no me refiero a que sea un tema plagio, si no a el tema ético del asunto si fuera el caso, claro esta, lo decía de memoria y creía haber leído que si le habían mostrado las mecánicas que compartirían aunque no asi el juego, ahora revisando los post de la bgg de aquella epoca, veo que es como dices y aunque se repartieron en varios frentes uno mas acalorados que otros.
como anécdota, esta perla se la solto Andrea al CEO de FFG en la bgg en el 2011 cuando aun estaba calientes los animos.
Aunque como ya han dicho antes por ejemplo a mi la primera vez que vi WoW me recordo en ciertos aspectos a crimson skies de fasa, blue max no sabría decir por que no lo he probado nunca.
como anécdota, esta perla se la solto Andrea al CEO de FFG en la bgg en el 2011 cuando aun estaba calientes los animos.
CitarChristian,
thanks for the long and detailed answer. My general point of view on this matter is already in my last post above, so I have nothing much to add.
True, contacts were between FFG and the CEO of NG International - not directly with me. I have been updated anyway on all the terms of your proposal of game design license agreement, and it could not be otherwise. Even because you included the clause of crediting "X Wing" as "Game Design By Andrea Angiolino and Pier Giorgio Paglia". In terms of the Italian law about "Diritto d'autore", use of name (as the choice of anonymity or the use of pseudonym instead) relates to "moral rights" of the authors, belonging to them only, so I had to know the deal and I personally approved it. I am therefore well aware that you never asked us to design anything - you just asked to license the rights to use all or portions of WW1/WW2 WoW game systems to develope a Star Wars game within FFG, to be credited as above. In the end the agreement was not signed and the game took his actual shape. This is perfectly clear to me.
I will not engage a discussion about WoW and X Wings having or not similarities, and if they are stronger or not than similarities to any other dogfight game. I will just give you a single example of how there could be different opinions about that. In at least 10 years of writings and speeches about game design and communication, I repeated that a game is composed of setting (or chrome), materials and mechanics - just my little theory. You can change one of these with the rest being the same: so a chess set with The Simpsons characters modifies the setting of chess but still keeps the same materials (chessboard & chessmen) and mechanics (how the game works). A paper & pencil, a boardgame and a computer versions of Battleship change the game materials, keeping setting and mechanics all the same. When you speak about dials and templates replacing maneuvre cards to move miniatures in such a way on a free, gridless table, I personally tend to see it as a change of materials, not of mechanics - while you see it as a different game system.
I hope that the example is clear enough. Again, I made it just to explain how good faith opinions about possible system similarities could differ. For the moment, anyway, I still have to make my mind about "X Wings". When I will, please do not take offence if my opinions will differ from yours in a few or several points. It is in the nature of things.
In the end, to be clear about the secondary detail of ace skills and actions - it has been Bernd Caspers to quote them first, asking when they have been introduced in the WoW system, and maybe my answer needs to be made clearer.
You may be personally unaware of pilot skills in WoW, and the same can be true of your design staff, but they are in the "Dawn of War" rulebook at page 14/15 - it is the product introducing the WW2 system, edited by FFG as all that has been published, released in 2007. They are also in the "The Dawn of WW2" rulebook , in the "WW2 Miniatures" rulebook , and in WW1 scenarios here and there, besides a 2005 post in the official site that has been their very first introduction.
As far as actions are concerned, since 2009 there is a WoW variant with a different historical setting (no flying veichles - please let me avoid to reveal the subject) using a single order planning and an action system. You are not among the ones who saw the prototype, as you say - but please believe that such a variant has been designed, tested and shown around in the last two years, so it is hard for me personally to see actions too as new elements in WoW.
But again, this is a marginal detail.
All the best,
Andrea
Aunque como ya han dicho antes por ejemplo a mi la primera vez que vi WoW me recordo en ciertos aspectos a crimson skies de fasa, blue max no sabría decir por que no lo he probado nunca.






