Kavik Kang

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  1. Really?

    I never said Armageddon Chess would be “revolutionary”. In fact, I said the exact opposite, that it was made under the production restrictions of “make a game you can send someone in an e-mail”. When I was here last time you guys told me I should make a simple prototype game, that's what Armageddon Chess is. It's exactly what I was told I should do, so I did it. It was the suggestion of people in these forums. My blog is a preview of a 14 game universe, focused on the over all story of the 4000 year long timeline that ties all of the games together. It includes a both playable game and a design document for a computer game. That story is written around, and often redefines the lyrics of the songs. That is the only true storytelling/writing ability I would attempt to lay claim too, I am pretty good at writing around and re-defining the song lyrics. I am confident that anyone who has actually read the story, including paying attention to then lyrics along the way, would support me in that. It really does work, maybe you should try reading the story. “...And the stars look down.” Pirate Dawn is not badly organized. It might not be the way that you organize your design documents, but it is not badly organized. It's just not what you are accustomed too. Everything about each individual subject is together on one place. Corporations, ships, weapons, devices, etc. The alpha-numeric reference system will direct you to other sections whenever information in another section is relevant to what you are reading. Certainly, you wouldn't want to blend sections together, mixing corporations with weapons for example. Reorganizing it would simply mean reorganizing sections. Switching sections G and L for example. This also allows for whole new sections to be added to the document without needing to re-write or re-organize any other sections, all you need to do to add a whole new aspect to the game/section is add any needed references. This isn't meant for the players, they won't ever see this. It is for a development team to use. If you think it should be re-organized I could quickly re-arrange the sections in whatever order you think they should be in, but mixing information from sections would be a bad idea for a design document. You might do that in the game manual for the players that the document eventually gets edited into but for purposes of designing the game, the structure of the Pirate Dawn document is better than that. All the information of each individual aspect of the game is all in one place with referencing to things from other aspects of the game that are relevant. You often need to bounce around the document to read everything about a single subject, just like in the SFB rulebook, but that inconvenience is worth it to keep each aspect of the game together in a single section without mixing any other subjects into that section. It is not badly organized, it is just an organizational structure that you are not accustomed to using. I'm sure I haven't done this anywhere near as well as SVC does, he has a lifetime of experience doing it this way. He certainly does it a lot better than I do, but it is a very useful way of organizing a “working document” to make a game. The Kaufman Retrograde concept I described in the previous post is a good example of the types of things that you can't see in the Pirate Dawn, and so you aren't fully appreciating what is actually there. If you look at the design of the ships in Pirate Dawn you will notice that the ships have forward firing weapons, aft firing weapons, and swivel mount weapons that can fire either forward or aft. This isn't just something I thought was cool, this is a part of making the combat of Pirate Dawn balanced on an “open map”. This is not an easy thing to do, it takes a great deal of knowledge of the tactics of space combat to achieve balance on an open map. The ships cannot fly fast backwards, they are restricted to about 1/3 speed when thrusting in reverse. The forward, aft, and swivel mounts then allow me to tailor each ship to function in a balanced way on an open map. To blunt the effect of the Kaufman Retrograde. This is only one example of many things in the Pirate Dawn design document that are “invisible” too you because you don't really understand how this type of combat functions and what the issues are. This is not an insult, or bragging, we really do have this down to a science. Not me, the SFB community, I am simply an expert in this body of knowledge. There is a lot more to the Pirate Dawn design document than what it appears to be on the surface, it is a carefully crafted combat environment that works within the “laws” of “2D ACM without gravity”. I'm not guessing, I already know how it works, and what you are seeing in the Pirate Dawn design document is something that not only works, but works in a very good way. I've resolved a lot of issues that many SFB experts would think are not solvable issues in that design document. It is much more than it appears to be on the surface. If you are willing to allow this new thread to continue I will expand on the discussion of the Kaufman Retrograde. If not, I guess I will just sit in a corner somewhere and wait to die. I can't believe you won't even allow me to speak, won't even allow me to try.
  2. Nobody Wants A Cybergod?

    Nacro: I am just trying to find a way to make at least one of my games, I would assume Territories, before I die. I've spent my entire life on this since I was 7 years old, I'd just like to publish at least just one game before I die. I tried it the normal way for 20 years, in all that time only one game company ever even responded too me. Someone early gave me advice about interviews... I've been hired at every game company interview I have ever been too. I don't have 20 years to manage to get a single response again. There is also the issue that just sending a resume to someone that lists the Task Force Games and the Star Fleet Universe as your primary experience does no good when nobody has heard of it before, or understands the significance of who we (and our fearless leader) even were. I always forget to mention this, but because of IKNFL Sierra offered both me and my brother jobs designing Front Page Sports Football 99 out of the blue. I hadn't even sent them anything. Of course, my luck, that came at the same time as GameFX so I had to choose between them. To put some of the things I say into perspective, I really only make two kinds of games. Like pretty much all game designers I have one or two things I do well. I would never dream of competing with an FPS guy making an FPS, or an RPG guy making an RPG. With the sole exception of Armageddon Chess which is a board game where all I have really done is add a simple combat system to chess, all of the games of the PDU are either strategy war games or tactical space ship games. That's my thing, that's what I do. I can only make a truly good sports game with my sports-guru brother to put the final paint job on it, I can't do that alone. There are no RPGs in the PDU, because people who like RPGs wouldn't like mine. Same goes for everything else. If you are a talented “FPS guy”, you are the reason I can't make an FPS. Mine would suck compared to yours. If I tried to make an RPG I'm sure anyone who likes RPGs would say “this isn't an RPG, this is X-Com with a few RPG elements”... and they'd be right. That's why I wouldn't try to make an RPG. The RPG guys would destroy me. I don't think I can do everything, I make strategy war games and tactical space ship games. That's it. I can't compete with anyone who is talented at working in any other genre because that's their thing, and it's not my thing. I thought that I should take the time to give you an example of this knowledge of “2D ACM without gravity” (most of it also applies in 3D) that I had mentioned in the previous post. This is not my knowledge, this is the accumulated knowledge of hundreds, if not thousands, of people over a period of 40 years. I possess this knowledge at a level that maybe only three or four dozen other people in the world do. I was never an great “ace”, I was a great “rules lawyer”. One of the most complex subjects within this body of knowledge is what we call “The Kaufman Retrograde”. This is one of those types of subjects that has no final answer and another SFB expert and I could endlessly debate several points I will make, so this is partly my take on what is an endlessly debatable subject. This is a very brief and incomplete synopsis of this concept, any true SFB expert could easily write 10 pages about this subject before needing to stop to think of something to write next. The Kaufman Retrograde has a deep effect across almost all aspects of the tactics of “2D ACM without gravity”. The basic concept is simple. A ship moving away from a pursuer is at a great advantage. Any mines dropped by the running ship are weapons moving quickly towards a pursuer, any mines laid by the pursuer are simply left behind and irrelevant to the enemy. Any missiles launched by the pursuer have a long, slow, uphill climb to the enemy. Any missiles launched by the running ship have a significantly increased rate of closure. The design of the ships would change this, but as the ships of the SFU are designed the Kaufman Retrograde can be almost a 3:1 advantage. Three equal ships would be a fair fight against a retrograding opponent. It can make that big of a difference depending on the design of the ships involved. This is probably the most serious balance issue within this type of combat environment, it affects most aspects of tactics and maneuver. Although it is always a viable tactic, sometimes even only very briefly without any extended pursuit taking place, the retrograde is normally only a serious balance issue when the sole objective is attrition (the destruction of ships). You can't attack an objective by running away from it, you can't defend an objective by running away from it. The retrograde is not usually a balance issue whenever there is an objective other than attrition. So adding an objective to a scenario/map can be used to eliminate or at least mitigate this as a balance problem. The best general “solution” when the objective is attrition that the SFB community knows of is to limit the size of the map, what we call “the boxing ring”. Because of the Kaufman Retrograde map size is a critical factor in balancing a tactical space ship game. An “open map”, one that is not restricted in size, will provide a large advantage to any ships that excel at the retrograde, which are usually ships with seeking weapons such as missiles and plasma torpedoes. It can also make for very long, drawn out, and boring fights. Space might be infinite, and it might seem “right” that the map should be endless, but you will encounter very serious balance issues on an “open map”. This is a core subject, a part of the very beginning of truly understanding the “2D ACM without gravity” that governs this type of combat. You don't have to tell me, I already know that you are aware of this concept by whatever term you use for it. You can't miss it, it jumps off the map/screen at you. But, based on your games, you don't understand many of the implications of it. I've played most of your space ship games and they are riddled with easily solved problems caused by the Kaufman Retrograde. If you had this knowledge, those obvious and simple to resolve issues wouldn't be there. Going back to the Deadlock example I've been using, and applying this to that issue, the retrograde is not really a factor in Deadlock. The ships move so slowly, the combat is at such close range, and the missiles are moving so fast compared to the ships that the Kaufman Retrograde effect is essentially not present in Deadlock. Deadlock is one thing, an approach into an endless knife fight. I don't doubt that Deadlock will be a game that a lot of people like, it looks like I will like it because I love this stuff so much. But, in reality, there is almost nothing too the combat in Deadlock... “gamers don't miss what they have never had.”
  3. Nobody Wants A Cybergod?

