Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Tuesday, November 24, 2015

How I sorta suck at some games

So, almost twenty years ago, I spent a Thanksgiving night transfixed by a computer game, so spellbound that I played all night and finally went to bed at 6 am Friday because it was crazy. The game was Sid Meier's Civilization; more accurately, CIV II, the second version of the game (which has since gone up to something like version Internet-6).

I was introduced to this turn-based simulation game by my pal Scott, who had no idea what rabbit hole he was leading me into. The premise behind the game is taking a civilization from an isolated tribe of villagers to a world-dominating empire by guiding them from 4000BCE to 2000CE. Your society grows through exploration, scientific advances, civic achievements, and, of course, conquest (every scientific advance brings access to new military units as well as more quotidian features). As the game-people learn more, they have access to different forms of government, each of which has different characteristics - one make people happier but be economically less inefficient, for example. The player has to balance finding scientific advances that provide material growth, keeping the population content, making peace with neighbors (or defeating them), and claiming and improving territory.

Game-time passes pretty slowly: it can take a while to span 6,000 of human development. Activity takes place on a macro-level - the player directs grand trends or research and building, for the most part. The exception is battle, which is a unit-on-unit conflict controlled directly by the layer. When a civilization spans a continent, with several dozen cities, each producing a different facility or unit, and there are workers building roads and irrigation networks, and maybe a war on a birder or two, there can be a lot to manage. Hence that all-nighter so many years ago, a product of "I'll  just play until this city has an aqueduct" which gets overlapped by "I need to play until this war in the east is over" and so on.

Well, I don't know if it was the season or what, but I decided to revisit CIV2 this year. I found a Mac OS9 emulator and downloaded a version of the old game and before I knew it, I was transported back to that duplex in Vancouver USA, ready to conquer the world.

Only it didn't quite turn out that way.

I started a game, and the computer generated the world map as usual. As my primitive tribe starting exploring, it became clear that we were on a small island. There was only room to create three cities - cities need farmland and such to support them, of course - and no more exploration to be done until we discovered seafaring.

But during that interim, the culture (the game called them the Sioux, but that's just an arbitrary label) took a different turn. The Sioux built up their cities, fortified them, and then turned inward - choosing to study and explore only those advances that would make them happy and keep them thriving materially. After the initial defense were built, almost no money was spent on the military - the Sioux suffered a few barbarian attacks, but they were easily repelled. No other civilizations made contact - no explorers, no warriors, no diplomats arrived from foreign shores. Cut off from the world and its sorry affairs, the Sioux blossomed. Millennia passed.

Here's the entire Sioux Empire in 1902:


Three metropolitan areas, connected by roads (you can see the nascent railway in the central plain). That's it. The game meta-updates were constantly ranking the Sioux lowest or near lowest on the scales of the largest, and most populous, and greatest empires. But I slipped into cheat mode for second to check out the important stats, and look:


Yes, the Sioux were small in area and population and GDP and manufactured goods, likely a result of having the worst productivity level on the planet.

But: 96% literacy and only 6% disease - the best in the world! The least pollution, longest life expectancy, highest per capita income, and least military service of anyone!

And as a result, the player (me) had the highest approval of any world leader.

So, I'm not sure I played the game the way Sid Meier wanted me to, but if those demographics don't represent winning, what does?

Of course, there's often a fly in the ointment. See those two ironclads off the southeast coast of the island in the picture above? They're not Sioux. They came out of nowhere and have been hanging around. So far, they haven't attacked or sent anyone ashore, but it might just be a matter of time before the great isolation is over and we'll see whether the Sioux lifestyle can survive contact with the rest if the world.

I am hopeful, but not optimistic.



Update: since I captured the images, we have made it to 1952 with no change to the status quo. Not a bad run, even if it does end badly.


Thursday, March 5, 2015

Why I game


That's my buddy Karmin and I after completing Forbidden Desert, a cooperative board game with individualized player roles and an ever-changing (and hostile) board. With the help of some gaming buddies, we survived sandstorms and the desert sun to explore, find artifacts, and build a flying machine so we could escape. (That's us escaping in the flying machine above.) It was tough go - the first session lasted all of five minutes before we collectively lost, so victory was even sweeter when we pulled together and won. Karmin is making fluttery victory fingers, even.

But moreover, it was damn fun, win or lose.

Games have been occupying a lot of my consciousness lately. I took an on-ground class in Fundamentals of Game Design through the University of Washington last quarter, and followed that up with a Coursera MOOC on Gamification from the Wharton Business School this quarter. Those efforts were in service of my becoming point person for "Gamification in the Classroom" on our campus, and I have been supplementing it with lit reviews and outside reading.

