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Name: Mark Royer
Genius: ??? (What's Genius?)
Bio: Additional designs, awards, past credits, recognitions or
other accomplishments? with dates if possible...
A: War of Resistance is my first published effort for a complete game.
I also did an Europa scenario "Operation Weserubung" which appeared
in The Europa Magazine #30 several years ago. That scenario covered
the invasion of Norway at standard Europa scales (unlike the game
Narvik which covers the campaign at smaller scale).
Q: Current job (and title): What do you do for a living?
A: I'm an electrical engineer for Hewlett Packard Co. My department
develops custom electronic and microwave test equipment. I just
finished up equipment to test the guidance systems for the Hellfire
and Longbow missiles. Next, on to equipment to test the emerging
cable modem technologies that will put internet on regular TV cable.
As you can see, we're all over the map in my department - if you need
it tested, we'll provide the equipment :)
Q: Where did you get the inspiration for War of Resistance?
A: Well... I'm a long-time Europa player and have played that system
for quite awhile (since the late '70s). I've always looked to Europa
to illuminate the obscure. When I heard that Europa was moving to the
Pacific in the form of their Glory series, I got excited that there
finally would be a game on China, the most massive of the obscure.
However, I subsequently heard (true or not) that GR/D wasn't planning
to do a China game. So, in an effort to show that China was not only
possible at Europa scales, but could be very interesting, I
unilaterally undertook the task putting together a couple of small
scenarios on China. The scenarios appeared an the small, now-defunct,
Europa newsletter "Combined Arms" in the 1993-94 timeframe. Once I
got rolling on researching the OBs and maps, momentum just kept me
rolling until, before I knew it, I had the rudiments of the entire
theater for 1937-38. I took this primitive version of the game to
Europafest at Origins '95, set it up, and four of us had a great time
playing through the weekend. GR/D saw the effort and approached me to
design a full-blown version for publication as part of their Glory
series. I was stunned. I had only hoped to show that China was a
feasible project so that GR/D might take it on - I never dreamt that
they'd offer to have me do it! Now I was on the hot seat.
Q: In creating War of Resistance, how did your design philosophy
evolve? Did something trigger the proverbial lightbulb to light up
over your head during design and testing?
A: My design philosophy actually remained pretty constant, throughout.
I had two main goals: (1) be completely Europa compatible and (2)
depict a very complex situation as simply as possible. There were
innumerable small "lightbulbs," so to speak, as I designed some of the
sub-systems. But, since the core system was the tried-and-true Europa
system, there was no overall revelations during the design process.
Q: What do you believe was the greatest success of the design? The
most noticeable flaw?
A: Surely the ground-breaking subject matter of War of Resistance has
to be its greatest success. Coming to grips with the myriad
complexities of the Chinese Theater, boiling it down, and shoehorning
it into the Europa/Glory system was quite a challenge. While this
game is by no means a simple game, I think I have achieved the
simplest mechanics that also remain a true simulation of the conflict.
Hmmm.. "noticable flaws.." I have worked very hard to get rid of all
noticeable and unnoticeable flaws, so, of course I'm not aware of any
yet. If I were, I'd have fixed them. It remains for the gaming
public to show me where any are. My biggest fear is that there is
some as-yet undiscovered twist that will unravel the entire fabric of
the game. I have constant concerns about the victory point system. I
have worked very hard to insure that the victory criteria works out to
about 50-50 chance for either player to win. However, early in the
game it appears that victory for the Japanese player is virtually
impossible - but, it must be kept in mind that the game a long haul.
I hope that this doesn't turn off too many Japanese players too early.
Q: What were some other influences as you developed the series?
A: The playtesters were of paramount importance. In all, about 5
different groups playtested WoR, and the feed back was invaluable in
shaping the design details and getting the game to "work right."
Q: How long did War of Resistance take from inspiration to final boxed
product? Did you get any faster as you continued? As you came out with
the modules?
A: The earliest kernel of effort was in Sep 1993 when I began to look
into the first scenario for "Combined Arms." I certainly had
inspirations long before this, but Sep '93 was the first tangible
effort in a continuous development process that culminated with War of
Resistance's publication in Jul 1998.
Q: When in design mode, what's your favorite snack food?
A: I do all of my design work early in the morning. Getting up at 5
AM, I work to about 7:30 when I go to my real job. So, I generally
don't eat snack food while in design mode. However, I did develop a
rude vice - what my wife calls "sugar water" - that of General Mill's
International Coffees. Barely worthy of the name coffee, these
products have addicted me during the course of WoR's development.
Q: Do you play computer games?
A: None. I spend way too much time on computers professionally to
want to spend time playing games on them.
Q: What type of system do you have?
A: I have an HP Vectra 90 MHz system at home and an HP Vectra VL 233
MHz on my desk at work.
Q: What piece of hardware--real or imaginary--would you add to it?
A: Hmmm... It serves my needs fine the way it is. Eventually, I'd
like to boost its speed up a bit. One of the things I've discovered
about the computer industry in general is that if you have something
working acceptably, don't touch it! Otherwise you'll be spending long
nights and weekends trying to get it to work again. I have lots of
better things to do than dork with my computer - a concept that
computer geeks who run the industry have not yet come to grips with.
