Showing posts with label Ogre. Show all posts
Showing posts with label Ogre. Show all posts

Wednesday, February 20, 2019

Find Room in Your Pocket Book for Steve Jackson's Pocket Box Games

What is old is new again because Steve Jackson Games is republishing their classic Pocket Box Games from the 1980s. Do yourself a favor and check them out.

Way back in the before times that are the not now (1977), a young game designer named Steve Jackson created an entirely new genre of games when Metagaming Concepts published a small game called OGRE. The game was deceptively simple to play and remarkably deep for its price and size. This combination of low price and small components were the central features of what came to be called "Microgames." Metagaming Concepts published a significant number of Microgames during their tenure, including OGRE, G.E.V. a sequel to OGRE,  and the MELEE/WIZARD games to name a few. These games were a huge financial success for Metagaming, but creative differences led to Steve Jackson leaving that company to form his own company Steve Jackson Games.

When Jackson left Metagaming, he took a couple of things with him that he used to launch his company. These were the SPACE GAMER magazine that Metagaming had been publishing and his OGRE and GEV designs. For a variety of reasons, he was unable to take MELEE/WIZARD with him and would not be able to publish those under the Steve Jackson brand until approximately 30 years later. As a Steve Jackson publication, SPACE GAMER went from a journeyman publication that had a significant "house" focus, to one of the leading hobby gaming news magazines of its era. Though it had its share of house content, the pages of the Jackson published SPACE GAMER were filled with articles about games like D&D and TRAVELLER and its coverage of the CHAMPIONS role playing game contributed to that game's larger success.

But the magazine was only a small part of what would help to transform Steve Jackson Games from a small game company to one of the most successful privately owned game companies in the business. To be sure, it's no Hasbro or Asmodee, but it is a company with gross incomes around $5.5 million. It's still classified as a small business, but it's a cornerstone in the gaming hobby. One of the key reasons the company was able to grow was its swift publication of the OGRE game and a series of new games based on the microgame model, games that came in sturdier plastic pocket boxes.


While there are several games in the pocket box series, the two best known are OGRE and CAR WARS and these are the games that helped to secure Steve Jackson Games' future success. Both of these games, in their early print runs, had short and easy to understand rulebooks, counter sheets, and maps to be used for play. They contained months of deep game play for a very inexpensive price. Both OGRE and CAR WARS became individual product lines, but some of my favorite pocket games are lesser know and equally robust games that cover a variety of themes. These themes ranged from a post-apocalyptic future where a kung fu death cult fought against the evil clone masters to to hunting for Dracula in London, and from the small tactical operations of a Raid in Iran to the massive strategic challenge that is the Battle of the Bulge (simulated with only one page of rules in ONE PAGE BULGE). The games were fun and inexpensive when they were published.

A typical example of a Pocket Box game is UNDEAD. The game was published in 1981 and recreates the battle between Van Helsing's vampire hunters and the dread Count Dracula. The game also includes the ability to expand play by including the possibility of playing a certain consulting detective in a variant scenario. It can be played as either a two player game, or as a mini-role playing game. The box for the game was a medium hardness plastic that had the ability to hang in a store display. 


Inside the box was a double printed poster sized sheet that contained the rules and two maps that could be used in play. The first was a map of the city and the second was a tactical map. In addition to the poster sheet, there was a counter sheet that included all of the counters one needed for play. Players would have to carefully cut out the counters, but they featured engaging and colorful artwork.


Until recently, the only way to get these games was to track them down on eBay and pay a potentially exorbitant price. That all changed this month with Steve Jackson Games' launch of a Pocket Box project on Kickstarter. Now you can get them for $20 a piece, less if you take advantage of some of the pledge levels. Most of these games are absolute gems, and it's nice to see them in print again...this time with upgraded components.





Friday, October 06, 2017

Steve Jackson's Classic OGRE is Available on Steam!!!

In 1977, Metagaming Concepts released Microgame #1. Metagaming's Microgame series was an attempt to bring to market complex and playable wargames that had limited components and a low price point and the line was a runaway success. A large reason for that success is the high quality and amazing replayability of Microgame #1, or as it is better known OGRE. The game was so successful that it not only launched a fad, it formed the basis for the early financial success of two companies. Metagaming first, and then Steve Jackson Games. 

