RE: great read over on the steam forum
Posted: Thu Nov 30, 2017 9:37 am
Congratulations loki100, I wish you perseverance in doing the manual, and then updating it for the years to come 
What's your Strategy?
https://forums.matrixgames.com:443/
ORIGINAL: Crackaces
One example of the rant is details how the algorithums compute combat .. rocket man states in a lot of words why this is not needed .. but I can state in a few that for WITE understanding combat algorithms greatly goes to understanding combat results...
ORIGINAL: Omat
The OP is using derogatory vocabulary. So, it is not factual and indicating that there is an other motivation for this post.
Omat
ORIGINAL: loki100
ORIGINAL: Red Lancer
As the OP was on another forum, can we here, please treat his comments with the same graciousness as Joel. As the OP may not be a Matrix forum member with an ability to reply we ought to avoid group think. Although don't think that I take umbrage with any posts so far. I love discussion and argument but detest imbalance and rudeness.
Better still can I encourage you to use this thread to provide any thoughts you may have to make the WitE2 Manual a joy to behold. The author is a forum regular (not me!) and I know he will be reading.
So confession time .. I'm doing the manual. And yes am reading avidly any commentary on the existing documentation for both WiTE1 and WiTW - and have found the type of issues raised by those brought to WiTW via Steam very informative as these are less likely to have graduated from paper maps and counter style games.
I've a mixed background - I sometimes lecture in Social Policy research methods, I make a fair bit of my income doing social policy evaluation, I edit documents for the rest of my living and have written on line pedagogic (ie teaching) material focussed on how to conduct research projects. Across that, have a very simple view, if the reader/user mis-understands something its not their fault, its a flaw in the explanation.
So what are we trying to do?
a) we are retaining Red Lancer's brilliant one page guides from the WiTW documentation. I still use these when playing that game as they really capture the key issues;
b) we are trying to write up the manual so there is a single early chapter that covers the key game concepts and how to play the game. Its deliberately detail light and written in the second person (you do ...) and includes a detailed walk through of the intro scenario (incl not just what but why comments);
c) the rest will be detailed but issues such as define terms, abbreviations in a single easy to find place have been adopted; and,
d) If the underlying system matters because its something the player can directly affect using the tools provided - well it will be described in detail (but hopefully in a comprehensible way), if the underlying system is critical to the game well again there will be detail (even if the actual operation is almost all in the game code) [1], if its something that goes on in the logistics phase out of sight then the description will be indicative. None of these categories are hard and fast ... and of course there is no single approach that will satisfy everyone.
The end product hopefully will be documentation that allows a new player with or without experience of WiTE1/WiTW to get into the game and say win a Road to ... scenario vs the AI on neutral settings. But there is also a need to produce a comprehensive reference manual that goes much beyond this.
At this stage the documentation is tentative. We are close to a decent first draft of the manual but major issues of layout/format etc have not even been thought about. Never mind supporting material such as videos etc.
I'm trying to find and follow almost every documentation related thread I can find (the Wargamer has a good critique of the WiTW manual as an eg). As Red Lancer says, raise issues here, they will be read, they may help improve the material supporting WiTE2.
Edit: [1] - the movement rules are an example of this. In practice, in both WiTE1 and WiTW, you left click on the unit(s), the map changes to show you how far you could move, you hover over a hex and a movement path with the cost in MP is overlaid, you right click to execute the move. So unlike a paper/counter game you don't need to add up MPs as you move (ie where you would need a detailed movement cost table) as its done for you. However, I'd very strongly suspect that all of you would be surprised if there was no movement cost chart in the manual? Not least you might want to work our why you can't move to where you want to reach, or be planning moves in advance and want some idea of the likely costs.
ORIGINAL: loki100
So confession time .. I'm doing the manual. And yes am reading avidly any commentary on the existing documentation for both WiTE1 and WiTW - and have found the type of issues raised by those brought to WiTW via Steam very informative as these are less likely to have graduated from paper maps and counter style games.