Q: In general, do you think board wargames make the leap to computer
screens effectively? Why or why not?
A: For me, no. I always feel too limited by the computer CRT. I just
can't get the big expansive picture. Another problem is in mechanics.
Many board game mechanics result from the fact that they are just that
- board games. To simply rehost those mechanics on a computer is a
bit limiting and non-sensible. Usually, a computer can accomplish the
same mechanic better in a different manner - thereby fundamentally
changing the game. For example, why would you want hexagons on a
computer? Computers can handle unit positioning in a much more
resolved manner - but in doing so you've changed a fundamental
mechanic of the game and so its not the same game any more. To me,
rehosting board games on a computer is of dubious value. Better off
to just write a new game specifically for the computer and thereby
fully use the power of the computer.
On the flip side, I'm becoming more interested in computer aids to
board gaming. With available, face-to-face gaming partners becoming
increasingly scarce, aids to PBEM may be welcome. For example,
Aid-de-camp. I hear somebody (Gary Shell I believe) is doing an ADC
module for WoR.
Q: How would you like to see War of Resistance presented on a computer
screen, if at all?
A: I haven't even thought about it and I don't really know.
Q: If you were going to be represented on a computer screen by an
icon, what would it be?
A: A graphic of the letters "MARK ROYER". Simple and clear.
Q: Computer games are becoming an extension of Hollywood--games based
on movies or movie characters. Do you believe the Hollywoodized games
to be better, worse, or about equal to ones created from original
material? Why?
A: I don't know. I am totally unaware of the computer game industry
and didn't realize that they were becoming "Hollywoodized."
Q: What was the last movie (theater) you watched? Last videotape
rental?
A: I only get to perhaps one movie a year. I saw "Stormship Troopers"
last year in the theater. My wife and I rented "Chasing Amy" earlier
this year, perhaps in March.
Q: Is there a movie you'd like to do a game of?
Q: They say everyone needs a hobby. How do you decompress outside of
game designing/playing?
A: I've run road races for years. I use to play soccer quite a bit,
but haven't in the last couple of years.
Q: Where was the last place you visited on vacation?
A: My wife and I went on a trip to Canyonlands Nat'l Park in SE Utah.
Renting a 4-wheel drive we decended the canyon wall (a
knuckle-whitening experience) and camped along the canyon bottom for 5
nights. At one point we were more than 100 miles from a paved
surface. Our progress was often limited to 1 or 2 mph due to the
roads being so broken, narrow, and hazardous. More often than I care
to think about we crested steep embankments only to look down several
hundred dizzying feet into a river while not being able to tell
whether the road turned left or right without getting out of the
truck. My wife loves dangling over cliffs; for me, it challenged my
baser fears...
All in all, though, it was a wonderful experience. There's nothing
quite like relaxing on a bluff overlooking the Colorado River in
complete silence except for the warm desert wind whistling along the
canyon walls.
Q: What's your next vacation spot?
A: Haven't planned one yet. Perhaps Maine in the fall.
Q: If not bound by time or space, where would you go...and why?
A: I'm happy here. Trans-siberian rail trip on the Orient Express
might be interesting. I'd like to see China someday, as well.
Q: Excluding your own creations, what three games (of any type) would
you take with you to the proverbial desert island? What three books?
A: Chess, Avalon Hill's Advanced Third Reich, and the Europa Series
(can I count a series as one game - if you combine it into the elusive
Grand Europa it could be considered one game).
Books is tougher. I tend not to read books twice. So, whatever I
happen to be reading at the time would go.
Q: We see the emergence of online gaming as putting the social aspect
(and the smarts of a real-live opponent) into gaming on a world-wide
scale. Good or bad? Why?
A: Its good. Especially for someone like me who is involved in a
niche of a niche; Europa board gaming that is. Through e-mail, the
Europa list and other web mechanisms I feel connected to a Europa
community that I would otherwise not even know the existence of.
Q: Do you have a favorite poster or cartoon hanging by your desk? What
is it and what makes it your favorite?
Q: What epitath would you want encoded on your digital tombstone?
A: Life was fun, now it's done.
Q: Short bio of accomplishments outside game design:
A:
Born Mar 11, 1959, I'm 39 years old.
Haverhill High School (Haverhill, MA., USA) NHS, Football, Tennis,
Chess, Mathletes
University of Massachusetts at Amherst, BSEE, Judo Team
Won New England High School Judo Championships
Competed in US Judo National's (got wiped out)
16 years as an electrical engineer working with Raytheon and Hewlett Packard.
Played for town and corporate soccer teams
Ran for corporate road racing team
Married Joyce Seabold - Feb. 13, 1996 (Valentine's eve)
Had baby boy, Cole Royer - Apr 26, 1998 (the day pre-order cards for WoR were mailed)
Designer Notes: War of Resistance (extensive)
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© Copyright 1998 by Coalition Web, Inc.
This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com
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