Nothing is hard work if you enjoy it, I guess, and the classes have sure seemed more like play than work. I don't know what else, besides comics, has been as consistent a hobby or avocation for me as gaming. I had to to take a break from actively gaming for a bit, but now I have the space to add some game time back into my schedule, and I am relishing it.

One pal has started a regular board game get-together on Monday nights. We're not talking Monopoly here; we have mostly been playing complex, cooperative games in which all the players work toward a common goal- and against the nasty stuff produced by the draw of a card or the roll of a die. A great example is Arkham Horror, in which a team of adventurers tries to avert Lovercraftian doom:


That one is awfully complex, so we have also played a simpler, more streamlined version called Eldritch Horror:


I find these games cool the because collaboration is a nice switch from competition and because in most of them, there's no elimination of players, even in multi-person games. Everyone gets to hang in until the very end, and that allows everyone to hang out and have a good time.

Which is not to say we don't enjoy a little head-to-head once in a while. Last session we played King of Tokyo, in which players assume the roles of giant monsters and battle each other for control of the city.


 I lost twice and still had a great time.

Of course, the centerpiece of my gaming activity is probably not board games, but tabletop RPGs. Dungeons & Dragons is the version most folks recognize, but there are other flavors as well. Some are very "crunchy" - rules-intensive - and others are looser and more story-oriented.

I have played a lot of Pathfinder, which is a very close relative of D&D. Of course, in this case "playing" means "sitting around with a pencil and paper and bunch of dice and creating a story together." From a distance, it looks more like writer's workshop or a meeting than a game.


But it can start looking a little board-gamey as well, when the crunchiness requires miniatures and a grid to establish the scene and the physical proximity of characters.


Currently, I am running a FATE game (a bit less crunchy than D&D) set in a sort-of ancient Rome and will be starting up a d20 (sort of generic D&D) game set in an alternate-history 18th century North America in a week or so.

I have been taking this walk through this garden of gaming to try to figure out what draws me to it.

One obvious answer that shouldn't be overlooked is the simple enjoyment of the settings and "plots." I'm still a sucker for swashbuckling, and exploring deserts, fighting monsters, and intrepid adventuring will suck me in regardless of the mode: comics, movies, books, or games.

But of course, there's interactivity with the game rules. Learning the rules, figuring out successful strategies, and reaching success through your efforts is rewarding. We've talked a lot about this in the classes, and it all rings true with my personal experience: finding that sweet spot between challenge and frustration gives a satisfaction like no other. We don't often get a chance to feel that in real life, but games can give it to us almost on demand.

Probably most importantly, games facilitate social interaction. From bowling leagues to bridge clubs to Bunco, people use games to make connections, and I am nothing if not a connector.

But moreover, it is damn fun, win or lose. 

I haven't talked as much about games on this blog as about my other geeky stuff; I think I was worried about which register to write in. 
I'm not gong to worry about that anymore, so there'll be some more gamey stuff here in the future.


Sunday, August 31, 2014

Do you believe in Magic?

So, I went back to PAX for a second day.

Sunday seemed a little less crazy than Saturday, but it was still an exhausting mess. I try to allow as little waiting-in-line into my life as possible, but it seems that cons are all about lining up. I know that there are some really popular events, but speaking as someone who has had to do more than a little crowd control in my time, it sometimes felt that the queuing was somewhat over-managed, which created a sense of  anxiety in many attendees, resulting in a bit of "queue-creep," when people line up earlier and earlier even for events that may not even fill.

I might not have minded it as much if the sessions I was lining up for had been more productive or enjoyable. The first was under-moderated and, like yesterday's session, devolved into a series of anecdotes vaguely related to the topic, late-career entry in game design. The second was supposed to be about gaming in higher ed, but was actually about higher ed for gaming; that is, it didn't focus on how to incorporate gaming into the classroom, but described a program for learning how to do game development. The last session I attended was at least actually about gamification of the classroom, but all of the panelists were from K-12. I did glean some recommendations for games that work in a classroom setting:


Um, okay.

While people are waiting to enter sessions, staff come by, engage line-standers in impromptu games, and hand out prizes; or to put it more accurately, they hand out many instances of the same prize, to wit:

I had gotten one yesterday, too... 

Yes, I'm such a good gamer at things like D20 Challenge, Win, Lose, or Banana, Cowboy-Ninja-Bear, and some kind of match game that I won eight Magic the Gathering decks: two red, two black, two green, one white, and one blue. I don't even play Magic!

I spent part of the day that I wasn't on line wandering with buddy Sahar, who had snagged a free ticket late in the game, and some of her luck rubbed off on me. We were at a vendor table with Liz Spain, who was demonstrating her steampunk find-Atlantis board game, Quest for Atlantis (part of a projected Incredible Expeditions series). After the spiel, she invited us to draw a ball from a gum-ball machine.

