|
Games
People Play:
An interview with Conquest Gaming
Conquest
Gaming is an up and coming game corporation
based in Tulsa, Oklahoma, that specializes in
developing and producing surprisingly compelling
historical-based military strategy games. At
the helm of Conquest Gaming are three young
men who are bursting with enthusiasm for this
remarkably entertaining and quickly growing
sport. Recently, Graphic Dispatch Monthly
had the opportunity to interview one-third of
this ambitious trio- Russ Rupe.
GDM: How
did Conquest Gaming get started?
CG: Three
guys wanted to build a game that incorporated
the best parts of several of our favorite strategy
board games such as Axis and Allies, Shogun,
and RISK.
GDM: Three guys, huh? Who are these
guys?
CG: Kyle
Battle, Ken Griffin, and Russ Rupe
GDM:
You have a guy in your company named "Kyle
Battle"?
CG: Yes,
I [Russ] am the only one without a cool last
name.
GDM:
Yea, I know what a Battle and a Griffin are,
but what is a Rupe?
CG: A good
Irish name.
GDM:
So, for as cool as "Battle Griffin Gaming"
would have been, you had to mess it up by having
a good Irish name, huh?
CG: We spent
quite a long time discussing our war game company's
name, actually. We tried many combos of our
last names, but nothing ever clicked for us
until one of us said we need a strong word like
"conquest." Of course, this was after
we had shelved our first game, Warlords of Europe,
which is exactly what we designed it to be:
the best strategy war game ever. Unfortunately,
Warlords remains on the shelf until we can fund
getting pieces made. Each game requires 600
plastic miniatures. So, a little put off by
the high cost of plastic injection molds, we
began designing expansion games for Axis and
Allies and RISK. We have 4 expansion-type games.
We then were able to put together two complete
games with their own pieces, so we currently
have six for sale.
GDM: How long has Conquest Gaming
been in existence?
CG: The
copyright to Operation Barbarossa is 1998. We
formed the Company in 2000. We became a LLC
in 2002
GDM:
So, you guys have been doing this a while.
CG: We've
been selling games for a few years. We've been
playing them all our lives.
GDM:
I know that strategy war games like the ones
you just mentioned are very popular, and seem
to have wide spread appeal. Why is that?
CG: Many
people like the challenge of conquest without
the blood of actual fighting. Historical war
games appeal to the "armchair quarterbacks"
as well. Simply put, many board games don't
require a lot of thought and are largely luck
and not so much skill based.
GDM:
So, strategy war games have a long history?
CG: I suppose
chess is the oldest war game I'm aware of. I
have a copy of RISK from the 1950's. Chess and
checkers are probably the oldest strategy games
still played today.
GDM:
Is RISK the "grand daddy" of them
all?
CG: I'm
really not sure on that, but I know A&A
came quite a bit later.
GDM:
You're talking about Axis & Allies?
CG: Yes.
It really is the standard for the genre. RISK
is far too random. It's a strategy game for
"newbies".
GDM:
Earlier you used the term "expansion game."
Explain to me what an expansion game is.
CG: Simply
put, you provide your own pieces. We design
the game using our own A&A set or RISK set
or Shogun set or some combination of the three.
We only sell the extra stuff. In some cases,
it's just a map and rules. In other games, we
include markers or a deck of game cards.
GDM:
So, you are basically souping up an existing
game?
CG: Not
really. We're building a new game that uses
units that happen to fit well with pieces from
another game. This is most evident in our RISK
expansions, which require the modern version
of RISK containing Artillery, Cavalry, and Infantry
pieces, yet none of our RISK expansions play
anything like RISK. They just use those types
of units. Currently, both our RISK expansion
games are built around the US Civil War period,
however, most of our A&A expansions do use
a modified A&A combat system, so A&A
experience is a must.
GDM:
So, is Conquest Gaming a part of a larger expansion
game trend?
CG: There
have been several other expansion game companies
before us, and we also resell someone else's
new A&A expansion on our website. Some of
the others do come with extra pieces that are
similar to A&A pieces. Some don't.
GDM:
It sounds like you guys are not letting your
lack of slick packaging and unique game pieces
stand in the way of your producing games.
CG: We started
off with printing our own games and laminating
them by hand. Most of them sell in a poly bag.
We have recently gotten one of our expansions,
Conquest of the Pacific, printed and boxed professionally.
GDM:
So, when do most of your ideas for new games
come to you? While napping in church?
CG: Close.
Most come when lying in bed awake. Insomnia
is inspirational
that's how I got involved,
actually.
GDM:
How's that?
