I'm going to do something different again this week. I've been thinking a lot about stories lately; in particular, about how games that involve storytelling (such as Gloom or Fiasco or most tabletop RPGs) are so satisfying because they follow Freytag's Pyramid.
So I thought I'd share one of my favourite stories. This is the story of Alice. I first heard this story when I was in middle school, and a professional storyteller came and told us some stories. So now I will share the story with you.
30 January 2016
23 January 2016
Board Game Review: Scotland Yard
This week is a review of the family game Scotland Yard. Don't be fooled by the fact that it's a Parker Brothers game marketed at families; despite its simple format and easy rules, it has a lot to offer the serious gamer. So let's get right to it and look at this fun little game.
And much to the surprise of nobody at all, the first thing we see in reviewing this game is the ratings:
And much to the surprise of nobody at all, the first thing we see in reviewing this game is the ratings:
17 January 2016
Games as social interaction
How much do you know about autism spectrum disorders?
I know this seems a strange question to ask at the opening of an article about games, but bear with me for a moment.
In a sense, the autism spectrum disorders (on which, admittedly, I am no expert either, but my understanding is that it's not really a spectrum, though the various related disorders are still referred to under that umbrella term) are a lack of the normal social hardwiring in the brain that is usual for human beings. Let me explain a bit more in depth:
Whereas most animals developed certain physical or sensory advantages to allow their survival (for example, the web-spinning ability of many spiders, or the echolocation abilities of insectivorous bats, or sharks' teeth, and so on), the trait that allowed humans to survive was their social networks. Like wolves and other pack animals, humans developed an ability to co-operate that increased their chances of survival. Their need for greater inter-dependency developed a feedback loop with their intelligence; they needed to be smarter so they could support larger co-operative social groups, and they needed larger co-operative social groups so they could be smarter.
I know this seems a strange question to ask at the opening of an article about games, but bear with me for a moment.
In a sense, the autism spectrum disorders (on which, admittedly, I am no expert either, but my understanding is that it's not really a spectrum, though the various related disorders are still referred to under that umbrella term) are a lack of the normal social hardwiring in the brain that is usual for human beings. Let me explain a bit more in depth:
Whereas most animals developed certain physical or sensory advantages to allow their survival (for example, the web-spinning ability of many spiders, or the echolocation abilities of insectivorous bats, or sharks' teeth, and so on), the trait that allowed humans to survive was their social networks. Like wolves and other pack animals, humans developed an ability to co-operate that increased their chances of survival. Their need for greater inter-dependency developed a feedback loop with their intelligence; they needed to be smarter so they could support larger co-operative social groups, and they needed larger co-operative social groups so they could be smarter.
09 January 2016
Why do I like the games I like?
I have joined the writers at Pinkfae.com. I will be posting weekly articles over there as well as what I write here. Some of those articles will be duplicates of what I've written here (sometimes, I'll be writing about a topic I've covered before on this blog, and other times, I may just copy an article directly to that site).
I just submitted my second post to that site. As I was working on it this morning, I was contemplating the question, 'Why do I like the games that I like?' Most of the games I enjoy playing are of what I call the 'thinky-thinky' variety. They involve a lot of careful thought, weighty decisions, deliberate planning, and consideration of the actions of your opponents (and how those actions might totally hose you if you make a mistake!).
But then there are those games I like that do not involve much thought at all. Games like Panic on Wall Street, or The Red Dragon Inn. Why do I like these games that don't require the use of grey matter?
This got me to thinking. So I sat down and made a list of my favourite board games (and one roleplaying game that lasts a few hours at most, because it seems to fit better in this category than with traditional roleplaying games). Then I sorted those games into the different reasons why I like them. Here's what I came up with:
I just submitted my second post to that site. As I was working on it this morning, I was contemplating the question, 'Why do I like the games that I like?' Most of the games I enjoy playing are of what I call the 'thinky-thinky' variety. They involve a lot of careful thought, weighty decisions, deliberate planning, and consideration of the actions of your opponents (and how those actions might totally hose you if you make a mistake!).
But then there are those games I like that do not involve much thought at all. Games like Panic on Wall Street, or The Red Dragon Inn. Why do I like these games that don't require the use of grey matter?
This got me to thinking. So I sat down and made a list of my favourite board games (and one roleplaying game that lasts a few hours at most, because it seems to fit better in this category than with traditional roleplaying games). Then I sorted those games into the different reasons why I like them. Here's what I came up with:
01 January 2016
Board Game Review: Star Trek Road Trip
As one of my christmas presents, I received the Star Trek Road Trip board game. When I went to Board Game Geek to update my collection, I discovered that there was virtually nothing in the entry for that game. No photos, no description, and just the tiniest hint of an overview in the text description.
In the course of working to update these shortcomings, I decided to write a review so that I could add it to the entry for this game. So today's post will be a review of Star Trek Road Trip. Activate inertial dampers, we're about to engage the warp engines!
Here's the damage report, captain:
Strategy: 1
Randomness: 5
Complexity: 1
Humour: Derivative
Attractiveness: Nice
Average Length of Game Play: 1 hour
In the course of working to update these shortcomings, I decided to write a review so that I could add it to the entry for this game. So today's post will be a review of Star Trek Road Trip. Activate inertial dampers, we're about to engage the warp engines!
Here's the damage report, captain:
Strategy: 1
Randomness: 5
Complexity: 1
Humour: Derivative
Attractiveness: Nice
Average Length of Game Play: 1 hour
12 December 2015
Worker Placement Games
Last night was the Backer Party for the Loot & XP Board Game Cafe. It was a blast! I had so much fun hanging out with awesome people, playing great games, and even making some new friends and reconnecting with some that I haven't seen in years!
In addition to playing Sushi Go and The Red Dragon Inn, I also ended up playing a game called Alchemists. I may do a proper review of that game later, but I just wanted to share a few thoughts I had as a result of playing that game last night.
I described the game to a spectator as a worker placement game with elements of Clue and just a soupçon of Compounded. I stand by that description. The core element of the game is a deck of eight alchemical ingredients (including toads, mandrake root, and raven's claws), each with specific alchemical properties. The exact properties are randomised by an app on your phone, and you have to spend a large portion of the game combining ingredients to see what potions result from them, and then using that information to deduce the alchemical properties of the ingredients.
In addition to playing Sushi Go and The Red Dragon Inn, I also ended up playing a game called Alchemists. I may do a proper review of that game later, but I just wanted to share a few thoughts I had as a result of playing that game last night.
I described the game to a spectator as a worker placement game with elements of Clue and just a soupçon of Compounded. I stand by that description. The core element of the game is a deck of eight alchemical ingredients (including toads, mandrake root, and raven's claws), each with specific alchemical properties. The exact properties are randomised by an app on your phone, and you have to spend a large portion of the game combining ingredients to see what potions result from them, and then using that information to deduce the alchemical properties of the ingredients.
06 December 2015
Empathy
I just finished reading an excellent article. It's about empathy: what it is, why it's important, how we came to have it, why it's declining in modern culture, how to cultivate it, and how it will improve your life.
It's kind of long, but I think it's well worth the read. The highlights:
It's kind of long, but I think it's well worth the read. The highlights:
- Humans are empathic creatures. We evolved in a social environment, and we need that social interaction to feel happy and complete.
- Empathy is declining. With the rise of technology, we are getting our social interaction more through our phones and computers than face-to-face, and this is reducing our ability to be empathic.
- Empathy is important. The article suggests some ideas on how to improve your sense of empathy.
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