©
Jerry Capria for Boulder Games. All rights reserved.
INTERVIEW
WITH RICK HELI, CO-DESIGNER OF BALMY BALLOONISTS
BOULDER GAMES: What inspired the game?
RICK HELI: The immediate impetus for the game occurred in
March of 1999, but no doubt there were other things in my
background leading in the direction. I had always been
interested in balloons and actually experienced my first balloon
voyage back in 1990, a beautiful sunrise flight over
California's misty Napa Valley amid the wineries and vineyards.
My colleague and long time games opponent, Phil Vogt, is a
meteorologist and had actually worked on computer models of the
effects of the wind on balloon flights. Last but not least, I
would like to mention an old but charming film called Those
Magnificent Men in Their Flying Machines which I grew up
watching with my father. If you've never seen this wonderful
piece of comic adventure, it concerns the first attempts to
cross the English Channel by bi-plane, i.e. the foolishly
courageous challenge of its day. It seems to me that although
not directly related, this film has a definite connection with
the feeling of the game.
Anyway,
my friend Tanya Chou and I had been following fairly closely
since 1998 the attempts to circumnavigate the globe by balloon.
Unfortunately no one had any success in 1998 and so we put our
enthusiasm aside only to renew it when the campaign resumed in
1999. There was very little coverage in traditional media, but
we were able to find out quite a lot via the Worldwide Web. Phil
Vogt was also avidly following the progress, but one by one, the
various balloon teams were seeing their attempts end in failure.
The Cable and Wireless Balloon of Andy Elson, an engineer who
had been "let go" from the Breitling-II team after its
failure, looked like it was doing well, but was forced to
descend due to bad weather. They lacked spare batteries and
could not ascend above the clouds to charge their solar cells
because high altitude winds would have taken them too far off
course. So they were forced to ditch in the Pacific. The
favorites then became Richard Branson, Steve Fossett and Per
Lindstrand, experienced balloonists who had previously failed on
their own and were now flying together. But the jet stream they
had been using gave out and they lacked sufficient resources to
move laterally to catch a different one. Hair-raising reports
said that their balloon "bounced" up and down a
hundred feet several times before finally settling in the seas
off Hawaii.
So we were really convinced it was to be another year of
failures until we took notice of the Breitling-Orbiter 3 piloted
by the Swiss pilot Bertrand Piccard. As we awoke each day to
read the previous day's flying log, we really came to believe
that at
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last
this balloon would really make it! You can imagine how
exciting it was when it looked as if the balloon might
actually fly over us here in California. Unfortunately it
turned out that they chose winds which took them over Baja
California instead. But incredibly, they actually did complete
the first around-the-world trip on March 20, 1999, eventually
coming to land in Egypt.
But even before then we had noticed that this might make a
nice topic for our own game, something I had been wanting to
do for years. Besides the obvious romance and color of
ballooning, the real-life strategies and choices that the
balloonists were making reminded us very strongly of a game.
Gas, fuel and ballast are limited resources which they have to
husband carefully, but sometimes they gamble and expend large
amounts very quickly in order to catch the right wind.
Moreover it turns out that the winds themselves break
themselves down into two or three jet streams or, in game
terms, different strategic paths. The various disasters that
had occurred over the years just looked like pre-made Event
Cards. The clincher was that Tanya, a trained artist, offered
to help us with the graphics so we crossed our fingers and
thought we would give it a try.
BOULDER GAMES: How did it come to be produced?
RICK HELI: Our original ideas have changed somewhat in
the final game. However, it is surprising how much of the
original conception has remained. The scheme of the map, the
idea of balloons flying at three different levels and all of
the cards have survived almost entirely intact from the first
flash of inspiration. While the first idea was to encompass
not just a race, but the meta-race of finding funding and
experimenting with technology (those who know the game LIFT
OFF! will recognize the type), we decided to keep things
simple and simply depict a race itself. (Actually we may yet
do a such a scenario add-on as the situation still intrigues
me.) We felt that this should help make the game more
interesting for the game-buying audience at Essen where we had
planned to present the game from the very beginning. But we
didn't want to entirely lose the theme of the game in favor of
mechanics. After over a decade of playing games together, Phil
and I had developed an unspoken shared goal for the kind of
game we wanted. The theme should come first and the
mechanisms, while still profiting from principles such as
those put forward in this very nice article by Wolfgang
Kramer, should subjugate themselves to this. Of course it
still needs to be fun! And some license could be taken for the
sake of the game. Contrary winds and Misfortune Cards which in
our game are generated not by luck but by players, are
examples of this. But overall we tried to make something
recognizable to actual balloonists. Also, it was our hope that
by the end of the game the players should have learned
something, not just about how to play it well, but also about
the topic it depicts. We are not the first to attempt such a
synthesis and some have even given a name to it, "third
generation games", but it was and still is something we
look for in games, both for design and play.
The initial setup had the six balloons each starting from a
different start line and was actually more of a bluffing game.
Players held five cards and each turn played one face down
into the sector of their choice. This card would affect every
balloon in the sector. It could be quite dicey for the leader
to know whether to play a card to counteract a possibly
hostile wind played on him or whether to hold off because if
it was a bluff, he would just hurt himself. While this
approach seemed to go through several tests fairly well, it
seemed tedious and exacting to figure out the turn order
before every card play. But this was necessary to make a
leader catchable. The mechanism also seemed to encourage a lot
of bashing of others,
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