luckykaa: (Video games)
It's often been asked "are videogames art"

It seems an odd question because the answer is very obviously "yes".  Art requires creativity. Games require creativity. Art demands an audience. Games demand an audience. Art evokes emotion. Games evoke emotion. Gamers have been treating games as an artform for as long as I can remember. Reviewers went into detail about the components of the games. The Last Of Us was converted to a crttically acclaimed TV series virtually unchanged. By any test that matters, games are art.

Outside of gaming there are a lot of outdated notions of what games are. For a lot of non gamers, the term "video game" conjures an immpression of something like Mario, or perhaps a first person shooter. Of course these still qualify as art. Even if you strip away the interactive elements, you have a plot, you have music, and a visual component. The interactivity adds an entirely new element, and the likes of Super Mario Bros. and Doom were iconic examples of the medium.

However games have never been limited to twitch based action games. Even way back in 1975, we had Adventure, or Colossal Cave Adventure - the first text adventure. Games were in their infancy but we already had a game with a clear plot. Here you're an treasure hunter exploring a cave system. It wasn't long before the concept was expanded with Zork, giving a definite story with descriptive text showing us the world we're experiencing.

These later evolved into the modern role playing video game. These games take the player into a fully realised world. Here we see detailed worldbuilding and complex interwoven storylines. This gives a platform to discuss complex moral issues; see the issue from both sides and make a choices balancing our views of justice, morality, and often practicality. The issues to deal with are elements on the way to solving the major crisis threatening the world. Is it justifiable to sacrifice one innocent person in order to save millions? Do we let a brutal criminal escape justice for the stability of a kingdom? Not only do we have to consider these choices, we actually have to make them. No other artform can be so personal.

If we head away from the mainstream we see a burgeoning indie scene. Many of these address more real concerns. Papers, Please puts you in the role of an bureaucratic official in a 1980's communist dictatorship. Some people are desperate to get in. Perhaps you want to be kind, and you let them in, but mistakes like these result in fines. You have a family who need food and heating. Perhaps you feel we should follow the rules as written. That is a choice you can make. Of course there are opportunities for making some side income by breaking the rules.

Games tackle complex social issues such as environmentalism, loss, even cancer. Unlike other artforms we're usually put directly into the situation rather than simply watching others suffer.

Even without plot. In fact without most of the elements of other artforms, games can be a thing of beauty. Mini metro simply requires you to build a public transport system. The trains are rectangles. The stations are geometric shapes. The passengers are smaller geometric shapes. Conceptually this is almost childish. Yet the game provides a relaxing, almost zen like experience. Dorf Romantik requires connecting forests and villages together to earn points. The result is a massive nation, and even the lose condition results in a beautiful landscape ful of forests, rivers and railways.

Games contain not only the elements that make other artforms work. they add interactivity. In other mediums, interactivity is avant-garde. An element of post modernism. In games it's fundamental to the experience.

So games are art. Those who say otherwise - they're simply wrong. It doesn't even matter that they're wrong. Those of us who now the medium can enjoy it for what it is.
luckykaa: (d20)
I'm not really a fan of crunchy RPG systems so the following isn't really a proposal. Just some musing on realism.

Most Role Playing Games use dice for determining whether something is a success. The general principle is skill have numbers. If you want to do something, you pick a skill, roll an appropriate assortment of dice, and either add to skill and compare with a target, or compare with skill (usually roll under). It works, but for modelling realism it's a bit simplistic.

The main problem is that the mechanism is typically the same for all stats. It works for a game but if you think about it it's a little unrealistic. Lets look at some common skills:

The party reaches a door. It's blocked by a boulder. The hefty barbarian goers up to it, rolls a die, and fails. Another character, half his strength has a go, rolls really high, and succeeds. Narratively this makes no sense. Strength should really just be a raw parameter, like height and weight; the amount a character can lift. Multiple party members can combine strength.

They enter an archery contest. This is something that a highly skilled character should win, but, in the case of a severe fluke, an unskilled character might hit a bullseye and a skilled character might just miss. This can be modelled with a single die, although simple addition doesn't really model the probability curve very well.