Image Source wtrollkin2000 at Board Game Geek

The $2.95 price point of the game made it extremely affordable, and interestingly up until recently you could once again buy a copy of the basic game for $2.95, but what made it a classic was its easy to understand rules and how well they fit the game's fictional concept. It's a concept that is instantly intelligible the moment one looks at the game's cover illustration. It is the struggle of multiple small units against a nigh invulnerable towering giant. It is army vs. Kaiju, village vs. giant, weak vs. strong. Can the weaker force prevail, or will they fall before THE OGRE?

The giant tank rumbles toward its target . . . its guns are destroyed, its movement crippled, but only a few defenders are left. Will they stop the robot juggernaut, or will it crush the Command Post beneath its gigantic treads?


The game's success led to more Microgames, some of which expanded the Ogreverse and others like Melee and Wizard formed the foundation for complex and fan adored role playing games. When Steve Jackson left Metagaming, he made sure to bring OGRE with him and it helped launch his new company's success as did a continuation of Microgame style games including Car Wars and Battlesuit. Eventually Steve Jackson Games moved on to other ventures like GURPS and Munchkin, but when an OGRE Kickstarter raised almost a million dollars in revenue it proved that there was still demand for battle in the Ogreverse. One might even credit OGRE with Steve Jackson Games' recent non-Munchkin revival. That Kickstarter has led to a revival of the OGRE line, the return of Car Wars, and now a newly released video game on Steam. The game has been developed by Auroch Digital, who's earlier adaption of Games Workshop's classic Chainsaw Warrior demonstrated their ability to do quality adaptations of classic table top games.

I'll be playing and reviewing OGRE this weekend, but you can buy it on Steam today.








Wednesday, August 16, 2017

Steve Jackson's OGRE is Coming. Can You Protect the Command Center?

In 1977, Metagaming Concepts released Microgame #1. Metagaming's Microgame series was an attempt to bring to market complex and playable wargames that had limited components and a low price point and the line was a runaway success. A large reason for that success is the high quality and amazing replayability of Microgame #1, or as it is better known OGRE.

Image Source wtrollkin2000 at Board Game Geek

The $2.95 price point of the game made it extremely affordable, and interestingly up until recently you could once again buy a copy of the basic game for $2.95, but what made it a classic was its easy to understand rules and how well they fit the game's fictional concept. It's a concept that is instantly intelligible the moment one looks at the game's cover illustration. It is the struggle of multiple small units against a nigh invulnerable towering giant. It is army vs. Kaiju, village vs. giant, weak vs. strong. Can the weaker force prevail, or will they fall before THE OGRE?

The giant tank rumbles toward its target . . . its guns are destroyed, its movement crippled, but only a few defenders are left. Will they stop the robot juggernaut, or will it crush the Command Post beneath its gigantic treads?


The game's success led to more Microgames, some of which expanded the Ogreverse and others like Melee and Wizard formed the foundation for complex and fan adored role playing games. When Steve Jackson left Metagaming, he made sure to bring OGRE with him and it helped launch his new company's success as did a continuation of Microgame style games including Car Wars and Battlesuit. Eventually Steve Jackson Games moved on to other ventures like GURPS and Munchkin, but when an OGRE Kickstarter raised almost a million dollars in revenue it proved that there was still demand for battle in the Ogreverse. That Kickstarter has led to a revival of the OGRE line, the return of Car Wars, and now an upcoming video game release on October 5th. The game has been developed by Auroch Digital, who's earlier adaption of Games Workshop's classic Chainsaw Warrior demonstrated their ability to do quality adaptations of classic table top games.

Here is a look at what Auroch will be bringing us this October.


Friday, March 25, 2011

It's Official! Steve Jackson Games to Release Ogre 6th Edition This Year!

Every gamer has a game, or 12, for which he or she feels a certain nostalgia. These games have likely been out of print for some time and may not have the market cache to justify a new release. The nostalgic gamer wishes that the publisher would release a version that "gets it all right," but understands that game publishers must make profits in order to continue and thus these wonderful -- but niche -- games get left behind. It should be noted that many of these now niche games were once huge successes that launched vibrant companies -- Gettysburg, Broadsides & Boarding Parties, The Fantasy Trip, and Ogre are fine examples of this phenomenon.

