Table of Contents

Total Page:16

File Type:pdf, Size:1020Kb

Table of Contents The Complete Wargames Handbook By James F. Dunnigan The Complete Wargames Handbook Table of Contents Dedication Acknowledgements Introduction Chapter 1. What is a Wargame 1. Overview 2. Turn 1: U.S. Movement Phase 3. Turn 1: U.S. Combat Phase 4. Turn 1: German Movement and Combat Phase 5. Turn 2: U.S. Movement Phase 6. Turn 2: U.S. Combat Phase 7. Turn 2: German Movement and Combat Phase 8. Conclusion Chapter 2. How to Play Wargames 1. Overview 2. How to Win 3. How to Win with the Losing Side 4. Overcoming Math Anxiety 5. Strategy and Tactics of Play 6. For the Defense 7. The Importance of Quality of Play 8. Wargaming Technique 9. Tempo and Shaping 10. How to Play Without an Opponent 11. Playing by Mail and Team Play 12. How to Get into Gaming Painlessly 13. Playing Computer Wargames 14. The Technical Terms of Wargaming Chapter 3. Why Plan the Game 1. Information 2. History 3. Special Problems of Air and Naval Games Page 1 of 291 ©JF Dunnigan 1997,2005 PDF format may not be recreated without permission from Richard Mataka The Complete Wargames Handbook Chapter 4. Designing Manual Games 1. How to Do It Yourself 2. Designing a Game Step by Step 3. Why the Rules are The Way They Are 4. The Drive on Metz: September 1944 Chapter 5. History of Wargames 1. Overview 2. Hey, Let's Start a Wargame Company in the Basement! 3. The Conventions 4. Into the 80's 5. Analytic History, and What Is a Simulation Anyway? 6. Wargames Over There 7. How Many Wargamers Are There? Chapter 6. Computer Wargames 1. Computers and Wargames 2. What Kind of Computer, What Kind of Wargame? 3. The Perils of Computer Wargame Publishing 4. Genealogy of Computer Wargame Technology 5. The Future Chapter 7. Designing Computer Games 1. Overview 2. The Spec 3. User Documentation 4. Quality Control 5. Artificial Intelligence (AI) 6. The Computer Wargame Development Team 7. Hardware for Computer Wargames 8. Victory at Sea 9. Notes on Game Components 10. Hundred Years War 11. Computer Wargame Design Tips for the Military Designer Chapter 8. Who Play the Games Page 2 of 291 ©JF Dunnigan 1997,2005 PDF format may not be recreated without permission from Richard Mataka The Complete Wargames Handbook Chapter 9. Wargames at War 1. Overview 2. Wargames, Models, and Simulations 3. The Military Experience with Wargames 4. Wargaming and the Professional Warriors 5. Professional Wargames and Military Decision Making 6. The Payoff, and Warnings 7. Wargaming Abroad 8. Wargames and the 1991 Iraq War 9. Creating Wargames for the Troops 10. Differences Between Hobbyists and Professionals 11. Types of Wargames 12. Why Use History? 13. Politics in Modeling 14. End Note Appendices Appendices Reading List My Game Bibliography Gaming Aids Paper Wargame Publishers Computer Wargame Publishers Computer Wargame Published: 1979-1991 Page 3 of 291 ©JF Dunnigan 1997,2005 PDF format may not be recreated without permission from Richard Mataka The Complete Wargames Handbook Dedication To Ray Macedonia (COL, US Army, retired), who single handedly exposed the current generation of generals to wargaming and what it could do. His efforts, aided by a new generation of wargamers and wargame designers in the US military, had a lot to do with the outcome of the 1991 Persian Gulf war, and our prospects for peace into the next century. Page 4 of 291 ©JF Dunnigan 1997,2005 PDF format may not be recreated without permission from Richard Mataka The Complete Wargames Handbook Acknowledgements A large number of people helped me create this book, and the earlier version. Chief among these groups are all the wargamers I have worked with, for or at cross purposes with over the years. Wargamers are a sharp lot. There's is "the hobby for the overeducated" and they have never shied away from giving me comments, criticism and advice I needed (even if I didn't particularly want it.) Next comes the old SPI crew, some of whom I still work with on a regular basis. It was, among other things, an educational and enlightening experience working in a place one magazine article described as "having the ambience of an unmade bed." The article was from "Cosmopolitan" magazine, so that's how strange SPI was. For the current edition, I also called upon a number of individuals. Among those I owe thanks to are; Mike Garrombone, Mark Herman, Austin Bay, Ray Macedonia, Brad Anderson, Evan Brooks, Richard Berg, Gordon Walton, Susan Leon, Laurance Rosenzweig, Al Nofi, Dave Menconi, Dan Masterson, Doug MacCaskill, Brian B. Carlin, David C. Fram, Andrew Webber, James M. Stormes, John W. Willoughby, Lance Jones, Michael L. Malone, Robert B. Kasten, Rolf W. Laun, Robin D. Roberts, and several