CG: Ken
and Kyle started Warlords of Europe, and I test
played it once; went home and couldn't sleep,
and laid awake thinking up better rules for
it. I got up and wrote them down, and after
a few more gaming sessions, they asked me to
join them if they could market it.
GDM:
So, you joined the crew later. You're sort of
the Ringo Starr of the group then?
CG: Right.
Kyle lived a year or two in southern Texas.
That's where he came up with the Barbarossa
concept. When he got back, he and I really hammered
it out, then toward the end, he and Ken put
the finishing touches on it.
GDM:
It sounds like you fellows have a real passion
for what you do. Do the three of you have other
jobs while you're waiting for Conquest Gaming
to grow?
CG: It would
be safe to say that our goal is to grow Conquest
Gaming LLC to the point where we can make gaming
our full time jobs, but in the mean time, we
have day jobs. Ken is an elementary school principal.
Kyle is a professional pilot. Russ is a computer
network administrator.
GDM:
Sounds like a diverse group. Do your games have
similar wide appeal?
CG: The
strategy game genre has a fairly wide following.
We have also ventured into the children's market
with T-Rex.
GDM:
Tell me more about T-Rex. That's a dinosaur
game?
CG: It's
billed as a child's first strategy game. Much
of the game is based on die rolls, however there's
a lot more going on than just racing from one
side of the board to the other. Each player
takes turns moving the T-Rex who can "eat"
the other dinos on their journey to the warmer
climates of the south.
GDM:
These are kids who are going to grow up and
buy your other games someday, right? That's
thinking ahead!
CG: We sure
hope so!
GDM:
Well, kids love dinosaurs.
CG: Yep.
Like I said earlier, it really is a pretty fun
game for adults to play along with their kids.
GDM:
How is developing a children's game different?
Seems like getting inside the mind of a kid
would be an interesting challenge.
CG: We mostly
just designed a game around the concept of using
dinos and the T-Rex specifically as a special
"unit." Then we play tested it with
several groups of kids.
GDM:
It seems like so many children's games are so
pointless.
CG: Either
pointless or totally random. Sometimes you should
just each roll a die and call the high roller
the winner and don't bother wasting the time
playing the actual game.
GDM:
As an elementary principle, does Ken have special
insight into the children's game sector, and
are there more plans for additional children's
games?
CG: He certainly
has access to several groups of play testers.
The children's market seems to be one that is
very large. It wouldn't surprise me at all if
one of us got inspired to create more kid's
games.
GDM:
It sound like your guys have really struck up
a winning combination. What are each of your
roles in the company, and
what do each of you bring to the table?
CG: Kyle
handles fulfillment of orders. Ken and Kyle
handle production since I've moved to Ohio.
I handle the web page and our e-commerce solution.
As far as game development, we all have created
games almost single-handedly, and we have also
collaborated entirely on the creation of games.
It's interesting that both methods have worked.
GDM:
OK, here's a loaded question: I understand that
this is largely subjective, but what makes for
a good game?
CG: Balance.
Both sides need to feel like they can win if
they play well, not just roll the dice well.
GDM:
The right mix of strategy and luck?
CG: Yes,
most games do have random elements, however
strong play in the long term should overcome
bad luck in the short term. The feeling that
you can re-write history is also the stuff of
great games. In Operation Barbarossa, perhaps
you as Germany can take Moscow?
GDM:
Sounds like actual history and geography plays
an important role in most of your games.
CG: Many
of our games are "inspired" by history,
but don't follow it to the letter. The same
can be said of our concept of geography. We
have always taken the attitude that a fun game
is more important than historical or geographical
perfection, and a lot of the geography simply
has to be changed to be playable. Hawaii, for
instance, has to be fairly large to "hold"
all of the troops on it that need to go there.
This makes it much larger on our map than on
a true globe.
GDM:
OK, if you were going to be stuck on a desert
island for a while, what games would you take
with you (assuming the monkeys can learn how
to play and don't just shove the dice up their
noses)?
CG: If we're
talking board games, then I'd take Warlords
of Europe, Settlers of Catan, A&A, and Empire
Builder. There are a handful of card games I'd
want, and of course a few computer games (the
monkeys can run in a little wheel to generate
electricity).
GDM:
You've sold nearly 1000 games in just a few
years as a very small gaming company, which
is impressive. Why do people like your games
so much?
CG: Our
games are completely original, very challenging,
and extremely well balanced.
GDM:
Staying power?
CG: I think
so. Knowing you have a good chance of winning
if you play well, and knowing you will likely
get a very different game every time is what
keeps people playing them.
GDM:
Are those common themes in all your games?
CG: Yes.
