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As
I mentioned in my Gen Con
report, since their much-feared acquisition of Avalon Hill, Hasbro has
made it clear that they want to support the wargaming market.
One of the first signs of this is their re-issuance and re-release
of classic Avalon Hill titles. Diplomacy,
possibly the greatest screw-thy-neighbor game ever, is one if the first to
make its appearance out of the now-Hasbro stable of classic strategy
games.
If
you just fell off the turnip truck, the Diplomacy boardgame has been one
of the longest-lived and most popular of all Avalon Hill boardgames (and
that's saying something in both respects).
It's an abundantly simple game set in 1901, during the run-up to
WWI. Up to seven players can
play at once, each representing one of the Great (Russia, Germany,
England, France) or near-great (Austria-Hungary, Italy, or Turkey) powers.
It's
a cliche, but Diplomacy is one of those "ten minutes to learn, a
lifetime to master" games. The
setting is a map of Europe, divided into about 20 sea zones and 60-odd
land zones. There are 34
"supply centers”, representing major cities.
The premise of the game is very simple: for each supply center you
control during the "Fall" turns (there are two turns per game
year), you get a single unit. This
can either represent an army (capable of moving in any land space) or a
fleet (able to move in any sea space OR any coastal land space) decided at
the time of construction. Each
unit can move a single zone per turn.
This may sound ludicrously simplistic, but wait - even the combat
system is simple.
The
critical fact is that there is no random factor in Diplomacy.
Combat is resolved simultaneously, with a very basic set of rules
(for example: if two units move into the same space, they both
"bounce" and neither moves from their origin.
If one side has support - meaning two units are attacking - and the
other doesn't, the majority wins. And
so forth.)
It
takes a bit for this to sink in. Everything
- every permutation and move possibility is reasonably calculable by a
human brain in the space of the time-limited turns.
This means that the activity on the board is chesslike, limited in
options and formulaic in execution. Which
in turn places the critical player activity into the INTER player
negotiations - ergo the name, Diplomacy.
My
favorite part about Diplomacy is that is where the rules end.
There's no "Empires in Arms"-style enforced peaces, or
rules-enforced treaty terms. Nope. You make an agreement; it's up to you on a minute-to-minute
basis if it's worth sticking to. Violate
a treaty, and the consequences are entirely up to the aggrieved party (or,
more frequently, what the aggrieved is CAPABLE of doing to you - bluster
and fulmination is worth its weight in hot air...).
This
is actually why I haven't played a lot of Diplomacy lately.
Amongst my local gaming circle, I've developed a reputation as
rather, ahem, opportunistic in my interpretation of agreements.
Meaning that few will make any sort of arrangements with me without
chiseling it in stone or as near as may be possible.
Of course, I am rather wary about committing to such relationships,
and therefore usually have few allies - and in Diplomacy, without allies,
you will lose.
The
diplomacy board game and its elegantly simple system cried out for
computer implementation from the very beginning.
Unfortunately, Avalon Hill's ability to bring even a simple game to
the computer has been outstandingly bad.
Never fear, however, the Internet community quickly realized the
‘Net was the vehicle through which they could get their Diplomacy fix,
and people quickly wrote their own software "judges" to moderate
Diplomacy games by email.
Using
a standardized notation system, text-based emails, and these electronic
arbiters of turn execution, eDiplomacy flourished.
But unless you were a serious, intent player, there were some big
hurdles. First, the technology is based on volunteer work, and is
typically primitive - there was no GUI, no easy management system of
keeping/viewing the game on your computer (at least until very recently). For example, a command that ordered the army in the Munich
zone to support an army in the Bohemia zone in it's attack on the Vienna
zone would be parsed as something like "A MUN S A BOH > VIE"
- intuitive? Not too bad.
Simple? Once you 'get
it', yes. User friendly and
attractive to new players? No
way.
What
the Internet judges and technology allowed was for hardcore Diplomacy fans
to play their games. What
they didn't do was to offer something to novice players looking for fun -
the fan base flourished, but didn't grow.
But
now with Hasbro's dollars and Microprose's publishing muscle, Meyer/Glass
has finally appeared to implement Diplomacy on the computer.
I had the opportunity to look at a late mostly functional beta, and
I was impressed.
In
my opinion as someone that has waited for a long time for this: they've
given us Diplomacy exactly as we've hoped.
No rules changes, no modification of the system to make it more
"fun". It's
Diplomacy, plain and simple in all of its glory.
This is perhaps the cleanest port of a boardgame I've ever seen,
which was the perfect choice. The
game system is exactly as outlined above, making the reams and reams of
strategic and tactical essays in print and on the web still completely
valid. The only things they
added were that which you'd expect from a computer game:
-
competent
AI opponents
-
auto-calculation
of support
-
graphical
indication of possible moves, build locations, support avenues, etc.
Everything
else is in there. For
example, a lot of people forget that in Diplomacy, there are time limits
set for each of the turn phases, and a strict ruling against "diplomatizing"
out of the proper phase. This
dovetails nicely with the ability of a computer to time each event and
auto-advance the turn when time is up.
Of
course, the hardest thing to implement with such an intensely face-to-face
game as Diplomacy is the negotiation.
The solution is neat and functional: during the negotiation phase,
the players can each open private chat rooms, complete with a map of the
current game state as a reference tool.
Like a private chat channel in IRC, this player can invite anyone
they want (who is of course free to decline) and the discussion is
entirely private and secure. Since
nothing’s really set in stone, the negotiation takes place almost
entirely with text (although there are handy buttons for indicating areas
as “neutral”, etc.). But
one of the neatest features Meyer/Glass built in was the ability to see
who is speaking with whom - a vital piece of intelligence that can speak
volumes about a player's intent. This
is one of the things that - minus this clever solution - would have left
Diplomacy feeling sterile and the players out of touch compared to an
in-person game. But the
result works well in the games I played.
There
is also a fairly flexible editor, allowing you to bring in board games in
progress, or set up situations. The
control of supply centers, placement and number of armies and navies are
all totally changeable by the user. It
is also clear from the readme and interface that they are going to be
supporting some of the innumerable variants out-of-the-box, although this
feature was not yet implemented in my version.
Of
course simply porting a board game was entirely too straightforward for
programmers - they had to add some eye candy in the form of a variety of
map looks and fancy scrolling windows, etc.
(All of which, happily, can be turned off to allow this to run on a
relatively low-end system, probably a P120 with minimal Win95
configuration.) They've done a good job sustaining the atmosphere with
attractive, functional graphics and a good choice of background musical
scores.
Full
network, PbEM and even hotseat support should insure that you always have
some human to play against. Even
if you don't, the AI seemed competent.
There are three levels of computer player, and I beat the lowest
one as Russia. (IMO the easiest power to play).
I struggled but finally beat a bank of "medium" skill
level AI opponents with me as England. Finally, I got my keester handed to
me by a bunch of highest AI enemies while I played Austria, probably the
worst power to play in the game (remember, I've probably been playing
Diplomacy off and on for nearly 20 years).
That alone - an AI that is a challenge without cheating - is rare
enough to be worth buying the game by itself.
Diplomacy
is due out in November, and I seem to recall from my chat with their booth
staff at Gen Con that this will be nearly simultaneous with their
re-release of a prettier reissue of the boardgame itself.
Will this two-pronged marketing strategy work? I truly don't know, but I do know that the Diplomacy computer
game is a sign of a healthy and attentive parent company taking care of
business. We've been waiting
for this game for a long time, and I believe they've got it right on the
money.
Previewed by Steve Lieb |






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