    Oh... And I have shown you 14 inter-woven games on my blog... How many more will it take? One is playable, another is a first draft "starting point for discussion".
  4. Nobody Wants A Cybergod?

    I don't want to attempt to reply to everything that was said here, obviously that reply would be too long. I did not just help with the SFB tactics manual, I as a member of the Staff who represented the Romulans during my time on the staff. And I was on the staff during one of the three critical periods of the design of the game, the design phase of the final "Captain's Edition" of the game. That is why I am one of the more well known people in the history of the SFB Staff, I was there at a critical period. I was also one of only four people to ever be hired by the company, I actually worked at Task Force Games. I have been hired by every game company that has ever interviewed me. Both of them, Task Force Games and GameFX. You generally ignore pure game designers. Only one computer game industry ever so much as responded too me... and they hired me. In 20 years of doing this your way, only a single company ever so much as responded too me and they hired me. I've been hired by every game company who ever responded too me. I was not comparing Master of Orion to SFB, I was pointing out that Master of Orion plagiarized SFB. And it really is like kids playing with SFB in a sandbox. It's really primitive, even childish. Master of Orion is like Candyland. You really have no concept of how far behind us you are when it comes to space ship games. The biggest thing that prevents you from making a good space ship game is that you don't know the tactics of space combat, what I call the science of "2D ACM without gravity". If you don't know the nature of the fight, you can't make a game about space ships fighting each other. It is a very complex subject that has taken a lot of very smart people decades to begin to put together. As an example, their is a big problem with Deadlock that will prevent it from ever being able to truly shine. The ships move so slow compared to the rate of fire of the weapons, due to BSG canon, that it can never be made to be an interesting fight. It will inevitably be a slugfest with almost no tactics too it other than "get in range and shoot until a ship blows up". I know some ways of making what our tactical knowledge calls a "knife fight" more interesting than what you are seeing in Deadlock, but that is still lacking all the dynamics of how this actually works. Without the primary phases of the fight present (approach, battle pass, separation) all you are left with is a knife fight slugfest that is pretty boring compared to what you have when you understand the tactics of the situation and design the game to work with those tactics. This is just a tiny little example of an endlessly complex subject. But this has always been the root cause of why you can't really make space ship games. If you don't know how the fight plays out, you have no idea how to make the game work or even how to design the ships. It's far too much to write here, but the tactical knowledge accumulated by the SFB Staff over the last 40 years is akin to the laws of physics of how this all works. They apply to any situation where objects are fighting in an environment with no gravity, even a game like Diablo for example. You simply don't possess the knowledge to make a good space ship game, because you don't know the tactics of the fight. You are "flying blind" when you attempt to make a game that focuses on combat between ships. We really do know what we are doing, we really do have this down to a science. I really would make space ship games at a whole new level that you have never seen before, and many other current and former SFB experts could as well. It's not just me. You really have no idea how far ahead of you we are when it comes to this specific subject, or how blown away you would be by one of us making a space ship game. We may as well be from a different planet compared to what you do with space ships. That's not exaggerating, in fact it is understating the situation. I thought I'd add a bonus to this thread for anyone who has actually read the PDU story, and paid close attention to the song lyrics along the way since they are always the spine and backbone of the story. I shouldn't be revealing this one, but at this point I will almost certainly never get to make the 10th game of the PDU... so why not. If you got into the story and know it, every word of this song will have great meaning too you. This is a part of the very end of the story of Fallen Angel Rising, one of the first songs of the end sequence story of the entire chronological timeline. If you've read it, it is probably obvious too you that the sun had to have exploded at some point during Astral Invasion. In Fallen Angel Rising, about 300 years after that, humanity is going extinct. There are very few humans left in the galaxy, the last generation of what little is left of humanity will soon die off and there will be no more humans left in the galaxy. Cindy/Ashling is about to “do her thing” and give humanity a second chance. This song is the beginning of the end of Cindy's story, and of humanity's story. Every word of it is profoundly relevant if you have taken in the story on my blog, if not it's just a song that won't have much meaning too you. I shouldn't be giving this one away, this is a present and thank you to anyone who has taken the time to read my story and likes it.
  5. Nobody Wants A Cybergod?

    Master of Orion was pure plagiarism of the Star Fleet Universe, I am one of a very few people in this world who knows most of the details of exactly how that happened. But you don't need to know that story to know that Master of Orion was simply plagiarizing Steve Cole. It's blatantly obvious, and only barely concealed. All of the technologies, for example, are straight out of the Star Fleet Universe. There is no question about this, anyone who knows the SFU can tell you this. And it is not “way better”, MOO is like Candyland compared to the original and it is VERY BADLY done. A joke, really, compare to what it was stealing from. It's terrible compared to the original... and yet still a great game. That's how good SVC's games are, even a complete disaster like MOO turns out to be a classic. That's how much you can take away from one of his games and still leave your generation awestruck. He is then most influential game designer of all time and literally your founding father of game design. As I said, these days you make very few games that don't included at least a little bit of Steve Cole. I don't “hate” Devry graduates, I point out the fact that you consider a 20-year old qualified but not someone who has been designing games since before your industry even existed. You people are so indescribably arrogant that you actually defend that ridiculous notion. That speaks for itself, to sane and rational people. And I have not spent 10 years posting here. I posted here for about a week 10 years ago, nothing in between, and a few times over the last year. I have, however, spent over 20 years working on the Pirate Dawn Universe. The PDU is a “Big Three” like game universe the likes of which the computer game industry has never seen. It was all valid game design work, not programming. When I say “you don't hire pure game designers” I am immediately told that you do, and I am wrong. But then, as you can see in this thread, as soon as I say “OK, then, here I am. And here's a 500 page preview of the life's work of pure game designer” you say you immediately start telling me that is useless, I've been wasting my time, and I must become a programmer. Just like you just did here. Make up your minds, do you hire pure game designers or not. If you do, then my life's work is valid and there is a 500 page glimpse of it here. Make up your minds. I say you don't allow pure game designers into your industry, several posts here seem to agree with that. If what I posted on my blog is nothing, and until I become a programmer I am worthless, you don't hire pure game designers. Why are you telling me that I must become a programmer now? In the past you've always insisted that wasn't necessary, and that you do hire pure game designers. Make up your minds!!! The closest thing the modern game industry has to a group of “founding fathers” is Steve Cole and the SFB Staff. We literally invented the process by which you make games today. I'm not just a game designer who has been designing games longer than your industry existed, I am also from the group of people that really can be considered to be your founding fathers. That 500 page preview of the PDU is an example of the work of one of your own founding fathers. But you know so little of your own history that you don't know this. This is how you treat one of your own founding fathers. And then you completely discount 20 years of work and tell me until I am a programmer I don't count, and at the same time insist that you do hire pure game designers. I don't have to be a programmer. Make up your minds, which is it?
  6. Nobody Wants A Cybergod?