Modelling this mathematically, we'd have a bell curves. A skilled archer would have a tall narrow curve. And unskilled person with a bow will have a low flat curve. A blindfolded idiot with no idea where the target even is will have a completely flat distribution. Of course the problem here is that to do this accurately we need to use something like the Box-Muller function which is not something we can do with dice.  Something that might work a little better is rolling multiple dice - a number depending on skill level, and taking the highest. The downside to this is that for smaller dice, e.g six sided dice, you'll roll a lot of high numbers which lacks granularity. Could roll multiple d20s perhaps but that feels rather clunky.

So the next challenge they face is knowledge. The Call of Cthulhu mechanic really works pretty well here. You have a knowledge stat - 0-100. Roll under it with percentage die to determine whether you know a specific piece of information. There will be some obscure trivia that people might know, and well known facts that might, for reasons have slipped the expert's mind.

The other one I want to look at is magic.  I always find magic is a little too mechanical. It should be unpredictable!

A skilled mage, throwing a fireball will be able to go for exactly the level they require, at a precise target. An amateur will have much less predictable results. Possibly much more powerful than expected, and possibly with a lot less range. Feather fall - get it wrong and you end up falling too fast, or falling upwards. Giant insect - if it works too well, then it gets messy. Too weak might result in giant insects that don't feel like obeying commands. The idea that comes to mind is that you have a target range for each spell, and you roll a die (perhaps the mage can select the type of die). The skill is the modifier that can be applied after the roll. This is one that I feel will need a lot of play-testing and balance. The other option is the FFG Star Wars mechanism where dice have symbols that indicate not only success and failure, but also "advantage" and "threat".- that is you can succeed but something nasty happens, or fail but something good happens

There are other traits that I have no idea about. How do we do perception? Ideally we don't want the players to know if they fail their perception roll. The mere act of asking for a perception indicates there's something to perceive. But hidden rolls are unsatisfying. Rolls should be based on active player choice, not passive events.

Then there's charisma based skills. How should that work? There has to be something more organic than "You succeed. The other character likes you".

So that's some random musing on making things far too realistic. Perhaps a good idea for a computer based system, where the machine does all the calculations, and things can be as crunchy as they need to be.

Ideally though it would be nice to rely more on "input randomness" than "output randomness". That is, the randomness comes before player choice. An example might be that you roll a die, and have that many action points. Some board games do things this way. This is the typical mechanic with card games. It might be applicable to TTRPG.

There are a whole bunch of other game mechanics that might apply. Bluff, risk, (liars dice combines both and a simple version can be used for conflict resolution).

So what's the conclusion? There isn't one. This is just some random thoughts about balancing realism and crunchiness of a role-playing game.
luckykaa: (Video games)
My most recent gaming obsession is Return of the Obra Dinn. A murder mystery investigation  set on a 19th century ship, from Lucas Pope; who also wrote "Papers Please".

Everything about this game is awesome. The graphics are rendered in a style aimed to look like old Apple Mac monochrome games. Personally I think that gives it something of a woodcut print look, which fits the setting very well.

The plot is that a ship - the Obra Dinn - has been found and brought back to harbour. All the crew and passengers are dead or otherwise missing. It's up to you to identify what happened. You are armed with a pocket watch that allows you to return to the death of a particular character. The death scene is a static scene, which the player can move around and explore, with a brief audio exchange.

Well, that should be easy, right? Well, no. We usually see how they died, but we don't have a clue who they are. We have a ships manifest, and a couple of sketches of evens aboard the ship, showing everyone (except the artist; who is represented by his initials) so we know who the cast is, but there's very little complete information. A character's name is called. We can assume that is one of the people in the scene, but which one? Some are simple. One character is referred to as a Dane, and there's one Danish crew member.

Sometimes we don't even see the cause of death. A character dies of a stab wound. They were stabbed several scenes earlier. We need to track him down there. Another scene has a firing squad. Need to work out who fired the fatal shot.

