| The End of Soldier Raj
By Mike Bennighof, Ph.D. President, 119694_avalanche Press
October 2009
At age 2, my
daughter informed me of her future career choice: she would become an orca
tamer. When she became a big girl, it would be her life's work to leap
aboard killer whales and then ride them until they became calm and docile,
much like breaking a horse except a lot wetter. My wife hesitated to take her to Sea World, lest our toddler spot the tank of killer whales, scream "or-caaaaa!", fling herself in and commence the taming.
The market for domesticated orcas is probably about the same size as that for board
wargames, so there must be some kind of genetic component to this quixotic compulsion. I was about a dozen years older than that when I decided I
wanted to run a company that made wargames — not just design them, or
somehow work on them, but to be in charge of a massive game-making empire.
That delusion probably had a lot to do with my actual career path through
journalism and professional history, picking up all the skills I thought
would be necessary (never imagining that my days would actually be more
like yesterday: haggling with suppliers, figuring payroll deductions, unsuccessfully deciphering health insurance rules and the day's great
triumph, beating the loading dock's automatic door opener with a hammer
until it submitted to my will).
What appeared to
be the heart of the job was the careful procedure of choosing the games to
be published. I'm not sure exactly what I thought this entailed, but
somehow I imagined a set of complete games in their pretty packages to be
oooh'ed and aaah'ed over, and maybe played a few times each, before one of
them would be selected for production. That seems to be a commonly held
delusion; I've worked at one other publisher that actually had a committee
to choose games for production, and years ago fended off demands that we
set one up here. It wasn't easy to keep a straight face while dispatching
that childish fantasy.
Actual
choices have to be made on a very nebulous basis, with two key questions:
can we make it work, and can we sell it? Both of those have as much art as
science behind them. Every now and then we get a complete submission
that's actually ready to be played and weighed, but the fate of most
products is decided by nothing more than a single-page proposal. Sometimes
the designer makes the proposal, and sometimes we ask for
it.
Soldier Raj was one of the latter. It grew out of one of the former, the game that
became Soldier Kings. Doug McNair added card play to Rob Markham's
initial design, resulting in a very good multi-player game. Soldier Kings greatly exceeded our sales projections — quality of game play does not
always equal better sales — so of course we pressed Rob for a sequel, that
Brian Knipple christened Soldier Emperor.
Soldier Emperor did not do as well, though it eventually sold out. We gave it a
deluxe treatment, to enable it to serve as a crossover product and compete
against Euro-style games. That was a mistake, as the hard-mounted game
board boosted the price into wargame zones while elitists sneered that it
was made in the United States while everyone knows real
games are printed in Germany. But it was beautiful, with large thick
pieces — each sporting a painting by Terry Strickland — and a cover by
veteran animator John Pomeroy.
And so we decided
on a sequel. Well, pretty much I decided on a sequel and talked marketing
princess Lys Fulda into it over her better instincts. Normally she
approves all new projects, to make sure we don't make mistakes like this,
and normally I listen to her no matter how much I want to disagree. But
this time I knew better and wore her down.
Soldier Raj — the
game had a couple of other titles before we settled on that one — would
expand Soldier Emperor into India. I'd played another popular Napoleonic
strategic game when still a teenager, and had long wanted to design a game
expanding that concept to India. Rob did the initial design, and I wrote
the scenarios for it.
I was enormously
proud of the product that resulted. Terry Strickland did a great package
design and map, and more of the little individual paintings for the army
pieces. It's a beautiful package, with those "decadently thick"
game pieces and a map on a heavy paper stock that just feels velvety to
the touch (I've tried to get this paper for other games ever since, with
no success). It's all by one artist, allowing the integrated design that
we rarely get to deliver, and it shows her at the top of the form that
would carry her beyond 119694_avalanche Press to enormous critical and commercial
success. The scenarios came out very well, representing a great deal of
research and covering 80 years of warfare — exactly the kind of difficult
historical work I really like doing. And the game plays very well,
too.
But it's about India. What the bloody hell was I thinking? And it wasn't
even a Holy Grail game!
The game did sell
out, but only because Lys — who is, as defined by her IQ, a genius —
swung a deal to move 1,500 of them through a vendor outside the usual game
industry channels. Otherwise the game just barely broke even. It was not a
stinking dinosaur-killing disaster in the class of Airlines2, but we
definitely could have put the resources to better use. When in doubt, do
another Panzer Grenadier game.
These days, we
have the line of Print-n-Play downloadable games to absorb such
idiotic ideas. Soldier Raj would not exist in physical form if it came up
today. We normally make more sets of maps and counters than boxes, as
they're easier to store, so even though the game is officially sold out
there are the makings of several hundred more copies complete with
everything but the box.
For a while I had
the idea to re-do the game with a new map, figuring that the game's real
problem was that the Nizam of Hyderabad has only one territory. I'm not
sure why I even entertained that useless thought for even a few seconds —
games are products, and they succeed or fail based on many factors, none
of which include the arcane details of game play. If I want to give the
Nizam a bigger country and blow up the rest of India to match, we have the
download line and it's a pretty easy product to put together. But no amount of tweaking the game removes this salient fact:
It's about India.

Partial
view of the Soldier Raj game map
So Monday our temp
guy, Glenn the hypnotist (that's his real job), came into the office for
an afternoon assignment. We're trying to make room for a massive shipment
due in a few weeks, so I told him to go into the back room, find the
Soldier Raj components and pitch them into the trash. He came back a few
minutes later.
"It's just
too beautiful for that," he said. "You sure you can't just give
them away, and maybe make a few extra sales?"
It had taken some
teeth-gritting resolve to tell him to trash those lovely maps and playing
cards and counters to begin with, so I relented. Or maybe he hypnotized
me. For the next few days, we'll run another promo: With any purchase of
the boxless Soldier Emperor Special Edition or Soldier Kings,
we'll add a boxless copy of Soldier Raj for free. Actually, if you
buy any boxed game and send us a Contact note you
can have Soldier Raj added, too.

And then I'll have
to put away childish things, and tell Glenn to resume the trashification
of Soldier Raj. Because as much as I'd love to be an orca tamer, too, sometimes reality has to intrude.
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