    JB. Please do, I would love to hear what people who played it think of Armageddon Chess. Part of the marker problem, because there are probably too many of them even if they had icons, could be alleviated by using laminated cards with record tracks (boxes to mark) on the card. Then the game could come with a grease pencil to mark the cards, which erases with a cloth or paper towel. Then a few categories of markers could be eliminated, with things like hit points recorded on the cards. As for combat being tedious, I am thinking maybe you were only using two dice? I looked and I didn't mention using more than two dice. What was intended is that you would have 4 pairs of dice so that you can roll up to four attacks at once. Rolling the attacks one at a time would be tedious. But let me know what you didn't like about it, the opinions of the earliest playtesters are always among the most valuable because anything the first people to play a game think is likely what most people will think. Oberon. As I had said, I don't know some of the methods you use to make games just as you don't know some of our ways. From your description you do have a similar method of quickly messing with ideas, I had always assumed you would need to make little prototypes with programmer art to do that. It sounds like you do exactly the same thing, don't waste time writing (or coding) until you know that you have something. When I say you are decades behind where we are I am referring to the fact that we have been doing this since the late 1940's and you have been doing it since the early 1980's. It is also a response, maybe a little over-the-top, to 30 years of being talked down too as if I am some kid who wants to make games but has no experience doing it. In the earliest days of the computer game industry it was always "board games are not relevant too what we do, we are doing a completely different thing." In the early days it was all a completely new thing, but they still had no interest in anyone from the board game industry even at the time we were the established game industry and you were just getting started. There has always been a reason why we don't matter, the reason keeps changing but it is always there. Our games were far more sophisticated than people today realize, especially Avalon Hill and ADB games. It's not just me. Almost nobody in your industry has ever even heard of Steve Cole. He's the Jimi Hendrix of game designers, he should be a legend too you. He invented the process by which you make games. He introduced so many things that are staples in your games. Energy Allocation, Mass-Based Proportional Movement, the Impulse Chart that is the next generation beyond the phased-turns that you know. You make very few games that don't include at least a little bit of Steve Cole, and some of your most legendary games were just outright plagiarizing him. Master of Orion is a Steve Cole game. These days, he has been so influential that you regularly make games either based on his work, or re-creating his work, without even knowing it. Faster Than Light is Steve Cole, Deadlock is Steve Cole. He is almost certainly the most important game designer in your own history, and most of you have never even heard of him before. It's not a situation that is limited too me. And if you want to see this knowledge from us, not me, but us... we can talk about space ships for a while. My specific little Star Fleet Universe branch of the old hobbyist game industry really has that subject down to a science. You guy's know a lot of things we never knew, but we also know a lot of things you still don't know. Especially when it comes to the SFB Staff and space ship games. I am not nearly as big of a jerk as I appear too be, I am just fighting against an ingrained prejudice computer game industry people have always had against us. Also, a misunderstanding of what our games were like. For example SFB is, by far, the largest and most complex game ever made. No computer game comes close, and none likely ever will. Nobody even tries to make games as massive as our "Big Three" era did. But the perception is "board games are simple and small compared to computer games" when, in reality, the opposite was true. No RTS has come close to rivaling Advanced Squad Leader, either. Not because we were better or smarter than you, but because it was a different era. Our games were bigger, and lived on to be developed for decades. SFB isn't a thing of the past, for example. Still today, 40 years later, ADB still releases a new product for SFB about once every other month. They are still going, it still isn't finished yet. 40 years and still counting! Why would you expect to be able to compete with that? Do you plan on spending 40 years making a computer game any time soon? The most complex table-top games were much, much more than today's generation imagines they were. As a result, we have this whole space ship thing down pretty well. Maybe I should be talking about space ships instead of Rube...
  7. Nobody Wants A Cybergod?