Once three identities are established, and their causes of death, the game lets you know. It this point it becomes clear that you might have made a mistake.

Usually deduction games feel they're on rails somewhat, with the game having to guide the player through the deductions to make. Obra Dinn is allows the player freedom to explore, and relies on incomplete information. Definitely a winner.

luckykaa: (Wolf)
This was a while ago. Just after my birthday. I received a voucher for an escape room as a birthday present. I also had a day off booked, on the assumption I'd be going away (silly me) so it seemed like a good opportunity.

The game was Alice in Puzzleland. An Alice in Wonderland Themed experience. The aim of the escape room was not to escape per se - There are many escape rooms where that is the goal I'm sure - but to solve puzzles. in this case it was to find the stolen tarts and set up the table for a dinner party.

So we entered. And were transported to Wonderland. Well, a small room with a cottage at one end and a table in a corner. A signpost, and a few other bits and pieces. Puzzles are provided without an explictly stated goal. Just rely on abstract ideas. What does this map have to do with the sign? How do we use this recipe book? All became clear with some lateral thinking.

Clues were provided by the Cheshire Cat. A staff observer who stayed in character, and suggested idea without giving too much away. We needed to find spades. There were two trowels. Flickums insisted that trowels and spades were different and the Cheshire Cat pointed out that the Mad Hatter is a rather silly man who does not know the difference.

I won't go into detail about puzzles. Other people might want to play. Suffice to say we solved it with time to spare.

It was a lot of fun. Realy hope to do another one of these days.

Game Sexpo

Jun. 3rd, 2019 05:59 pm
luckykaa: (d20)
Birmingham NEC is big! Really big. So big that you need to get a bus from the car park to the venue. This allows a lot of space for people to show off board games. And card games. And tabletop roleplaying games.

I'd never been before so I wasn't quite sure what to expect. So we arrived and were immediately pounced on by a friend, who was volunteering there. We were directed to the Wild West Exodus stand and I spent some time ogling starter sets.

Walked around a little more. Saw other games. Bought some choose your own adventure books based on Peter Pan and Wizard of Oz. [personal profile] flickums  bought a glowing acrylic sign with a glowing pip-boy display on it.

We went downstairs and Flickums caught up with a friend while dithering over what to buy. I ogled the models on an neighbouring stand.

Played a demo of a rabbit breeding card game. It was fun, but limited.

Played a demo of an 18th century Pirates/swashbuckler/colonists tabletop war game. It was fun, but I was soundly defeated by Flickums.

Played a quick game of Wild West Exodus. The show ended before we did anything.Decided to buy a box anyway because I like the models. It has mechanical dogs!

Collectormania was still happening so we went to have a look at that. It had quietened down a lot because it was the end of the last day and people were leaving. Not that much to see and do there. These events are mostly about buying overpriced collectables and spending too much on autographs. But they did have a BTTF time machine that you could sit in and get a photo taken. Once the guy running it had finished talking to his mate. Actually he paused briefly and then went back. Little miffed about that. I expect a little acknowledgement as a customer.

Had a further look around but feet were killing us at this point so we called it a day. A little odd to see a Mandalorian, a personification of sadness, a Sith Lord and others waiting patiently for a bus.
luckykaa: (Default)
Last day started with a game of "Goth Court". A lightweight roleplay game where players take the party of plaintiffs, defendants and court for  small claim actions in court. One character was horrified that her hairdresser had dyed her hair black as a midnight forest, when she wanted black as a raven's wings. Another was a vampire (played by me) who took a Vampire The Masquerade LARP a little too seriously. I really had good fun. And people liked my vampire, which was nice. Especially when I was complimented by a lady who was really good at character stuff.

After this was the masquerade show and tell, and that was followed by the being unable to get into the panel, then the unexpectedly moved to an earlier slot panel. A little disappointing. 

Did listen to a bit of the European Comics panel, but it was a little tricky to get much out of it given it was mostly a floor discussion and I don't know a lot about the subject.

