29 March 2019

The Indie Bubble Revisited (Or, Are We All Totally-Doomed, Or Just Regular-Doomed?)

I hate writing this, because the situation is ugly, and it feels like I'm just piling on. I'll try to add something new to the discussion.

Yeah, yeah, I know. Another stupid article about the Indie Bubble, or the #indiepocalypse, or whatever dumb thing they're calling it today.

It's starting to get a little old. I did my part kicking off this whole discussion with my Indie Bubble article about a year ago. It's probably the most widely read thing I've ever written. Luminaries of the game industry read it. Many articles referenced it. Some people hated it, though a lot of these seemed to do so not because it was wrong but because they wanted it to be wrong.

It's been talked about a lot since then. I've read a million articles and tweets and critiques by established indie devs who are eager to let you know that if you don't create an eternal classic and market it 27 hours every day you suck and deserve to fail. (I'm know ... I'm exaggerating. Some days, it doesn't feel like it.)

But I'm not gunning for ten million dollars, and I doubt most young game devs are either. We just want to earn pizza and housing money making our happy toys. We know that a few people can make a killing. We just want to know if we can make a living.

Anyway, it's been a year, and I'd like to check in. Try to inject some reality, maybe a solid prediction or two. It seems like half of the game industry is too optimistic and the other half too lost to despair. Instead, all we need to do is look around and see a bit of what the Game Industry is like. What it was like before the bubble, and what it is reverting to being like again.

By the way, I don't want to turn this into an ugly class thing, but ... If you already have a massive hit, OF COURSE everything looks great.

A Bit Of Truth, and Then You Can Ignore the Rest of This

Some have described me as some sort of weirdo Indie Dev Angel of Death, forecasting the apocalypse. This is not what I said in my article. All I said was that, after several exuberant years, the business of writing indie games was returning to normal.

And what is normal? Here's the big take-away! Writing games for cash is a harsh, unforgiving affair. Success is rare and failure common, instead of the other way around. If an indie game fails, it shouldn't surprise you. Success should surprise you. All I said was that, in the future, this hard reality will (and must) reassert itself.

Please take a moment to reread the previous paragraph. Then don't read the rest of this mess. All that us Doomsayers are saying is that the simple reality in the previous paragraph is reasserting itself. There's is an #indiepocalypse, kind of. It's a painful return to the simple harshness of the gaming biz, same as it always was.

But if you're still reading, since we're all in the future now, I wanted to revisit my original piece and see if I was accurate.

So let us look, bravely, eyes open and clear, at the situation as it exists. Let's figure out where we're going, and let's see if we can all find a way to avoid flying shrapnel.

Time for a little cheering-up break. Thanks, Twilight Sparkle! Friendship IS magic!

Now I Prove I Was Right

How can I prove that I was right, that the happy days of easy money are gone, and that we indie devs are going to have to hustle and scrape and control our budgets like in the musty olde shareware days?

Once, I dreaded writing this article. I feared having to dig up tales of high profile indie flops. I planned to rely on imperfect measures, like the increasing number of games forced to rely on massive discounts and being in bundles a scant 3-5 months after release. I thought I'd need to scrape together what sales figures I could find to show that, yes, titles that once would have been massive hits out of the gate will struggle simply to break even.

Now I don't need to do any of that. I have been given manna from Blog Writer Heaven: SteamSpy.

Aren't you sick of seeing this chart? (Full size original here.) I know I am.
The Mysterious Miracle of SteamSpy

SteamSpy is a new web site that uses online data mining, secret algorithms, and Magic to come up with weirdly accurate estimates of how many titles games on Steam have sold. Based on my own sales and what I've heard from other indie devs, its numbers are surprisingly on the nose.

It's not as good for figuring out how much actual money a game has made. SteamSpy counts sales, not how much money a sale was actually for. The site  can't tell whether sales were at full price or from sales or bundles or whatever. However, if a game hasn't yet been in any bundles or big sales, it's good at estimating how much the game has earned. It's pretty damn cool.

That being said, please consult the chart above.

One heavily disputed claim in my original article was that most people have only a constant amount they will spend on video games. Thus, since so many more titles are coming out, earnings will go way down.