others whose names I've misplaced. You know who you are. Page 5 of 291 ©JF Dunnigan 1997,2005 PDF format may not be recreated without permission from Richard Mataka The Complete Wargames Handbook Introduction Year 2000 Introduction for the Wargames Handbook The first edition of the Wargames Handbook came out in the Summer of 1980, arguably the high point of the golden age of board wargaming. In that year, there was peak in the number of titles published, and the number of copies shipped. The second edition came out in 1993, a far different time for wargames. I felt fortunate that I was able to convince my publisher to go for a second edition. They looked at the numbers and noted that a few thousand copies were sold each year. What the publisher didn't know, and what I was not fully aware of, was that most of those sales were to military organizations, to be used as a text book for the teaching of wargaming. Even though the second edition paid more attention to computer wargames, it wasn't enough. For through the mid and late 1990s, board (“manual”) wargaming was completely overtaken by computer wargames. As a result, the Wargames Handbook went out of print in 1998. Board wargaming was shrinking throughout the 1980s, largely because of the competition from fantasy games and the early computer wargames. But in the 1990s, computer graphics became good enough to cancel the visual advantage of board wargamers. Personal computers now had larger screens, and the ability to put more and more information on those screens. It was easier to use a computer wargame, as set up was automatic and you could save your game with a mouse click and come back to it later. Board wargames still had advantages, the major one being that you knew exactly what the game was doing, but many wargamers knew that had a downside in that you had to master a lot of rules and procedures to make a manual game go. But those with the right combination of skills, determination and interest in historical what ifs did play the games and thus became capable of designing games. Most of those gamers were not aware that simply playing manual games turned them into game designers, although over time most of them realized it. Not all of these gamers had the urge to design their own, but most eventually realized that they certainly knew enough about how the games worked to do so if they wanted to. Unfortunately, this proliferation of game designers came at the same time, the 1980s, that computer wargames began to take over. While computer wargames had many advantages over manual games, they had one major minus for game designers. Computer games did not reveal their internal workings. Oh, sure, some computer game designers, and publishers, often former board wargamers, went out of their way to provide thick manuals showing all the details of what was going on in the game. And many gamers appreciated this, but many just took the buzz from knowing all that stuff was there and otherwise ignored it. With board wargames, you could not ignore the details of how the game did what it did. With computer wargames, you could, and most gladly did. You could get into computer wargames a lot more quickly when you were relieved of the need to master a lot of the games mechanics. Moreover, the easier access to computer wargames meant there were far more people able to enjoy wargames. Page 6 of 291 ©JF Dunnigan 1997,2005 PDF format may not be recreated without permission from Richard Mataka The Complete Wargames Handbook But there was a dark side to this proliferation of wargamers. While computer wargames sold five to ten times as many copies as a similar board wargame, they did this by concentrating on simpler games that cost 20 to 50 times more to develop than manual wargames. Even with a computer taking care of all the bookkeeping and the complicated routines, a traditional computer wargame was still a complex beast. There were a lot of playing pieces to look after and complex decisions to be made. Publishers soon realized that the former board wargamers comprised a small, and ever shrinking, portion of their customer base. Most of the new wargamers were more comfortable with simpler games. Moreover, the most popular genre of computer games were what people in the business called "twitch games." These first showed up in arcades, then on game consoles and eventually on PCs. Simple games, with an emphasis on eye-hand coordination (thus the "twitch" nickname), this popular style soon showed up with more frequency in PC wargames. Moreover, arcade games outsold PC games by about two to one. Although most arcade games were too simple for the PC market, many features of arcade games were transferable to PC based games.