The convention ended with the closing ceremony, as is traditional, and I headed to the Dead Dog Party (the traditional post con chill out and chat session)

More queues. 

Once again, they underestimated how popular thus would be.

Decided instead to head to the pub crawl. A much more easy going affair. Venue#1 was a pub with a fantastic selection of international beers. Venue #2 was a microbrewery. Venue #3 was a decent Finnish bar. I decided to retire after that. I was suitably merry and wanted to poke my head into the Dead Dog Party. Had calmed down by this point.

And as ever, I get to the end of the con, and want more time there.

I think I'll go to the con in Dublin. They can be frustrating arty tines, but I do seem to enjoy Worldcons.

luckykaa: (Default)
I've been looking at text adventure scripting systems recently. It appears that most games are written using Inform, or TADS. Inform is interesting. It uses a natural language approach. So a program looks something like this:
The Warehouse is a room. A box is a closed openable container inside The Warehouse. instead of opening the box, say "It's taped shut"
Which is great. Another plus is the IDE. It has a tile for developing, and another tile for Documentation of running the game; and also provides some tools to tell you everything that's defined in the game. The tutorial goes through things at a steady pace, and has some helpful examples; with IDE integration; so the examples can be copied to the main page with just a click. The natural language system understands a lot of concepts. For example I can say "if going into the ballroom for the third time...", "a bottle is a type of container. A bottle is usually opaque" It doesn't always work as expected. For example, if I write:
inside the warehouse is a box and a cat.
things work fine.If, on the other hand, I say:
inside the warehouse is a container called the box and an animal called a cat.
we get a container called "the box and an animal called a cat." The other problem is that the documentation is limited. There is a tutorial, and a "cookbook", but no reference manual. I want to know if the verb "cut" exists, and what it does by default. I'd also like a list of the basic properties and rules. This doesn't seem to exist. TADS is a much more programmer oriented language. Looks a little more like this:
hallway: Room 'Hallway' "This hall is pretty bare, but there are exits to west and south. " south = startRoom west = study ;
So perfectly readable. Might be worth switching.

Downside I see is that the IDE isn't as good for learners. I don't have the screen real-estate for a separate help window. I could always use my tablet as a help screen. Doesn't allow copy-pasting though.  Also wondering if it has the ease and flexibility. Might give it a go but I feel I should at least get to the end of the inform tutorials.
luckykaa: (Wolf)
Left quite late. [livejournal.com profile] flickums is apparently still under the delusion that I'm some sort of neat freak and wanted time to clean up. Then her train was cancelled. Then the train was loitering outside Sheffield forever. Ended up diverting to the station to pick her up, where I found the station at exactly the same time as flickums found me.

Saturday involved books. Part 1 was a trip to Sheffield Space Centre. I picked up yet another RPG book for a game that I'll never get round to running. It does involve skyships and swashbuckling though, and flickums hard sold me into buying it. Flick picked up the War Of The Worlds rulebook she was musing over for the past month or so. Then there was a book swap. This meant ditching some of my surplus books and acquiring a similar number of other books. There was a very large pile of books left afterwards. Also there was cake.

Finished the evening by going to see Captain America: Civil War. Started off as aprt of Team Cap. Felt that Tony was actually being the more measured, reasonable one this time. Disappointed by the lack of Peggy Carters.

Sunday we played Lego Indy then went to the pub for Sunday lunch.Then it was time for another Bad Movie Night. Flickums keeps vetoing my suggestions on the grounds that they're terrible. I still can't understand her logic. So, we saw The A-Team and Team America (thus combining into the ultimate jingoistic film, "The A-Team America"). The A-Team is a ridiculous film. Diverges from the original in that people actually get shot!

Monday was Bank Holiday, and involved playing board games. Finally unboxed Concept. Had a go at Wizard Of Oz Munchkin. Sadly there were three of us. It's a 4 player game. It ends too quickly with 3 players and never ends with 5 or more. Followed up with "Hey! That's my fish", which is a nice simple strategy game; then a game of Eight Minute Empire: Legends, which was enjoyable although not really the sort of game I really go for.

