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Also some of the "lets plays on youtube" will also help to clarify a few things. This is the sort of game where you continue to learn each time you play. Ihave had the game over a year and many of the rules I still find "hazy". But I do enjoy the game. Certainly one of the better games I own.
Road to Minsk should be the tutorial mission and it should have guided you through several common types of very important actions, such as breaking through a line, assessing fortifications and enemy strength, movement differences between infantry and motorized units, enveloping, setting up air doctrine, capturing victory locations etc. etc.
If not for the 4-5 hours of Youtube tutorials and Let's Plays that I watched, there's no way I would be able to learn enough to play this game.
I don't have a long background in wargames and boardgames, just an interest in grand strategy. Most people in my position are probably throwing out the manual, watching some Let's Play videos, and then stumbling through it by sheer force of will.
Somewhere along the way you either love the game or give up.
https://www.youtube.com/watch?v=VRAQXIg07gY&t=1s&list=PLuJKbR4pQ3nGpmNMVE9o-dtcWP1NCpzky&index=2
Give this 2 part series a try. You will learn more from an hour of this than 5 hours of reading the game manual.
https://www.youtube.com/watch?v=_LW8YC4KJ0Q
And here is a Road to Minsk tutorial.
For $80 though, yes you would expect a better manual and tutorial.
Personally, I would be mostly happy with my purchase if the tutorial scenario and tutorial documentation were much better.
I do enjoy the game, though.
Also, many players won't take the time to read what rules are published and would rather observe someone actually playing the game while explaining what they are doing. This explains why YouTube videos are referenced so many times when answering player questions in these forums.
Gary and I (and Pavel who came on initially as a tester to help with our map data and then became the co-programmer/designer for WitE and WitW) were focused on getting the game to function and then getting it as balanced as we could in the time available. Although it had started development in 2000, it had only gotten about 1 years’ worth of work before we picked it up again around 2008. As it was, it was one of the biggest/longest dev projects we've ever worked on, and at some point we had to publish the game. This was due both to the need to pay the rent and because the game would never be finished with limited testing. It had to get out to a wider audience. This need for a public (paid) beta is the hard truth of games like this. It's hard to find time to work on documentation, but we do accept help when we can get it.
With WitE, there was no budget or time to provide tutorial videos. Clearly there's a business decision in there somewhere that goes something like this. Although we want the game to be accessible (and in some ways it is), it's fundamentally a massive monster wargame that's primary customer base is other wargamers with years of playing these kinds of games. We'd rather spend our time trying to improve the game than to spend more time (or money we don't have) on documentation. In addition, our time is only so useful, as we aren't skilled writers so we need to find skilled volunteers that enjoy working on documentation (hard to find). The thing I really feel bad about is that there is no Living Manual for WitE. There have been some volunteer efforts to provide an updated manual, and you can find this on the Matrix WitE forum. There is a good community there that also helps answer questions from players. WitE went through 1-2 years of post-release work by the original team, but at some point we had to split the codebase as we moved on with WitW. We were lucky that a few great volunteers stepped forward to work on making ongoing changes to WitE. That's allowed WitE to continue to improve, but sadly the documentation never got an update. I've thought about looking to see if there's someone out there able to start and lead a wiki project on the manual. Perhaps that can be discussed over on the Matrix forum. Right now, my focus has been on keeping WitW updates coming while also moving development forward on WitE2.
Now the good news is that with WitW we found another volunteer willing to produce a "player's manual" that was a short introduction to the game. It also contained a series of one-page guides to key parts of the game (done in pseudo-comic book). In addition, I created a series of basic video tutorials to help new players. I also led a group of volunteers to create a living manual for WitW and since I've been updating that with our ongoing rule changes (at least making sure that rule changes are listed in the manual in the applicable section, although we don't rewrite the old text). There have also been videos posted by other gamers to show how the game is played.
For WitE2, we hope to provide all of this, along with a manual with an improved layout. If anyone wants to help out with WitE2 (including reviewing the manual), my suggestion is to sign up to be a tester for WitE2 when the time comes. We currently are in alpha testing. If you have played WitW and you have some background with documentation, and want to help out with WitE2, you can email me at 2by3@2by3games.com.
Two last things. First, thanks to the original poster for taking the time to lay out his thoughts. I will point those working on the manual to this thread (although my guess is they will see it on their own). Second, I loved reading those SPI and AH manuals. Think back to those simple days of basic combat factors, CRT tables, and MP cost charts. Then take a look at what's behind the combat factors in WitE, how combat is resolved, how the MP costs of river crossings differ with different ice levels (and zocs). Then multiply that by 100 and you start to get the complexity difference between the original SPI War in the East (one of my favorites) and the computer game WitE. We could no doubt use someone with the skill of the original poster documenting the game (but probably couldn't afford it). Even then, it wouldn't be easy.
