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A Diary of Scattered Thoughts
#31
Your thinking on this is right, Mike.

I recall a very long time ago, back in the days of Fall of Rome, one example of what I felt would do better was a World War II map/game/variant, with Hitler, Mussolini, etc. in the mix as characters. I felt that the World War II genre would be more popular than the Fall of Rome genre.. Not sure if that's why Rick mentioned a WWII game or not, but I'm glad to learn that his thinking evolved. In fairness, though, once he began to transition to Alamaze from Fall of Rome, his thinking had already begun transitioning away from Fall of Rome and its generic feel to a broader appreciation for what was possible.

In basic terms, a unit moving is a unit moving, whether it be an army, a spaceship, a single character, or a party of adventurers. And terrain is terrain, whether it's plains, hills, sea zones, outer space, etc.. Largely, it's an exercise in vision - whether big, small, or somewhere in between, as well as time, energy, and resources to bring each new iteration to reality.

My thinking is this - if what Alamaze is doing right now isn't working to the degree desired, then common sense says to alter your approach to what your doing. There were individuals who liked Fall of Rome better than Alamaze. Diws is one of them, because the fantasy genre is not his cup of tea. But from my perspective of today, Alamaze was a much better choice than Fall of Rome. The fantasy genre is more popular and more widespread than the Fall of Rome genre is. The interface for Alamaze 4th Cycle isn't as smooth as the interface for Fall of Rome, but if I remember correctly, something "broke" in Fall of Rome/Java, and it was never fixed - hence why there's the current interface for Alamaze that has been improved in recent years.

The current Alamaze interface could be tweaked and refined further, but it works. It's functional. It's not an absolute nightmare to try and use. It could be and made "prettier," but at its core, it's not riddled nor plagued with bugs. Plus, it's already demonstrated its versatility - groups, characters, multiple different terrain types, magic. It's robust. It's capable. It's really quite nice, once one familiarizes themself with it.

What Alamaze does not have is widespread name recognition, which is why when I began thinking in recent months about how to increase the player base for Alamaze, my mid landed upon The Wizard of Oz. You don't have to beat yourself endlessly, trying to persuade people to try Alamaze and its interface, if you have something with name recognition that can be used to grab people's eyes and attract them. Name recognition is one way of getting them to try your underlying game engine and interface. Just imagine if there was a Taylor Swift game using Alamaze's engine. People tend to be more naturally tolerant of shortcomings in game design, if they are already fans of the game setting.

If the objective is to make money, then a game without a sizable player base is probably not going to be very successful at that. Advertising can get people's attention, unless they tune the ads out. A persistent, sustained advertising campaign can bring new people in, but that requires resources (money spent on top of the money that's already been spent to buy Alamaze from Rick). And there are never any guarantees. Having ideas that require someone else (John/Brekk) to speed their money is invariably the easy part. And if you take things in a different direction, then it runs the risk that Alamaze as you know it now may get lost in the shuffle. But that is neither here nor there, for if the grand objective is to make money with what was purchased, then you have to make changes, if what you bought isn't generating revenue in its current form.

But if making money is not the grand objective, or if it isn't the only objective, then more leeway exists in sticking closer to Alamaze's roots.

I remember exchanging e-mails years ago with a fellow by the name of Thurston Searfoss, who was the guy behind the old computer game, The Lost Admiral. When it and The Perfect General first game out, they were widely praised. Many years later, when Thurston was trying to reinject some life into The Lost Admiral, it proved to be quite the challenge. I remember finding one bug in the game, but bug hunting of programmed code really isn't my thing. Thurston made a heroic effort to bring Lost Admiral Returns to market, but while I am not 100% certain, I don't think that his bid succeeded.

If video games and computer games were all that mattered, there would never have been a renaissance in board gaming. The medium that one embraces (video games, computer games, board games, card games, movies, television, radio, etc.) is ultimately less important than the entertainment factor. have a high enough entertainment factor, have a high enough fun factor, and people will gravitate towards it. But trying to define what one's product or service actually is can sometimes prove to be insanely difficult. What is Alamaze?

When I first played Warcraft 2, did I read a big manual? Nope. What about when I first played Warcraft 3 or Starcraft? Nope. Manuals, by their very nature, tend to inform. Of course, they also tend to confuse. Games of those kinds were very successful, because they were tons of fun, they were addicting, and they were easily accessible, as long as your computer's hardware was sufficient to run them. One thing that Alamaze has going for it is that it is not a resource hog.

