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Advance-Wars-inspired tabletop game.
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gnop is pong, except up/down move the ball, and you're trying to avoid the right-hand paddle to scroll right to the next screen. It is hard.
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A nice round-up of the past decade in boardgames; one to return to.
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"This is why arcades are still important, still relevant and still the most compelling way in which to watch and play videogames. Someone needs to take a stencil and a spray-can to every arcade cabinet they can find and write “Play me, I’m Yours” on its side, lest we forget how to perform." Simon Parkin on games as performance; awesome as ever, and exactly why I love arcades.
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"It is time you took that game you created and publish it. No more homemade board or cards. You have arrived. Now, publish it!" Ooh. Cafepress/Spreadshirt but for boardgames. Nifty – wonder what the quality's like.
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"He's going to like that album, and then he's going to ask you about The Police, and he's going to want to know why they aren't together anymore. How are you going to explain what happened to Sting? You know, when he started singing about turtles and ponies and became an obsessive Beanie Baby collector. What are you going to say?" Bill doesn't want to have to explain Sting to Eli.
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"To justify such an investment in time, a game would not only have to match the content of the course, but provide a learning experience that couldn't be accomplished through reading, writing and class discussion." Todd Bryant on how he integrated playing games into his teaching programmes; some nice ideas in here, notably using MMOs for language tuition, and some commentary on the suitability of various titles for this sort of thing.
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"Maybe [games publishers] think there could never be enough competition, excitement, betrayal, surprise, defeat, skull-daggery, and general griefer-worthy assholeishness in a game without direct conflict. But the last year’s worth of news out of Wall Street tells a different story. It’s a tale of a system corrupted from the inside by the scheming, cheating, gaming of a few powerful and greedy individuals. If this is not prime material for a videogame, I don’t know what is."
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"MOBY is a spout cover that brightens up the bath while keeping baby’s head safe from bumps." As swissmiss pointed out: adorable.
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"One of board gaming's most prolific and revered designers, Reiner Knizia, is actively searching for iPhone devs to help bring his games to the iPhone, says industry site boardgamenews." Oooooooooh. That is all.
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Rails plugin for intelligently searching within your application. Not a bad idea; will probably end up using this at some point.
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"I would love to see more games that use Flower as a model, not in the copycat sense of being "flying games" or "games where you're the wind," but in the high-level approach that the production implies. Smaller, shorter, higher-fidelity, more focused, more sensate experiences that are affordable, accessible, and digestible. The primary obstacle to one designing a game with these principles in mind seem to be finding an engaging core sensation that fits the constraints. I can't wait to see the results that this challenge brings." Some sensible, and lucid, thoughts on Flower from Steve.
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Jones has now seen "The President's Analyst" which is, by anyone's standards, a remarkable movie. Especially the bit in the cornfield. And the ending. Anyhow, he's screengrabbed loads of it on Flickr because it's just beautiful.
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"…the Wii’s software stack is designed with little to no future proofing. There are basically zero provisions for any future updates; even obvious things like new storage devices or game patches. What’s worse is that this will affect the compatibility mode of any future Wii successor." Interesting analysis of what's going on inside a Wii, even if the architecture is a little limited.
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"I smile. I didn't fool him in the slightest. But it doesn't matter. I didn't fall. Wax on the arm." Lovely.
Taking Turns
27 January 2009
Steven Johnson thinks that Candyland is a terrible game.
There’s a consistent theme to all these old-school game introductions: almost without exception, I have been mortified by the pathetic game that I’ve excitedly brought to the kids.
I don’t really agree with him.
For a more considered take on Candyland’s many failings (as well as successes), it’s worth reading this Play This Thing post (and, if you’re not aware of Candyland – it’s very much an American game – the Wikipedia page might prove useful).
I think Greg Costikyan’s Play This Thing post is a better judgment on the game. Namely: judged on its game mechanics, Candyland is a terrible game. But: games are about more than mechanics, and the things we learn from games are about more than games.
Candyland is a great first game; literally, the very first. It teaches turn-taking. It teaches the mores, the manners, the culture of playing boardgames. Later, when a child comes to a game where the rules are more complex, the turn process more intricate, the customs of gameplay are already learned; rather than focusing on learning the social interactions, they can focus on the complexity of the game itself.