But, I do believe that you do not know what you do not know about how PLAYER rules are laid out and edited and eventually published. First, manual wargames do not start out with a set of rules, either. Wargames, whether paper or computer, start out with ideas that become snippets of game constructs, that get fleshed out into a game system (or ported into a successful game system) and then put into a formal framework via rules that players use to play the game.
I do not mean to get all philosophical on you, so I will try to control my vision as I describe my reaction to your response. In my career, I have thought an awful lot about what a game, fundamentally really is. I have evolved an impression that says that a game is what transpires between the minds of two players.
Chess masters can play a game of chess without a board or chess pieces, relying on their memory of board positions, the rules of chess, and their experience playing the game. You do not need a computer to play chess, but it can be played on a computer and can even have a computer program act as one of the players. The quality of the computer program determines the quality of the computer-as-player, but the rules of the game stand on their own. It is basically no different with either manual or computer games.
The primary benefit of the computer is to act as super-efficient logistical bookkeeper, impose restraints according to the predetermined set of rules, manage hidden movement and fog of war, and resolve conflict results, no matter how complex or convoluted. It is an automation device to assist or supersede manual functions.
I have spent a lot of time considering the difference between manual and computer game development. What concerns me is that the evolution of the computer game business has conflated the role of the game designer with that of the computer programmer into an amalgam of the two roles. I believe they should remain distinct and sequential, not concurrent. If a game concept, a playing space, and player rules have been formulated, then a programmer should be able to step in and produce or modify a game engine so that it responds to the requirements of the game concepts and the game rules.
Just as novels are rarely successful when written by committee, the germ of a concept for a game needs a driving central force to be successful. That driving central force is the game designer. Once that concept has been expressed as a textual description, the game has been, more-or-less, fully expressed. It is my contention that it is at this point that the game takes form as an expression of a conflict between two or more sides, conducted within a set of constraints that we call “rules.” Without rules, there is no game.
Once the rules of the game have been expressed, the programmer’s challenge is to write code that expresses the game parameters as described in the rules. How a programmer chooses to write the code is almost irrelevant so long as the game engine expresses the rules of the game as envisioned by the designer. But, I realize that that is not the way design and development is approached in most small design houses. But, to preserve the integrity of the game design, I submit that this is broadly how a game design should be developed.
Clearly, WITE suffers terribly for not having been designed as a set of rules that are eventually implemented into code. This is troubling when you consider that the origins of the game, as reported in the Designer’s Notes, was SPI’s original “monster” board game of the same name. Using any set of board wargame rules as a template or starting point would have produced a more coherent game manual than what 2by3 Games/Matrix Games eventually published.
But, I must singularly take exception with your assertion that lack of resources is the root cause of an ineffective rule book. Look, your company is charging $80 for WITE. $80! That is high end by industry standards. The game has been out for seven years. If you are telling me that you can’t afford to pay someone to write a decent set of rules, then I will tell you that you are not professionals but rather a set of amateur posers pretending to be a game publishing company. Matrix Games deserves just as much culpability as 2by3 Games. Why would Matrix Games bring a game into the house that is fundamentally flawed with a basically non-functional set of rules? This reflects badly on Matrix Games, with more resources than 2by3 Games, as it does on the original designer and developers.
And, if we want to start talking about business factors affecting a product, let’s ask this: Why is this game priced at the extreme end of the price scale at $80? Is it to recoup development costs? Usually, initial sales cover those costs and the out-year sales are where real profits are made. Can’t afford to pay for professional rules? It is not that hard. The wargaming hobby has been writing and publishing very effective sets of rules for 57 years. Manual wargame designers are STILL producing effective rules. And some of these are one-man shops. It doesn’t take a professional to write an effective set of rules, but it does require competence!
And I reject your assertion that writing rules for computer wargames is inherently more daunting than for board wargames. The computer is “the little man behind the curtain.” Its functionality does not have to be explained. It is the mystery engine under the hood. Are you interested in knowing how your car’s engine works? No, you just need to know that it gets you there after you hit the starter.
No player needs know how the computer does what it does. All the player needs to know is that attacking up the hill is riskier than attacking down the hill and it is slower to cross a river than to cross the street. The player is interested in outcomes, not processes. Some of the worst sets of rules for computer games that I have ever read inexplicably waste paragraphs and pages describing to the player how the computer computes the outcomes of combat. Who cares? Tell me what deployments and configurations maximize my chances of winning the battle and I will not worry about what the little man behind the curtain does or how he does it.