    The Comet: I explained this in a previous thread before, but I thought I should say it again here. Just as I don't know about some of the methods you use to make games, you don't understand a lot of our methods. I have made more games in my lifetime than I could even begin to count. Easily over 100, probably over 300. How, you ask? As I mentioned once before, our generation had a means of prototyping games very quickly and easily. Actually making a prototype and playing with it is a lot easier, faster, and a lot less work that sitting in front of a computer writing game design documents. You don't bother spending all that time writing until you have arrived at something worth writing. Hobbyist industry game designers used a “tool box” to quickly make any game they were imagining to actually play with it before wasting any other time on it. A “tool box” was generally poker chips, flash cards, and maps and pieces from other games. I usually used the map from Supremacy for Earth, because it has very generalized borders. The Axis & Allies map was better if you wanted more regions to work with. With this “tool box” we could throw whole games together in a few hours, and then actually play with them to see how it was working... or not working. For example Territories is, in reality, all the best things to emerge from dozens of different “poker chip prototypes. After having tried at least 100 different “poker chip prototype” strategy games for years, I finally arrived at the original Territories. This was 25 years ago I am talking about here. This was a big advantage that we had on you. We could go through what you call “iterations” at lightning speed compared to you, just playing with poker chips and cards on an Axis & Allies map. After you do this for just a few years, you become very fast at throwing up any game idea to play with and actually use before you ever decide that it is worth writing. You can actually play a turn or two of 5 different versions of something in one day. I think that is a part of what is being missed here. We have ways of making these things exist, literally, before we ever decide to start working on them. I almost certainly have more experience designing games than you do, Comet, it's a lot harder for you to take a game as far as we can in a few hours. Really, all this insisting that I know nothing at all, have no talent at this at all, nothing at all to offer, is just further demonstrating the complete lack of respect you have always had for the hobbyist game industry. That's been true since the earliest days of your industry, I know because I was there experiencing it right from the beginning, and still hasn't changed today. As for my methods since I retired 10 years ago, I had tried it the “normal ways” you are all suggesting for 20 years and never got anywhere. I already know that doesn't work. It's not me, it's you. If you think I have no relevant talent pr experience to offer people who are making games, then you are just making my point for me again. You don't know what you are talking about. I've been doing this since before your industry even existed. I assume you think the people making Deadlock are qualified, I really could advance that game 20 years in 20 months. And of us could, not just me. It's so empty, primitive, and broken in a million ways even though there is almost nothing there. I like it, I'm not knocking it, they are heading in a very good direction. But they are just starting on a decades long journey they will never complete because in the modern gaming world games don't last 30 years. I only use it as an example because you someone said I have no relevant skills, talent, or knowledge at this... and yet I am literally 40 years ahead of Deadlock. JBAdams. I am happy to hear that you tried Armageddon Chess and I would love to hear more about what you think of it. As far as I know, you are the only people who have played it. I wrote that very quickly, when you guys suggested I make some kind of prototype, and never set it up or played with it. It is a “poker chip prototype” so, as I said in it's rulebook, tracking things will be a little confusing. That is always the case in all poker chip prototypes when you have no icons printed on the markers to distinguish them. In a published version that gets resolved with custom markers that make it all easy to deal with. So I get what you mean by “tediuous bookkeeping”, but that gets largely resolved by icons on the markers that make it less confusing. Was it more than that, or just the confusion of unmarked chips? What did you think was “tedious” about the combat? I'd love to hear any opinions you have on it, especially what you thought about the number of actions available in a fight. I left it intentionally high because I thought it was better to err on the side of more action, but I really think in the end it will be a set 3 actions in a fight regardless of what pieces were involved in the initial battle. I'm sure Armageddon Chess needs a lot of work to become truly fun, and it really is what I was able to cobble together that could be used this way under the restrictions of “make a game you can just e-mail to somebody”. I don't think the Pirate Dawn document is disorganized, it's organized like many board game manuals... the first part of it. People in your industry wanted me to add a lot of stuff too it at one point, and the last 1/3rd of it is a pretty confused mess because of that. My fault, but parts of it like all of section U, are pretty messy. Where the game actually is should be in pretty good shape, I think you are talking about the end of it that does get a little confusing. It is definitely readable, and would have been ahead of its time in 1997 when I was originally wanting to make it. I'll also mention that if anyone is interested in seeing my version of a fleet of space ships, look at the 1X MSC and 1X Fleet files that come with the Pirate Dawn download. The SFB Staff are essentially assistant designers, you have no equivalent too them in your industry. It has generally consisted of doctors, engineers from places like NASA's JPL, lawyers, military officers, even a real-life Colonel from US Space Command. It is nothing like any group of gamers that you would imagine. It was a very unique thing, and a very serious group of people. I did help to design the game when I was on the staff, JB, that's what we do. There are many rules still in the game today that came with me, including the fact that leak damage on Andromedan ships first hit's hull before going to the DAC, which had resolved a very big issue back when we were re-designing the Andromedans. I represented the Romulans during my time on the staff. It really is not anything like any modern group of gamers. The SFB Staff are truly assistant designers, and they are a very serious group of people. It really is a singularly unique thing. I didn't design Sinistar: Unleashed, I made the levels for it during the last 3 months. I was more of the “rescue designer” than the designer. I made all 30 levels, across 4 levels of difficulty, through editing the text data files and testing on local builds, in about 2.5 months. That first draft was what they shipped. On my Gamasutra blog there is a post about IKNFL. It's not like I have no reason to not want to reveal all of the details of Rube that would allow anyone to make games my way. Not getting credit for what I do has been a running theme in my life, it's not like you haven't done that too me before. Every sports game your industry has ever made is partly based on my work. I never got any credit for that. Still, today, all player ratings in all sports games are how I made them in the 1995. They've just been making “next year's league file” from my IKNFL files for Front Page Sports Football since the dawn of time. Someone mentioned me wanting to leave my mark on your industry, but I did that almost from day 1. Player ratings in your sports games work the way they do because that's how I made it work, instead of the random numbers that had existed up until then. IKNFL was also the very first ever player created mod that was incorporated into the game. In the 1998 version they just included it on the disk so people didn't have to go find it themselves, since the game really wasn't worth playing without it, and I'm pretty sure that was the first time in your history that ever happened. But I can't even use that as part of a resume, because as always I never got any credit for it so it is perceived as a “lie”. Madden immediately copied it, and everyone else copies Madden... but it was actually me. So it's not like that hasn't already happened before. Player ratings in sports games was one thing, but I'm not going to watch the same thing happen again with my whole way of making games. That will get introduced in one of my games, or it will die with me and the world will lose it. People seem to be taking Rube as being my point here. I assumed Rube would make a difference, so I have been focusing on Rube, but I am really just trying to find a way to make games. It's all I know, and I know it very well. I've been doing it for 40 years. I wrote the blog to show an example of my games, and my story, that is an example of what I do. I normally avoid going into this, but I was born with a very serious medical condition. I have had to spend my life inside, and hiding from the sun. The sun is lethal too me. Because of this, and my obsession with games, I have literally spent my entire life playing games. Beginning from about the time I was 12-years-old I started playing games pretty much all day long, every day, and have never stopped since then. I don't have anything else to do. It is unlikely that there is anyone else on the planet who has spent as much time playing games as I have, because I don't have anything else to do. If you have a normal life, it's not possible that you have spent as much time playing games as I have. I am literally trapped into a life of playing games. It has literally been my entire life, it really has, and unless someone else out there is in a similar situation there probably isn't anyone who has spent as much time playing games as I have. I am not normal. I am both obsessed with games and simulation design, and then forced into a situation where I have nothing to do except play or make games. I'm not bragging, I'd much rather have a normal life, but this really is who I am.
  8. Nobody Wants A Cybergod?

    Hodgman. I do know what you've been doing. I've been playing and studying your games since the day your industry began. I've been here all along. Deadlock is a perfect example, it's at least 30 years behind us. It's primitive, a first baby step in the direction of where we already are. Everything you've said applies perfectly the other way around, though. You don't know our work. You don't know the things that we know, that are based on a much longer history of making much more detailed and accurate games than your industry ever has. I am keeping very little “secret”. I've explained most of it already, you just don't have a frame of reference to understand it. You are stuck thinking in terms of “phases”, so you can't see the significance of what is sitting right in front of you. Exactly as you said too me, you aren't qualified to tell us what we do and don't know. You couldn't have it more backwards. Which group has been doing this for 70 years, and which has been doing it for 30? You really do have everything you said exactly backwards, everything you said applies perfectly if you just turn it around. And, I posted over 500 pages specifically because you people have always said “show us something. I did. Over 500 pages worth. Nobody has even bothered to read it, and now you act as though it doesn't exist. I just spent a year putting together a 500 page presentation to show you, what more do you want? I'm not giving away my unique style and then spending the rest of my life watching you people make games my way while still insisting that I am a talentless fool. I'm just not going to end my life watching everyone else do things my way while I am still ignored. I have shown more than enough on my blog that any competent person should be able too see that I know what I am doing. People in your industry just don't know a game designer when they see one, not even when that game designer has been doing this for longer than your industry has even existed. I don't see how you can describe me spending a year, non-stop, to create a 500 page presentation as being “lazy and not willing to show you anything”. Armageddon Chess is even a PLAYABLE GAME made under the production restrictions of “make a game you can send someone as an e-mail”. What more do you want? Kylo: I am not a programmer. If I could make a game with the Unreal engine myself I would have done that a long time ago. As for everything else you said, you are just proving my point. You aren't capable of recognizing a game designer when you see one. And confirming that you actually consider some 22-year-old as qualified, but not a member of the SFB Staff (literal one of your “founding fathers”), is simply admitting to your incompetence. All of this criticism that I won't show you anything is nothing new, and is the reason I created my blog here. That's why I did the blog, to do exactly this. Nobody will read it. I did this, it's there right now including a complete playable game. What you are asking for is there right now. You wanted to see something, I gave you 500 pages... you won't read it and yet still demand I show you something? I don't even know what to say. I guess I'll just sit in a corner and wait to die. I don't have anything else to do. I was born to do one thing, obsessively. I wasted my entire life on it not realizing just how clueless and incompetent the one industry I would need to be hired by is. I won't be alive for more than another 10 years or so, and would just like for my entire life to not have been a complete waste. To just make one of my games. But that isn't going to happen, because your industry is too incompetent to recognize a natural born savant simulation designer when you see one. You think a 20-year-old is qualified and someone who has been designing games since before your industry even existed is not. What more needs to be said? That really says it all by itself. It's just incompetence, and you are even willing to defend that ridiculous notion, which is mind-blowing. I can't believe you will even look for ways to try and defend it. You truly are a hopeless group of the most arrogant people that the world has ever known. I'll just go sit in a corner and wait to die. There is nothing else in this world for me to do. I only do one thing, and the people who control that one thing are too arrogant for me to ever get to do it. You should probably stop trying to make games with space ships in them, you severely embarrass yourselves every time you do. I can't believe you actually defend the notion of a 20-year-old being qualified while someone with 40 years of experience, and former member of the SFB Staff is not. That is just admitting your incompetence, and yes, I know you don't realize that. But it is.
  9. Nobody Wants A Cybergod?