And at the top of that list -- for me -- lies Ogre. The game was released in 1977 and sold a very reasonable 8000 copies at he extremely reasonable price of $2.95. The game has gone on to sell well over 100,000 copies in various editions -- with continually higher quality components and prices scaled to match the increase in component quality. My favorite two editions of the game are the Deluxe Ogre edition printed in 1987 -- a 10,000 game print run -- which featured a traditional hard mounted map and large easy to read/play with counters and the 2000 combined Ogre/GEV which included these two fantastic games in a sturdy VHS like case. These were the game at its non-miniature aesthetic pinnacle.

Ogre's game play is simple and fun. It was the game that introduced me to the Wargaming hobby with its tiny chits and arcane rules formulations (e.g. rule 1.1.9 "Set Up") and showed me that abstract images on small pieces of cardboard could represent epic struggles against extreme odds.




Earlier this Month, Steve Jackson announced that a 6th edition of the game would be released this year -- even though market forces don't demand it -- and that the edition would be the game that players always dreamed of playing. Steve Jackson promises this new edition will include well designed counters and constructable Ogre miniatures. To quote the man himself:

Why? Because I want to. Ogre was my first design, and the boardgame version hasn’t been available for years. And people keep asking me for it. So some of our Munchkin money is going back to support the people who bought my very first game, by bringing them an edition with the best possible components.

It won’t be “Euro” style. No meeples, no plastic. This will be the kind of hex wargame that we dreamed about 30 years ago, back when our heroes were SPI and Avalon Hill. HUGE double-sided map boards. HUGE full-color counters with HUGE type. A HUGE box to hold them in. And giant constructible Ogres!


The first images of the prototypes were very impressive, but looking at the sales package that SJG put together for the GAMA Trade show are mind-blowing to me.


The unit counters are intuitive and elegant in their design.

But the Ogres...oh, the Ogres...

They are beautiful.


I must have this game!

Friday, May 28, 2010

Steve Jackson Games to Release OGRE 6th Edition Eventually


In 1977, Metagaming Concepts released the first game in their successful Microgames line of affordable war games -- it had a $2.95 cover price. The game had a reasonable print run of 8,000 copies and was a break out success that redefined the war gaming hobby by opening the door to new audiences of simulation game players. The game's second print run was 20,000. The game was among the first war games to have a science fiction theme, and it featured rules that were simple enough for someone who had never played a war game to pick up and play within minutes.

The game was titled OGRE and it was so successful a game that its sales fueled the development and growth of two hobby gaming corporations. The first company, Metagaming Concepts, fought hard to keep the intellectual property rights when the game's designer left the company to found his own company Steve Jackson Games. The lawsuit lasted for quite some time, but eventually the property followed its creator to its new home. By the time the game migrated over to Steve Jackson Games, it had sold approximately 70,000 copies (excluding the sales of its GEV expansion set).

It was the reliable sales of OGRE that provided the revenue which allowed Steve Jackson Games to publish their next runaway success -- a game so successful it made OGRE's sale look small by comparison. That game was Car Wars, but its story is a tale for another time. Today is a day to praise OGRE and to share our anticipation for the upcoming release of OGRE 6th Edition which should be released later this year.

The premise of OGRE is a simple one, but it is also one that captures the imagination. The OGRE referred to in the game is a cybernetic supertank that is attacking a human manned command center on a nuclear blasted battlefield. Inspired by Keith Laumer's Bolo series, Steve Jackson created a game where desperate -- and mortal -- defenders battle against the odds to preserve their fragile position against impossible odds. Though their forces significantly outnumber the OGRE, the supertank significantly outclasses them. The tone of the game can be readily seen in an article published in issue 9 of the venerable The Space Gamer magazine:

The command post was well guarded. It should have been. The hastily constructed, unlovely building was the nerve center for Paneuropean operations along a 700 kilometer section of front -- a front pressing steadily toward the largest Combine manufacturing center on the continent.

