| Ode
to Daily Content
by Mike Bennighof,
Ph.D.
November 2005
Last year, we decided to highlight our Thanksgiving
Week sale by adding a piece of content to
the Web site every day. That would add a lot
of work to my 16-hour days here, but hopefully
would help bring more traffic to the site,
and spur a few sales.
Liz Fulda, one of the corporate directors
and our marketing manager, had wanted more
content on the Web site for a couple of years.
Her predecessor had asked for “things
left over from the games” to be placed
on the Web, but that posed a problem: If we
didn’t put it in the game, it’s
almost always because it wasn’t any
good. Liz phrased it differently: What would
you have included if cost and sanity were
not barriers?
That yielded a lot of ideas. Not too long
after we founded 119694_avalanche Press, we began
talking about publishing a magazine to support
the games. That required a lot of resources,
and in the early days we had serious problems
maintaining focus. On just about anything.
A magazine would have quickly fallen behind,
and yielded more customer anger and unpaid
bills than increased sales. The option of
a Web magazine, however, was one that Liz
had pointed out long before.
That became a viable option when we hired
Shane Ivey in early 2004. Shane had been one
of my students back in my earliest teaching
days, but more importantly, brought a raft
of professional skills in editing, layout
and Web design. We now had the capability
to do a Web update every day. Something, Liz
quickly emphasized, that other game companies
in our weight class could not easily duplicate.
So through December, the experiment continued.
When we met those deadlines, we extended it
on through all of 2005. Daily content hasn’t
always been daily. We’ve missed a few
days, 23 times over the past 52 weeks by my
count. Most recently we missed three days
last week due to staff illnesses.
Most of the pieces are historical background,
often with free downloads of extra game pieces.
That’s because that’s what I can
write. We also updated almost all of the site’s
product pages — some of them, especially
those dating from the site’s earliest
days, were terribly sparse of information
and of uninspired design. So far, we’ve
done more than five dozen free downloads of
new game pieces, something I’ve always
enjoyed creating.
Over
the course of the year, more contributors
joined in the daily effort. William Sariego
has been a steady source of great content
for his Defiant
Russia game plus many others. David
Meyler, Greg Guerrero and Kevin Canada have
all added great historical pieces. Someday,
Andrew Preziosi will join them. But my personal
favorite has to be Shane’s April 1st
piece, “Gandhi:
The Resisting.” That one generated
a lot of mail — almost all of it from
deeply worried wargamers, a couple of them
as angry as the Belligerent Mahatma himself.
Among my own work, well, it’s got
to be "Tears
of the Penguin". The artwork really
makes this one. I enjoyed giving Napoleon
a balloon
unit, though (as I should have predicted)
someone wrote in to argue the probabilities
of making a hydrogen-filled balloon explode
when hit by a cannon ball. I wrote all of
the unsigned content pieces; since the doctoral
title seems to throw my favorite rejected
game designer into nearly-fatal apoplexy,
I really should sign them every time in hopes
of removing the “nearly” part.
We’ve been heavy on rebuilt product
pages, because we needed them, and on historical
background/variants, because of my limitations.
What I wanted and could not provide were solid,
in-depth strategy pieces like the old Avalon
Hill General used to run in the 1970s.
I despaired of seeing such things for our
games until Liz recruited the man who wrote
the best of those old guides, J.R. Jarvinen.
He came through with several detailed, well-written
and -argued analyses of Granada.
They are easily the best pieces on this site,
and show the depth of strategy, and the fun,
in this game that we never managed to articulate
in any other fashion. Next in his sights is
Rome at War: Fading Legions, another
excellent game with fine qualities that we’ve
never really managed to fully expose.
Not
long afterwards, Doug McNair returned to the
119694_avalanche Press staff, this time as a full-time
game developer. Strategy pieces soon arrived
for America Triumphant and Gazala,
and an ongoing series of looks at his
favorite game, Soldier Kings.
In upcoming weeks, we’ll increase
the ratio of strategy pieces, pretty much
in place of the page rebuilding, while continuing
to offer historical background/analysis and
free downloadable game variants. And there’s
some interesting stuff in the line-up: the
Dynamite Cruiser Vesuvius, Italian
airships, American colliers, the Siege of
Tsingtao, early aircraft carriers, German
Battleship Design Principles, West African
Soldier Kings, the Potato War, Ireland
in World War II, Libyan Oil, Polish Submarines,
Persia in the Napoleonic Wars, Dutch battlecruisers,
Julian the Apostate, Napoleon in Palestine,
the Battle of Chattanooga, the French 75,
Para-Marines, Imperium card play, Sumatran
Kingdoms, Prussia’s needle gun, Indian
State Forces, the Croiseur de Combat, the
Invasion of Elba, Finnish Marines, and the
cannon named Karl.
We’re always looking for new authors
for Daily Content, our version of a Web magazine,
and in addition to the undying glory we do
offer compensation. There are some games desperately
crying out for treatment:
Operation
Cannibal
I hate this game. There’s nothing that
terribly wrong it, but it represents so many
of my mistakes as a publisher that I just
can’t bear to write about it. From the
drab cover to the small size (it was torn
asunder from a perfectly good game of one
full-sized map and 420 counters; why I thought
this was a good idea, I have no clue) to the
multiple printings of its counters (never,
ever ever ever trust a freelancer to handle
proofing!), I despise this game and yearn
for the day it enters Valhalla.
Eylau
Many of my warm feelings for Cannibal
apply in equal measure to Eylau. I
can never love a game after I’ve stood
under the Alabama sun and chucked cartons
full of counters into a dumpster while sweat
pools under my feet. I did manage to write
a
variant for it, but that only made me
hate it more, since we really should have
included those units in the game to begin
with and I just plain missed that they’d
been missed. I know there are people out there
who love this game; please put your love in
writing!
Gettysburg
I think this game was jinxed for me the moment
our art director, Peggy Gordon, compared the
original cover to . . . well, that’s
not important. The Keith Rocco painting on
the actual box is quite nice, and the game
plays very well. It should be getting the
same Web content attention as other flagship
games, but the problem is, I didn’t
work on it and just don’t know enough
about the campaign to write intelligent background
material.
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