    No, you didn't “fix it”, Hodgeman. I do actually have a 20-page thing on Rube that are notes too myself I didn't bother mentioning, because Territories is where Rube will actually come from. I know exactly what Rube is, I've been using it my whole life. It is second nature too me at this point. This is not stuff you already know, what you know is Avalon Hill's phased-turns. SVCs impulses are quite a bit more sophisticated than that. And Rube is yet even another step beyond that. What you already know is similar, but primitive by comparison. You still don't seem to get that your way of doing this is the elementary school level version of just the cardio-vascular system of Rube. It's not just the key piece I am leaving out that is making Rube so “invisible” too you, is it equally that you don't really have a frame of reference to understand the “third generation” of this. You are thinking in terms of the “phased-turns”, when the “cybergod” runs on “impulses”. You want some reading to do? The SFB impulse chart and sequence of play would take you into the second generation to at least have better, and more modern, frame of reference to understand some of this. An SFB expert would understand a lot of things in this thread, and on my blog, that you don't. It's not that I am “worried someone will steal my idea”, or care about money. Rube is how I make games. It's my style, the thing that makes my games so uniquely different than everyone elses. Since it is very unlikely I will ever actually get to make one of my computer games, I'm certainly not going to reveal exactly what my style of making games is and then watch people start making games in what really is my unique style of doing it. That's what Rube is, in a way, just my unique way of making games that results in unique games. No different than Will Wright is seen as having a unique style. It's bad enough for me that I never get to make any of my games, I wouldn't be able to take watching other people making games in my style while I still don't get to make mine. I would think anyone could understand that. It isn't about anyone “stealing my idea”, or money, it's about my own sanity in the future. Mikeman, table-top games were a lot more sophisticated than you are imagining. You don't roll dice to determine how many moves you have in SFB. Those would be like “Candyland” rules. Steve Cole also introduced the concept of “energy allocation” to gaming. Faster Than Light is simply two fundamental components of SFB, the Energy Allocation Form and Ship System Display. SFB's impulse chart, used in a very different way, is just one of six components of what I call Rube. Like on the first post of my blog... Top Spinning Wheel of Time (Heaven) Rube Goldberg Card Sorting Machine (God) “Living Entities” within the A/P Map (Souls) Active/Passive Map (Mortal World, AKA “The Matrix”) Bottom Spinning Wheel of Time (Hell) That's what I call the “Rube II” of Territories. Something like SVC's impulse chart runs through all five of those components. This is a general of framework of time combined with reality. A uniform simulation of any part of reality, or all of reality, that you want it too be. That, in turn, has long been known (at least in my day it was) as the “Holy Grail” of simulations that would be useful to science. That's the reason I pointed out that it even works at a sub-atomic level. That's not useful to me and making games, but could be to scientific simulations. You can define Rube's “moments of time containing reality” as any length you want and it all still works. The shorter they are the more detailed the simulation is, but the more computing power it takes... exponentially more than you are imagining because of that part I always leave out. It really does function exactly like what we perceive as God. Kylo: I had thought my point would be obvious when I said that. My point was that I am a lot closer to that than any 20-something recent graduate of the Devry School of Game Design. Rube doesn't qualify me as a game designer in your eyes, 40 years of experience doesn't either, but you'll hire a 22-year-old in a heartbeat. It's just plain insulting. Do you hear me saying I that expect Rube to make me wealthy? Or trying to start my own company? I just want to make games. I would think that 40 years of experience would be enough all by itself, but no. I was certain Rube would be enough... but no. If I was 22 and went to the Devry School of Game Design, then it wouldn't be a problem? What do I have to do to finally be seen as at least the equal of someone with almost no experience, and even less knowledge? Your industry is like the twilight zone from my perspective. It really is. Forgetting Rube, you have no idea what I could do to Deadlock. I could advanced that game 20 years in 20 months. Not just me, I know a dozen other people who could do the same thing. Because we are all from 40 years in its future. But none of them know computer games half as well as I do.
  10. Nobody Wants A Cybergod?

    I've given the Deadlock example I came here to give, hopefully it makes a difference. I'm happy to discuss this if anyone wants too, like some of the questions I just answered. But I'm not going to argue for the sake of arguing and prolong this thread with off-topic issues. I am not trying to make an annoyance of myself. So other than any serious questions anyone has, I gave it one more try. There is nothing that I can do about your industry being absolutely insistent that a 20-something recent graduate of the Devry School of Game Design is an “expert professional worthy of consideration” and a person who has been designing games for over 40 years, longer than your industry has even existed, is a “know nothing fool who we won't even consider” who can't possibly compare to a 22-year-old who says “I like games”. This dogmatic insistence of yours is just plain incompetence, and I can't overcome that. In reality, Rube makes a good argument that today, in 2017, I am the top person in this field. I did it! Towards the end of my life I completed the work of the primary branch of the hobbyist game industry. A general simulation of time combined with reality that results in the framework of a uniform artificial universe, the literal “Holy Grail” of game design. That's not arrogance or delusions of grandeur, I would think that it's pretty obvious that at this moment in time I am a serious candidate for being called “the top person in the field today”. And yet, in your minds, not even worthy of consideration compared to a child with almost no experience or knowledge of the subject. That's just incompetence on your part, and there is nothing that I can do about that. I will not have internet access between August 20th and the last week of September. So, in the unlikely event that anyone tries to contact me, I won't see any e-mails during that month. Maybe, if I am lucky, someone in this industry might finally decide that maybe, just maybe, someone with 40 years of experience might actually be a better choice, and know just a little bit more, and make better games, than a 22-year-old who says “I like games a lot”. It's a radical concept in your minds, I know, but maybe somebody out there might actually consider it. Finally, if there is anyone out there who actually got into the story of the Pirate Dawn Universe presented on my blog and, taken all together it probably all amounts to a 200+ page book, I would very much like to hear what you think about it. The story itself. I'm no great writer, and I fully realize that this story will never shine for other people as it does for me until a professional editor fixes my elementary-level grammar, prose, and composition. That's not my talent, that's their talent, and just like simulation design, or playing football like John Elway, you have to be born with that talent. You can't learn it, not to be truly good at it. But I really have spent over 20 years coming up with this mythology, pseudo-science, and intricately inter-woven story of the history of all of humanity from the formation of the Earth to the explosion of the sun... and a few hundred years beyond that, actually. When I spent a year putting the blog together from my files on the 19 games of the Pirate Dawn Universe (I don't mention the “side-games” I would never live long enough to make at this point on the blog), I thought I couldn't lose this time around because by focusing on the story this time I would at least finally find out what people thought about the story. Still now, if nothing else comes of this I really would like to at least hear what people think of the story. At least just one person, but the more the better. You can send me a private message. I'm really shocked I haven't heard from at least one Rush fan... I would have thought at least one Rush fan would have said at least something about it! You won't pick up on much of what is there by skimming through it, I'd really like to hear from someone who has actually gotten into it, and there is kind of a built in test for that. So I'd really like to hear from anyone who has come to realize who Cindy McAllen actually is. I intentionally made that more obvious on the blog than it is in my files, anyone who has actually gotten into the story will eventually realize who she is. So if you know who Cindy is, I'd love to hear what you think of the story. Even if you hate it... especially if you hate it! But if you like it, too, that would of course also be nice to hear. My biggest concern is the “weird, off-the-wall, oddness” I have tried to add too it in some places. I love it, but I've always worried about how it all comes across to other people. So if anyone out there has actually got into the story, I'd really like to hear what people think about it. Just for myself, and to maybe tone down the “strangeness” if that just isn't working. I want to complete the “spine and ribs” of the story just for myself even if I never wind up making any of the games. “...and the stars look down.” - Pirate Dawn Universe ;-)
  11. Nobody Wants A Cybergod?