Recommended publications
  • Theescapist 055.Pdf
    in line and everything will be just fine. two articles I fired up Noctis to see the Which, frankly, is about how many of us insanity for myself. That is the loneliest think to this day. With the exception of a game I’ve ever played. For those of you who fell asleep during very brave few. the classical mythology portion of your In response to “Development in a - Danjo Olivaw higher education, the stories all go like In this issue of The Escapist, we take a Vacuum” from The Escapist Forum: this: Some guy decides he no longer look at the stories of a few, brave souls As for the fact that thier isolation has In response to “Footprints in needs the gods, sets off to prove as in the game industry who, for better or been a benefit to them rather than a Moondust” from The Escapist Forum: much and promptly gets smacked down. worse, decided that they, too, were hindrance, that’s what I discussed with I’d just like to say this was a fantastic destined to make their dreams a reality. Oveur (Nathan Richardsson) while in article. I think I’ll have to read Olaf Prometheus, Sisyphus, Icarus, Odysseus, Some actually succeeded, while others Vegas earlier this year at the EVE the stories are full of men who, for crashed and burned. We in the game Gathering. The fact that Iceland is such whatever reason, believed that they industry may not have jealous, angry small country, with a very unique culture were not bound by the normal gods against which to struggle, but and the fact that most of the early CCP constraints of mortality.
    [Show full text]
  • Ssi-87-88Catalog
    NEW GAMES NEW GAMES In the 21st century, Europe suffered the same bio-war that devas­ PANZER STRIKE!'" boasts the highest resolution of any of our World tated America, a holocaust that established the deadly scenario for War 11 titles. Each unit symbol represents either one tank/gun or a squad SSl 's exciting ROADWAR 2000 ".' of infantry; each square of the 60 x60 map, 50 yards. The action is so Now this sequel creates a post-doomsday Europe held hostage detailed, you 'll feel like you 're caught in the middle of the blitzkrieg of by maniacal terrorists who are threatening the German Army in all its major campaigns . to detonate five nuclear devices across the Three theaters are covered: The entire continent. Before the United Nations caves Eastern Front, the Western Front in 1940, in to their demands, it has agreed to a last and the North African campaign. This tactical desperate measure - send in the one man game includes practically every ground who can save Europe: You . weapon used in those theaters - from ROADWAR EUROPA starts off with tanks, tank destroyers and artillery to trucks, llU APPLE (Dec.) APPLE (low) you as the leader of a large road gang mortars and machine guns. C·H/128 (low) equipped with cars, trucks, and motorcycles C·H/128 (Jan.) AlllGA (low) Advanced . The ratings for armored vehicles go IBM (Nov.) of your own design. Transfer your crew from beyond even our usual high standards for ATARI ST (low) ROADWAR 2000 or create a new elite band. realism. For example, armor is segmented Introductory.
