I found this a surprisingly affecting, if unsubtle, casual game.
It’s not a good sign that despite discerning the correct course of action early on, I had trouble actually doing it—even symbolic letting go is problematic for me, apparently.
Probably a geeks-only taste, this, but I quite enjoy it: a play-through of Half-Life with a narration of Gordon Freeman’s thoughts. Silly, but fun. I think it’s worth going through from the beginning, but the episode I watched first, and which drew me in, was 29:
(The people I was out with today might enjoy Episode 11, too.)
I’ve mostly ignored Christine O’Donnell up to this point, as it doesn’t surprise me much that a highly active group of Republican Christian paranoiacs could propel one of their own to a Senate candidacy. I also think that she has no chance of winning the seat and as such will fade back into obscurity—unlike, for example, Sarah Palin, who despite everything else seems to have an excellent sense of opportunistic timing. My feelings about O’Donnell were broadly similar to, although less developed than, those outlined in Chris Floyd’s “Circle Jerks: Delaware Distraction Obscures Oval Office Atrocities”. [more...]
“8BITS” is a strange but pretty fun movie that seems to be about computer game characters fighting over the shift to better technologies. I think I missed a lot of the references, but I enjoyed it anyway. (I’m particularly confused by what’s driving the aesthetic of the main protagonist.)
One of the minor irritations in running my roleplaying campaign is that I can’t blog about a lot of it. Blogging about the things I find most interesting would give away too much to the players, who must perforce toil in ignorance. I’ll probably post some of the “encyclopedia entries” I’m working on for the world, but that’s much less dynamic than what arises out of game interactions.
I did recently come up with some ideas for opening game sessions that I think are worth sharing, however. [more...]
One more loss would end my tournament. I had won the first game in this match, a long and drawn-out battle, and now in the second game I had reduced my opponent from 20 to six life and had six power on the board. I had more threats in my hand, and was sure he had only one card that would save him. I just had to hope he wouldn’t draw it. [more...]
SteamBirds is a rather cool turn-based steampunk air combat Flash game. If that sounds like a weird combination to you, I’d have to agree. It’s very simple, and is extremely easy to get into, while not being actually easy. In addition, I came across it via a very interesting presentation on the Flash games industry by its creator Andy Moore.
I’m not a big fan of shopping, and more or less loathe the idea of it as an entertainment activity. That didn’t stop me from coming up with a scoring system for it, one which could conceivably be useful in restraining spending. [more...]
The intelligence characteristic in roleplaying games is problematic. The advantages it confers are often mechanical—more spells, more languages—and it’s hard to have it work for players in ways that the physical characteristics do. A player checking against their strength score to break something is fine, but a player checking against their intelligence score to solve a puzzle—or a plot point, something my players have contemplated trying—just isn’t. Even less fine is a player requesting combat action suggestions on the basis that their character’s high intelligence would mean that they’d come up with something clever. [more...]
I was impressed by this article on marginal advantage by Sean Plott, who among other things is a high-level competitive Starcraft player. It discusses some more general points, suggesting that “a good competitive game should test a player’s skills and minimize the element of chance”, which I agree with, despite my long interest in Magic: The Gathering.
I also agree with his corollary that in a good competitive game, “the probability of a weak player defeating a good player should be as close to zero as possible”. Notions of “weak” and “good” players here should be as diverse as possible.
I’m not sure how this applies to tennis, the game I’m currently most interested in, but the winner of the match is often not the player with superior strokes.
(I do think this counts as an art piece. While I think that video games can be art, no matter what Roger Ebert says, I also wonder about whether it means anything that they can be used to create art in this manner.)
At the beginning of March I kicked off a roleplaying campaign, the first I’ve run since early 1995. The setting is essentially the one I laid out last year in my fantasy world sketch, which now as the name “Q’Rith”. [more...]
Today I ran for the second time the roleplaying one-shot I did in December, with a completely different group of players. Last time the new:experienced ratio among the players was 1:4, while this time it was 3:1 (also, last time the female:male ratio among the players was 2:3, while this time it was 3:1).
Because of the number of new players, I prepared a little introduction to roleplaying to give before starting play, and I thought that it was worth sharing more widely. [more...]