    Hodgeman. I am not a programmer, although I have used computers since the days of DOS. I think, in reality, you would have a classification of "programmer" that describes what I can directly do. I have been involved with making one computer game before, Sinistar: Unleashed at GameFX. There it took one of their programmers about an hour to show me how to alter the values they exposed too me in raw text data files (getting all those parentheses to be equal, etc), and then after asking him questions occasionally for the first couple weeks, I made all of the game levels using those raw data files and testing them with local builds. So, whatever you would call that, that is my level of "programming" ability based on having been pretty good with DOS and system configuration (for playing games, of course) on the earliest PCs. I am just a game designer. I have design documents in various stages for most of the games, all of the first half of them. My "board game primitive" proof-of-concept of Rube game is Territories, where I first noticed/discovered it. I've been creating this universe for about 20 years now, the PDU began in 1997. I first noticed what I now call "Rube" within Territories, which is very old and has existed in many forms over the years. Since noticing Rube in it, a new "full notes" version of it is about have way to being done. It would take me another month or two of working on it to bring it back to what I call "full notes" form, which from there takes 3 or 4 months to bring it to what I call a "first draft" state like Pirate Dawn is on my blog. That is what I consider to be a starting point for discussion in a game development process, not anything close to a rigid guide to creating the game. Since noticing Rube as a physical construct, Territories has been dismantled back to starting over because I have such a better understanding of what it is now. I learned long ago not to bother taking a design document to "first draft" state, like the old version of Pirate Dawn on my blog, because you always wind up undoing it all later when too many new ideas have made it obsolete. So I generally only go to "full notes", where Territories/Rube is headed back for, which is always then only 3 or 4 months away from being ready to go. Grumpyolddude. This is a semi-humorous response, but also a true one. That's Rube for you... One of the last of my blog posts describes "MeeSo", and you get to meet him. MeeSo "with the tank tread", is the "Rube II" of Territories. I doubt it will help much, though! Haha! I'm sorry, I just couldn't resist... and it does also answer your question. MeeSo is Rube, most of him anyway. If only he didn't have that crippling tank tread!
  12. Nobody Wants A Cybergod?

    I am already aware of all of that Scouting Ninja, and I play modern games all the time. You are speaking Avalon Hill too me, that's first generation stuff. 70 years old from my perspective. The missile example was intentionally a very simple one, focused on a single thing. And that was just a single component of my Rube, it's cardio-vascular system. Like I had said, the example I was giving with Deadlock was just Steve Cole's impulse chart and what it can do all by itself (with just a few general concepts taken from Rube to help out). That's just the cardio-vascular that runs through Rube, not Rube. My Rube is an “artificial universe” (MeeSo!!!) that looks a lot like what you know as “The Matrix”. Assuming a computer existed that could handle it, which I doubt is the case right now, and the many decades it would take just to create the content, my Rube can handle everything that exists in reality simultaneously. It is an “artificial universe” that, assuming an “Ultimate Infinity Rube” (where all of Rube's components have infinite capacity), could re-recreate the entire planet Earth and everything on it in exacting detail. A complete “artificial universe” of the planet Earth complete with every human, animal, insect, plant, building, car... everything that exists in reality all “controlled” by a single “God”! In a theoretical “Ultimate Infinity Rube” all of reality could be re-created in exacting detail within Rube's artificial “time combined with reality”. Of course, all of the bottlenecks that you are imagining are valid. That's why “Ultimate Infinity Rube” as described on my blog is theoretical. Current computers can't do it, they don't have the computing power to handle Ultimate Infinity Rube. The “humans” of this artificial universe would only be as “intelligent” as present AI would be capable of making them, it would take over a century just to create the content, etc. All of that is true, which is why “Ultimate Infinity Rube” is only theoretical. But it's still the E=MC2 of simulation design. My games aren't like “The Matrix”. Territories and Armageddon are like very “board game primitive” versions of The Matrix, you can see it in them. That's where I discovered Rube, by seeing the foundation and spine of it within Territories. But Territories is not The Matrix, it just has “Matrix-like qualities”. Rube is a physical construct, not a game. My games are based on this physical construct, exactly as I used just a single component of this physical construct with Deadlock to provide the very simple and basic example that I gave in this thread, and show you a glimpse of the future of where Deadlock would ultimately go if it were further developed for a few decades. Rube the physical construct, with all of it's components having an infinite capacity/capability, is The Matrix (Territories), a holodeck (Mission), cyberspace, or a self-programming computer with omniscient communication (Struggle 1: GIBROH) depending on how you use it. Out of habit I say “Rube” whenever I am using this physical construct in any way, which confuses the issue. My games are not full-blown artificial universes, GIBROH comes the closest to being that, but they are based on a design for an artificial universe that actually functions. There won't ever be an actual “fully-powered Rube” in our lifetimes, because “Ultimate Infinity Rube” is still far beyond our ability to create... even though I can tell you exactly how to create it. Rube is a complete general simulation of “time combined with reality”. We didn't set out to create a cybergod. Avalon Hill created the primitive “phases” that you still think in terms of today. You think in “first generation” terms, Avalon Hill, a way of thinking that from my perspective is 70 years old. Steve Cole took the idea of “phases”, as you know them, to the next level in the mid-1970's with his “Impulse Chart” and “Mass-Based Proportional Movement”. And our “treadmill of time” went from being steam-powered to being warp-powered. Steve Cole introduced the concept that it was not simply “time” that needed to be represented, but “time combined with reality”. His “impulse with embedded sequence of play”. I then took that and used that warp-powered “treadmill of time combined with reality” to complete the work, and created a complete general simulation of how “time combined with reality” function. It wasn't until that moment, when this 70 years of work had been completed, that what it actually was became visible. Not until it existed could you step back and look at it and see that, very surprisingly too me (it took me a couple months to come to grips with), a complete general simulation of “time combined with reality” is indistinguishable from what we perceive as “God”. There is no difference between them, they function identically. This is the main reason that Rube can be so hard to understand, it can seem like nothing at all... “you haven't done anything, that's just how reality functions”. It's a compliment, actually... yet another indication that I have it right! But it makes it difficult to explain and difficult for people to understand, because sometimes Rube can seem like “nothing at all”. Of course, that's what you should expect of a simulation of “time combined with reality”, right? That it would often look like... just reality. That's why I sometimes say “It's a Kind of Magic”, because sometimes reality and Rube are the same thing and can't be distinguished from each other. This really is for real, and I really do know what I am talking about. The foundation of Rube has existed since before your industry existed, I am not imagining things. I continued this work from where it had left off, you began re-inventing the wheel from scratch in the early 1980's. That's not an insult, that explains how this has happened. It explains how I can literally be 50 years ahead of you in this area. You abandoned this knowledge and started over from scratch, leaving us about 50 years ahead of you here in 2017. I was kind of a “young wiz kid” of the final days of this era of gaming, so today I am among what have to be a very few people left in the world who have this level of knowledge of this form of simulation design. Almost everyone else who ever knew these things is no longer with us. In many ways, Rube is an “accident of history” that wouldn't exist if I were not abnormally obsessed with simulation design and had never let it go even after all this time.
  13. Nobody Wants A Cybergod?

