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Today Cambridge, tomorrow the world
If you've ever longed to humiliate your rivals and
dominate your enemies, maybe even
seize territory and rule supreme, then GoCrossCampus is the online game for
you.
September/October 2008
by James Kirchick '06
James Kirchick '06 is an assistant editor at the New
Republic. He last
wrote for the Yale Alumni Magazine about hazing night at the Yale Political Union.
Last fall, more than 2,700 heavily armed Yale
students, faculty, and alumni assembled on the Massachusetts border. Several
days later, they overcame the pitifully meager Cantabridgian forces of Harvard,
and not long after vanquished the hordes of Brown at the coastal resort of
Newport, Rhode Island. At one point, the Elis conquered the entire state of
Vermont, ousting the reigning Visigoths of Dartmouth. But after two months of
espionage, vigorous recruitment of soldiers, and bloody slaughter across the
hills and valleys of the Eastern seaboard, the Elis ultimately fell to the
Tigers of Princeton.
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"Feed your Napoleonic complex" in a competition based on the board game Risk. |
No, this is not a fantasy dreamed up by Yalies
embittered after years of losses to Harvard in The Game. Rather, it's the
abridged history of the latest Ivy League Championship Tournament hosted by
GoCrossCampus, the Internet-based brainchild of four innovative Yalies—Matthew
O. Brimer '09, Brad Hargreaves '08, Sean Mehra '08, and Jeffrey Reitman '08—and
Isaac Silverman, Columbia '09. GoCrossCampus (GXC) allows an unlimited number
of players to participate in a competition (based on the board game Risk) over
virtual land, collectively taking turns attacking and defending each other's
territory. "Commanders" order their team members to execute strategies, and
players can chat live with their fellow troops and rivals in the field.
The creators of GXC advertised the tournament on
Facebook and in student publications and worked with student governments at all
of the Ivy League schools (via the Ivy Council, a conglomeration of student
governing bodies) to attract players. "Feed your Napoleonic complex" urged the
blog of the Blue & White, a Columbia magazine. All told, almost 11,000 Ivy League
students and alumni participated in last year's tournament, which ran from
October 22 until December 31. The game's creators expect even bigger turnout
for the rematch. Hostilities are scheduled to begin on September 16.
For those players not usually drawn to online games, GXC appealed to their innate Yalie competitiveness—not to mention their
antipathy to all things Harvard. "Everyone playing for Yale wanted to just
totally, completely dominate the Ivy League"—and especially Harvard, Nicholas
Selz '11, the game's tournament organizer, told me. The game is also an effective
way to rally school spirit for academic institutions that don't boast popular
sports programs. Sue Yang, a Columbia student who participated in last year's
tournament, says GXC "is a great way to fuel school spirit on the Ivy campuses,
because let's be honest, we aren't known for our athletics."
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"Let's be honest, we aren't known for our athletics." |
The inspiration for GXC came from "Old Campus Tree
Risk," an Internet game hosted by the Yale College Council last year that
pitted the residential colleges against one another for dominion over Old
Campus. (Durfee, occupied by freshmen in Morse and Timothy Dwight, triumphed.)
"We saw that game and saw people really enjoying it, and we thought, we can
build team-based games," Brimer says. Several months later, GXC was born. Today
it hosts free games that anyone can join. GoCrossZodiac began with 12 teams,
named after the star signs, fighting over a map of the universe.
GoCrossBoyBandz has territories named, for instance, "Hanson brothers" and
"Jonathan Knight," after the New Kids on the Block star.
GXC works like this: players join teams competing
over control of a map divided into many territories of varying size and shape.
For every turn, each player is allotted a certain amount of energy. Players
have three options during turns: attack an adjacent territory, defend a
territory, or move to another territory owned by their team. When a team
decides to attack a territory held by a rival, battles take place between two
individual players at a set time, with defenders receiving a strict 58 percent
to 42 percent advantage—meaning that the attacking team needs substantially
more players and energy in order to conquer a territory. Team members nominate
and vote on commanders to plot overall strategy, and can also remove them from
their posts should their generalship prove disastrous.
The creators of GXC, ever the enterprising Yalies—all
of them are members of the Yale Entrepreneurial Society—believe there's more
than just fun to be had with their creation. Even though they claim on their
website to be "concerned more with creating the best game we possibly can than
with making a quick buck," they're after serious money, through both
advertising and sponsorships. Brimer says GXC has raised approximately $1
million in venture capital from two firms, Easton Capital and the WGI fund. In
July, GXC announced it had hired the 38-year-old co-founder of Major League
Gaming, the largest organized video game league, as an executive vice
president. And the group has branched out into the business world by launching
GoCrossOffice (GXO), which allows corporations to design their own games for
employees. Slingshot, a Texas-based advertising agency, hosted a game earlier
this year. Google's New York office fought over Manhattan Island this summer.