    [Show full text]
  • A Research on Civil Engineering Students' Past Video Game Playing
    Journal of Engineering Research and Applied Science Available at www.journaleras.com Volume 4 (2), December 2015, pp 296-302 ISSN 2147-3471 © 2015 A research on civil engineering students’ past video game playing experiences S.A.Yildizel1, G.Kaplan2, E.Dogan1, Y.Arslan3,a, A.U.Ozturk1 1Celal Bayar University, Civil Engineering, Manisa, Turkey. 2Kastamonu University, Duzce Vocational Schools, Kastamonu, Turkey. 3Duzce University, Duzce Vocational Schools, Duzce, Turkey. Accepted 05 September 2015 Abstract Within the scope of this paper, past video game playing experiences of civil engineering students is investigated in order to identify the most preferred video game classifications that were played as an engineer candidate and its contribution to their education. A questionnaire practice is chosen and questions are randomly distributed to the civil engineering students. This technique is applied to 200 civil engineer candidates to figure out their past video game preferences before becoming a member of civil engineering department. The analysis of the questionnaire results indicates that the top three game classes in the interest of civil engineering students are: Strategy, Sports and Simulation. On the other hand, it is also observed that the less played genres are: Art Games, Action – Adventure and music games. Furthermore, results of the analysis are compared with the students weighted points. Outcomes are striking that there is a stable correlation between the students playing strategy games and their success points. Keywords: Video games, video game genres, students, civil engineering students, past video experiences. 1. Introduction Video Games (Vg) have progressively been preferred background, a randomly distributed questionnaire as indispensable and stable part of human life in method is applied to 200 civil engineering students.
    [Show full text]
  • WIKINOMICS How Mass Collaboration Changes Everything
    WIKINOMICS How Mass Collaboration Changes Everything EXPANDED EDITION Don Tapscott and Anthony D. Williams Portfolio Praise for Wikinomics “Wikinomics illuminates the truth we are seeing in markets around the globe: the more you share, the more you win. Wikinomics sheds light on the many faces of business collaboration and presents a powerful new strategy for business leaders in a world where customers, employees, and low-cost producers are seizing control.” —Brian Fetherstonhaugh, chairman and CEO, OgilvyOne Worldwide “A MapQuest–like guide to the emerging business-to-consumer relation- ship. This book should be invaluable to any manager—helping us chart our way in an increasingly digital world.” —Tony Scott, senior vice president and chief information officer, The Walt Disney Company “Knowledge creation happens in social networks where people learn and teach each other. Wikinomics shows where this phenomenon is headed when turbocharged to engage the ideas and energy of customers, suppli- ers, and producers in mass collaboration. It’s a must-read for those who want a map of where the world is headed.” —Noel Tichy, professor, University of Michigan and author of Cycle of Leadership “A deeply profound and hopeful book. Wikinomics provides compelling evidence that the emerging ‘creative commons’ can be a boon, not a threat to business. Every CEO should read this book and heed its wise counsel if they want to succeed in the emerging global economy.” —Klaus Schwab, founder and executive chairman, World Economic Forum “Business executives who want to be able to stay competitive in the future should read this compelling and excellently written book.” —Tiffany Olson, president and CEO, Roche Diagnostics Corporation, North America “One of the most profound shifts transforming business and society in the early twenty-first century is the rapid emergence of open, collaborative innovation models.
    [Show full text]
  • Master List of Games This Is a List of Every Game on a Fully Loaded SKG Retro Box, and Which System(S) They Appear On
    Master List of Games This is a list of every game on a fully loaded SKG Retro Box, and which system(s) they appear on. Keep in mind that the same game on different systems may be vastly different in graphics and game play. In rare cases, such as Aladdin for the Sega Genesis and Super Nintendo, it may be a completely different game. System Abbreviations: • GB = Game Boy • GBC = Game Boy Color • GBA = Game Boy Advance • GG = Sega Game Gear • N64 = Nintendo 64 • NES = Nintendo Entertainment System • SMS = Sega Master System • SNES = Super Nintendo • TG16 = TurboGrafx16 1. '88 Games ( Arcade) 2. 007: Everything or Nothing (GBA) 3. 007: NightFire (GBA) 4. 007: The World Is Not Enough (N64, GBC) 5. 10 Pin Bowling (GBC) 6. 10-Yard Fight (NES) 7. 102 Dalmatians - Puppies to the Rescue (GBC) 8. 1080° Snowboarding (N64) 9. 1941: Counter Attack ( Arcade, TG16) 10. 1942 (NES, Arcade, GBC) 11. 1943: Kai (TG16) 12. 1943: The Battle of Midway (NES, Arcade) 13. 1944: The Loop Master ( Arcade) 14. 1999: Hore, Mitakotoka! Seikimatsu (NES) 15. 19XX: The War Against Destiny ( Arcade) 16. 2 on 2 Open Ice Challenge ( Arcade) 17. 2010: The Graphic Action Game (Colecovision) 18. 2020 Super Baseball ( Arcade, SNES) 19. 21-Emon (TG16) 20. 3 Choume no Tama: Tama and Friends: 3 Choume Obake Panic!! (GB) 21. 3 Count Bout ( Arcade) 22. 3 Ninjas Kick Back (SNES, Genesis, Sega CD) 23. 3-D Tic-Tac-Toe (Atari 2600) 24. 3-D Ultra Pinball: Thrillride (GBC) 25. 3-D WorldRunner (NES) 26. 3D Asteroids (Atari 7800) 27.