This struck me as a pretty uncontroversial statement, immediately understood by anyone who knows anything about economics or who has had to make a family budget. If you release 10x as many games, people won't start spending 10x as much on games, as they also need to buy food.

SteamSpy's chart says this is pretty much exactly what happened. Number of games shot up. Money earned per game went way down. Yes, there are still hits, and they generally earned it. It's the invisible majority of developers that are drifting into oblivion in silence.

So now I'm going to make some predictions, and I hope, in a year, that I have been proven wrong. I really do.

Another chart everyone is sick of: Steam releases per month. Ignore the dumb trend line and just look at the dots. The pretty, pretty dots.

Prediction One: More People Need To Abandon Their Dreams.

As a bonus, there is another chart: Steam Releases per month. There's no guesswork here. To know the number of new releases, you just have to go to Steam and count them. The numbers are still shooting up, as hopeful, talented young devs chase the gold rush.

Expect earnings for most developers to keep going down for a while. I don't take any satisfaction in this. I love indie development, and, as I said in the previous article, I WANT to be proven wrong. (Remember, this is my day job too.) Yet, these numbers are pretty compelling, and they speak of a rough road ahead.

Yeah, yeah. You're probably sick to DEATH of hearing that. LOTS of indie devs say it. What nobody talks about is exactly what that rough road will look like. Who will get hurt, and how? Here's a guess:

Basically, solid, competently made games that would have made a modest profit 10 years ago or 10 years from now will just flop. Really ground-breaking titles will do fine, of course. It's just that, in a normal environment, you shouldn't need to be absolutely unique and invent a new genre or whatever to make money.

(Oh, by the way? If an otherwise solid product falls to huge competition, there's no need to pile on further by saying, "You just sucked. Indies are whiners. You just want a trophy for showing up. Loser. LRN2PLAYN00B!" It really aggravates me when profitable indie devs do this. Show some humility. You just write indie games, for God's sake. Just because your game sold well doesn't make you Jesus.)

This is REALLY important: After the hard times to come, yes, wages will be lower than they were. It will be harder to get rich, but it'll also be totally possible to scrape by a nice, middle-class existence writing competent games in underserved genres.

All it will take is enough companies dying to have a few genres be underserved again. This process will be HARD. This is the so-called #indiepocalypse, right here.

To make a living without a monster hit, however, will require some reality acceptance ...

Yeah, pretty much. I suggest writing your first game in your spare, non-job time. Yes, I know this sucks. I've been there, man.

Prediction Two: Ambitions Will Grow More Modest. Budgets Will Be Cut.

My blog is called the Bottom Feeder, because that is what I am. I am a small, fast, nimble developer, dashing in to grab the scraps the big boys leave behind. I write my games on tight schedules with modest budgets. When I can use cheap, licensed sound and graphics, I do so with enthusiasm.

As a result, our business has done well for over 20 years.

I've watched the ramping up of indie budgets and ambitions over the last few years with fascination. Having a real team and professional assets (graphics, sound, etc) can result in a very successful game. However, the more you spend, the greater the risk. Sometimes, I suspect my fellow developers have lost the ability to make hard choices about what luxuries are worth paying for and what aren't.

Indie developers tend to want nothing less than custom graphics and music of the highest quality, everything done completely fresh for each game. Sometimes, licensing a piece of music for cheap can do just as well, with far less overhead to earn back in sales.

If your game needs voicework (Does it? Does it, really?), there are a multitude of actors who can do well for reasonable rates. Instead, I've seen several developers hire big name actors. I sincerely doubt this generates enough extra sales to justify the expense and trouble.

Team sizes. Holy cripes, but teams are big! I never would have imagined that a 10+ person indie game team would seem like a viable option. Never forget that you can make remarkable stuff with two people (one coder, one artist, buy what assets you have to online for cheap).

And as for long development times, yes, I know. Art happens on its own schedule and shouldn't be rushed. Yet, discipline is still necessary. It's way easier to stay in business when you have a new game every two years than every four. If you're spending 5-7 years to make an indie game, I hope you were already rich when you started.

Amazingly, some indie devs hire actual consultants, the greatest of all cash sponges for confused businesses with too much money. The highest profile recent indie failure, Tale of Tales, hired an expensive consultancy team to help out.  I can guarantee that it wasn't worth it.

