'Operation
Cannibal':
Artistic Insanity,
Publishing Idiocy
and the Goodness of Callie Cummins
By Mike Bennighof
June 2006
We started Daily Content in November 2004,
and since then have posted hundreds upon hundreds
of historical background pieces, strategy
tips, variants, extra scenarios and such.
Only one published boxed game has never received
the Daily Content treatment:
Operation
Cannibal.
We published Operation Cannibal in
1997, alongside Red Steel. I chronicled
the
misbegotten birth of Red Steel
in an earlier piece but the circumstances
around Cannibal are far worse. Publishing
it was just as bad a decision, but that might
have been the least of its problems.
The
game we released as Operation Cannibal
began as a small game design by Brian
Knipple he called “Arakan,” as
it was based on the first battle of Arakan
in southwestern Burma in 1942. This game design
pre-dated Avalanche Press, and had been finished
while Brian worked for me at another game
company. That outfit was loaded with problems,
at times going years between magazine issues,
and the game never appeared there.
But the game system in the little Arakan game was an intriguing one. It was unique,
at least to me, in that it combined the random
draw of “chits” with varying capabilities.
Each player had pieces labeled things like
“Full,” “Move” or
“Attack,” and each player had
a different mix of these reflecting each side’s
capabilities. In the Arakan game, the Japanese
player for example had a better mix of chits
and would be more likely to be on the offensive
with “Full” and “Attack”
chits but didn’t have a guarantee of
this. The game system nicely modelled chaos
without requiring many rules for it at all.
Many “historical” games are pretty
much failures as models of events, because
they give players far more information than
the historical actors possessed, thanks to
hindsight. This simple mechanic invoked the
uncertainty faced by all military commanders,
who don’t really know what’s going
to happen next.
I liked this aspect very much and was eager
to publish the game. But that company was
riding the hot rails to hell, and we of the
staff were handed ever-stranger excuses for
why product was not published (and of course,
with no new product, we weren’t getting
paid). For at least six weeks the truck bringing
the new product had “broken its axle”
on the way. I had a day job then, and one
sunny spring afternoon was informed by phone
that the new game that had been in production
for over a year at that point would be delayed
again because “a hurricane hit the printer.”
“The printer,” that nameless
evil entity on which we in the game industry
blame all ills, was about four blocks from
my office and thanks to a miracle of landscaping
was in plain sight from my basement window
(I didn’t have much status there). It
looked pretty damned intact; there was a robin
perched on the rim of the window well giving
me the eye as though I were some prime example
of brainless worm. There really was a hurricane
— about 300 miles to the east, in South
Carolina. I took the robin’s advice
and quit. I would eventually get the chance
to find out what a real hurricane can do to
a small business.
When Less Isn't More
When we founded Avalanche Press, Brian used
the same game system for a game we called
MacArthur Returns, on the American
invasion of Leyte in 1944, and it worked very
well. We used it again the next year for a
small game called Blood on the Snow. Blood
on the Snow did very well, and I wanted
to do another small game like it, with the
same low price point and game system.
Brian Knipple is an outstanding designer
of hard-core wargames. Like any creative type,
he has his odd quirks; for example, many of
his raw designs carry the inherent assumption
that the rest of humanity shares his near-photographic
memory. And like any good creative, he’s
grown and matured in his craft over the years.
Small wargames are much harder to design
than large ones. When confronted by a difficult
play or modelling issue, the fallback solution
for inexperienced designers is almost always
to add more rules or pieces. To stay within
tight physical parameters and keep the rules
short and direct is a very difficult challenge.
By the time I asked for the Arakan game in
the winter of 1995-1996, Brian had improved
the game by expanding it. The new game covered
more of the fighting in the Arakan region,
had a larger map and 420 pieces rather than
the original 100.
Instead of going with that, I asked him to
strip it down to the original size, a small
map and 140 pieces (at Avalanche Press, we
had a larger die than that other non-publishing
company and so 140 pieces went on a half-sheet
as opposed to 100). A decade later, Brian
has become very adept at design of small games;
Gazala for example is an
outstanding game that does everything it was
meant to, in a tiny package. In 1996, Brian
still needed the larger canvas. Shrinking
the game also removed the most interesting
scenarios; already, I had directed the creation
of a flawed game. It would get worse.
The original map assignment had gone to a
freelance artist as a package deal —
the map for Arakan plus the
operational map for the original Great
War at Sea: Mediterranean. At this point
I had hopes of releasing it alongside Mediterranean
in the summer of 1996, and to speed delivery
I made a crucial error: I paid for it in advance.
The Map to Hell
In the spring of 1996, we went to Atlantic
City for the Game Manufacturers’ Assocation
annual trade show. The map artist lived nearby,
and one evening Brian, my wife, Carole, and
I made the drive through central New Jersey
to visit him in person and pick up the new
map art. After some time we finally found
the place, and met our artist and his wife.
Before we actually stepped through the front
door, the wife opened up with a barrage of
complaints about her husband, her home, her
job, her health and a dozen others I’ve
blocked out of my mind. All in a terribly
grating Joisey accent. He took us to see his
studio in a converted back bedroom, while
she stood in the doorway and did not let up.
On an artist’s table he had a sketch
map pinned up, on a computer screen was the
final version of it. It wasn’t ours.
“Where’s the Mediterranean map?”
Brian asked while Brunhilda gasped for breath
between a diatribe on bunions and one about
the broken gas stove.
“Here’s all I’ve got.”
The artist handed over a standard piece of
paper, with a section of color printout about
4 inches on a side.
“That’s all?”
“That’s all.”