    [Show full text]
  • Theescapist 042.Pdf
    putting an interview with the Garriott Games Lost My Emotion” the “Gaming at Keep up the good work. brothers, an article from newcomer Nick the Margins” series and even “The Play Bousfield about an old adventure game, Is the Thing,” you described the need for A loyal reader, Originally, this week’s issue was The Last Express and an article from games that show the consequences of Nathan Jeles supposed to be “Gaming’s Young Turks Greg Costikyan sharing the roots of our actions, and allow us to make and Slavs,” an issue about the rise of games, all in the same issue. I’ll look decisions that will affect the outcome of To the Editor: First, let’s get the usual gaming in Eastern Europe, both in forward to your comments on The Lounge. the game. In our society there are fewer pleasantries dispensed with. I love the development and in playerbase. I and fewer people willing to take magazine, read it every week, enjoy received several article pitches on the Cheers, responsibility for their actions or believe thinking about the issues it throws up, topic and the issue was nearly full. And that their actions have no consequences. and love that other people think games then flu season hit. And then allergies Many of these people are in the marketing are more than they may first appear. hit. All but one of my writers for this issue demographic for video games. It is great has fallen prey to flu, allergies or a minor to see a group of people who are interested There’s one game, one, that has made bout of forgetfulness.
    [Show full text]
  • The Application Usage and Risk Report an Analysis of End User Application Trends in the Enterprise
    The Application Usage and Risk Report An Analysis of End User Application Trends in the Enterprise 8th Edition, December 2011 Palo Alto Networks 3300 Olcott Street Santa Clara, CA 94089 www.paloaltonetworks.com Table of Contents Executive Summary ........................................................................................................ 3 Demographics ............................................................................................................................................. 4 Social Networking Use Becomes More Active ................................................................ 5 Facebook Applications Bandwidth Consumption Triples .......................................................................... 5 Twitter Bandwidth Consumption Increases 7-Fold ................................................................................... 6 Some Perspective On Bandwidth Consumption .................................................................................... 7 Managing the Risks .................................................................................................................................... 7 Browser-based Filesharing: Work vs. Entertainment .................................................... 8 Infrastructure- or Productivity-Oriented Browser-based Filesharing ..................................................... 9 Entertainment Oriented Browser-based Filesharing .............................................................................. 10 Comparing Frequency and Volume of Use
    [Show full text]
  • A Systematic Review on the Effectiveness of Gamification Features in Exergames
    Proceedings of the 50th Hawaii International Conference on System Sciences | 2017 How Effective Is “Exergamification”? A Systematic Review on the Effectiveness of Gamification Features in Exergames Amir Matallaoui Jonna Koivisto Juho Hamari Ruediger Zarnekow Technical University of School of Information School of Information Technical University of Berlin Sciences, Sciences, Berlin amirqphj@ University of Tampere University of Tampere ruediger.zarnekow@ mailbox.tu-berlin.de [email protected] [email protected] ikm.tu-berlin.de One of the most prominent fields where Abstract gamification and other gameful approaches have been Physical activity is very important to public health implemented is the health and exercise field [7], [3]. and exergames represent one potential way to enact it. Digital games and gameful systems for exercise, The promotion of physical activity through commonly shortened as exergames, have been gamification and enhanced anticipated affect also developed extensively during the past few decades [8]. holds promise to aid in exercise adherence beyond However, due to the technological advancements more traditional educational and social cognitive allowing for more widespread and affordable use of approaches. This paper reviews empirical studies on various sensor technologies, the exergaming field has gamified systems and serious games for exercising. In been proliferating in recent years. As the ultimate goal order to gain a better understanding of these systems, of implementing the game elements to any non- this review examines the types and aims (e.g. entertainment context is most often to induce controlling body weight, enjoying indoor jogging…) of motivation towards the given behavior, similarly the the corresponding studies as well as their goal of the exergaming approaches is supporting the psychological and physical outcomes.