    Here is an example of how to use Rube's understanding of how time combined with reality functions to improve the nature of what is occurring during Deadlock's “moment of time containing reality”, that innocent looking “time bar” that you see after you push the “End Turn” button. Like all computer games, Deadlock does a terrible job with missiles. So this will focus on missiles. Also, there aren't a lot of opportunities for SVC's impluses to do much with the guns in this game. In BSG the ships move very slowly in relation to the rate of fire of their guns, and they don't appear to have any long-charging “heavy weapons” other than missiles. This makes the guns very bland, with very little dynamic too them. It is like the ships only have secondary weapons, and no primary weapons. This also makes maneuver far less relevant, because there is no reason to need to point at the enemy ships every once in a while to shoot the “big guns”. With all secondaries, and by BSG canon, Deadlock's guns “seem right”. But it doesn't work as well as a game as a design for ships where the ships are moving much faster in relation to their rate of fire. That induces a far more maneuver based fight based on attacking when armed, and evading while rearming. Because of this, “Baby Rube” doesn't impact the guns all that much within this BSG canon universe. These kinds of guns should generally just continuous fire when in range, which doesn't leave much room to “plan their future”. Still, to be more realistic, some of these weapons seem to be “machine guns” that are not beam weapons and would have limited ammunition. The ones that aren't pure energy weapons wouldn't continuous fire the moment they enter maximum range and keep firing the way they do in computer games because they would quickly run themselves out of ammunition. They would only actually fire when they were in “effective range” and when they had a good shot, to conserve ammunition. So they wouldn't all just continuously fire at all times whenever they are withing their maximum range. The “treadmill of time” I described in the previous post could be used to have the guns firing only when they “have a good shot”. Even so, as I said before, the ships in BSG move very slowly compared to the rate of fire of their weapons, so this doesn't have as large of an large impact that it does in SFB due to the combat environment being enforced by BSG canon. Missiles in Deadlock, on the other hand, can be vastly enhanced by the “Baby Rube” I have described for Deadlock. Deadlock currently has your usual “computer game missiles”. They aren't anything like actual missiles. I'll leave electronic warfare out of this, or this will become 10 pages, and just use point defense as a single example. Like pretty much all computer games, there is no point defense in Deadlock and missiles never miss (they are also a “mindless chain on follow pursuit”). Missiles “missing” is intimately related to electronic warfare, so I'll skip that. All the ships should have point defense weapons covering all, or most, firing arcs. They might also have counter measures. The missiles should have very limited fuel/range. If you fire missiles at a ship running away from you at high speed, the missiles wouldn't have the fuel/range to even catch it. If you fire missiles as you are “crossing their T”, in other words when they are moving directly towards you, that is the best situation and achieves the highest rate of closure. There needs to be a dynamic to all this, instead of missiles just being the all powerful wonder weapon that they usually are in computer games. If you assume a “standard missile attack” is 6 missiles, the point defenses should generally be able to bring down 2-to-5 incoming missiles depending on how well they do. Vipers and Cylon fighters should always try to shoot at any enemy missiles that pass within their range, but it is a low percentage shot. The point defenses are a lot more accurate in shooting down missiles than the fighters are. Now use SVC's 60 impulse version of Deadlock's “treadmill of time” I've created for it here. Use your predictive mechanics, SVC's impulses, Avalon Hill's concept of “assembling the battle”, and the few strings of Rube that I am holding all this together with, to “choreograph” how this is all going to work out over the course of Deadlock's “time bar”. In Deadlock when the player is setting movement plots they are “planning the future”. That known future allows your own predictive mechanics, through SVC's impulses, to “plan the future” of everything else that will occur around that movement plot and literally choreograph this battle into something that looks very realistic. If you think this through more, now lets forget this is BSG and say the ships also have counter measures, electronic warfare, and tractor beams. So with all that it can probably defeat all 6 missiles, requiring coordinated missile attacks to overwhelm the defenses and actually hit a target. A single ship firing a volley of missiles is just a waste of missiles. And this is all simple to do, and to very precisely choreograph to have a very “realistic” feel too it, within this “Baby Rube” I have described for Deadlock (which in this case is almost entirely simply SVC's impulse chart). Each impulse has a sequence of play of everything that can happen during that impulse, in the order that it happens. Predictive mechanics are simple in the format of Deadlock, you know what the relationship of every object on the map will be in relation too each other during every impulse before it all happens. Anything that happens like point defense weapons firing, using a counter measure, electronic warfare, or a tractor beam to just grab and hold a missile, will happen during a specific sub-phase of a specific impulse. And you know this all ahead of time because even the simple “baby proto-Rube” of Deadlock “knows the future”. So now the “AI” (or “automated rules”) can “plan the future” situationally, to choreograph (or “assemble”) the battle. For example, if the player tells two different ships to fire missiles at a single target both ships won't just fire missiles at the same time. The “AI” would determine, based on the known movement plots of the firing ships and target, when each ship needed to launch the missiles for them to arrive at the target at the same time. And then that would be made to happen through the impulses with their embedded sequence of play. And now you can imagine a captain saying “Wait for it... One more second... Fire!” in this battle when only one of the ships launch at the beginning of Deadlock's “time bar turn”, and the closer one delays until the timing will be right. Baby Rube “planning the future” to make Deadlock appear to be “more realistic”. “It's a Kind of Magic”;-) Missiles are just a single, very simple, example of where this whole Deadlock thing winds up going after 40 years of refinement. This “treadmill of time” can handle literally anything that you want to put into it. As for missiles in computer games in general, this is actually only the tip of the iceberg of making “realistic missiles”, but by BSG canon these humans dislike and mistrust computers. So these very simple missiles and no EW environment seems appropriate in this game. In my own PDU universe there are over a dozen different EW abilities that might affect missiles in some way, counter measures, and something similar to a tractor beam that can be used to hold missiles until they can be shot down or run out of fuel. Missiles in computer games have always been really, really badly done. This isn't Rube. This is “1st grade Rube” speeding along the evolution of BSG: Deadlock, because I am literally from 40 years in Deadlock's future. We already did this, this all exists already. It's not an "idea" and I am not guessing, this has already existed for 40 years. This is the very beginning of using Steve Cole's impulses in a different way, not the end of it. This is a first baby step, just a few strands of Rube tied around SVC's “second generation” impulses. But it's also the most detail that I've ever explained any of Rube's individual components, this is a much less sophisticated version of Rube's cardio-vascular system.
  14. Nobody Wants A Cybergod?