If funds are tight inhouse, you might consider the opportunity cost of having a terrible set of rules. Lots of sales are generated by word-of-mouth and by positive online reviews. How many sales has Matrix Games lost because new gamers are utterly frustrated with trying to figure the damn game out? Are they likely to talk their buddies into buying the game they just fell in love with? Not if they need to invest 40 hours before they are able to figure the thing out! Clearly, a poor game manual does nothing to enhance sales. Has the development team ever attempted to calculate how much revenue is lost BECAUSE of the bad set of rules? If you don’t have the VOLUNTEERS to write a decent set of rules could it be because you couldn’t afford to pay a PROFESSIONAL to write effective rules that would increase sales? Sounds like a vicious cycle doesn’t it?
I'm not putting all this on Matrix though, as it takes a lot of effort to document a lot of the rules when they are buried in the code. I understand that sometimes we may be over explaining as you don't want to know a lot of the details in the game. However, I've found with many of our customers they actually do want to know a lot of what's going on under the hood. We can't give them all the info (if only because it's too hard to document it and explain it in English). But we try to give them a lot of what we can. Fundamentally there are few monster wargames like War in the Pacific, War in the East and War in the West. There just aren't that many designer/programmer/development teams that can make these kinds of games or are willing to spend their time making them when they could be getting much greater rewards using their talents elsewhere. In some ways though, we are dinosaurs, but we enjoy what we're doing and hope to keep doing it a little while longer. We've been very happy with War in the East sales and we are now spending time working on War in the East 2. It will be Gary's 5th monster game covering the Eastern Front (the first, War in Russia was published in 1984). Each time we find a new angle, new research, or new factors that we weren't able to cover before.
At the same time, we are working cooperatively with Matrix to work on a game inspired by Gary's Steel Panthers series of tactical games. Gary's doing the combat code, ai code, and campaign code, and many talented programmers and artists are working on other parts of the game. It's a major project with a much bigger budget than our normal 2by3 Games products. I'm sure a lot more work will go into making the game easier to get into for a new user. Just like Steel Panthers sold 25x what War in Russia sold, we'd expect this new product to sell much more than War in the East. War in Russia cost $80 in 1984. I don't find it unreasonable to ask gamers interested in this kind of game to pay $80 today. Of course, with various sales, many players don't pay $80 for WitE today. No doubt the tactical game will be sold very differently.
The bottom line is I believe there is a huge difference between developing a computer wargame, and developing a board wargame. Chuck Kroegel, VP of R&D and then President of SSI used to say that designs for computer games were a dime a dozen. What was important was having a programmer that could turn a design into a product. Yes, that was a long time ago, and like everything the world has evolved. But Gary's skill is the key factor that allows these more involved games to be done. People think these games are just boardgames taken to the computer. The reality is they are incredibly complex simulations made to look and play like a boardgame.
In the end though, yes, I'd love to have a better manual for all of our games. I'd also like to have in-game help and in-game tutorials and video tutorials.
I appreciate the thought and consideration that you have put into your responses. It was very illuminating and I hope other gamers will find it equally enlightening.
Good luck to you and the rest of the 2by3 design team. If I could be suppoortive of your efforts, please let me know. May you always roll sixes!
I'd like to propose we developers and players keep in mind the automotive metaphors raised - when I purchase a car, I expect to get a user/operator manual that tells me how to open/close the hood, not a technical/service manual to detail system specifications under the hood.
Those with obsessive desires to validate programmers' AI algorithms or detailed calculations of combat and movement variables are not playing the game, as much as gaming the play. You guys at 2by3 should be very proud of your engine designs and innovations, but please save the process details for peer reviews and technical literature (and contract negotiations). Don't try to showcase/illustrate your engine mechanic skills in a user manual. Such discussions need to be relegated to the forums, conveyed in PMs or not disclosed at all when offering a glimpse of the proprietary menu.
We who value this game as a useful historical simulation tool would also appreciate a more helpful editor manual (& flexible editor options) since "play balance" is not a particularly desirable consideration. We puzzle over plausible outcomes. What if Stalin's stand-to order actually reached Soviet field commanders 24 or 48 hours prior to the opening of hostilities; what if Soviet military culture actually tolerated leader initiative or delegated authority to allow senior commanders the administrative latitude to transfer subordinate units to an adjacent higher HQ; would the Axis have gained from a petroleum policy focused on developing potential and proven Carpatho-Danubian reserves in lieu of acquiring demolished wells beyond the Caucasus; would Soviet units have done considerably better had Soviet leadership "risked" widespread distribution and employment of wireless communication prior to the Axis invasion???