No Comments, One Year

This is something that likely no one will care about but me, however I figured I would make a post about it anyway…

In order to cut back on spam I have set the blog to disable comments on any entry that is more than one year old.  Probably 99% of spam comments are made on posts from 2006 or older.  They all wind up in my spam queue for holding and deletion, but I’m neurotic and like to keep an eye on the spam queue for valid comments so I want to reduce the amount of garbage I have to sift through.

Anyway, that’s it.

Enjoy.

Venom and Spite

I wrote a blog post last week.  And I rewrote it several times.  I even touched it again a few times this week.  The post is entitled “The Animosity of Hope”.  I actually originally made it to post on inauguration day.  But I haven’t posted it…

The meat of the entry is that holding on to hope can be one of the most destructive things in life.  My example, using my own life, is that when you are unemployed and looking for work in an “educated” field, getting nibbles and the occasional interview keeps you hoping that you’ll find work in the field of your choice, all the while your savings are vanishing and your credit cards get filled up and common sense tells you that you should go out and find a job, any job, because if you hold on to hope too long you are just going to end up messing up your financial future.  And face it, a person’s finances touch everything else in their lives.  While people surely can be happy with less, its hard to be happy under a mountain of debt and creditors beating down your door.

I haven’t posted that entry because no matter how many times I have rewritten it, and no matter how true I feel that message is, I can’t seem to really tell it, beyond the quick summary above, without the page being filled with venom and spite.  Animosity.

Sadly, I still have hope… but what I need is a job… maybe this week I’ll have both.

VGC: Beyond Good & Evil

This month I decided to join in with the Vintage Game Club.  Every month they pick a game to play, and while they play it they discuss it.  Their choice this month was Beyond Good & Evil.  I obtained my copy to play through the GameTap service since I already pay for that, making the acquisition of this game easy and with no additional charge.

So, I’ll be playing this and chatting along with the VGC.  Come join us, or at least come read along.

Revisiting Travian

Back in October, I reviewed my experience with the web based game Travian, and now that I am no longer going to be playing it, I would like to say just a bit more.

If you decide to play Travian, bring friends.  If you don’t have friends to bring, make friends, fast.  And if the friends you bring or the friends you make do not play seriously and begin immediately amassing power and strength, dump them and get new friends.

That may seem a little hardcore, but it is pretty much true.  Travian is a PvP game.  Building cities takes more time than conquering cities.  So if you don’t join a big alliance and start conquering other people, other people will start conquering you.

So, to that end, while I said previously that I wouldn’t be playing the game anymore, I won’t… but I would consider it if a big group of people were planning to play it and let me join in with them.

Who needs phone books?

Face it.  The world is changing.  I moved out of my parents’ house back in 1994, and in all the years since I have received a full batch of anywhere from six to ten phone books, yellow and white pages, every year.  And in all that time, I can recall perhaps five or six times I ever used them.  Nowadays I can find anything I might possibly need a phone book for on the Internet.  Or rather, I’m going to use the Internet and any business that isn’t out there is probably not going to get my dollars.  Even the Yellow Pages themselves have opened up YellowPages.com, and if you happen to live in a state serviced by AT&T you can even browse an online version of the printed phone books.  I’m sure more services are out there as well…

So, given my penchant over the last couple of years to stop junk mail, you can imagine how I feel about my annual stack of phone books that appear on my door step.  True, I simply drive them over to the post office where they have a dumpster for phone book recycling, but the printing of the books is just a giant waste to begin with.  (Yeah, yeah… I know, “In Case of Emergencies”, but I keep written down all the emergency phone numbers I would need, especially the ones I would need if I had no power or Internet access.)  That’s why I was very happy when I got an email from Green Dimes about Yellow Pages Goes Green.

I’ve signed up to have them stop sending me phone books, and now I just have to wait and see…

Good News for Zombie Game Addicts

By way of the ZRC, I have learned that you no longer have to complete Call of Duty: World at War to unlock the Nazi zombie mode for online play.  You still need to unlock it for solo play, but at least now I have a reason to bump the game up on my want list since I don’t have to wait to wade through zombies as long as I want to bring some friends with me.