As things get tougher, the indie business will need to focus more on the 'Business' part. This is all to the good.

Look at the bright side. If you never get famous, nobody will notice when you have your nervous breakdown on Twitter.

Prediction Three: "PR Better" Will Stop Being the Answer To Everything.

Lower budgets mean you can sell fewer copies of your game and still stay in business. If you operate on a low enough budget, you don't need a huge PR breakthrough to succeed.

I believe a really good game, word of mouth marketing, and patience can still be enough to generate a profitable product. It's a slow, hard road, but this is still a tough industry. It's still was easier than it used to be, as the number of outlets for word-of-mouth and cheap marketing have gone way up since I started. If I'm wrong, we have an even more serious problem than we thought.

This is because the PR situation is becoming intolerable. I am so sick of indie devs who already made it saying, "You must spend huge resources on PR. If you don't, you deserve to fail." This is mean, lazy, and utterly neglectful of the reality now.

Look. As I write this, Pax Prime is going on. There are OVER ONE HUNDRED indie games showing at PAX. These are young, ambitious developers who are expending huge amounts of time, cash, and energy doing what their elders told them to do. For most of them, the effort will be wasted.

This isn't their fault. The gaming press only has so much bandwidth. It can and will only cover so many games, and most of those resources will go to AAA titles. They simply can't give exposure to over 100 games. Even if they could, gamers don't have the time or mental bandwidth to process so much input.

I've heard that the press will only cover you if you go directly to them in person (expensive, time-consuming). Simple email contacts (fast, inexpensive) won't do. I'm starting to believe it. The recent indie game N++ hardly got any coverage, and this is the sequel to the N series, one of the best-known, seminal series of the indie boom.

And yet, even if they had gone to cons and kissed the ring, I doubt it would have helped. Over 100 indie games on display. You can't fight that math.

(I'm assuming here that the gaming press is a pure, neutral meritocracy. If you believe that the press occasionally gives a huge amount of press to a mediocre title for unrelated reasons, well, the problem becomes even more dire.)

This is also assuming, of course, that conventional press even matters anymore. There are real doubts on that score. Reviews in old-school magazines and web sites don't bump my sales near as much as they used to.

I believe that, of necessity, developers will rediscover building businesses the old-fashioned way. Not by getting a smash hit overnight, but slowly, game by game, building a genuine fan base that will carry them through good times and bad, counting on quality and word-of-mouth PR to get the word out there. As the saying goes, it takes ten years to make an overnight success.

It's slow and difficult. Really difficult. It may not even be possible. You'll have to forgive me for thinking it's possible, as it's the only thing that enables me to get out of bed some mornings.

Pictured: The Game Industry in 2016. (Artist's conception.)

Prediction Four: Indie Gaming Will Survive.

Despite all this, I'm not a doomsayer. Indie gaming will survive. Gamers want us to survive, and the quality of our work is fantastic. I rarely have more fun than when I buy a Humble Bundle and try out 10 of the games these ambitious young people are making.

These new developers are driven, smart, and admirable. They are better than me, and I want them to get rich. Some of them even will.

Nobody knows what is going to happen. There are a ton of unsolved problems (like pricing and efficient marketing). It will be hard to succeed. Like it has almost always been, and will almost always be.

My advice for you personally? It's the same advice I'd give to anyone planning to go into a highly competitive artistic field: Don't start writing indie games unless you couldn't possibly be happy doing any other job.

I hope you're not a broken toy like me, driven by a mad compulsion to make these peculiar, garish, little works of art. But if you are, welcome aboard. I am rooting for you.

You're still reading this? What's WRONG with you? Why didn't you just read 200 words, make up some stupid opinion I didn't say, and attack me for it in a Gamasutra article? You know, like everyone else?

What I Am Going To Do

The same thing I've always done. Lay low. Work fast and cheap. I'll count on my awesome loyal fans to see me through, and I'll do my best to make work worthy of their loyalty.

My games are $20. To stay in business, I need to sell, say, a minimum of 6000 full price copies of each new game. Add on bundles, Steam sales, etc, and it's a good living. For me, now, it's an entirely attainable goal. If you care, you can follow how I'm doing on SteamSpy.