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There is "a huge offline component." |
Human resources managers and residential college
deans need not worry that their charges will be spending all day transfixed
before their computer screens. Teams have 24 hours in which to complete a turn,
so all players have ample opportunity to strategize and execute their next
move. But the actual amount of time a player spends attacking, defending, or
decamping is just a few minutes. "You don't have to sit at your computer for
hours a day" playing GXC or GXO, Brimer e-mailed. "That's what makes it so
appealing to these companies." Still, the game can bring out the addict in
some. Danni Babik, of Slingshot, says that when her team lost, their
commander's wife said, "Oh, thank God!"
While players spend relatively little time taking
turns on the virtual game map, says Brimer, there is "a huge offline component."
There's an incentive for players to reach out to friends, classmates, or even
that dorm-mate down the hall they hardly know—because the more players a team
recruits, the stronger it becomes. "You have to get up, walk around the office,
dorm hallways," Brimer says. For companies, the offscreen interaction brings a
degree of camaraderie and fellowship to twenty-first-century cubicle culture.
Babik, who designed the Slingshot game-map using office blueprints, says that
in the course of play she's "gotten to know some people a lot better." Players
at several schools say they held regular, sometimes daily, strategy sessions in
their dorm rooms or libraries to discuss upcoming moves. At Worcester
Polytechnic Institute, teams appointed spies to snoop on their opponents'
strategy meetings.
Some alumni associations are also getting interested. Andrew Gossen, senior associate director at the Alumni Association of
Princeton, heard about the competition last year and immediately saw the
potential in a web-based game that attracted more than 250 alumni from his
university. When he logged onto GXC to see what the fuss was about, Gossen
noticed a new kind of student-alumni interaction. "Normally, undergraduates
approach alumni for advice, direction, and jobs," he mused on a collegiate
alumni relations blog. "With GXC the Princeton team's commanders were a
freshman and a sophomore, and approximately 1,450 Princetonians were happily
following their orders."
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GoCrossCampus "became more like schoolwork." |
But on the screen, as in life, war brings out dirty
tricks. One recent Yale graduate who participated in last year's tournament
says players for both the Princeton and Yale teams devised computer scripts
that allowed them to create puppet accounts—and thus to unfairly stack their
team with extra players. As this tactic became "a bigger and bigger part of the
game," he says, GXC "really lost its charm and became more like the schoolwork
I was using GoCrossCampus to avoid."
Selz admits that last year's GXC site had "security
holes" that players exploited to create extra accounts (which the rules
forbid). But he writes in an e-mail that, for this year's Ivy League
championship, "We have made many technical and gameplay changes that directly
fight against such account abuse."
Yale GXCers will have something to prove in this
year's tournament. Last year, toward the end of December, Yale's forces
controlled Connecticut, Massachusetts, and most of New York state. Victory
seemed imminent. But, beleaguered by repeated attacks from the Columbians holed
up in Vermont and New Hampshire, its soldiers scattered across the snowy fields
of New England, Yale found itself too weak to repulse the advance of Princeton
from the south. In an all-or-nothing attempt to mount a defense, the Elis
massed their remaining troops on the shores of Massachusetts. Two days later,
after a final stand on the frigid beaches of Cape Cod, the Blue armies fell to
the invaders.
Yale may have an unfortunate record against Harvard
in football. But now there's a new battlefield on which glory can be found and
heroes made. Virtual heroes, at least.
Readers respond
What "unfortunate record?"
James Kirchick describes the record of The Game as "years of losses to Harvard" and as "an unfortunate record against Harvard in football."
Living as I do at some distance from New Haven, but as a follower of Yale's football fortunes in the press (and in your magazine), I have a somewhat different impression of The Rivalry.
To confirm my recollection, I looked no further than Tom Bergin's book The Game (1984) which tells me that, of the first 100 games, Yale won 54, Harvard 38, and 8 games ended in ties. Moreover Yale's slight advantage extends into the most recent years.
Thomas E. Creighton '45W
Denver, CO
Yale does indeed still lead the series 65-51-8. But James Kirchick was speaking of more recent years: Harvard has won six of the last seven games, including all four during Kirchick's undergraduate years.—Eds.

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