A scripted outcome is the most common fault
of pre-set strategy games like A&A. Even
RISK or Monopoly have very predictable outcomes:
someone is going to get a key trade in on cards...someone
is going to hole up in Australia...someone is
going to get a grip on the orange and red properties
around Free Parking which will likely turn the
tide for them.
GDM:
Do you have certain guidelines for good gaming
that you try to incorporate into all your games?
In other words, do you have an overall philosophy
that guides your game development?
CG: Creating
balance in every area is probably our underlying
theme. Balance between one side of a conflict
and the other, and balance between attention
to geographic/historical accuracy and fun game
play are probably our most easily recognizable
themes.
GDM:
So you can't wait to play again, even if you
lose?
CG: That's
the idea. Because, "if I just did X differently,
or if I had guarded Y better...I would have
won."
GDM:
I think you just hit on a key component of your
game development strategy.
CG: You're
right about that.
GDM:
What kind of feedback to you get from folks
who play your games?
CG: Very
positive.
GDM:
Have you ever modified the rules of a game based
on feedback from the public?
CG: Not
specifically, but we've taken some of it and
some house rules and posted it on our website.
In general, people wanted rules for artillery
added in when the new A&A:Europe set came
with artillery pieces, so did we.
GDM:
Seems like "house rules" and rule
variations are pretty common in just about all
games.
CG: Yes.
Most people don't even know the real rules to
Monopoly.
GDM:
Like, you don't put money on free parking?
CG: Right.
Free Parking gets you no reward. Property not
bought when landed on is put up for auction.
When you get out of jail on the 3rd roll, if
you don't roll doubles, you have to pay $50
anyway. Despite all this, we still play with
$500 on Free Parking.
GDM:
Well, sure, to do otherwise is un-American.
When you think about it, Monopoly isn't a very
good economic model.
CG: No,
and it usually ends up based largely on luck
of the dice, similar to RISK.
GDM:
Yea, and who builds four green houses every
time they want to construct a red hotel?
CG: Good
point.
GDM:
It seems like an important mix for a good game
is a certain amount of plausible reality.
CG: I'd
say so. People like to make believe, but they
do need some framework of plausible reality.
GDM: Well, you guys at Conquest Gaming
have really stuck with it over the years. What
advice would you give someone who is thinking
about pursuing his own gaming ideas on a shoestring
budget?
CG: All
it takes is a decent printer to produce expansion
games, so anyone is potentially $500 away from
being the next game designer. Those are expensive
shoestrings, though.
GDM:
But it sounds like you guys are in it for the
long haul, and not necessarily expecting an
immediate large pay off.
CG: Certainly.
We know it will take time for word of mouth
to build about our games. There's really only
so much we can do. Ultimately, good games sell
themselves. Take Settlers of Catan for instance
[a game Russ and I love, by the way]: I've sold
at least 5 of those things and I know you've
sold a bunch too
GDM:
Sure, perhaps 10 or 15 between us.
CG:
right,
and I can think of 3 other people who learned
the same night as me who bought sets, so the
guy who introduced me easily has 20-30 children/grand
children sets.
GDM:
So, I suppose it's conceivable that some of
your games could really jump in popularity,
given the right exposure.
CG: I'd
like to think so. Many of our games do suffer
from their "home made" look. It will
be interesting to see how the new boxed Conquest
of the Pacific does. Also, the rule of thumb
for any game is that your production cost needs
to be 1/8th to 1/10th the retail price.
GDM:
Ah. Interesting. So, as you sell more games,
your margins will get better. Well, many products
have spent several years in the garage before
moving to the assembly line.
CG: Yes,
let's hope that ours don't spend too much longer
there.
GDM:
How much do your games cost?
CG: Between
$10 and $30
GDM:
So, for less than the cost of a dinner out or
a couple of movie tickets, they can purchase
years worth of engaging entertainment. Sounds
like a bargain.
CG: That's
the way I see it. Get a Conquest Game and a
frozen pizza and stay in rather than go out
and you've just about paid for it.
GDM:
One last question: Ginger or MaryAnn?
CG: That's
a tough one because the obvious answer is MaryAnn.
But since everyone else would choose her, I
could have Ginger to myself.
GDM:
Now I know why you're so good at strategy games!
Well, Russ, thanks for your time. I really learned
a lot, and good luck to you, Ken, and Kyle.
CG: You're
welcome
glad to do it.
To learn more about the world of military strategy
games, Conquest Gaming, and how to purchase
their games for yourself, visit them on the
web at www.ConquestGaming.com
©
Copyright Graphic Dispatch Monthly 2003
|