I'm not here, now, because I intended to be an Alamaze player. Rather, I'm here, now, because I didn't want Alamaze to die. The several turns that I spent trying to play The Forgotten in Game 5644 (I have turn results from turns 1 through 9 on my computer's hard drive), things just didn't click. In recent weeks, things have been clicking quite a lot.

And when things click, possibilities unfold.

Getting everything right is an omnipresent challenge for any and all games. Fortnite didn't get everything right, literally, but they got enough right that it became enormously successful and popular. Lots and lots of resources went into it. The Warcraft and Starcraft series - enormously popular. Tons of resources went into them. Chess - enormously popular and successful, and it's still here. It's a superb example of getting the basics right. Chess doesn't endure because it's the prettiest board game with the most eye-catching components. It's fairly simple. The board is an exercise in simplicity write large. Sometimes, some chess sets have pieces that are prettier than others, but beneath the thin veneer of looks, it's a plain board of squares with 32 pieces on it. There's what? There's only six different pieces, though - pawn, rook, knight, bishop, queen, and king. Simple board, simple pieces, very limited amount of components. Yet, it endures. It's a classic. Its replayability factor is endless, it's unlimited.

Most games created will not prove to be classics. They will not endure. They won't have endless replayability. They won't really prove to be nearly as fun as they otherwise could have been.

When one looks at Alamaze, what do you see? I see a game, but I also see much more than a game. I see a game engine. I also see a game platform. In a nutshell, I see possibilities.

Ironically enough, I see what I was looking for, when I first met Rick McDowell in that Yahoo! PBM Design group. I see something that is inherently flexible enough to offer a world of play. I can see countless games run atop the underlying system. What I see is a form of gaming architecture.

Rick McDowell, as a game designer, wanted to bring HIS game ideas to market. Me? I originally wanted a way (a ssytem, an engine, a program of some kind) to bring my own ideas to life, something to empower me to make a PBM game of my own possible, something to empower others to make their own PBM games possible. I wanted software that was, in my own words, generic. What shouldn't be genric is the game, itself. Me? I couldn't program, but I had created/invented Starforce Battles. I couldn't automate it, though. Most people who want to create games can't automate them, they can't just hit a button and turns process and turn results come out. Doing it all manually, running a PBM game manually can be a very time-consuming and tedious process.

Rick McDowell created Alamaze, then he created Fall of Rome, and then he returned to Alamaze and made it bigger, and in my current judgment, considerably better. How many programmers did he got through along the way? There were at least three that I know of. Names elude me, though.

Now, I'm on the back end of life and sliding downhill faster and faster. But at least I'm still sliding. I don't tend to dwell much, anymore, on creating my own PBM game(s), though the thought does occasionally still cross my mind, now and again. These days, I mostly spend my spare time, such as it is, pestering John/Brekk, criticizing one thing after another, nitpicking may way through this thing that he spent his money on buying.

Game 5684 began a new journey for me. It turned out to be a journey through Alamaze, and when things click, Alamaze starts coming to life. I don't sit and have images of fantasy realms flooding my mind. Instead, my mind as begun to plot and to scheme and to try and figure out how to deal with kingdoms and with players. And that, my friends, is a very powerful thing!

Game 5644 and Game 5684 are like night and day, as far as the internal experience of playing (or trying to play) Alamaze is concerned. Understanding, knowing what to do, having wheels in your mind turning - those things make ALL the difference in the world.

I didn't want Alamaze to die. I didn't come here to help John. I came here to try and help Alamaze stave off death. There was something in it that I couldn't quite lay my finger on at the time, which was worth preserving, which felt to me to be worthy of being preserved. I perceived Alamaze to have value, that all of Rick McDowell's efforts stretching all of the way back to decades ago, when he created the first iteration of Alamaze, were not in vain. I felt that Rick had given up on it, that maybe burnout had got to him, yet her Alamaze was, still in an unfinished state, still yearning to be what it could become.

This whole spiel isn't addressed to Mike, but rather, is just me talking aloud to myself, as I sometimes do. How many hours did Rick McDowell spend designing and redesigning Alamaze? How many hours did unclemike and the other programmers before him pour into programming and reprogramming it? Why just let it die?