I know life is a bummer now, but indie games are just too cool to die. If you write them, as a pro or hobbyist, be proud.

Well, better get back to work. I have two weeks to write four weeks' work of dialogue. Time to hop to it.

###

Please let me know how much I suck on my Twitter.

Poetry - Made Multimodal!



This incredible, beautiful example inspired me to approach our English teachers to consider making their work with poetry multimodal; showing this to them was a pretty persuasive pitch.

One of the many great things about my job is that I get to work with teachers and students throughout the college, from Kindergarten to Grade 12. One of the fabulous aspects to this is how often the fundamentals that are introduced in the Primary School, are just as effective and just as powerful in the Middle and High Schools.

We have been making a concerted effort to ensure that when we talk about 'digital literacy' we back that with some fundamentals, specifically the expectation that as our students move through the college they move from introduction to consolidation to competence in the five core domains of video, image, text, audio, and data. What follows is one example this year of integrating three of these into students experiences with poetry, by making it multimodal.

Multimodal Poetry

This work began by focusing on our Grade 4 students, nearing the end of a Writing Workshop focus on poetry. Instead of leaving it as a text only celebration, we asked the students to reimagine one of their poems, adding imagery—be it still or moving image. Some students were more literal in their interpretation, others more abstract, but the best skilfully combined both. Then they added the power of sound, choosing music and even sound effects to complement their own narration.

What I find really exciting though, is that as why I was able to take these videos to our Grade 7 teachers, whose students were ending a focus on poetry, only in this case they had been analysing and exploring an anthology of poetry. So we asked them to choose one... and make it multimodal. 

Grade 4






Grade 7





Whether it was a grade 4 poem the students wrote themselves, or a poem chosen by a Grade 7 student from an anthology, the teachers consistently commented on how powerful and insightful it was to see each students understanding of poetry made visual, made audible; made multimodal. 

Resources

If you're keen to have a go, here's a link to the site page where I collated the resources—I used the same resources with both Primary and Middle School classes. 

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27 March 2019

Winter's Heart

Winter's Heart is probably my favorite of the over 100 Game Maker winter contest games I've played so far. It's made by Bit Pimp aka Darthlupi, who is responsible for some of the best classic Game Maker games (such as Mage Craft, Raging Skies, The Cleaner, and Legend of Shadow). It fits in no one genre, it has puzzle and action elements, and RPG-like upgrades.

Use Z to hoist and then strike with your staff, holding it longer produces more forceful blows. This however cannot harm enemies, but it can be used to knock snowballs into them, which can create chain reactions and temporarily stun enemies -- and while they are stunned, use the staff again to banish them. You can also use X to roll up snowballs for this purpose if you run out of a level's starting set, although this drains your freeze meter. Press C to use a spell (which takes away from your score), and press A and S to cycle between your spells (which you can buy and upgrade using your score).

I like that it isn't just a set of levels, but there's a background story, bosses, and really great music. One thing I like about the game is that it's very economical with its elements, you only have two meters. The freeze meter doubles as health (you have to restart the level when it fills) and, because it's constantly moving down, also triples as your time limit. Your score and doubles as your magic points, because you use it up when you cast spells, and it triples as your currency, because you use it to buy new spells and upgrade them.

Name: Winter's Heart
Developer: BitPimp/Darthlupi
Category: Arcade/Action/Puzzle/RPG
Type: Freeware
Size: 3.2 MB
Direct download page: Click here

