by Dean N. Essig
These days are exciting times for our hobby. Traditional limits placed on game graphics have been bypassed by new technologies. Just a few short years ago, I had to keep my graphics within strict limits imposed by limited numbers of inks to use (each ink costmore) and the ridiculous number of overlays generated by the standard method of color separation. Add to that the problems caused by less - then-perfect registry and a total inability to do any sort of "fancy" work and one gets an inkling of the sheer weight of the limits imposed. All this changed in the last two years. After my accident, I found that I was unable to do artwork the old fashioned way and arranged (literally from the hospital bed) to purchase a new, powerful computer and the software needed to start pre-print production which went directly from screen to film. It took all the releases from Objective: Schmidt to Omaha for me to work out the major bugs confronted. By the time we had worked those things out, FGA arrived in a splash of color which further egged-on our (and everyone else's) efforts to explore full-color production techniques with computer generated film as a base. This revolution in method is not without its hazards and mistakes. It has developed incrementally and as each minor step is made there is a chance that whatever new is being tried might not work. The freedoms and potentials of the new methods are only now beginning to show fruit. I can look back to last year, to Barren Victory, and see how much improvement has been made. Recent releases, such as Stalingrad Pocket, still show areas which need further work. In general, the only time we really know what we are going to get when we try something is when the thing shows up printed at our door. At that moment, many problems become glaringly obvious, but are beyond redemption for that game. These mistakes do, however, add to our experience and allow us to fix them in future games. This graphics revolution is merely the tip of the iceberg of potential-lord only knows what game artists will be capable of in five years. Progress has been incremental and is still full of pitfalls. It hardly sprang fully-grown from the head of Zeus! Mistakes will be made and artists will learn from them and move on. The goal of highly functional, attractive, and fun games remains the same. We have never had a time where all graphics were error free (and, I dare say, we never will). For those with great skill at the older methods, I say keep putting out the best you can. The hobby would suffer a great loss if the older methods (as practiced by those such as Rick Barber, and Mark Simonitch who have great skill at it) were to disappear. For those on the same road we are, I can wish you only luck as we head into the "Brave New World." What is especially wonderful about this computer graphics wizardry is that most every garner who has a decent home computer and gets the itch can produce a game for production which not only resembles, but is directly comparable to professionally produced products. There are no secrets-both the systems and the software can be purchased in every comer computer outlet worldwide. The age old impediment to new game companies has been removed. No longer must the fledgling designer/entrepreneur search for some "graphic artist" wizard who understands the convoluted ins and outs of traditional print production, or "make do" with unattractive, amateurhour graphics which look like they were run off on a high school photocopier. Many of our customers already have machines far surpassing the modest set up I've got. Perhaps the new guy will have a one-shot vanity press, but the point still holds true that the gate is open for anyone to give it a shot. With a crowd of new attempts, there will be some good games, some junk, and a few gems produced. 1, for one, can't wait to see what pops up! Now, with only a couple of years of technical development, anyone with the right machine can produce graphics which the old SPI could only dream about because of technical and budgetary considerations. Was the old way "bad?" Of course not! It was just limited. The difference can be liked to a robotic system which exaggerates human motion. In the old days, the Meter was set pretty low and if the operator made a mistake, a little problem would result (also the ability to make mistaken choices was severely constrained by method-unless you sat down and picked a orange and shockingpink map, it wouldn't "just happen"). Today, the meter is set on maximum and the slightest operator error pulls down the walls and roof. This is the effect of too much freedom before the artist becomes experienced enough to handle it. Graphics are a major component in the enjoyment of boardgames. Attractive games get played; crayon versions do not. Ineffective or poor graphics have always been with us and always will be. Today, however, there is no excuse for a "game kit" where the consumer has to do most of the production work. The means of production are too accessible these days. The game kit excuses just don't fly (if they ever really did). The game purchaser deserves the highest professional standard of game production, and now anyone with a decent Mac can do the job. Essentially, game kits can no longer be considered even minimally acceptable as a purchasable product. Remember: Good Planets are Hard to Find... Please Recycle! Back to Table of Contents -- Operations #6 Back to Operations List of Issues Back to MagWeb Master List of Magazines © Copyright 1992 by The Gamers. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. 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