At this stage the documentation is tentative. We are close to a decent first draft of the manual but major issues of layout/format etc have not even been thought about. Never mind supporting material such as videos etc.
ORIGINAL: randallreed
ORIGINAL: Crackaces
One example of the rant is details how the algorithums compute combat .. rocket man states in a lot of words why this is not needed .. but I can state in a few that for WITE understanding combat algorithms greatly goes to understanding combat results...
I am the perpetrator of the original post on Steam. I will just note that we are talking about a game that does not currently possess a functional rule book. I think there is adequate anecdotal evidence that people who spent up to $80 for this game, invested many hours trying the learn it, and fail to make sense of a 380-page game manual will eventually just put it aside. Certainly none of those folks are "gold key" players like you guys. But they and others like them will never get to appreciate the game that you all love. In that case, don't ever complain about the lack of opponents or "fresh meat."
Nevertheless, the act of publishing a game with an 18-year gestation period that does not have a coherent game manual is a slap in the face to the wargame buying public. It is unconscionable.
And regarding the comment about algorithms, I firmly stand my ground: If you cannot convey the basic mechanics of the game, why shower the new gamer with info about algorithms and how the code works? That makes no sense. Reminds me of the old joke, "Other than that Mrs. Lincoln, how was the play?"
ORIGINAL: johntoml56
ORIGINAL: randallreed
ORIGINAL: Crackaces
One example of the rant is details how the algorithums compute combat .. rocket man states in a lot of words why this is not needed .. but I can state in a few that for WITE understanding combat algorithms greatly goes to understanding combat results...
I am the perpetrator of the original post on Steam. I will just note that we are talking about a game that does not currently possess a functional rule book. I think there is adequate anecdotal evidence that people who spent up to $80 for this game, invested many hours trying the learn it, and fail to make sense of a 380-page game manual will eventually just put it aside. Certainly none of those folks are "gold key" players like you guys. But they and others like them will never get to appreciate the game that you all love. In that case, don't ever complain about the lack of opponents or "fresh meat."
Nevertheless, the act of publishing a game with an 18-year gestation period that does not have a coherent game manual is a slap in the face to the wargame buying public. It is unconscionable.
And regarding the comment about algorithms, I firmly stand my ground: If you cannot convey the basic mechanics of the game, why shower the new gamer with info about algorithms and how the code works? That makes no sense. Reminds me of the old joke, "Other than that Mrs. Lincoln, how was the play?"
Randall, I think perpetrator is somewhat harsh. [:)]
Anything that adds to the quality of the game should be voiced and a better manual would be of benefit. Already WiTE2 has taken notice so that is a good thing. I am not sure whether the game lacks opponents or fresh meat as you say, except in the context of game balance favouring one side. No on wants to play the other....
In terms of algorithms perhaps they need to be confined to a 'Experienced Players Manual'.
and as for the $80, having worked in an industry that hires out green graduates at $300+ an hour!!! I think it is a bargain. (Especially as i remember the days when games were purchased on floppy/cd from the shop and when loaded would display Fatal Error)
When I was managing 12,000 pages of documentation for the Buffalo MRAP route clearance vehicle, I was enured in the concept and practice of Total Life Cycle Management, TLCM. Simply stated, this means that developers consider the entire life of a product from concept, design, development, manufacture, testing, maintenance, and final disposal, at every step of the product development and maintenance process. Clearly, when considering something as relatively simple as a rule book, there should be plans, processes, and procedures in place to guarantee that a game's rules keep pace with other parts of the product as the game system matures. It is NOT rocket science. The average customer has expectations of getting years of play value from his purchase. If these things are not considered, he is being denied full value for his money.ORIGINAL: Franciscus
If I may add a suggestion:
Please, prepare the manual to be updated as necessary as in the future patches will for sure make the first version obsolete in many parts. At the very least, make available a doc (or Pages [:D]) version...