Grubby Old Grenzers

 Grenzer regts 16 and 17
So, June quickly draws to a close, not a bad month in the world of Austrians, despite a crippling work schedule (Sir Elton John and Lady Ga-Ga being demanding souls), nonetheless, I got over 90 figures whacked off. This included finishing the second 48 of Grenzer. This means I now have 96 of these critters, all with green facings. Subsquently I can use them either as 2 x 48 man units or as 3 x 32's which is some nice flexibility. Eventually I will add another 2 x 48, so will be able to field 4 x 48 or 6 x 32!
 32 man Grenze units are pretty weak in ITGM, which seems accurate.They fight and morale as militia - i.e only plus 1 for morale but they do fire as if they are veteran. So 48's can be a bit pokey in the right circumstances  (sat in a village is always a favourite) They are still a bit hopeless in woods though (move as militia) which doesn't seem quite right. I might need to think about this.
Front Rank officer throwing his weight around with his slimmer Connoissuer squaddies
I'm going back on track with painting line infantry next, this will be the seventh German btn, probably with pale grey facings. The first batch have just been undercoated and are awaiting the old Army Painter treatment.
After six months of not buying (m)any Napoleonic figures my purchasing gland has been getting twitchy. I've been checking out the Sash and Sabre range- I've got some samples on order from Old Glory UK, command for both line and grenadiers. Even if they are not quite what I'm after I'm sure they can be shoe'd into a unit somewhere. I'm over halfway with the line infantry, and will wind up with 16 btns of Germs and Hungarians....but it doesn't seem QUITE enough...so maybe a division of the S&S chaps would round off my army nicely. We'll see.
FR command, Connoiseur and Elite make up the rest
The other Company I've been looking at are Alban. While I like their infantry a lot, I don't think they will fit very well with the massed Elite units, which is a shame. However, the hussars they make look fabulous, and I don't think a cavalry unit will present the same asthetic problems. I don't have any Hussar figures yet at all (that may change very rapidly) but Austrians really should have plenty. I'd like to wind up with 3 units, and I might make them 48 man regts.
3 x 32 or 2 x 48...the choice is mine
Saddened to hear of the death of Paddy Griffith, I re-read his "Forwards into battle" recently. A fairly seminal work IMHO, one of those books that upset a few folk because it challenged the way they LIKED to think warfare was conducted, and arrived at conclusions which weren't cosy with their view. Part of what good historian should do.


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Soviet Steel

With the infantry out of the way the next goal in my Soviet project was starting on all the armor. I didn't fully get these guys done for our first game and their inaugural outing was without any weathering, but they are finally done! I actually got them done over a week ago, but never got around to finishing this blog post. Still here they are in all their green glory.


To get me through the first 500 point games I went for a force of 5 T-34's and some BA-64's to support my infantry. Both are from Battlefront, the T-34's being plastic while the BA-64's are resin models. Sourcing the BA-64's turned out to be quite a task as Battlefront wasn't able to supply them and they were out of stock on most online dealers. Few days of searching ultimately proved fruitful though with the required 2 blisters being found in Germany alongside some other sets that have been tricky to find.





I went for a fairly heavy colour modulation on these guys like I do with all my vehicles nowadays. This time I didn't use Vallejo like I normally do, but rather decided to try out one of AK Interactives modulation paint sets as I thought it would be a simple way to get all the required shades. This turned out to be a massive mistake as the paint was probably the worst I've ever tried. All the colours had the pigment separated as a thick sticky paste and needed a few mixing beads and extremely vigorous shaking to have them anywhere near a paintable state. And it's probably not even just this batch as I bought their white and grey basecoats at the same time which had a similar issue. And some googling turned up plenty of horror stories of their quality control.

When I'd gotten them more or less mixed up and ready for painting some more problems started to arise. The paint would dry on my airbrushes needle tip every 15-20 seconds and required constant cleaning with a cotton bud to allow for painting. And the paint seemed to separate extremely fast so I needed to mix all the paint in the cup every few minutes by backflushing it with air. All in all the process took far longer than it should have with the constant cleaning etc. Not surprisingly it didn't take long for me to go online and order new paints from another manufacturer for when I'm going to paint the next bunch.





Rest of the painting was super simple as there aren't many tools or other details on the tanks. I slapped on some decals adding a few slogans on them as well as at least propaganda pictures often seemed to have tanks with some encouragement written on their sides. With the decals and some chipping added I went for an overall brown wash with enamels, followed up by wiping most of it off with the help of thinners after it had dried. As a last touch some additional streaking was done in a couple of different tones with a thin brush.

For mud I tried a new technique. I've been tinkering with Ammo of Mig's mud products, but haven't been completely happy with them as the results seemed a bit too even on previous tries. This time I added a bit of plaster in the mix to give it more of a body and applied it from the brush with the help of my airbrush. Getting the mixture on a brush and blasting air through it helped create a nice splatter effect and with all the stuff being enamel based it was easy to clean it up from unwanted areas with thinners. I'm pretty happy with the results and this seems to be far more effective compared to stippling it on with a brush like I used to do. The only downside is the massive mess I made with a lot of the splatter going everywhere else, but the tank. Luckily I'd had the foresight to cover my painting station with a cardboard before doing this so clean up wasn't too hard. It just meant that quite a bit of the stuff went to waste.