Finished up with Roast beef and Bride of Chaotica - one of the best Voyager episodes, or at least something that should appeal to a fan of classic Black and White sci-fi serials. Kate Mulgrew really seemed to be loving this one.

As ever, the weekend came to an end. Why must that always happen!?
luckykaa: (Video games)
Video game RPG was never a genre that hugely appealled to me. I do like a decent storyline in a game, but I tend to prefer things to require a little less investment. But [livejournal.com profile] flickums gave me a copy of Dragon Age Origins and forthed about it do damn much I thought I ought to give it a go.

Took me a while to create a character. So many choices! How do you choose! Then, even worse I had to pick a name!

I've actually got really into it. Flickums got upset with me for being a brutal pragmatist at times. What can I say? There's a world to save. A few extra deaths of NPCs is a fairly minor issue in the scheme of things. I apparently completely failed to pick up several potential party members by skippping Lothering (and killed another).

Not being familiar with the genre, there was quite a bit of a learning curve. I simply had no idea how anything works, and there's quite a few conventions that are apparently common to RPGs. How important are various skills? How much effort should I put into balance? I seem to  have cocked up in a few places in learning. I largely skipped past the whole Lothering thing (I have a save from earlier so I might go back to that but I've gone way too far). My main problem is frequently gettng my ass handed to me. Also load time stinks! Why must it take so long!

So signing off. I sdeem to be trapped in a sloth demon, and need to get out.
luckykaa: (Video games)
Everyone's been talking about Fallout. Thought I'd have a look to see what the fuss was about.

Feels very 90's. Probably because it's a 90's game. Apparently there are another 3 games in the series. But Gog.com has the first in the series for pocket money prices, so that's another game to add to the shelf.

Most of the game is pretty self explanatory although the icons would have been better if they had tooltips on them. It's not hugely obvious.

It's a pretty cool back story. Somwehat satirical. The FMV isn't full motion, but probably would have been had I been playing this in 1998.  So far I've found Vault 15 and established that there's bugger all in there except some loot. I guess the loot is sort of handy. Probably need to get back to Shady Sands. Maybe I should have paid more attention to the brief. Although this is why I tend not to go for RPGs. I lack the attention span to pay attentionb to the cutscenes. Give me a mission!

Wish these rats would stop biting me. They're really quite upsetting.
luckykaa: (Video games)
I seem to have a text adventure called "Softporn adventure" (I think it was free with Leisure Suit Larry, and I was curious). Never have played it.

I do sometimes have a hankering for text adventures. They're obsolete now, of course. Point and click adventures offer the same type of lateral thinking, but are much more accessible and text only games feel kinda cheap. I remember Seabase Delta on the C64. One of the Mastertronic 199 games that made up so much of my collection. It had some fun little pun-clues - things like "Making Mirrors by I Ron Foil" telling you to iron a sheet of foil to make a mirror.

With those memories in mind I dug out some of the old Magnetic Scrolls games and a Z-machine interpreter.

My gog these games are hard!

Maybe I should attack the huge pile of Point-and-click games that I have as a result of my addiction gog.com. They're a  bit easier.
luckykaa: (Video games)
I recently finished Tomb Raider. I guess this is probably the longest time taken to complete that game, since I bought it when it was still fairly new. Then got bored with it, then bought it again on GoG.com. And yes, this post contains spoilers because I reckon the statute of limitations runs out on that after 19 years.

I still think it's pmne of the greatest games ever. Sure there are issues. Tomb Raider wasn't the first 3D platformer, but the concept was a pretty new idea. For the time, the graphics were pretty impressive - especially the range of animation given to Lara; the story was pretty solid - also unusual for an action based game; and having a female lead in an industry aimed mostly at boys was an inspired decision.

These days though, graphics are better, a storyline is expected, and there are plenty of female characters. The game still stands up well.