    [Show full text]
  • Master List of Games This Is a List of Every Game on a Fully Loaded SKG Retro Box, and Which System(S) They Appear On
    Master List of Games This is a list of every game on a fully loaded SKG Retro Box, and which system(s) they appear on. Keep in mind that the same game on different systems may be vastly different in graphics and game play. In rare cases, such as Aladdin for the Sega Genesis and Super Nintendo, it may be a completely different game. System Abbreviations: • GB = Game Boy • GBC = Game Boy Color • GBA = Game Boy Advance • GG = Sega Game Gear • N64 = Nintendo 64 • NES = Nintendo Entertainment System • SMS = Sega Master System • SNES = Super Nintendo • TG16 = TurboGrafx16 1. '88 Games (Arcade) 2. 007: Everything or Nothing (GBA) 3. 007: NightFire (GBA) 4. 007: The World Is Not Enough (N64, GBC) 5. 10 Pin Bowling (GBC) 6. 10-Yard Fight (NES) 7. 102 Dalmatians - Puppies to the Rescue (GBC) 8. 1080° Snowboarding (N64) 9. 1941: Counter Attack (TG16, Arcade) 10. 1942 (NES, Arcade, GBC) 11. 1942 (Revision B) (Arcade) 12. 1943 Kai: Midway Kaisen (Japan) (Arcade) 13. 1943: Kai (TG16) 14. 1943: The Battle of Midway (NES, Arcade) 15. 1944: The Loop Master (Arcade) 16. 1999: Hore, Mitakotoka! Seikimatsu (NES) 17. 19XX: The War Against Destiny (Arcade) 18. 2 on 2 Open Ice Challenge (Arcade) 19. 2010: The Graphic Action Game (Colecovision) 20. 2020 Super Baseball (SNES, Arcade) 21. 21-Emon (TG16) 22. 3 Choume no Tama: Tama and Friends: 3 Choume Obake Panic!! (GB) 23. 3 Count Bout (Arcade) 24. 3 Ninjas Kick Back (SNES, Genesis, Sega CD) 25. 3-D Tic-Tac-Toe (Atari 2600) 26. 3-D Ultra Pinball: Thrillride (GBC) 27.
    [Show full text]
  • View the Manual
    A Important Health Warning: Photosensitive Seizures A very small percentage of people may experience a seizure when exposed to certain visual images, including flashing lights or patterns that may appear in video games. Even people with no history of seizures or epilepsy may have an undiagnosed condition that can cause “photosensitive epileptic seizures” while watching video games. Symptoms can include light-headedness, altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, confusion, momentary loss of awareness, and loss of consciousness or convulsions that can lead to injury from falling down or striking nearby objects. Immediately stop playing and consult a doctor if you experience any of these symptoms. Parents, watch for or ask children about these symptoms—children and teenagers are more likely to experience these seizures. The risk may be reduced by being farther from the screen; using a smaller screen; playing in a well-lit room, and not playing when drowsy or fatigued. If you or any relatives have a history of seizures or epilepsy, consult a doctor before playing. © 2019 The Codemasters Software Company Limited (“Codemasters”). All rights reserved. “Codemasters”®, “EGO”®, the Codemasters logo and “Grid”® are registered trademarks owned by Codemasters. “RaceNet”™ is a trademark of Codemasters. All rights reserved. Uses Bink Video. Copyright © 1997-2019 by RAD Game Tools, Inc. Powered by Wwise © 2006 - 2019 Audiokinetic Inc. All rights reserved. Ogg Vorbis Libraries © 2019, Xiph.Org Foundation. Portions of this software are copyright ©2019 The FreeType Project (www.freetype.org). All rights reserved. All other copyrights or trademarks are the property of their respective owners and are being used under license.
