Posts Tagged ‘Games’

Battlestar Galactica And Singularities

Thursday, September 3rd, 2009

Two quick recommendations today!

BSG

One is Battlestar Galactica the board game. It’s very good; basically Mafia the board game.

The players (all characters from the show) are each given secret cards that say whether they’re human or cylon. Halfway through the game they’re each given another one (a ‘sleeper cylon’ flavor).

The humans’ goal is to survive (not run out of food, fuel, people, or morale) until the fleet reaches their destination. The cylons’ goal is to sap those resources and slow the fleet down.

Often the secret cylons sabotage while amongst the humans. So it makes for lots of interesting accusations and all that jazz.

The Singularity

The other recommendation is the book Accelerando by Charles Stross. I read it back when it was up for the Hugo in 2006, but I had forgotten the name until recently.

It’s about humanity reaching a singularity and is full of interesting ideas and technologies. Worth a read if like science fiction. It’s even available as a CC-licensed download, so no reason not to read it!

Ode to Playing Cards

Thursday, July 9th, 2009

♣ So old that the delightfully symbolic is comfortably familiar, ♠
♦ Playing cards are the Everyman’s Everygame. ♥
♥ Cerebral, twitchy, or drunken; amassed or singular; ♦
♠ All you need to start a game is a name! ♣

In all seriousness, I’ve renewed my appreciation of playing cards. But surprisingly, I’ve been having little success aggressively pushing a game of Canasta on my friends at every opportunity.

Also surprisingly, many of you don’t even own packs of cards. You fuckers are getting care packages.

Linux Games

Sunday, March 1st, 2009

Now is the perfect time for a revival of Linux gaming. By that, I mean middle-tier commercial games running on Linux natively.

The state of the desktop and Ubuntu in particular is advanced enough to be comfortable for many casual users. I know people for whom I feel gaming is the big drawback, the reason why it’s not worth living in Linux. It’s certainly a common lament on the Internet.

People keep saying ‘this could be the year of desktop Linux,’ enough so that the phrase is a joke. I’m not going to claim that (if it even has any meaning), but it’s ready. Gamers are just the sort of user that would warm to Linux. People that don’t balk at installing custom drivers for their video card or going through the kind of hoops that most games ask of you can certainly handle the learning curve of Linux. Or at least are familiar with searching online for troubleshooting.

If Linux could at least start being competitive on the games front, it would be a big win for it. It doesn’t need to be all games, or even many top-tier games. The goal would be reducing the need to reboot. Enough that one can live in Linux, and use Windows just for a couple games.

Technically, the biggest barrier is probably OpenGL. OpenGL works fine in Linux, but there are now common user-space programs that also want to write to the screen through 3D hardware. Like Vista’s UI. Video drivers are going through some API changes to flawlessly support that (and for other reasons), and we’re still in transition. An example of the problems this can cause are having to turn off desktop 3D effects before playing a game. A bit of a turn off.

Also audio. Audio works fine on Linux, but it’s not a cross-platform API. A developer would have to do the work of creating a little abstraction layer themselves. And learn ALSA.

Strategically, the biggest barrier is obviously Microsoft. They encourage DirectX, Games for Windows, and their whole ecosystem. Which buys a developer a lot these days, in terms of easy portability to the never-more-relevant console world via the XBOX.

I doubt it’s currently worth it for any single developer to bother with a Linux port. It would be too much work. They’d have to hire expertise in porting, they would have to figure out how to distribute it, which is non-trivial. If I wasn’t intimately involved in Linux land, I would be very intimidated by what I’d have to know to make a game that worked on the largest amount of distros. And to make it integrate well into the user’s computer (you know, install into the menus correctly, be a package that can be removed, installed, or updated via the user’s package manager), would be an extra level of complexity.

However, all’s not lost! The best hope I have is for someone at Valve to see the Linux light — or a competitor to arise and see the light. :) If they ported Steam over, it would solve the distribution issues. The developer would still have to write a game that could work in Linux, which is non-trivial. But once accomplished, they just have to flip a Steam bit and be done with it. The various ‘accessories’ around a game, like an installer, an updater, and OS integration don’t need to be written. I think it would be a compelling story for a developer. There’s vague (denied) rumors of Valve already looking down this road, but I’m not holding my breath.

Still a lot of work to port a game. But smaller game houses already do that work, because they’re more desperate for any slice of the market. Games like Rain Slick Precipice or Savage. Steam carries those kinds of games (and does carry Savage).

