t in good conscience scream too loudly about it. But other
aspects of layout and design make the magazine seem like
amateur-hour, certainly in comparison to older works, that we just
know for a fact were done by more expensive and time consuming
processes rather than cut-and-paste from easily transposed digital
files.
Relative Worth
In short – it’s all too easy in this day and age to throw something
together, publish it, and have others purchase it. With desktop
publishing tools, print-on-demand services, online payment services,
and direct-to-download marketing, you could theoretically decide to
create a book at the breakfast table and have it in the hands of a
paying audience that afternoon. But as Stuart Tucker might have
asked – would it be any good?
Sometimes the community has no choice but to subsidize poorer
physical quality; after decades of having hard-mounted mapboards as
standard, ASL changed to thinner cardstock maps for its modules, for
example. Many fans have applauded the decision as it permits easier
storage of the maps in sheet protectors, and makes them more
air-transportable for distance travel to far-off tournaments.
Sometimes change is good. MMP, who took over ASL from Avalon Hill,
no longer has access to on demand printing services and contracts
out. They collate large print runs in-house, often with the help of
local volunteers from the community, and have been known to worry
publicly about warehouse space – a far cry from the glory years of
AH who boasted at least two vibrant locations in Baltimore for
playtesting (Read Street) and production (Harford Road). The quality
of the maps has further been altered by the usage of
computer-generated artwork rather than hand-painted art – there is
no consensus on which is “better” but there is no denying that
something unique has been lost.
Other times, the community does itself in. Using unique marketing on
ebay and name recognition, Wild Bill Wilder racked up over $7000.00
in sales with his ASL variant modules in 2009. The physical quality
varied from fair to poor. The counters were pre-cut (not die-cut)
but sported good artwork and were probably the most attractive
element of the modules. The scenario cards, oddly, did not feature
the unique counter art (nor did they include vital information such
as sniper activation number). The cover sheet of the module I
purchased for review, Glory & Grief 2, had an obvious typo.
The rules were poorly formatted, and the table of contents listed
one method of pagination that was completely different from the
actual pages, rendering it useless as a finding tool. There was no
index. There were also no “Chapter H” notes explaining the vital
statistics of the vehicle counters.

The artwork on the counters isn't so
bad, but if you want to know the TO KILL numbers for an 82L RCL,
your guess is as good as anyone's; this vital information wasn't
included in the game's rules. Even "owndership" (sic) of the ASL
Rulebook doesn't help out with that.
Where the community
did itself no favours was in buying into the marketing plan – the
items were offered up one at a time via online auction, while eager
collectors routinely bid on the modules to prices well in excess of
the cost of comparable products from other publishers; prices of
over 300 dollars were not uncommon for modules that contained on
average less than two dozen loosely-written pages of rules, fewer
than ten scenarios (at least one based on a Hollywood movie rather
than real life events), a couple hundred counters, and a pair of
overlays.
Shouting to be Heard
There are, or course, small magazines that are matching and
exceeding the established periodicals in terms of quality. The ASL
community again yields examples; Le Franc Tireur comes most
immediately to mind, having risen from an average fanzine to a first
class magazine with world-class graphic design as well as cutting
edge game variants. They released their first box-set ASL variant in
2009 and have promised more.

But without the hook
of game pieces and mapboards, is there a “need” for periodicals?
With the advent of the BBS and now blogs, internet forums and social
networking, aren’t there enough ways to communicate online that
paper communications are irrelevant? I would argue that here, too,
community standards are easy to let slip. More is not always more. A
site like boardgamegeek.com can be an enormous tool for finding
lists of raw data and in communicating with others, but the
noise-to-signal ratio of a poorly moderated chat room or mailing
list or message board can make such a venture seem not worth the
effort in the end. For a game company or publisher especially, more
time can actually be spent in fighting malicious messages by
dissatisfied consumers than in working constructively on product. A
magazine slows down the rate of conversation and puts the control
back in the hands of the publisher. Sober second thought is allowed
to dominate the proceedings, even if exchanges take place between
opposing sides in a debate. Witness the discussion between Hal Hock
and John Hill/Don Greenwood over the direction of tactical games in
the pages of The General in 1977 after Squad Leader
made its debut, and Hock defended his technocrat’s vision of
Tobruk against the more fanciful but popular SL.
The administrators of battlefront.com’s forum – in particular, their
Combat Mission games – have apparently tired so much of the
“noise” that they have admitted to moderating in favour of “pro”
postings only. It’s not that different than the editor of house
organs of old picking and choosing with deliberation which letters
they would print in their mail columns. Other forums, such as
Matrix’s Panzer Command forum, have run the gamut from being
over-run by disruptive posters with nothing constructive to add but
mayhem, to becoming dead as doornails as ardor for the game cooled
post-release and enthusiasts found little to talk about.
My Final Word
The Do-It-Yourself community has brought down standards in all
areas; that third parties who publish scenarios for favourite
tactical games may have their own lower standards is obvious, but if
they are rushing the mainstream publishers into getting “more
product” onto market to compete, standards across the board are
dropped. Community discussion, once directed if not controlled by
the publishers, is now firmly in the hands of the consumer, who can
create Do It Yourself sounding boards for opinions – fair or not.
My Question to You
Can there really be no need at all for quality printed magazines on
board, miniature or computer games any more? If the answer is yes,
what does that say about us? If the answer is no, are we doing
enough to create them? |