The prior visitor had drawn a clear ball (we could see the balls were mostly clear, with just a few blue ones) and had gotten an art print, so I told Sahar to hope for a blue one. In fact she drew one and won a USB drive with a kraken on it.

It was my turn, so I clicked the little handle around and out popped a beautiful marble. Our eyerows went up and Liz's eyes got wide, and she said that I had won a free copy of the game!

Autographed, no less!

I was pleased beyond just getting lucky for a change, because it actually looks like a really cool game. Its art design is just fantastic, the theme is awesome, and the gameplay looks creative and workable. We'll set up a playdate and I'll report on it later. Thanks, Liz!

Well, that was about it, besides a little more hunting for cool tabletop games. I'm not sure I'll go back to PAX next year, but it did make me eager for Geek Girl Con in month or so.

I wonder how long the lines will be there...

Saturday, August 30, 2014

PAX be with you

So, thanks to the good offices of buddy Karmin, today I attended PAX Prime, the Penny Arcade-sponsored game-centric expo right here in the Emerald City. Karm is going all four days of the long weekend; I just signed on for Saturday and Sunday.

I must admit, a lot of the stuff went right past me: I have never been a console gamer, so the platform wars, hardware, and all that stuff isn't even on my radar. There was a whole slug of tabletop stuff, much more my speed, but it was a slog to try to get through it and actually watch a demo. We attended one panel on player-developed narrative in gaming, which sounded promising but failed for lack of a strong moderator.

Overall, it was an exhausting day that felt like a lot of wheel-spinning, but I'll try it again tomorrow.

Here's a little video impression of today:


Monday, February 10, 2014

Random Geekage

So, here's some stuff that's just been hanging about for a bit:

Have you every played Arkham Horror? Heckuva game. Maybe two-three hours of gameplay, and only four days to set things up:



Seriously, it makes Carcassonne look like tic-tac-toe. But it is fun.

***
This was my desk display a while back:


Yeah, I noticed the D20 isn't lying correctly. I've changed offices (and jobs) anyway.

And here's something Super Sissy gave me as a gift:

(Yes, I noticed that the D20 is again out of position.) 

I'm still trying to figure out what to do with them. I feel that they all should be eaten at once; otherwise, it would be like losing a die. But that's too much chocolate for me to eat all at once. I thought of bringing it to to the game and sharing it, but I DM for a party of six, so that would mean I don't get any.

***
A colleague at work is fighting (and beating) a major health challenge, and some frineds of hers gave her this for inspiration:


I'm not sure whether it reminds me more of the Ross Andru WW or the Dick Giordano WW, but it was sure nice to see a superhero-themed artifact at work that I had nothing to do with!

***
The prodigious Mark Evanier posted this picture a little while back:


I am not the biggest Laurel & Hardy fan, but I sure do love me some Spy Smasher. A quick check of the Grand Comics Database revealed that this was the October, 1942 issue. Under Stan's hand there is a photo inset of Kane Richmond. who starred in the serialized motion picture Spy Smasher based on the comics.

(It's not this picture, but I like this one, too.)

It just so happened that just a day or so before I came across the Laurel & Hardy photo, I had been watching the Spy Smasher serial. On my laptop. On an airplane. What a world. Anyway, it made me wonder what the connection was, but I can't find any.

***
Well, that's the ice broken. I think regular blogging will recommence now.




Tuesday, June 11, 2013

Do You Want To Play A Game?

So, I was hanging out in a Third Place - really, that's even what it's called - with a great common area that includes a cabinet of games available to play. Most of the usual suspects were present, along with a less-common specimen that caught my eye:


Yep, Nuclear War, that "fast-paced comical card game," which the back of the box informs us is the first in a series that includes Nuclear Escalation and Nuclear Proliferation!


War and Escalation have little cartoon mascots, and Proliferation looks to be chock full of goofy characters.


I was hoping to test-play the game - I mean, who wouldn't want to while away an afternoon playing a version of Monopoly spiced up with atomic death? But sadly, the box was empty; all that remained were two cards hinting at the gameplay.


If you really want to find out about this game, check out the publisher, Flying Buffalo Games. Me, I remain content with this response: after getting over my initial shock at the matter-of-factness of the game design, and reading the fine print that explains that the game was actually developed in 1965 at the height of the Cold War, I was actually overcome by a wave of nostalgia for those bygone days of fallout shelters and civil defense drills. I mean, when I was a kid, it seemed all we had to worry about was annihilation by A-Bomb and H-Bomb. Nowadays, the world seems much more complex and even scarier, what with diseases, ecological disasters, terrorism, economic meltdowns, and other threats apparently around every corner.

Maybe this game really is escapism after all.