And I’m totally fine with the idea of a game to teach you how to play games. After all, there are loads of games that teach you all manner of things; what’s wrong with the ideal of the first one teaching you about the medium itself?
Johnson also has a problem with games of chance – specifically, of total chance. And, he’s right, Candyland is such a game. But few games of total chance really are.
Consider Battleships, which he’s also not a fan of. Battleships begins with randomness: working out where to place your first shot. But the second the result of that hit is revealed, the game stops being random. As the locations of enemy ships are uncovered (or not), state emerges from the board, and you start exercising logic, and knowledge of the game rules, rather than firing totally into the dark. That, right there, is the game; the only truly random shot is the first one. .
In that sense, it’s not that far away from Go, a game where I dread the opening moves. There are 361 places to place a piece, and I know that I’m likely to be punished much later on for a bad opening. And yet: because my skill at the game is so low, the opening feels random to me. A skilled player will likely tell you it’s anything but.
In addition to “most games of chance aren’t“, let’s add “if it appears to be random, you might not understand the system as well as you think you do“.
The big difference between even the simplest videogame and the boardgames he describes is that the videogame keeps its mechanics to itself. The first thing that falls out of the box of a boardgame is the rulebook – the entire system of the game.
When you open a videogame, the first thing that falls out is the manual. It tells you the goals of the game, explains how to interact, sets you up with the world, but it hides the rules themselves.
And so the first move in any game is starting to infer the rules, and deduce the logic behind the system. In Super Mario Bros., you know that you have to rescue the princess – the goal is made clear upfront, in the game and in the manual. But the rules of the system aren’t. And so, using only “run” and “jump” (to begin with), you start to work out what you should and shouldn’t do, what the shortcuts to success are, what enemies are dangerous and when, and by doing all this you slowly build up a picture of the rules.
I enjoy Johnson’s writing a great deal, but in this case, I think his argument is flawed. Much as he does in Everything Bad Is Good For You, he takes a few shortcuts in his judgments upon the sophistication of (a) culture. I think the problem here is that he’s mistaking a kind of sophistication that videogames specialise in for a failing of boardgames (and particularly boardgames aimed at the very young). I don’t think Johnson puts forward a very fair argument, and I think that the holes in his argument are as significant as the points he makes.
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Lots of (large) images; detailed, wonderful. A post to go back to and pore over
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"I must admit that I would have loved to get this richness of backstory into the actual game itself, but the longer pipeline of game asset development and integration made that impossible." Clint Hocking explaining the background behind the fictional blog for Far Cry 2.
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The blog of Reuben Oluwagembi, the fictional journalist you meet in Far Cry 2.
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"A few weeks ago we released our shapefiles via the API, and while most people were excited, some folks were a bit confused about what it all meant. Which is why Tom Taylor’s beautiful Boundaries application is so exciting. It helps you visualize the Flickr community’s twisty changing complex understanding of place." Tom is on code.flickr.com! Hurrah!
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"Renaissance ‘lace books’ have much to offer the modern digital designer, who also faces the challenge of portraying clear and replicable images in a constrained environment." A brief history of pixelfonts.
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"Obama's FCC transition co-chair is a WoW player, and has played in two different endgame guilds, including Joi Ito's famous We Know guild." This is exactly the kind of thing I was banging on about at Gamecity. Presentation online soon!
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"We're still going through the stats, but at the time of writing there were almost 170,000 messages on the Strictly [Come Dancing] board." Holy hell. Poor moderators. (And: for such an uninteresting story, as well!)
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"If the Barack Obama presidency fails to unite us as a country, I'm going to hold out for a fast-zombie apocalypse." Iroquois on co-op, and the way Left 4 Dead sees online co-op – and the bad behaviour of players online – as design problems to solve, rather than to ignore.
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"Who designs a character for gamers to never go near? Who spends the time to create the most terrifying creature imaginable, and doesn’t impose it on players? Well, clearly Valve. The temptation to have her be aggravated from great distances, to force her to attack when encountered, must have been there. But then she’d have lost her power. Her power comes from just sitting there. It’s that benign, ragged, vulnerable form. It’s the combination of singing and crying. Oh God, the singing *and* crying." John Walker examines the horror of Left 4 Dead's Witch. A little over-written perhaps, but he totally nails the fear the character instills, and the way you always notice her a split-second too late.