It just struck me as a terrible, terrible waste to let that happen. The fruit of this tree, the Alamaze tree, has not yet appeared on its limbs or beneath its leaves. If people look at a tree, and all that they see are limbs and leaves, then the tendency is to mock it as being a fruit tree, if it's a tree that they aren't familiar with. It's just a big plant. How do yo eat the roots, the trunk, the limbs, or the leaves of this tree? How do you taste the fruit that hasn't appeared, yet, much less ripened?

More than ever, Alamaze needs to be nurtured, because it is closer to bearing fruit than ever before. And tending to this tree, and pruning this tree, those things require a rather significant amount of patience and care.

The Alamaze tree, you see, isn't a one-fruit tree. That's what makes it so utterly special. Alamaze is a tree of many fruits, of many different tasty fruits.

And me? The taste of this tree has grown on me.

https://kingdomsofarcania.net/forum/show...8#pid32418

https://kingdomsofarcania.net/forum/show...4#pid54894

https://kingdomsofarcania.net/forum/show...2#pid54902

https://kingdomsofarcania.net/forum/show...4#pid54904

https://kingdomsofarcania.net/forum/show...9#pid60029

https://kingdomsofarcania.net/forum/show...7#pid57597
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#32
One area that experienced players of Alamaze have a starting advantage over newcomers to the game is that the Kingdom Set-UP files don't list what starting characters that kingdoms get. So, an experienced player might still have old turns results which they can refer back to, and see how many agents or wizards or whatever that the new players is starting with playing a given kingdom, but the new player is utterly lacking knowledge of such, even after the game that they signed up for starts.
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#33
(08-31-2023, 12:13 AM)Maximus Dominus Wrote: One area that experienced players of Alamaze have a starting advantage over newcomers to the game is that the Kingdom Set-UP files don't list what starting characters that kingdoms get. So, an experienced player might still have old turns results which they can refer back to, and see how many agents or wizards or whatever that the new players is starting with playing a given kingdom, but the new player is utterly lacking knowledge of such, even after the game that they signed up for starts.

That's very true Max.  Most veteran players have a bunch of files of the zero turns for various kingdoms.  
Having an example of a zero turn for each kingdom available for everyone would be a big help to new players.
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#34
(08-31-2023, 12:13 AM)Maximus Dominus Wrote: One area that experienced players of Alamaze have a starting advantage over newcomers to the game is that the Kingdom Set-UP files don't list what starting characters that kingdoms get. So, an experienced player might still have old turns results which they can refer back to, and see how many agents or wizards or whatever that the new players is starting with playing a given kingdom, but the new player is utterly lacking knowledge of such, even after the game that they signed up for starts.

Let me see what I can do
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#35
(08-31-2023, 01:59 AM)Brekk Wrote: Let me see what I can do

It's fine. No rush. I just jot stuff down in this thread so that I don't forget, and to make it easier to find.
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#36
On the Turn Results, instead of providing that lengthy list of spells with details that get tacked on to the end of the turn, can we not just receive the shorter list, the one without the details, such as is included in the kingdom set-up files (but for just the highest power level wizard that we have on a given turn, like so:

Spell List
Level 0: Rite Of The Magi, Self Invisible, Wizard Assist Encounter
Level 1: Create Food, Light Of The Evening Star, Lightning Attack, Magic Research, Protect Heroes and Wizards, Raven Familiar, Shield, Stun Leader, Valor
Level 2: Bridge Of Mist, Create Gold, Diplomacy, Dispel Magic, Fear, Firestrike, Guarded Attack, Lesser Masking, Light Of The Evening Star (Intrinsic), Reveal King's Influence, Sleep, Speed, Ward

Or if nothing else, can we get the short list to print just before the long, detailed thing at the end?
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#37
Add to the 4th Cycle Rulebook a system whereby whichever Tab in the game interface that players issue turn orders with is added to each order number in the rulebook, to make it both quicker and easier for newcomers to Alamaze to narrow down which part of the game interface that they need to be in, when issuing any given order. Here is a visual example along the lines of what I am talking about:

   

   
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#38
Hostages or Prisoners?
Clarity or Unnecessary Confusion?
   
   


Why does Alamaze need to use two different words to mean the exact, same, thing?