In the last week I've been keeping busy with another 6 T-34's just missing mud. I also got started on a 82mm mortar platoon and some Katyushas. When the tanks are finished I'll have enough of them for 750 and 1000 point games and the only addition needed for 1000 points will be the mortars. However I'm trying to get ahead of schedule a bit as at 1250 points I'll be needing a further 5 T-34's, 4 Katyushkas, 2 AA trucks and other support vehicles. With the games being every second week there is no way I'm going to be able to finish all that in time so better get started now to have any hope of fielding everything in time.



As a lighter ending to this wall of text here are some pictures from last Sunday :) Our dog was used to sire some puppies and me and the missus took a trip to the kennel to check out the little fur balls. A day of playing with puppies was definitely worth the couple of hours of driving and having to forgo my painting time.





Cold War Projects 2017




Last year was largely a year off from gaming and related activities hopefully this year will see a little more activity on the modelling writing and gaming fronts.  This post really sets out to explain the different projects I am working on and how they might progress this year.  All of them are fairly large multi year undertakings some of which have been running since I started this blog



I suspect the primary focus will remain the Soviet Armed forces as I have a number of fairly large projects in progress that I am keen to try and close out on or move forward depending on their current stage of development.  For those of you who have not had the time to fight their way through the amount of material in the blog these are:

  • Forward Detachments
  • Breakthrough Battle
  • Deep Battle

Forward Detachment




The forward detachment project seems to be completing. The main components of the project are:
  • BMP Motor Rifle Regiment that can be fought as an early 80s or late 80's force
  • Divisional Anti Tank Regiment
  • DShV Bn and Associated Airlift and Support
  • Frontal Aviation Ground attack assets
whilst the topic has been fairly well covered there are a number of areas I have yet to explore in detail around the various force components of the BMP MRR and how they might be organised and deployed by the MRR commander and these have quite a bit of potential to spin out into a number of smaller scenarios around their use.



Principal Posts


Wargames Unit - Soviet Late 80's MRB
Wargames Unit - Soviet MRR, Anti Tank Reserve
Wargames Unit - Soviet MRD, Anti Tank Battalion
Wargames Unit-Soviet Late 80's, 2S1 Battalion
Wargames Unit - 468 MSB, Divisional Forward Detachment at Waidhause
Wargames Unit -Soviet, Combat Helicopter Regiment, Assault Helicopter Squadron
Wargames Unit - Soviet, Combat Helicopter Regiment, Attack Helicopter Squadron
Wargames Unit - Soviet Late 80's Independent DShV Battalion

Breakthrough Battle



The Breakthrough Battle project has largely been researched and written up,  much of the required equipment has been bought although there is still a fair amount to go.  Currently the scope of the project  includes:
  • BTR Motor Rifle Regiment
  • Divisional Artillery Regiment
  • Army & Front  Artillery reinforcing units
  • Divisional, Army & Front Air Defence Assets
  • Frontal Aviation Ground attack assets

This project should provide a number of posts around:
  •  reviews of models, 
  • ORBAT posts around the specific force components not yet covered, 
  • Wargames units as I finish them 
  • Possibly the odd scenario although in truth there is a lot of work here to do on building the force and a viable opposition before any gaming can really take place.

Principal Posts

ORBAT - Soviet Late 80's Breakthrough Capability, Part 1 overview
ORBAT-Soviet Late 80's Breakthrough Capability, Part 2 Army Independent Flamethrower Battalions
ORBAT-Soviet Late 80's Breakthrough Capability, Part 3 Non Divisional Artillery Assets
ORBAT-Soviet Late 80's Breakthrough Capability, Part 4 Frontal Aviation
Wargames Unit - Soviet Late 80's, Flame Thrower Company Group

Deep Battle

I started researching Deep battle in 2015 and have yet to start to write the material up currently I think there will be a number of major operational elements:

  • Exploitation and Pursuit forces, Tank Regiment & Army and Front River Crossing assets
  • Strategic Desante, Spetznaz, VDV Regiment and Naval Infantry Battalion
  • Deep Fires, Air, Rocket and Artillery, I think there might be the odd Scud Brigade in here


I hope to be blogging around each of these project areas over the next 12 months and probably over the next few years as these projects always take a long time to mature both from the perspective of developing an understanding of the subject and building up the requisite forces to fight the battles.