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Mitch just isn't inspired by user-generated content, no matter how charming a core game might be. The comments thread on this one is really good.
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"The next generation on from them – e.g. Jonathan Smith, Doug Church and of course Greg Costikyan (from whose classic essay on developing such a critical language the title of this post is lifted) are always eloquent, passionate and insightful speakers and spokespeople for their medium. Unlike Molyneux." Not too annoyed I missed this, given Matt's comments.
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"…the players are there for their character, not for your story. Your story is just the path for their characters, the medium through which they can play their persona. Once the GM realizes this, they should then realize that respecting the player and the character is paramount to their story. And it’s a surprisingly easy skill to master, because it really is as simple as recognizing what the players and characters want, what they came to do and then give it to them."
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"IE 6 is a riskier proposition, but can show improved image resizing when the AlphaImageLoader CSS filter is applied, the same filter commonly used for properly displaying PNGs with alpha transparency." Oh, that's interesting.
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Mirror's Edge 2D flash game – which look, by all accounts, to be an official spin-off. Can't wait to see the full version; it's a very impressive little game.
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"You want to know what I think? I'll tell you what I think. Here's what I think: Java Java Java is is is too too too damn damn damn verbose verbose verbose. That's what I think. And I'm sticking to it. So there."
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"The Nietzsche Family Circus pairs a randomized Family Circus cartoon with a randomized Friedrich Nietzsche quote." This one is particularly good.
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Wonderful, wonderful, stop-motion trailer for a Megaman 9 built out of the real world. Hypnotic, and lovely.
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"Director Ridley Scott will helm the bizarre big screen adaptation of popular boardgame Monopoly… According to the Hollywood Reporter, Ridley will give the Monopoly movie a futuristic edge akin to his 1982 epic Blade Runner… The unlikely subject matter is just one in a line of Hasbro games to get big screen makeovers as part of an exclusive pairing with Universal Studios… Transformers filmmaker Michael Bay is producing a Ouija Board feature, while a film version of beloved classic Battleship is also in development." I know what "development" means, but still, this is the craziest games-to-film news I've seen for quite some time. Hollywood is strange.
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"I don't begrudge Blow an attempt at addressing important historical events, but the weight of the atomic age seems too much to address with a few lines of text that feel incongruous with the rest of the production." This is, I think, a worthwhile point. I'll be returning to the whole "atomic bomb" question in a blogpost soon, I hope.
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"Given that Valve is being forced to charge for the update, they wanted to ensure that 360 owners were getting their money's worth." Such a shame they have to charge for it – but still, more TF2 on 360, and that's a good thing from my perspective.
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A nice simple explanation of what using Git is really like.
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"What the hell is wrong with me? There are a lot of ways to win at Civilization Revolution that do not involve taking a happy, peaceful city and reducing it to a smoldering gravesite filled with radioactive trinitite." Clive Thompson on a case of Walter Mitty syndrome.
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"Keldon Jones has published an artificial intelligence opponent for the game Blue Moon with an user interface written with GTK+ toolkit. This is a native Mac OS 10.5 version of the game written with Cocoa, so there's no need to install X11 and GTK+ libraries. It runs straight out of the box (on Leopard)." Heck yes.
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"This is a write-up of my diploma project in interaction design from the Oslo School of Architecture and Design. The project is entitled ‘Adventures in Urban Computing’ and this weblog post contains a brief project description and a pdf of the diploma report." Well worth a read, and beautifully presented. I need to chew over this more.
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"It's a shame to me that a game with Braid's narrative, artistic, and aesthetic aspirations is inaccessible to so many people hungry for exactly those things." Yes. Much as I adore it, Braid can be awful hard at times. A smart game for smart gamers, alas.
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"A popular misconception about agile is that it doesn’t allow for plans. This isn’t true. Agile focuses on the activity of planning rather than focusing on a fixed plan."
Good news from Leipzig
23 August 2006
The best news from the Leipzig game conference, for me, wasn’t all the football-exclusivity deals, oh no; it’s Carcassonne and Settlers of Catan on Live Arcade. Sign me up now.
Oh, wait, I am signed up, and I’ve been playing that version of Hold’Em…