What is gained by by resort to such needless and unproductive verbiage? It's actually worse than unproductive, because it is actually counter-productive (going backwards), by virtue of the fact that the newcomer to Alamaze is then left wondering, "What's the difference?" Ideally, one wants newcomers to Alamaze to encounter no sources of confusion, at all. Zip, zilch, nada, none. The absence of confusion facilitates ease of learning.

If the two different terms, Hostage(s) and Prisoner(s), are viewed to be interchangeable, then again, why use two wordsn instead of one, if the same thing is being referred to?

In real life, the two terms do not always carry the same meaning. While I think that Hostages is the more colorful of the two words, in the context of Alamaze as a wargame, I think that Prisoners should carry the day for being the one, rather than the other - namely, the one word used by Alamaze and its documentation.

There are no bank robbers in Alamaze. In war, prisoners of war, not hostages, are a byproduct of waging war, one nation or kingdom upon another. Is the 4th Cycle Rulebook available in document form, rather than just PDF form? If so, then an electronic search and replace could quickly remedy this problem. One would need to be aware of potential capitalization issues, in some instances, if one is doing a casual search and replace, instead of an exact search and replace. The differences in plural endings of the root words in quetsion should also be taken note of, when preparing to do electronic search and replacement.

Of course, if this needless practice of using two words instead of one has seeped over into the game's code, programmer(s) should take note, in order to provide a full remedy, and not just a documentation-only remedy.

Here are a few examples of how word pollution of this sort takes hold:

#203 – Trade Hostage For Gold

#204 – Trade Gold For Hostage

#430 – Execute Hostages

#950 – Rescue Hostage

290 – Early Rescue Prisoner (Underworld only)

#299 – Guard Prisoners

#620 – Torment Prisoner (Deathknights only)

How this got past initial quality control is beyond me. Most likely, there was no quality control for crafting of the documentation for Alamaze, whereas for programming of actual code, programmers would not likely allow such departure from word discipline to occur, inadvertently.

Remember, for newcomers who are wholly oblivious to anything about Alamaze, every single source of confusion collectively adds up to a much larger mass of overall confusion.

When I say down to try and figure out how to execute a character that I had an agent/fanatic to kidnap from an opposing kingdom, that's when the term "hostages" really stuck out like a sore thumb to me. I was like, "What the hell?!" If I experience it as part of my own attempts to learn how to play the game, then such experiences are capable of replication with others. Confusion, even small sources of confusion, are not something that you want to be replicable in either game design or in the crafting of documentation that accompanies a game being designed and implemented.
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#39
An Active Forum Versus An Inactive Forum

Trying to learn how to play Alamaze, and to function with some degree of effectiveness when playing a kingdom, can be a time-consuming undertaking, even if it at some point in the process also becomes a fun undertaking. That said, I harbor strong downs that this much quiet can attract newcomers to Alamaze, or aid in retaining them, should they at any point after arriving in Alamaze begin to ponder leaving Alamaze for good.

Remember, silence can be deadly to a game's overall player base!

A game's player base is not the same thing as the game, itself. In some ways, the player base is far more consequential and important than even the underlying game that they jell around in the first place.

If you are a very experienced, long-time player of Alamaze, and you've ever wondered why more people aren't playing Alamaze, or why so many experienced players who love Alamaze have left, then you already grasp why a player base for a game can be more important than the underlying game, itself.

Attracting newcomers to Alamaze is one thing. Retaining players after they come and play Alamaze is another thing, altogether. Achieving the first does not guarantee the second.

While mentoring is one form of interaction, it is also a rather limited form of interaction, if you stop and think about it. Interacting to teach somehow how to play Alamaze is no proper substitute for interacting to associate with and to socialize with. Playing a game to have fun is a wonderful thing, but simultaneously, it can also be a rather limited thing. A robust forum community for Alamaze requires more than the bare minimum of interaction. It requires time, persistent effort, and a willingness to go the extra mile. The Alamaze forum community, a direct extension of the Alamaze player community, can build camaraderie and esprit de corps by investing more time, energy, and persistent effort in achieving interactions.