Marvel: Ultimate Alliance

I realize this game is not new.  I even got it over a year ago, but I am just now getting around to playing it and I think I broke it.

My understanding is that if you play through the story of the game as designed, it will provide a moderate level of difficulty all the way through, perhaps even getting harder toward the end.  However, I didn’t do that.  I played through the first section of the game (immediately switching my team out for the West Coast Avengers inspired team of Hawkeye, Moon Knight, Spider-Woman and Iron Man), but once I got to Stark Tower, the first HQ and mission hub in the game, I went exploring instead of taking the next mission immediately.

One of the features of the game are the Comic Book missions.  These are short (20 minutes max) training simulation missions that you discover while playing through the game.  However, they do also give you six of them to start.  Because they are given to you, there are no rewards for these missions.  You don’t unlock extra gear or suits, but you will gain experience and cash while playing them.  I played all six (and I had to repeat one because I fell about three hundred points shy of getting the Gold level on it, so I actually did seven missions).  The result of this detour was that when I went to do mission number two I wasn’t level 4 or 5 like a player should be when going through the story missions alone, I was level 14 or 15.  For the next two story missions I ripped through them like a hot knife through butter.  I take enemies out in two or three hits easily, sometimes less.  Boss fights are a breeze as I am doing 60-80 points of damage with one of Moon Knight’s special attacks (he’s my favored character on whom I dump all point spending and the best items).

I’ve just moved from Act 1 to Act 2, Dr. Strange’s house, and I am hoping that maybe the game will get a tad harder.  We’ll have to wait and see.

But, this brings up a discussion of game design.  The question is, did the designers put in the training missions expressly for the purpose of giving players who can’t progress in the story a place to play and level up a bit, or is this leveling path I have discovered unintentional?  I would like to think it was intentional since it can be extremely frustrating to get stuck in a game, however since I managed to get 10 levels in just a few missions, I think they may have misjudged them and made them too rewarding.

Of course, I may have also broken the game design through my method of play in that I am dumping all my power and money into one character and treating the other three members of my team as “additional damage”.  So many years of playing MMOs with the tank/healer mentality leaks over in to every game I play.  I can’t blame that entirely, though, as mathematically and logically it makes sense to play this way, if defeating the content is your goal.

In any event, despite the game being “easy”, I am still enjoying playing it.  And that’s the important thing…

Illusions the Game

The first Round Table of 2009 is as follows:

Putting the Game Before the Book What would your favorite piece of literature look like if it had been created as a game first? In a time when bits of Dante’s Divine Comedy are being carved out and turned into a hack-n-slash game, I find myself longing for intelligently designed games–games with a strong literary component–not merely literary backdrops. So rather than challenge you to imagine the conversion of your favorite literature into games, I challenge you to supersede the source literature and imagine a game that might have tried to communicate the same themes, the same message, to its audience.

So, anyone who knows me well knows immediately what book I picked, but as fast as I picked that book I also ruled it out.  My first thoughts were of how impossible it would be to make a game that illustrates the same message.  I then spent several days trying to pick another book, another piece of literature, something else… but it was a fruitless search, and I knew that in the end I would have to accept the challenge and try to design a game with the idea that it existed in the same place as the book had the book not existed.  I racked my brain looking at computer games and card games and board games and schoolyard games and everything I could think of to craft my game out of, and it was then that I realized that it didn’t matter.

First, allow me to introduce you to the book, which I feel is one of the finest if not the finest piece of literature ever written, Illusions: The Adventures of a Reluctant Messiah by Richard Bach.  The story is about a man who decided to get away from the life he had and trying to figure out what live he wanted by getting in a biplane and taking up barnstorming (flying around, stopping at small towns and offering to take people up while you do turns and loops and whatnot for a small fee).  This man, Richard, has an unlikely meeting with another barnstormer, Donald, who is the Reluctant Messiah of the title.  Richard is a man escaping the world because of all the restrictions in it, and Donald is a man escaping the world because the people refuse to see it has no restrictions.  Donald teaches Richard that the world is nothing but illusions, that anything is possible and that the only limitations anyone has are the ones they insist upon themselves, and the only things that really matter are entertainment, learning and other people.