It’d be a good way for them to generate some buzz and goodwill without too much effort (they only really need to make a little bit of middleware work). And if it succeeded, they’d be ever more entrenched as the distribution medium of choice. But still, it’s a gamble in which few game companies have had interest. But I maintain that now would be a good time for them to try it (recession notwithstanding).

Magic, Vs Style

Friday, February 13th, 2009

A while ago, Casey introduced me to the card game Vs System. It had a neat resource system where you could play any card as a resource of the same type. In Magic terms, you could play a black card as a Swamp, a green card as a Forest, etc.

What’s that you say? “What a brilliant idea!?” I agree! I’ve been thinking about how exactly such a system would work in the Magic universe.

It turns out that Wizards has already toyed with this idea, via their Magic Online Vanguard series of avatars. The Dakkon Blackblade avatar reads:

You may play any colored card from your hand as a copy of a basic land card chosen at random that can produce mana of one of the card’s colors.

Since I’m considering playing not online, but in meat space, where it can be a pain to make random decisions and keep track of them, I’d probably just make that:

You may play any single-colored card from your hand as a copy of a basic land card that can produce mana of the card’s color. You may play any non-land colorless or multi-colored card as a land that can produce one colorless mana.

Here’s how I think this plays out, after having played it this way a couple times:

  1. No mana flood or screw ever — you can’t have too little or too much mana, though you can definitely still get yourself in the position where you don’t have the right colors. Sort of. If you put in too many gold or colorless cards, then you can run into problems. So just be careful about providing enough solid color cards. If you were to use Dakkon’s rules (pick a random color), this point is relieved somewhat.
  2. The mana curve shifts right. Expensive cards are much more playable (you can guarantee playing it by just waiting X turns).
    Thus, bombs are more omni-present. I don’t think this is necessarily a bad thing (might make the game more interesting as a whole). People should just pack more insta-removal and Naturalizes. Plus, each player should have bombs, and neither player should be
    stuck at 2 mana. More grand clashes.
  3. Choosing which card to use as land and which to play was excruciating sometimes. Every hand was like a little puzzle. “If I spend this for mana, I can play these four other cards, but if I wait, I can do this and this on turn 5.” etc. This will get worse as the quality of decks goes up. It sucks to have to use an Oblivion Ring as a Plains. You have to really plan for the future. Lots of opportunity to mess up. I several times cursed using a certain card as land later in the game.
  4. Mana ramping is still good (playing cards like Druids that give you more mana faster). Mana smoothing becomes worse, but not useless, because it lets you play both your good black cards in your hand, rather than tossing one to play the other.
  5. Splashing colors is far less dangerous. Though you still need to draw at least two cards of the appropriate color to play any of them. So you have to be smart about your splashing. But that one red card in your hand that normally is useless just become a land.
  6. Color hosers and various sideboard cards will be maindecked. Situational cards of all stripes become playable. In fact, although I know this is a completely irrational response, I was often relieved to see a useless card in my hand, because it meant an easy choice for what to play as land.
  7. I don’t think the game necessarily slows down. I just think it makes all phases of the game important. You can still have a deck that rushes early before its opponent gets all the bombs he stuffed his deck with. Getting in that 10 points of damage before the end-game is still huge. But it does make it harder to maintain that early advantage.
  8. Land removal is crappy. It was always crappy, though, unless your deck was very well tuned for it (sligh red for example). There is an argument here that land removal becomes very close to discard, since your opponent is likely to replace the land with a new card from their hand. And discard is very good, since your opponent likely has bombs… But it’s a bit circuitous, and land destruction doesn’t usually net card advantage.
  9. Speaking of which, card advantage of any sort becomes huge. You’re not wasting your draws on puny Forests anymore, unless you want to.
  10. Not only does revealing cards from your deck as you play lands show your opponent what your deck is like, it shows your opponent what your hand is like and/or what you’re thinking (I got real worried when I saw that Ring being tossed). There is an interesting opportunity here to send signals to your opponent.
  11. During playtesting (with very terrible, hastily-thrown-together decks), after we got around six mana sources, we kind of stopped playing them, and started playing off the top of the library. A little like Off the Top, which was somewhat worrisome to us. But we figured normal Magic is like that too, once you get six lands. This just was more efficient about getting to that point and staying there.

Anyway, I’m super pumped to play this way. But no one else seems to be as excited (with the notable exception of Matt Cheung, my fellow playtester). QQ

Unity Games

Friday, February 13th, 2009

Elaine and I recently went to Unity Games, at Ben’s suggestion. It was way more awesome than I had thought it would be.