Lara herself actually has a personality. She's not just a bimbo with big boobs. The game is full of surprises and clever ideas. It starts off fairly simply, running around ancient tombs, shooting at animals (I always felt bad about this). But then, unexpectedly, Lara enounters a sodding T-Rex! To this day, that's the biggest "Holy crap" moment I've had in a game. But that's just colour.

Later on the fantasy elements are actually relevant to the puzzles. The Midas hand is used to turn lead blocks into gold needed to operate the level exit. Damocles is a room full of swords. The puzzles remain fun and chalenging without being overly frustrating. There's a particularly fun one with a mirror Lara near the end of the game.

Tomb Raider 2 has a lot of improvements, and in most respects is a better game. The graphics glitched less. We had real world locations and funky vehicles to ride on. And I feel a lot better about shooting at people rather than animals. At least I can convince myself they have a choice in the matter. But it doesn't have the originality or much of the cleverness of the original.
luckykaa: (Video games)
I should really finish the game I was working on before I was unlucky enough to get a job.

Finishing is always a problem. There's a lot of tedious things to do that really don't interest me. I need some extra rules, and an end game screen, a start screen, a game over screen, 8 more levels, possibly a score mechanism, and better graphics.

The game itself is a simple sliding tile game. Essentially a clone of "Split personalities" on the C64, except I don't want to copy too much of it. The original game had bonus tiles where you could throw corresponding blocks together to get extra points, and bombs, which you have to get rid of or they'll end the level. I might take the bomb idea but do it differently (destroy neighbouring tiles). Still wondering if there are other special items I could add.

Really I want to start the next project. My starship management game. Not that I've really got much of an idea except the elevator pitch (Championship Manager for Star Trek fans), and the name generation (essentially this boils down to how to generate a non-repeating sequence of integers). I have no idea about basic plot, exactly how hands on the captain should be during battle, how serious to make it (I like the idea of reckless redshirt sacrifice). Still, that can come later.

First though I really ought to finish a game.
luckykaa: (Video games)
I rediscovered Good Old Games a while ago. I had a hankering for original Tomb Raider having been playing TR2 a lot. Also felt I should have a go at Myst.

Turns out that they also offer Beneath a Steel Sky for free.

Have to say I was a little disappointed with Beneath a Steel Sky. It's a point and click very much in the same vein as Lucasarts games, but it has some serious gameplay flaws that arent in the lucasarts games.

Firstly, the nature of puzzles; There desn't seem to be a good reason to want to do things. I need to get past a guard to get inti a chapel. Why? Because he's in the way. No actual reason to go into the church. In fact, the only gameplay result of going in there is that it triggers the next plot occurance. A lot of problems can only be solved by talking to the right person and asking the right question. No indication of why we need to do this. Finally, if you miss a key part of dialogue, there's no way of going back to it. Really annoying if it's been a few days since last played. In Monkey Island, there's always a dialogue tree entry along the lines of "tell me again about XXX".

Tomb Raider 1 and 2 are both fun though. Get a bit bored with the sliding block puzzles because it takes so long, but generally there's a decent balance of puzzle solving, and action. Looks extremely dated after almost 20 years, of course, but the animation is good.

Myst still looks gorgeous after all this time. Probably impossible without a pen and paper to write things down. Strange that I can only carry one piece of paper at  a time though. It's a little tricky working out where I am in some locations. I do love the puzzles. Bit slow though. It takes a long time to get through a certain maze, and I seem to need to do that twice.

Was playing the Total Eclipse remake a while ago. Gets frustrating though. It doesn't have a proper save mechanic. Only save points. I *could* play the Amiga version that lets me save whenever I want, but that has a rather antiquated control mechanism that makes things frustrating.

Wondering what else I should discover or rediscover.
luckykaa: (Games)
Nanofictionary is a story telling game. It's not all that highly regarded but I rather like it.

My copy of Nanofictonary is damaged. I think a few of the cards got wet. This is slightly upsetting but not  huge disaster. They are just the scoring cards so it's still playable. I had a look to see if I can find a replacement. Apparently there is but it's been changed, and the rules have been simplified. I feel a little too much.

