What does General Staff look like?

I tell my students that one of the first things they should do when creating a game is design a logo. This may not seem obvious or logical. Probably a lot of people leave designing a logo towards the end of a project. I think this is a mistake.

Click to enlarge.

Once you have a logo it shows everybody working on the project exactly what the feel and image is we’re working towards.

For General Staff I wanted a 19th century feel; something that brought back the original Kriegsspiel, old, faded maps and general staff officers in Napoleonic and Victorian uniforms. The type that I chose (Blaisdell and K22 Monastic) are classic Victorian fonts. The image in the logo is an engraving of the original Kriegsspiel being played; presumably in Prussia.

When you look at the General Staff logo it is obvious what the game looks and feels like; this is not a zombie chasing game, this is not an RPG, this is not Lara Croft, Tomb Raider (games that I all like and play, by the way). General Staff is a thinking game. It is a tactical game.

Ed Isenberg did a fantastic job creating the first map for General Staff.
He perfectly captured the feel of playing Kriegsspiel on an old map; complete with coffee stains and map folds.

The first General Staff battlefield.

The first General Staff battlefield. Click to enlarge.

Announcing a new computer wargame: General Staff!

I am extremely pleased to announce the development of my first new computer wargame in over twenty years: General Staff.  The decision to write a new wargame came about because I simply couldn’t find a computer wargame that I wanted to play. Yes, I know, there are dozens – if not hundreds – of really good computer wargames out there; but none of them appealed to me at the moment.

Most computer wargames have taken advantage of the ability of the computer to handle scores of complex rules and hundreds of units. This often resulted – and I want to make clear that as a designer I was also guilty of this – in massive wargames that weren’t all that fun to play. Sure, they were incredibly accurate. Indeed, I would market my wargames as simulations; because that’s what they were. And, truth be told, they were as good, if not better, than many computer simulations currently used by the world’s largest armies, Defense departments and ministries.

A slide from my Computer Game Design class at the University of Iowa.

A slide from my Computer Game Design class at the University of Iowa. Click to enlarge.

However, what I was looking for was something simple and fun. When I taught Computer Game Design at the University of Iowa I would tell my students that these kind of games were sometimes referred to as, “Beer & Skittles” games. They were simple, fun and addictive. Yes, I wanted to think (I didn’t want just a twitch game). I wanted something strategic or tactical; but I certainly didn’t want to get involved in micro-management of  logistics, factory production and national will. I just wanted to have fun.

Modern Kriegspiel (Waterloo).

Modern Kriegsspiel. Click to enlarge.

About this time I read an article about wargaming in Nautilus magazine. The one thing that caught my eye was an illustration for the article of Kriegsspiel. Kriegsspiel was a  wargame invented in 1824 and used by the Prussian staff for training. A very good article about the original Kriegsspiel can be found here. It has been recreated from time to time and I recently found this picture of a modern version.

I don’t think there’s been a modern computer version done of Kriegsspiel; at least I haven’t been able to find one. So I decided to create it.

This blog will be about the development of General Staff. Your comments and questions will be greatly appreciated.