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

29 January 2017

Replayability

Some time in the last year, I learned to play T.I.M.E. Stories. I'm not going to review it here, because it's a very different kind of game. I'll just give you a quick overview before going on to my main point.

The game itself is, similarly to a roleplaying game's core rulebook, more about the mechanics and less about the objective. Whereas most board games state, 'To win this game, you must collect the most gold coins' (or whatever), when you play a roleplaying game, the rules state, 'These are the mechanics involved in playing. Now decide what goal your group must accomplish in order to win.'

T.I.M.E. Stories's base game contains the board and all the counters you'll need to play. It also includes a deck of cards. Most of these cards are similar to the pages of a Choose Your Own Adventure book. Each player is sent back in time to occupy the body of a person in a specific place. Whilst in this body, the player must help to solve a problem of some sort to fix the timeline. You lay out the cards in a specific order on the board, and the art of these cards collectively shows you what you see. For example, in the included scenario, you are inhabiting the body of patients in a 1920's mental asylum. The first set of cards that you lay out on the board will, when seen together, show you the day room of the asylum. Here's what I mean:
Five cards, laid out side by side. Each card shows one fifth of the total image, which is a painting of a day room in a mental asylum. The card on the left shows a nurse looking at the viewer, standing in front of the nearest window. The second card shows a man wearing a strange contraption on his head sitting in a lounger with a chess set on the small table in front of him. In the third card, as the wall of the room is seen running into the distance, with tall windows along it, you see a woman in a white patient's robe painting at an easel. The fourth card has the corner of the room, so the next wall starts moving into the foreground of the image's perspective. There is a love seat against the window of this card, on which sits a man in a suit coat and fedora, wearing a plague doctor's mask. The final card shows a chest of drawers on top of which rests a painting of a man.

21 February 2015

Tabletop Role Playing Games

In 1971, Gary Gygax's game Chainmail (which he adapted from a rules system created by his friend Jeff Perren) was first published. This was a miniatures wargame, along the same lines as Warhammer 40,000 and Bolt Action. It had rules for mass combat, jousting, and single combat, and also contained a supplement that allowed you to include fantasy elements (magic, wizards, etc) in your war game.

Dave Arneson later took those rules and merged them with his own ideas for controlling a single warrior instead of an entire platoon. He showed this adaptation to Gygax, and the two of them created Dungeons and Dragons from it. Thus, the first roleplaying game was born.

The idea took off, and Gygax released another RPG two years later, Boot Hill. Variations on the original D&D soon sprang up, such as The Complete Warlock, by Robert Cowan, Dave Clark, Kenneth M. Dahl, and Nick Smith, and Tunnels and Trolls by Ken St. Andre. Bunnies and Burrows was an early attempt to push the boundaries of what was possible in an RPG, and as early as 1977, gamers had already started to adapt existing franchises with the introduction of the game Flash Gordon and the Warriors of Mongo.

31 August 2008

Films

Before I start, I'd like to point out that I've just recently discovered Asobrain, where you can log in to play, for free, online versions of Settlers of Catan, as well as Carcassone and a couple other silly games. They don't call them Catan or Carcassone; they call them Xplorers and Toulouse, since they aren't actually approved, associated, or licensed by the creators of Catan or Carcassone. But they're the same games, all right. You can play basically with any of the expansions, and you can play against human players or against bots or both. My fans should log in and play with me sometime!

Anyway, on to the topic of today's essay. I started thinking about films about gamers the last few days, over the course of two separate events. The first is that I felt the need to watch Über Goober. The second is that my wife found a video on YouTube that was an ad for a "series" called Gamerz.

Über Goober is a documentary about gamers. It examines the three main types: historical miniatures war gamers, roleplayers, and LARPers. It was made by non-gamers, so it does a good job of looking at gamers from the outside and examining them in a truly impartial way, exploring humour based on gamers both mainstream (like when Lisa Simpson asks a guy wearing a helmet and a shirt that says "Game Master" if she can sit with him, and he says, "Yes, if you can answer me these questions three. Question the first..." and she says "never mind," and walks away) and gamer humour (like the Dork Tower comic). It also examines the controversy involved in gaming, like the James Dallas Egbert III fiasco, as well as the role played (hah!) by gaming in the Columbine shootings and the religious backlash against gamers.

17 August 2008

A brief rant on computer games

I have a great t-shirt. It was given to me by a friend of mine; it had Igor from Dork Tower sitting on a street corner holding a sign that reads, "Will game for food."

I wear this shirt rather frequently. People see this shirt and think I'm talking about computer games (there was one memorable incident when I was wearing it in a gambling town in Colorado, and someone thought it was in reference to casinos).

I don't generally care for computer games, and I'll tell you why: it's not because of the graphics. It's not because of the gameplay, or the mechanics, or even necessarily the story. It's because of the replay value. Most computer games (especially if we're talking about console gaming, like the PlayStation or XBox or Nintendo) are story-based RPGs. They do have some non-linear games, like the Wii Fit (which has me scratching my head; yes, it's a good idea, but where did anyone get the idea that this was a game?), or old classics like Tetris and Intelligent Qube (there was a great game; the only game for the PlayStation that I really liked, and no one else liked it, so it didn't sell), or things like Mario Kart. But most of them are the sort of story-based games like Final Fantasy or The Elder Scrolls. And in my opinion, once you've played the game once, why play it again? You've seen the story. These sorts of games seem to me more like a very long movie, only at several points, you have to undergo some sort of task or else figure out where to go and what to do to get to the next part of the movie, and if you fail, you have to try again until you get it right. That seems kind of silly to me.