The basic principle is you pick up cards with characters, settings problems and resolutions , and use them to make a story.

The main differences:

Nano 1 you had to actually play cards in front of you. Nano 2, you just use the cards in your hand.
Nano 1 has a single draw pile. Nano 2 has a draw pile for each card type.
Nano 1 only allowed one of each type of card unless you had a "complication" (which allowed an extra). Nano 2 only demands you have at least one of each.
Nano 1 had action cards that allowed you to steal cards, draw from discards, or add a complication. These are removed in Nano 2 and you can draw from discards or add complications when you choose.
Nano 1 had an unlimited number of cards you could play
Nano 1 allows you to discard as many cards as you like. Nano 2 requires you to discard your whole hand.
Nano 2 simplifies the voting and scoring. It's simply 3-2-1 point rather than points for first prize, grand prize the number of cards you use, and the order of completion.
There are a few other minor differences but these are the main ones.

So, Nano 2 is a lot simpler, which is good. It's also a lot less random. This is a problem. It's a little too easy to tell the story you want to tell rather than the one you're forced to tell. You're also rather limited in the story you can tell. You can only use as many cards as you have. My main complaint is that there's less game. I like the game as much as the story.

I think next time I play I'll go for Nano 1.5. Keep the scoring mechanism of 2.0. Only have a single draw pile. Am undecided on the action cards. The problem is I don't like the replacement. I think taking from discard discard or adding a complication should have a cost.

Where's the middle ground here?
luckykaa: (Video games)
A game I've been intrigued by recently is PSI-5 trading company. I have these retro-gaming whims.

The basic premise is that you're captain of the trading ship. You need to get from point A to point B as quickly as possible, while avoiding or destroying raiders. You have 5 crew operating scanners, weapons, navigation, engineering and repairs, and the game involved telling them what to do. It's also really hard, but that's one of those retro gaming things. The game involves micromanaging 5 different stations and keeping track of who's saying what during intense situations.

Essentially it's like Artemis Bridge Simulator except you don't need friends.

The captaining simulation is a very underdeveloped game concept. Real Time Strategy is a lot of fun, but everything in that area seems to be battlefield. I just have a hankering for a game that involves sending disposable redshirts on suicide away missions, investigating anomalies, and fighting invading Glorkons. No idea how the game itself would work, but I think there's potential in there. Something semi-scripted with a set of missions, where your level of success determines how good your next ship is. I wanna be Captain Kirk! Or maybe Picard.
luckykaa: (Video games)
Seems there's big news in the EVE Online universe - someone forgot to pay their rent, resulting in quite an epic battle. We're seeing some impressive screenshots as a result.

This has actually made the news (even outside of the tech sites) because in this sort of game these conflicts are quite rare. Usually either one side is completely outmatched and will either be destroyed or will realise they're outmatched and bug out quickly. If they're evenly matched, the engagements don't usually happen in the first place. Battles are expensive in terms of in game money (this has a real world dollar cost as well, but that's less of a factor). Even if you win the engagement, your own losses are going to be considerable.

Generally speaking the winning move in war is not to play. Good advice in reality, but a serious problem for game design. Combat is fun! This is the only reason people are building warships that fire shells the size of railway locomotives at each other after all. It's not just EVE Online. I always found it disappointing that this was a losing strategy in Civilization as well, and outside of the downtime system, But it's not an easy situation to solve. It's possible to make combat the sole purpose of the game, which is fun, but it's still nice to have some sort of continuity, especially in a multiplayer game.

Violence needs to be incentivised more than "it's fun". Somehow this doesn't seem to fit the players' mental narrative - another oddity in game design is that players don't always work in their own best interests.

Ultimately what we need is a prize. This is what we have in this situation and why we have the battle we see here. The prize is the control of the entire sector. It's a useful lesson in game design.
luckykaa: (Video games)
These are the voyages of the Starship Artemis Excalibur Maelstrom Mad Dog it's 50 minute mission to wipe out new life and new civilisations.

[livejournal.com profile] talismancer's birthday party and he hired a hotel function room for us to set up a huge multi-ship game of Starship Artemis.

