
Tabletop Origins
Down In Flames (DiF) began as a card game submission
to GMT Games about 11 years ago. At the time, it was titled “Ra-tat-tat”
and was a game about WWI biplane dogfighting. While GMT liked the game,
we all agreed that WWII was a better market for a game and the decision
made to advance the timeline from WWI to WWII.
During development, it soon became obvious that
there was more material than would fit into one box, so the idea of
making Down In Flames into a series of games came up.
After much discussion, it was decided to have a series of four
games: the early war in Europe, the early war in the Pacific, the
late war in Europe, and the late war in the Pacific.
Now, 11 years later, all four games have been published and we have
been fortunate enough to have won several game design awards along the
way with the series.
The Team Comes Together
Because of DiF I was able to meet Brian Marrs. Brian is a professional
programmer who was a fan of the game and decided to code his own version
of it. When I saw what Brian had done, I was very impressed and thought
it had commercial possibilities, but didn’t know how to take it
to the next step of becoming a marketable game.
Enter Chris Richardson. Chris and I had met while I was play testing
my Star Trek Collectible Dice Game at a local game store. We became
friends and eventually business partners on several projects. Chris
had always been more into computer gaming than I had and immediately
agreed that Brian’s work had great potential.
From November of 2002 until spring of 2003 Brian, Chris, and I worked
hard to get the game as polished as possible in time for the huge E3
computer game show here in Los Angeles. When the time came, we packed
up some self-made CDs and brochures and went off to E3 to pitch the
game. E3 was amazing. The convention area was huge, taking up five floors
of convention space spread over 3 massive rooms. It had hundreds of
different game companies showing their latest games, half naked beautiful
women demoing games, massive display screens, towers of audio equipment,
and thousands and thousands of people walking around trying to see everything
while rock concert level music blasted out of all the speakers. For
the shear volume of money spent on an event, I have never seen anything
like it. The larger companies spent millions of dollars just on the
E3 show. The booth space for a 10 foot by 10 foot cost $10,000. I can
only imagine what the 200 foot by 100 foot booth spaces cost. But, in
another way, a very important way, E3 was very disappointing. For all
the money, lights, music, and hype, there was very little variety in
the actual games themselves. I would guess that half the games there
were first person shooters with only the smallest of differences. Most
of the other games were fantasy games based around walking around with
a sword hacking things. Where was the variety? Where were all the other
types of games I had been playing for 20 years? Nowhere to be found.
What was worse, after talking with some of the companies, they weren’t
even looking for them. Their design philosophy was to look at what everyone
else was making and make their own version. So, after taking one more
look at the beautiful half naked demo women, we left the convention.
We started the new search for a company by browsing the internet. I
soon came across several references to a revolutionary game system called
“Combat Mission” by Battlefront.
I downloaded the demo and was amazed by what I saw. Finally! A company
that understood what it meant to make a challenging, attractive game
that actually had feel and flavor, and could be played in a reasonable
amount of time. I sent Battlefront an email explaining
who I was and the DIF project I would like to show them, and crossed
my fingers …
Within a day I had a reply. This in itself was amazing. Most companies
don’t respond at all, and if they do it is weeks or months later.
Luckily, the guys at Battlefront had heard of
Down In Flames and said they would like to take a look at what
we had. A truly exciting day.
We started refining the game and upgrading the
graphics. It was around this point that Chris decided to leave the project
due to life circumstances. I was sorry to see him go, and am very thankful
for his help in getting the project off
the ground.

Development
During the past 12 months we have been hard at work developing the game
to get it ready for its release. Where we once had 100 aircraft animations,
we now have around 2,000. Where once the game was pretty much what came
in the card game box, we have now added cool new features like pilot
experience, skills, medals, ranks, and more.
It has been a very busy 12 months with many
ups and downs on a weekly basis as new features are added, detailed,
and finalized.
Which brings us to where we now, the game.
Conclusion
Our goal is to have DIF out by the end of summer. If you have any questions
now, or after the game comes out, I will be looking through the Battlefront
forum each day and answering questions.
I hope you enjoy the game, helping to create it has been quite an adventure!
Sincerely,
Dan Verssen
Down In Flames Creator