As this project has yet to get past the research stage I have yet to write anything significant, and like the Breakthrough project its a fairly large and complex and because of the distances and forces involved challenging to translate to the table top in 20mm.

I have bought the odd model and have some force elements already covered in a limited fashion, primarily the VDV and elements of the exploitation and pursuit forces which fall out of the Forward Detachment project.

Context

As well as the posts relating to the three main projects their is also a lot of material on the operational and organisational context to battles in the late Cold War period.



24 March 2019

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24 January 2009

Efek Rumah Kaca di Kompas tiap Sabtu

Obrolan A-Politik
Yang Agung dari Leuwinanggung
Kompas, Sabtu, 24 Januari 2009 | 01:10 WIB
Oleh Efek Rumah Kaca
Bicara tentang DPR, pelan-pelan menyusup dalam memori kita "Surat buat Wakil Rakyat", karya dari yang agung di Leuwinanggung: Iwan Fals. Apakah tidak ada lagu lain yang lebih kurang bertema sama? Mungkin ada, tetapi tidak bermalam di memori kita seperti si "wakil rakyat" itu.
Relevansi. Banyak orang bilang, lagu "Surat buat Wakil Rakyat" masih relevan dengan kondisi DPR kemarin dan saat ini. Masak sih? Artinya, DPR enggak banyak berubah, dong? Mari kita "bongkar" premis tersebut.
Untukmu yang duduk sambil diskusi, untukmu yang biasa bersafari, di sana di Gedung DPR.
Lirik ini tidak lagi relevan. Anggota DPR sekarang, dengan jas dan batiknya sering kali diam-diam melakukan sidang di luar Gedung DPR (baca: hotel) dan tanpa publikasi untuk menghindari kontrol publik.
Wakil rakyat kumpulan orang hebat, bukan kumpulan teman-teman dekat, apalagi sanak famili.
Banyak sekali caleg yang merupakan sanak famili yang belum tentu kompeten menjadi wakil rakyat. Dan satu pertanyaan, apakah masih ada orang hebat di sana?
Di hati dan lidahmu kami berharap, suara kami mohon dengar lalu sampaikan, jangan ragu jangan takut karang menghadang, bicaralah yang lantang jangan hanya diam,
Di kantung safarimu kami titipkan, masa depan kami dan negeri ini, dari Sabang sampai Merauke.
Cukup relevan karena bait ini berisi harapan rakyat yang masih jauh dari terpenuhi, apalagi terpuaskan. Agenda rakyat sulit mengalahkan agenda pribadi dan partai. Yang kurang relevan, anggota DPR sekarang sudah tidak lagi diam, dalam sidang sering terjadi interupsi. Bahkan pernah sampai baku hantam. Entah atas nama rakyat atau karena tidak paham tata tertib sidang.
Saudara dipilih bukan dilotre, meski kami tak kenal siapa saudara, kami tak sudi memilih para juara, juara diam juara he-eh juara ha-ha-ha.
Relevan dan tidak relevan. Pada pemilu lalu, karena banyaknya caleg dan rata-rata tidak dikenal menyebabkan pemilih bingung dan mulai mengandalkan "kreativitas lotre" untuk menentukan pilihan—mulai dari menggunakan kancing baju, buku jari, mencari nama yang keren, memilih kumis terunik, dan banyak lagi.
Wakil rakyat seharusnya merakyat, jangan tidur waktu sidang soal rakyat.
Kurang relevan. Jangankan tidur di ruang sidang, datang sidang saja kadang-kadang. Mereka lebih senang "jalan-jalan ke luar". Mungkin mereka pikir "jalan-jalan ke luar" sama artinya dengan walk out. Atas nama waspada agar lagu tersebut tidak menjadi semakin tidak relevan (dalam konotasi negatif), maka lagu ini harus kembali dimasyarakatkan.
Yang agung dari Leuwinanggung, ayo dong turun gunung.