For our game, let me start by paraphrasing a quote often found on the back cover of the book:

Here is
a test to find
whether your mission in game
is finished:
If you’re playing,
it isn’t.

If Illusions were to be a card game, it would be like Mao, only it isn’t just the dealer who knows the rules and unveils them, everyone participates.  If Illusions were a schoolyard sport, it would be like Calvinball.  In fact, if you look around, other variations of the “make up the rules as you go along” game exist for pretty much any medium.  Even MMOs have their sandboxes (Second Life, etc), and even in more rigid MMOs (World of Warcraft, etc) the game itself has no defined end and it is up to the player to decide under which conditions they consider the game to be “finished”.

Of course, getting people to want to play a game that has no rules (but potentially has all rules) is tough.  Without the rules, most people won’t know what to do, and whether they realize it or not, their dislike of the “game” is probably tied to its similarity to “life”.  The game is what you make of it, as much as life is what you make of it… and that is the point.  In whatever form the game were to be presented, a player could easily make up a rule that allows them to instantly “win”, however the question isn’t whether or not they won but if they enjoyed it, if they got something out it.  Maybe by throwing down the “I win” card in the first round they do get something out of it, they smile, they laugh, and yet if they do it enough they might find that no one wants to play with them anymore, which itself is an opportunity for learning: if you want to play with other people, other people have to have the opportunity of winning.

As you make up and play with new rules, you discover how they affect you and those around you, and you can find which rules lead to the most fun in the game, for everyone, and those are the rules that you will end up keeping around.

Back in High School, a group of friends and I would play cards at lunch.  On days when people were angry at stuff we sometimes played Egyptian Ratscrew (though we used the F-word instead of “screw” because we were teenagers), but that could lead to much pain, so more often than not we played Mao (mentioned above).  And while one guy was the one who brought us the game and the initial set of rules, each dealer was allowed to craft their own set, as long as they named it (so that players could file rules learned under a heading for later play).  We had tons of fun making up rule sets and yelling at others when the rules that were made stunk (the lunch monitors had to drop by and ask us to quiet down at least once a day as we got into heated disputes).  In the end, the rules that stayed and made their way into every dealer’s set were the ones that made people laugh, even when they forgot the rule and got penalty cards.  By the time we crafted the master rule set that we settled on (called “Neo-Einteinian” if I recall correctly), players no longer cared if they won or lost the game, they just loved playing it, and to me that should be the goal of every game.

So, as you can see, I deviated from the stated purpose of this month’s Round Table as I didn’t actually design a game for my book, but I think that’s because the fundamental message of the book is actually the fundamental message of game design in general.  The creation of any game is an exercise in the game of Illusions.

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I am a Twit

I suppose it was inevitable.  Eventually, Internet social tools become so strong that I end up joining in.  First there was MySpace, then Facebook and LinkedIn, and now Twitter.  In case you can’t follow that link, my name on Twitter is Jhaer, the same as my Xbox Gamertag.  There is a story behind that name which I don’t often share.

On the bright side, I am considering deleting my MySpace page because I barely go there anymore.  One should be mindful of one’s Internet Footprint and not leave inactive accounts all over the place.  Its kind of like “Going Green” but digitally…

Smiles, everyone… smiles!

Being born in 1974 means that my impressionable youth is crammed with the television and movies of the late 70’s and early 80’s.  Chief among my earlier memories are those of watching Fantasy Island on TV.  I am dismayed that only season one has been released on DVD.  I’ll likely purchase it someday, but I don’t have the heart to rush out and get it since no further seasons have been released.

Even more disheartening though was learning of the death of Ricardo Montalbán.  He brought to life both Mr. Roarke of Fantasy Island as well as bringing us, arguably, the best villain of the Star Trek franchise in Khan Noonien Singh, from both the TV series and the epic Star Trek: The Wrath of Khan.

Rest in peace, Señor Montalbán, in soft Corinthian leather.