This is one of the reasons why I created an Off-Topic Discussions area. Life is about more than just a game. Human beings are, by their very nature, social creatures. The human mind simultaneously can juggle many different balls of interest. After some good (or not so good) playing of Alamaze, what's here in the forum for others to unwind with? It's not about forced friendships, which is an oxymoron if ever there were one. Rather, it's about nurturing a more interesting forum environment, which is, if you think about it, a gathering spot. It's akin to a front porch, or a favorite local hangout - only with people online. Your favorite bar or pub, or in the days of olde, where people would hang out at (an old barn, a field, a parking lot) or go cruising in their hot rods and family cars at. getting Alamaze before more sets of eyes is the easy part.

Paid advertising can aid that effort greatly. What do all those new sets of eyeballs see that paid advertising attracts? A quiet forum? A dead forum? A forum that reeks to the high heavens of inactivity? When the game forum is more attractive than the game, itself, momentum in new player acquisition and retention can begin to manifest itself. The North Korean preference for building the illusion of progress is no ever going to be the secret ingredient that drives and perpetuates the growth of Alamaze's player base. If you really and truly want a very robust Alamaze forum, then that requires an ongoing investment of time, energy, and genuine effort.

And if you've got that, then you already possess the keys to success. Now, who's gonna take those keys and start the Alamaze engine of true and lasting progress?

How badly do YOU want a BIG Alamaze player base?
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#40
(09-03-2023, 04:17 PM)Maximus Dominus Wrote:
An Active Forum Versus An Inactive Forum

Trying to learn how to play Alamaze, and to function with some degree of effectiveness when playing a kingdom, can be a time-consuming undertaking, even if it at some point in the process also becomes a fun undertaking. That said, I harbor strong downs that this much quiet can attract newcomers to Alamaze, or aid in retaining them, should they at any point after arriving in Alamaze begin to ponder leaving Alamaze for good.

Remember, silence can be deadly to a game's overall player base!

A game's player base is not the same thing as the game, itself. In some ways, the player base is far more consequential and important than even the underlying game that they jell around in the first place.

If you are a very experienced, long-time player of Alamaze, and you've ever wondered why more people aren't playing Alamaze, or why so many experienced players who love Alamaze have left, then you already grasp why a player base for a game can be more important than the underlying game, itself.

Attracting newcomers to Alamaze is one thing. Retaining players after they come and play Alamaze is another thing, altogether. Achieving the first does not guarantee the second.

While mentoring is one form of interaction, it is also a rather limited form of interaction, if you stop and think about it. Interacting to teach somehow how to play Alamaze is no proper substitute for interacting to associate with and to socialize with. Playing a game to have fun is a wonderful thing, but simultaneously, it can also be a rather limited thing. A robust forum community for Alamaze requires more than the bare minimum of interaction. It requires time, persistent effort, and a willingness to go the extra mile. The Alamaze forum community, a direct extension of the Alamaze player community, can build camaraderie and esprit de corps by investing more time, energy, and persistent effort in achieving interactions.

This is one of the reasons why I created an Off-Topic Discussions area. Life is about more than just a game. Human beings are, by their very nature, social creatures. The human mind simultaneously can juggle many different balls of interest. After some good (or not so good) playing of Alamaze, what's here in the forum for others to unwind with? It's not about forced friendships, which is an oxymoron if ever there were one. Rather, it's about nurturing a more interesting forum environment, which is, if you think about it, a gathering spot. It's akin to a front porch, or a favorite local hangout - only with people online. Your favorite bar or pub, or in the days of olde, where people would hang out at (an old barn, a field, a parking lot) or go cruising in their hot rods and family cars at. getting Alamaze before more sets of eyes is the easy part.

Paid advertising can aid that effort greatly. What do all those new sets of eyeballs see that paid advertising attracts? A quiet forum? A dead forum? A forum that reeks to the high heavens of inactivity? When the game forum is more attractive than the game, itself, momentum in new player acquisition and retention can begin to manifest itself. The North Korean preference for building the illusion of progress is no ever going to be the secret ingredient that drives and perpetuates the growth of Alamaze's player base. If you really and truly want a very robust Alamaze forum, then that requires an ongoing investment of time, energy, and genuine effort.

And if you've got that, then you already possess the keys to success. Now, who's gonna take those keys and start the Alamaze engine of true and lasting progress?

How badly do YOU want a BIG Alamaze player base?

Max - Balls of interest?  Now that's a set that I don't have.  Yep, I m gonna grow me a new pair.?
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