Now, greater experience has since taught
me that the reality was even worse. Computer-generated
maps aren’t drawn as a whole from side-to-side
but as layers — a partial one might
just have the coasts outlined or the grid
of squares. His little complete corner had
to have been created just to have something
to show us.
“What’s this map here?”
“It’s for (another game company)
for (some Napoleonic battle game).”
“Have they paid you for it?”
“No.”
“So, you took our payment, cashed the
check, spent it ...”
“Not on me he didn’t,”
interjected the wife.
“Spent it, and worked instead on a
map for (another game publisher)?”
“Yes.”
It Gets Worse
Screwed, off we went to see our then-art
director, who lived a few miles away. He would
have to do the maps, it seemed, and this was
not his specialty. There was now no way it
would be produced alongside Mediterranean.
He did turn out the maps, and for emergency
work they’re not at all bad.
With this many strikes on it, I really should
have just canceled the project. But now publishing
the game, which had received the terrible
title Operation Cannibal, became an
urgency. I slotted it alongside Red Steel,
and by the next spring it was ready for
press. Sort of.
Red Steel’s game pieces weren’t
done by our art director, who was tied up
in the (for us) enormous project that became
Great War at Sea: Northern Waters.
A freelancer did them, who worked by day at
the pre-press house where we made our film
from which to print (this was in the days
before direct-to-plate technology). I had
a thought that this might also buy us some
special, faster treatment in film production.
Instead, the project ground very slowly and
the first set of film for the box wrappers
came back terribly flawed — font substitutions
had popped up in numerous places, the sign
of poor file preparation. The game pieces
dragged on until time was very tight to get
the games to the summer convention season.
Normally, we would receive a “color
proof” of the film for a final check.
I’d seen the printouts for the game
pieces and approved them, but our freelancer
insisted that there would not be time to send
a color proof of the film and still get said
film to the printer who made the game pieces
by deadline. But he had 20 years’ experience
and could check the printout, which I had
approved, against the film to make sure there
was no problem. I authorized him to sign the
proof.
When making game pieces, there are a couple
of final stages that elude some graphic designers,
even very experienced ones. One of these is
what Peggy Gordon always calls “snapping
to paths” — all text must be turned
into images or it will not appear on the film.
Our art director gave the files to our freelancer
without all the text “snapped”
and he apparently never checked them. On the
film, about 2/3 of the Cannibal counters
had no factors or other text. Our 20-year
veteran signed off on them. And they went
to the printer with what is called a “match
proof.”
Supplying a match proof relieves the printer
of the contractual obligation to supply a
proof of their own — they’re required
to match what they’re given. And they
did. Five thousand sets of Operation Cannibal
game pieces showed up with no text on
them.
Callie to the Rescue
Meanwhile, the box wrappers had been properly
printed, ugly as they were. And so had the
map. At the same printer, Decision Games was
urgently trying to get their own summer relases
off the presses, some Civil War battle game.
I’ve known the Cummins family, who owns
Decision, for many years, and Callie Cummins
asked me to go over to the printer and actually
look at their problem maps.
Still fuming over our game pieces, I drove
over and looked at the Decision proofs. Their
artist had left his own personal notes
in the file and, on the (very pretty)
game map, his “notes to self”
marched right down the center of the Manassas
battlefield. The press guys showed me how
they’d tried to get them out, and sure
enough, the file had been “flattened”
— they could not make changes to the
type in that file. I suggested knife work
— slice it physically out of the film.
The personal notes were on the same layer
as the hex grid; even Samantha Woodham, our
part-time artist and as steady a hand with
the Xacto as I’ve seen, couldn’t
excise them without damaging the rest of the
layer.
I called Callie from the printer saleswoman’s
office and told her she’d need a new
file. Callie is a born-again Christian, and
until that moment I didn’t think she
even knew the words with which she responded.
And if it wasn’t bad enough, she said,
she’d had to toss out the artwork half-sheet
of game pieces as unacceptable and several
of her games were now held up.
Game pieces in those days, and today at most
printers, were “gang printed”
— large sheets of four, six or eight
8x10 sheets were printed at once. Unless you
wanted to run blank cardboard, you had to
have several games ready at once (or one big
one). This dictacted our production for years,
and it did in those days for us and for Decision.
I told Callie of our own problem. “Get
me that file right now and I can have your
game for Origins.”
So I hung up and called our art director,
who objected that he did not want Callie to
delve into his secret methods. I made some
rude comment to the effect that unlike our
freelance hero Callie at least knew how to
read a blue line and told him to send it anyway,
and recognizing the rising insanity in my
voice he put out a pretty strenuous effort
to get a clean file to her within a few hours.
Callie got the game pieces done and handed
them to us at the convention; we passed over
her maps that had ridden to the show with
me.
After all that, Operation Cannibal turned
out to be a weak seller. Its low price point
carried it through its first months, but the
fact is, the game’s best scenarios are
in the 420-piece version. It’s not so
much that the game is flawed, it’s that
it models its campaign too well: a slow, painstaking
British advance through the jungle. It’s
the sort of thing we put in our wargames these
days for the sake of completeness and as a
historical illustration, not because we intend
them to be the centerpiece of the game’s
play.
I’ll be glad to see this one burn;
while I’ve written a sheaf of content
for games like Red Steel, Imperium and
America Triumphant, when I even think
about Operation Cannibal the burning
in my guts that had me hospitalized for much
of 2000 and 2001 is back. I should never have
green-lighted it for production, and I should
have made the decision to cut our losses and
spike it on the drive back from Ozzie and
Harriet’s. Callie’s good deed
went for little gain.
|