| Ode
to Our First
By Mike Bennighof, Ph.D.
May 2006
In the spring of 1993, I worked for a rapidly-dying
wargame publisher. I’ve seen postings
on the Internet speculating on the events
surrounding that corporate near-death (to
my knowledge, they never technically went
away as an entity); none of them come close
to the bizarre truth.
It had been quite the learning experience,
all of it negative. But as game editor there,
I’d assembled a good stable of talent.
Brian Knipple had designed several games for
me, and wanted to keep publishing them under
a new company. I had the artists and game
designers from the old company, and the printing
and distribution connections. Brian funded
the start-up costs with a second mortgage
on his home. And away we went. My wife, Carole,
was very supportive — she had worked
many convention booths for that other company
and carried enormous anger toward its management
as a result. Still does.
I
still had a day job in those days, teaching
history. It was a very part-time operation.
Brian had desperately wanted to publish his
gigantic game on the 1943
Allied invasion of Sicily, an early version
of the game now on our Classic Wargame proposal
list. It’s a good thing we didn’t;
there was still a lot of learning to do.
Sicily was part of an even greater obsession:
Brian had mapped out most of the Italian peninsula
at the same scale, two kilometers per hex.
I still have the sketch map. The game called
“Avalanche” used just one of the
dozen or so maps stretching from Reggio to
Roma. It could most easily be separated from
the rest, Brian said, because the Allied units
came ashore there in an amphibious invasion
and there was little interaction with the
other parts of this gigantic game of all Italy.
And here came a serious mistake on my part.
Brian had designed the game as part of a much
larger whole, and its map had been laid out
with that in mind. That layout meant that
the map was missing the major Allied goal
of the campaign: the city of Naples. I really
should have asked him to re-make the game
with two maps, laid out at a right angle to
the original (the map that is in the game
today).
Mark Simonitch did the map art. I knew him
through that other company, but I’m
not sure now if he ever actually did any work
there. That map, together with that for MacArthur’s
Return that printed at the same time,
was one of the very last pieces of ruby-film
layout printed in the United States. And if
you look very closely, you’ll see why:
The closer to the right edge of the map, the
more the black layer is out of register with
the rest of the map (so the red roads don’t
cross the blue rivers exactly at the black
bridges). This was a product of warping from
the heat while the original was in transit
from California to Alabama. Because the technology
was almost dead, it couldn’t be fixed
at the printer — it would have to go
back to California for a complete re-make,
which would add weeks to delivery. I let it
print complete with the warping; most gamers
have never noticed. This is also why the game’s
web page has so little actual game artwork
on it; we no longer have it available.
The box art was by a guy I’d also recruited
for that other place. He’d done some
maps there and wanted to do covers as well.
By day, he did graphic design for the in-house
ad agency at a major producer of frozen turkeys.
And when he turned in his cover sketch, all
of the people looked like . . .
turkeys. They had sharp beak-like noses, Reagan-like
wattles on their necks, and their hair came
into a cock’s comb. I had him go with
photographs instead. We paid about three times
what we currently pay for boxes (12 years
later) to have them made at a place in Virginia.
The game pieces are kind of bland, though
they look worse than they should have —
the printer shifted the colors and none of
them look the way they were designed. But
by the time they arrived, there weren’t
a whole lot of choices. They were the last
items in, and lacking our own facility and
with no place to assemble 10,000 games in
my garage we had the games assembled at EBSCO
Media, who had handled most of the printing.
They started making games as soon as the last
parts came in – by the time I knew the
game pieces were miscolored, they’d
been put into thousands of boxes. If I wanted
to make the vendor replace them, first I’d
have to pay EBSCO’s minions to remove
them from the boxes by hand. At $0.35 per
box. They weren’t that bad looking,
I convinced myself.
I laid out the black and white components
myself, and it truly shows. They are among
the ugliest works we’ve put in print.
Once assembled and shrink-wrapped, most of
the games went into EBSCO’s warehouse
while others came to my house. There, they
filled every flat surface while I stacked
them in the attic. I then collected orders
and packed them; the long-suffering Carole
took them to UPS. They came a dozen per box,
and soon I had to add a new skill: shrink-wrapping.
Because EBSCO had only run the first several
hundred through their heat tunnel; the rest
had been packed with the wrap hanging loose.
Of course they’d be glad to complete
the job. If I could pack every game back in
its shipping carton and have them all ready
for a single pick-up.
Instead, I learned how to use a heat gun.
Selling them was yet another learning experience.
We’d put together a small mailing list,
and I designed a flyer for them. Brian was
charged with printing them, labeling them,
stamping them and mailing them out. But he
decided the flyer needed more information
and typed out some extra lines of text, printed
them on a dot-matrix printer and taped them
on. The Frankenstein look is charming today.
Most distributor buyers had a great deal
of sympathy for me because of my experience
at that other place; they knew the story all
too well. Initial orders were very good, numbers
I’d gladly take today. And then Magic
struck.
I actually knew about Magic: The Gathering
before most of the game industry did. Peter
Adkison stood alone manning his booth at the
last Origins I did for that other company.
He was doing even worse with his weird little
“collectible card game” than we
were with our “wargames in plain white
envelopes.” Carole, feeling sorry for
him, flounced over in her little black dress
with the high hemline and low neckline (a
foreshadowing of our RPG sales tactics some
years later) and bought a set. Peter would
become a great friend of Avalanche Press;
we’re still in business because of his
former company’s assistance in the year
2000. But his silly little game turned the
industry upside down.
Magic took a full year to truly take off,
but once it did, it poured more money through
the game industry in weeks than our little
niche had seen in its entire existence up
to that point.
Retailers no longer had to sell; they had
to fend off hordes of children and parents
waving money at them. Distributors did not
need to distribute, they now had to sweat
allocations (what percentage of your order
will you receive?). And if you were a new
wargame manufacturer holding a stack of purchase
orders, you now had a matching set of cancellations
as every possible dollar was diverted to this
hot new product.
For we had placed our print orders before
Magic’s arrival as the Greatest Hit
Ever, but we actually got the product afterwards.
We were screwed.
Since we announced last week that Invasion
of Italy would receive a Viking Funeral
next Monday, I’ve gotten quite a few
e-mails asking how we could do this to our
very first game. It’s a great game,
they say, with good game play and very competitive
scenarios. Doesn’t sentimental value
require its survival?
Absolutely not. I’ve stared at the
massive, brown-edged stacks of this game for
a dozen years now. I had good hair when we
printed this thing! I’ve worked solid
20-hour shifts shrink-wrapping them to get
an order ready for UPS. I’ve sold them
with every tactic imaginable. I’ve listened
to every complaint about the game itself,
ranging from the little gray bits of dust
that fall on the table when you punch out
the counters to its price to some valued customer
accusing us of committing fraud by not shipping
sale-priced copies for free (usually those
guys aren’t really customers, but Liz
says I can’t use the phrase I originally
typed there). Always accompanied by a detailed
recitation of my shortcomings of parentage
and intellect.
I’m tired of this game.
There are less than 50 of them left as of
this writing; the Funeral sale has moved several
hundred out the warehouse door. Each product
we have takes up a dedicated “footprint”
in the warehouse: those 40-odd games occupy
a space better needed by several hundred copies
of Road to Berlin or Bismarck.
At the current rate of final sales, we won’t
actually burn any. And that’s a real
shame.
Click
here to save one of the last copies from the
flames! |