Therefore General DePaul had taken no chances. His command was located in the most defensible terrain available -- a battered chunk of gravel bounded on three sides by marsh and on the fourth by a river. The river was deep and wide; the swamp gluey and impassible. Nothing bigger than a rat could avoid detection by the icons scattered for 60 kilometers in every direction over land, swamp, and river surface. Even the air was finally secure; the enemy had expended at least 50 heavy missiles yesterday, leaving glowing holes over half the island, but none near the CP. The Combine's laser batteries had seen to that. Now that the jamscreen was up, nothing would get even that close. And scattered through the twilight were the bulky shapes of tanks and ground effect vehicles -- the elite 2033rd Armored, almost relaxed as they guarded a spot nothing could attack.

Inside the post, too, the mood was relaxed -- except at one monitor station, where a young lieutenant watched a computer map of the island. A light was blinking on the river. Orange: something was moving, out there where nothing should move. No heat. A stab at the keyboard called up a representation of the guardian unit...not that any should be out there, 30 kilometers away. None were. Whatever was out there was a stranger -- and it was actually in the river. A swimming animal? A man? Ridiculous.

The lieutenant spun a cursor, moving a dot of white light across the map and halting it on the orange spot with practiced ease. He hit another key, and an image appeared on the big screen...pitted ground, riverbank...and something else, something rising from the river like the conning tower of an old submarine, but he knew what it really was, he just couldn't place it...and then it moved. Not straight toward the camera icon, but almost. The lieutenant saw the "conning tower" cut a wake through the rushing water, bounce once, and begin to rise. A second before the whole shape was visible, he recognized it -- but for that second he was frozen. And so 30 men with their minds on other things were suddenly brought to heart-pounding alert, as the lieutenant's strangled gasp and the huge image on his screen gave the same warning...

OGRE!

Like the "Mayday!" on the Traveller role playing game box, this description has fired my imagination for years. The fear of the command post staff is palpable, but one can only truly understand their fear after playing the game. The OGRE is a killing machine that tears through defending infantry, ground effect vehicles, and heavy tanks alike. Sometimes one wonders if there is a way to stop the OGRE at all. Then one finds an "unbeatable" strategy that succeeds in defending a few command posts, only to find that the OGRE has adapted to the new strategies and once again exterminates those who stand in its way.

The original war game version of OGRE is a very strategically deep game, even more so when you add the Shockwave and GEV expansions, that has been printed in four "map and counter" editions and one Miniatures edition. The miniatures edition was printed in the 1990s and is a fun game, but I have always felt that it -- like the edition of Car Wars that came out at the beginning of this millennium -- was not the right direction for the game to go. I am certain the miniatures were profitable, and I believe that SJG should have made the miniatures game, but I think that SJG was wrong in thinking that the miniatures game had replaced the classic "map and counter" version of the game. It hadn't, not any more than Warhammer the role playing game replaced Warhammer the miniatures game. To be fair, SJG sold the games parallel in the 90s -- it wasn't until the early 00s that they marketed the miniatures game as a replacement. It just seems to me that OGRE's core strength is its accessibility, both in rules and in price point, and a miniatures game moves away from this strength.

OGRE has been on hiatus for a few years as SJG has focused the majority of their efforts on the wildly successful Munchkin card game. SJG has a history of focusing like a laser on their most successful titles while leaving less attention for other products.

But this year seems to be the year that SJG, after two years of excellent non-Munchkin offerings, is resurrecting the OGRE. The sixth edition of the game has components that fall somewhere between the map and counter game of old and the more recent miniatures game. This edition will feature "chipboard" playing pieces that the players construct for use in play. This is an approach that takes advantage of the cost savings of a "printed" rather than a "cast" product line, while having greater aesthetic appeal than looking at square counters bearing numbers.

I think it is the right direction for the game, and I hope that it is a successful venture for Steve Jackson Games.

I know that I am eagerly awaiting this edition and will proudly place it next to my OGRE/GEV boxed set, OGRE mini-game, OGRE Book (first and second editions), and OGRE Deluxe Edition (non-miniature) versions of the game.

If all goes well, I should be able to purchase and play the game at this year's GENCON -- though they don't include OGRE in their list of official releases yet.