    [Show full text]
  • Grid 2 Ps3 Cheat Codes Grid 2 Ps3 Cheat Codes
    grid 2 ps3 cheat codes Grid 2 ps3 cheat codes. Completing the CAPTCHA proves you are a human and gives you temporary access to the web property. What can I do to prevent this in the future? If you are on a personal connection, like at home, you can run an anti-virus scan on your device to make sure it is not infected with malware. If you are at an office or shared network, you can ask the network administrator to run a scan across the network looking for misconfigured or infected devices. Another way to prevent getting this page in the future is to use Privacy Pass. You may need to download version 2.0 now from the Chrome Web Store. Cloudflare Ray ID: 6651d062fee215f8 • Your IP : 188.246.226.140 • Performance & security by Cloudflare. GRID cheats & more for PlayStation 3 (PS3) Get the latest GRID cheats, codes, unlockables, hints, Easter eggs, glitches, tips, tricks, hacks, downloads, trophies, guides, FAQs, walkthroughs, and more for PlayStation 3 (PS3). CheatCodes.com has all you need to win every game you play! Use the above links or scroll down see all to the PlayStation 3 cheats we have available for GRID. Genre: Racing, Sports Car Auto Racing Developer: Codemasters Publisher: Codemasters ESRB Rating: Everyone Release Date: June 30, 2008. Hints. We have no tips for GRID yet. If you have any unlockables please submit them. GRID 2 Walkthrough. The race returns in the highly-anticipated sequel to the critically acclaimed, BAFTA award-winning Race Driver: GRID which set new standards for damage, AI, visuals and introduced Flashback, the time rewind feature now adopted by many racing titles.
    [Show full text]
  • Game Developer Magazine
    >> INSIDE: 2007 AUSTIN GDC SHOW PROGRAM SEPTEMBER 2007 THE LEADING GAME INDUSTRY MAGAZINE >>SAVE EARLY, SAVE OFTEN >>THE WILL TO FIGHT >>EXCLUSIVE INTERVIEW MAKING SAVE SYSTEMS FOR CHANGING GAME STATES HARVEY SMITH ON PLAYERS, NOT DESIGNERS IN PANDEMIC’S SABOTEUR POLITICS IN GAMES POSTMORTEM: PUZZLEINFINITE INTERACTIVE’S QUEST DISPLAY UNTIL OCTOBER 11, 2007 Using Autodeskodesk® HumanIK® middle-middle- Autodesk® ware, Ubisoftoft MotionBuilder™ grounded ththee software enabled assassin inn his In Assassin’s Creed, th the assassin to 12 centuryy boots Ubisoft used and his run-time-time ® ® fl uidly jump Autodesk 3ds Max environment.nt. software to create from rooftops to a hero character so cobblestone real you can almost streets with ease. feel the coarseness of his tunic. HOW UBISOFT GAVE AN ASSASSIN HIS SOUL. autodesk.com/Games IImmagge cocouru tteesyy of Ubiisofft Autodesk, MotionBuilder, HumanIK and 3ds Max are registered trademarks of Autodesk, Inc., in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. © 2007 Autodesk, Inc. All rights reserved. []CONTENTS SEPTEMBER 2007 VOLUME 14, NUMBER 8 FEATURES 7 SAVING THE DAY: SAVE SYSTEMS IN GAMES Games are designed by designers, naturally, but they’re not designed for designers. Save systems that intentionally limit the pick up and drop enjoyment of a game unnecessarily mar the player’s experience. This case study of save systems sheds some light on what could be done better. By David Sirlin 13 SABOTEUR: THE WILL TO FIGHT 7 Pandemic’s upcoming title SABOTEUR uses dynamic color changes—from vibrant and full, to black and white film noir—to indicate the state of allied resistance in-game.
    [Show full text]