The heroic crew of the Excalibur joined the Artemis and a bunch of other ships, protecting our fleet from the evil Kralien invaders! Our heroic crew, many of whom had never driven a space ship before leapt into action, and destroyed the invaders. First advance party dispatched, we went on our way to investigate an anomalous anomaly. It turned out to be a black hole. And our somewhat incompetent driver (i.e. me) got a bit too close. Ooops. Fortunately we were resurrected. So was everything else.

The heroic crew of the Maelstrom entered the next fray! As the genius engineer, I actually had very little to do. They didn't suffer nearly enough damage! They needed a lunatic at the helm! [livejournal.com profile] penguin_worship arrived and took comms.

So for my next tour of duty I acquired the SS Mad Dog! A fine missile boat. No beam weapons but more than enough torpedo tubes. Our comms officer took the weapons station and we dived right in there. it was a tough game. We lost 3 stations near the start leaving just one to try to supply the entire war effort. We leapt into the fray, buzzing those damn Alien Kraliens, firing volleys of missiles at them, until, alas, our energy reserves ran dry, and so did our torpedo tubes. We pulled away and dropped mines, but it was all for nought as we were overwhelmed and outnumbered.

The universe couldn't handle so much awesome as all our ships though, (the server choked on 5 ships), so we were forced to go down to 4. Mad Dog was upgraded to a slower heavier battleship because weapons crews wanted beam weapons. Not nearly as much fun to fly, and nowhere near as capable of harrying the alien scum! But then my mad weapons officer went out the airlock to get a train.

Good fun. Will need to get others to play this.
luckykaa: (TV)
Bought 2 DVDs. The €2 used DVD zone. Needs to be good enough to actually think I might want to watch it and to take up space in luggage. Not so good that I'll be disappointed not to have it on Blu-ray. Went for Chronicle and The Fast annd The Furious. Chronicle is pretty good if you like Faux documentary type things. The Fast and The Furious is pretty stupid. That goes into the very small dumb action movie pile, on top of Underworld. Am wondering if Star Trek (J.J Abrams version) also belongs there. Still not sure how I feel about that movie.

Started reading Temeraire book 7. This is an actual paper paperback made of paper! Temeraire seems to be a bit of an angsty teen these days. He's close to saying "That's so unfair!" and flying off in a sulk.

Papers Please is the best Tedious Bureaucracy based game I've played (Although Anchor has promise if you're a LARPER)

New season of Legend of Korra, Also Sleepy Hollow, Agents of S.H.E.I.L.D are demanding my attention. Atlantis, plus the finale of IT crowd still to watch.

Podcast grabber has been listening to More or Less and The Now Show!

Saw Cabin in the Woods. Impressed how we get a slasher movie, it gets deconstructed, subverted, twisted and turned into a film that still hits all the right notes for a slasher movie! Saw Wreck-it Ralph last week. Disney Studios can do good films rather than the shameless cash-ins they seem to go for.

So much media to consume. It's tough job but somebody's gotta do it!
luckykaa: (Games)
Dear livegerbil.

Today autumn arrived. It announced itself with a downpour. As luck would have it I was wearing particularly absorbent clothes, so I was soaked to the skin. Turns out that isn't just a figure of speech. Funny think about cycling in a torrential downpour, the rain seems to be blowing in your face whichever way you turn. Decided to take a break halfway home and get a burger. The food was hot and McDonalds was warm and dry.

I also had joined a boardgames meetup group. Six nominal attendees plus a load of people on the parallel group on facebook. There were threat of Monopoly, but luckily there were far too many of us so the rest of us played card against humanity - the Evil twin of Apples to Apples. Having successfully lost all faith in humanity we decided to play a game of Mafia (a.k.a. werewolf, traitor, spy, assassin, alien mutant, whatever). This was fun but 7 people is really an absolute minimum number of players. Did try to grab a bunch of others but they'd just started to play cash and guns.

It was fun, and I now hate almost everyone and mistrust the rest.
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