Best regards


ORIGINAL: morvael
Perhaps the team needs to switch to a game-as-a-service model, charging monthly. Only a steady stream of revenue can guarantee there will be paid professionalsnto do the work of updating the game and the manual for the years to come. To me it's unreasonable to expect the same treatment for a product that you pay only once for. I think some people feel entitled to updates for life (their's, not product's), but if someone makes a living from selling those games (I don't), then I won't blame them when they abandon current product to focus on the new. Until the game was patched by the original team (up to 1.7.11), there was a living manual. Badly written or not, it was at least updated. After creators moved to next project, this one was left in the hands of volunteers. But there was never a volunteer to update the manual. So here were are. I'm too longing for the day when we all move to WitE2 with new shiny manual.
ORIGINAL: morvael
Perhaps the team needs to switch to a game-as-a-service model, charging monthly. Until the game was patched by the original team (up to 1.7.11), there was a living manual. Badly written or not, it was at least updated. After creators moved to next project, this one was left in the hands of volunteers. But there was never a volunteer to update the manual. So here were are. I'm too longing for the day when we all move to WitE2 with new shiny manual.
ORIGINAL: randallreed
When I was managing 12,000 pages of documentation for the Buffalo MRAP route clearance vehicle, I was enured in the concept and practice of Total Life Cycle Management, TLCM. Simply stated, this means that developers consider the entire life of a product from concept, design, development, manufacture, testing, maintenance, and final disposal, at every step of the product development and maintenance process. Clearly, when considering something as relatively simple as a rule book, there should be plans, processes, and procedures in place to guarantee that a game's rules keep pace with other parts of the product as the game system matures. It is NOT rocket science. The average customer has expectations of getting years of play value from his purchase. If these things are not considered, he is being denied full value for his money.ORIGINAL: Franciscus
If I may add a suggestion:
Please, prepare the manual to be updated as necessary as in the future patches will for sure make the first version obsolete in many parts. At the very least, make available a doc (or Pages [:D]) version...
Best regards
Nice post. I hope it rings a few bells for the design team working on TWO.![]()
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I spent 10 to 15 hours a week personally answering the "nut mail," as it was colloquially known inside the office, and four other staff members spent at least that much time, if not more. We also had a Question Box section in every issue of The General. For new games with " rules issues," we would publish a special feature on the game in the magazine, and then print it up and offer it free to customers send us an SSAE. I know for The Longest Day, which was actually released after I left the company, Bruce Milligan, my ace developer at AH, consolidated questions and put them into a front-and-back single sheet that was inserted into latter-day assembly runs until the first press room update, upon which the rule book was revised to incorporate the Q&A from the errata sheet. At Avalon Hill, we took our obligation to ensure that every player who played our games understood the rules, regardless of whether he was a customer or just the customer's friend from across the street. This was before the days of the internet and online electronic manuals. I imagine that we would have made an effort to create policies and procedures to update the rule book and printed charts and tables in near real time, if it were at all possible. HTH!ORIGINAL: Ridgeway
Out of curiosity, what were Avalon Hill's procedures for updating game manuals in a timely manner for every owner? I remember errata being published in The General (at $4.95 per issue or so), but I do not recall ever receiving any personal updates.
) ORIGINAL: GamesaurusRex
...I can sympathize with most of randallreed's concerns and agree that products sold should be properly documented. However, this game was and remains a "Monster Game", complete with convoluted coding that not even the programmers were certain of at the time of it's writing. Furthermore, years of effort to debug and correct problems with the game model by Moravael, Denniss , and others has morphed the game over time in major ways that made the original (and even revised) manual obsolete. Today, you really have to read through the matrix forum to come anywhere close to understanding the game.
But let's face it... IT'S A GROGNARD HOBBYIST'S GAME... not a government defense contract. In the end, it has been the labor of hobbyists and historians...
(Ah... Avalon Hill...The General... SPI... GDW... Now you're making me swoon reminiscent. I actually have a copy of The Longest Day in my closet... still unplayed... oh well.)