    Assuming that you've looked at some YouTube of BSG: Deadlock, now I'll introduce you to SVC's Impulse Chart through BSG Deadlock. And if any of those guys are reading this, first of all good work. I like your taste in games;-) Second, feel free to use any of this to enhance your game. I'll be a fan and want to play the best game that you can make. And this isn't me anyway, this is Steve Cole's published SFB. The “second generation”, after Avalon Hill's “first generation”, of Lost Art Studios (which is really just me) “third generation” of what I call “Rube”. So this is the precursor of Rube's cardio-vascular system that runs through those five components described in the first post of my blog. This is Steve Cole's contribution to Rube, not the key part of it that I always leave out. In ADB/SFB terms Deadlock uses an optional SFB rule called “plotted movement”. SFB's Impulse Chart is far more detailed than Deadlock's “time bar”, but the same thing is still actually happening because Rube is a part of nature. That “time bar” is naturally broken up into what SFB would call “impulses” simply by whatever “internal clock” this game is running on. You only think of it as “time”, but SFB is “space combat in slow motion, under a microscope” and we have a different perspective on it than you do. Time flies past you without you giving it much thought, we studied in detail for decades simply by learning, playing, and discussing these types of games. What I call a “treadmill of time”, which Avalon Hill games had a very primitive version of called “phased-turns”. In SFB, Deadlock's “time bar” is actually more akin to “plotted movement”, a pre-plotting of everything that will happen for the next 8 impulses. At 1-2 minutes the Deadlock “time bar” is equal to an entire turn in SFB, 32 impulses. In SFB plotted movement is ¼ turn at a time over the course of an entire turn, 8 impulses at a time. So you can see how SFB breaks this same period of time up in a much more organized way. Deadlock could use Steve Cole's impulse chart, Avalon Hill's concept of “assembling the battle”, and your own industry's expertise in predictive mechanics to improve their game. “Rube plans the future”. Break up that “time bar”, which is a “moment of time containing reality”. To keep it board game simple let's say it is supposed to be 1 minute of real time, and give Deadlock's “time bar” 60 impulses. You can define any length you want as a “moment of time containing reality”, and the shorter that time is the more detailed the simulation is. But at 1 minute per turn and 1 second per impulse to keep it simple then there would be 60 “moments of time containing reality” in a Deadlock “time bar/turn”. Each impulse has an “embedded sequence of play”, everything that can happen aboard a ship (in the order they happen) during that 1 second of time. This is a Steve Cole “impulse”. Now, using your own predictive mechanics, you always know the relative positions of the ship during every second of that “time bar”, and can use the 60 impulses to “plan the future” and “assemble the battle”... and make the ships fire and do other things at very realistic times and in realistic looking volleys. Right now, watching the battles, the ships annoyingly shoot at all the wrong times based on your typical AI for that. And the Deadlock team would quickly find that they can do a LOT more with this than just plan the firing and volleys better based on knowing the future and having a means to use that knowledge and “plan the future” through a primitive version of Rube's cardio-vascular system. Even just using Steve Cole's “second generation” impulses, you can use this to “plan the future” within BSG: Deadlock's own very simple “moment of time containing reality”, that “time bar”. This is the precursor of Rube's cardio-vascular system and is similar to how Rube “plans the future” in a much more sophisticated and universal way. This really does come from somewhere. I am not imagining things, and I really do know what I am talking about. I've been doing this for a very, very long time.
  15. Nobody Wants A Cybergod?

    This isn't about me, it is about Rube. It isn't about me wanting to insult the modern game industry, either. That honestly is the only reason that I can think of that nobody in a “game industry” would be interested in the ultimate evolution of game and simulation design. After 30 years Rube has finally shown me that there can't be any other answer. And this is not about me but, I am not “some random person on the internet saying he has the next great thing”. I have been designing games since before your industry existed. I was a member of the SFB Staff in its early days, the original group of modern game designers who literally invented the process by which you make games today. But you will pick 20-something a recent graduate of the Devry School of Game Design over me every time because you don't know your own history. Your history begins in the early 1980's with Infocom. And that's all about Rube, too. It really is. This is the right thread to be talking about Rube, it is the ultimate evolution of simulation design finally arrived at, a functioning simulation of God. If that isn't a game design discussion then I don't know what is. So, let's talk about Rube. That was what the original response here said I should do, and that is exactly what I had come here to do. And also because recently I have discovered a whole new way of describing Rube to this audience. My blog, especially the first post, actually explains almost everything about the physical construct that is Rube. That physical construct is the literal E=MC2 of simulation design that leads too... almost anything you want it too within any simulation of anything. I only leave a single “key piece” of the puzzle out of that first post on the blog, but it is a key that is 50 years ahead of where you are so you aren't going to imagine it. But it's actually all there, except for one critical element of it that brings it all together. I'll explain Rube in a way I think this audience will at least start to see a hint of what Rube actually is using one of your own games. Somebody in your industry is making a “proto-Rube” game right now! What they are doing is a simple Ruler & String game on the computer, using Steve Cole's Impulse Chart (probably without realizing that). Like I've said before, Rube is a part of nature. Battlestar Galactica: Deadlock, which I've spent a few hours watching games on Yahoo to dissect exactly what they are doing, is a “proto-Rube” game. It is a Ruler & String game on the computer, and it is running on Steve Cole's Impulse Chart which is the precursor of Rube. Rube's cardio-vascular system is the next generation of SVC's impulse chart. That little “bar of time” that counts down on the bottom of Deadlock's screen? That is a “moment of time containing reality” which they appear to be defining as 1-2 minutes. On the map the max range line is the string, the ruler would measure distance for movement and shooting, and a turn gauge governs maneuver. This is a modern version of the original “modern games”, the Ruler & String games played by real-world military men since the 16th century. Those “toy soldiers generals played with” were not toy soldiers, those were games that were simulations of warfare. They are the basis of Avalon Hill games, and the many imitators of Avalon Hill that was the foundation of the hobbyist game industry of the 1960s-1990s. This is exactly what BSG: Deadlock is, it is a classic Ruler & String game. And since it is, probably accidentally, using a version of Steve Cole's impulse chart it is essentially also a very primitive and incomplete version of Star Fleet Battles. SFB actually comes with the turn gauges to play it this way instead of using the hex map. Take a look at BSG: Deadlock. You are looking at the very first baby step towards Rube. If the makers of BSG: Deadlock were to spend the next 50 years continuously refining the game with a staff of 2 dozen or so “Staff Members”, they might eventually arrive at Rube. But we are already 50 years ahead of them, and I am already at Rube. You are already making a Rube game right now, Rube is a part of nature. It's just that your Rube is a newborn baby that is still 50 years away from growing into Rube, and ours is already there. Scouting Ninja: So you are saying that I should have to reveal every detail about it, so that anyone can just run off and do it on their own, before anyone should have any interest in it at all? I am pretty sure that is not how it works for everyone else, and that's not how it is going to work for me. I am not just giving it away to be plagiarized while I am still not making games. That would be insane. As for your other point, you are providing a perfect example of everything I said in the first post. You are saying that I, with 40 years of experience designing games going back before your industry even existed, should sit down and shut up and listen to “my betters”. That people with, in most cases, less than half of my experience and knowledge know what can and can't be done and that I don't. You have that exactly backwards, said the other way around that is true... and Rube proves it. The fact that this makes perfect sense too you is just making my point for me. You are talking down too me and patting me on the head as if I have something to learn from you, when I am the one that has been doing this twice as long as you have. I am the one who's knowledge is based on over 200 years of history going back to the Ruler & String games, and your knowledge is based on your reboot and re-invention of the wheel that began in the early 1980s. You have provided a perfect example of exactly what I was saying in the first post. You honestly believe that when a 20-something graduate of the Devry School of Game Design speaks that I should sit down, shut up, and listen to their vast knowledge. After all, I've only been doing this for 40 years. Right? In reality, we are literally 50-70 years ahead of you. You have it exactly backwards. And to one of the other replies, it does not “seem revolutionary on the surface”. Rube exists, and is based on 200 years of simulation design history of which you are unaware. Rube is a continuation of the work of Avalon Hill and Amarillo Design Bureau. It is not an “idea”, in fact the basis of it is older than your entire industry.