You pay $15 at the door (or $12.50 ahead) and you go into this giant hotel ballroom. There’s the standard quick-set-up tables in rows with geeks sitting in them, but along the wall are all these card tables with stacks and stacks of obscure board games.

Each stack seemed to be brought by a different participant and you just borrowed a game, played it, and then returned it to the same stack. It was a very great way to play new games, and the people there were nice.

Notably, we found two new awesome games, and one particular stinker:

Dominion
This game is a great little card game. You and the other players each try to build your own deck of cards, containing a mix of money, victory, and action cards. You draw from your own built deck, so choose your ratios wisely. Whoever ends with the most victory cards wins. Unfortunately, it’s only for 2-4 players, but we played it with 5 once, and it didn’t explode. By playing with a different set of available action cards each game, you get pretty good replayability.
Robo Rally
Yes, this game is as old as dirt, but it was the first time I played it. I bought it later, I liked it so much. You play a robot in a factory trying to reach various flags before the other robots do. But the catch is that you submit move instructions to the robot at the same time as everyone else. When they get executed simultaneously, hilarity often ensues. The various maps, with their extra challenges and team play, add a lot of replayability. Plus, you can play with 2-8 players, which is a nice range.
Timber Tom
This game looked really neat, with a crazy three-dimensional board and little figurines, but we ended up voting No Confidence within 15 minutes. It was just too much work for not enough fun.

Unity Games happens every 6 months. I’d recommend it!

Chaotic

Sunday, January 18th, 2009

My brother Steve has long enjoyed playing and analyzing games, like I do. So he was excited to start an internship with the company that makes the Chaotic trading card game, over in San Diego.

He has basically a great job, helping design and test new cards. He reminded me about the game recently, and I checked it out more thoroughly.

It has some neat mechanics. I’ll describe them in Magic terms, because that’s how I forever relate to card games, and how my friends would understand. Sorry, Steve.

Basically, you put all your creatures for the game out on the table at the start, each with a hidden aura. You have two shuffled pile of instants, one for creature attacks, one for anytime. The attack pile is limited to 20 points of what I assume are ‘quality’ points — each card consumes some amount of that 20 points, and presumably they balance better cards by making you spend more of the points, though I haven’t yet seen examples of that.

When you put your creatures out, you put them on an inverted triangle layout. So does your opponent, with the two top sides of the triangles touching:

▯
▯ ▯
▯ ▯ ▯
▮ ▮ ▮
▮ ▮
▮

And to attack, you have to move your creature up to one square away, onto an enemy creature. So there’s a bit of positional strategy.

When you first attack a creature, both hidden auras are revealed. Then you keep going through rounds of battle, playing new attack spells, until one creature dies. The other creature then becomes healed and moves onto the spot (or stays there if defending). When all your creatures are dead, you lose.

One interesting twist on the game is that each card has a code on the bottom, that you can enter onto their site. This adds the card to your virtual collection, with which you can play free online too. Magic should do that. No reason not to, since they have the whole online collection/interface thing well tested; they just need to drop a code on the front of the cards.

Mahjong

Saturday, January 10th, 2009

A while ago, Elaine and I played Mahjong with Matt and Jessica. I was admitted to the Mahjong club by virtue of dating a Chinese lady. ;)

So I asked for a Mahjong set and mat for Christmas. And got both!

The set is very interesting. I really like it, but it confused both Elaine and Matt. It’s a black set, with Chinese characters only. That is, it’s not for Whities (you need to know Chinese digits — which is good! I specifically wanted this, as I didn’t sit there on Wikipedia memorizing them for nothing). But black is an unlucky color to True Chinese.

So I’m not sure of the intended audience. But it looks nice and I’m looking forward to play with it. Thanks for it. CL, and for the mat, ST!

Matt and Jessica, Ben and Jen, Dave and Meg, or any other friends that may be interested (it’s not a team game, you don’t need to come as a pair), I’d be interested in playing/teaching it. A bit of time spent on Wikipedia will tell you all you need to know. Look over the Chinese characters, and ignore most of the optional rules that Wikipedia is at pains to enumerate. It’s basically a bigger form of Gin Rummy. Maybe tomorrow, while it snows all around us?

Update: I only specifically mentioned those couples because they earlier expressed interest. Anyone is welcome!

Chocobo’s Dungeon Review

Wednesday, September 3rd, 2008

So, we bought Final Fantasy Fables: Chocobo’s Dungeon recently. I love it. It’s not only a roguelike — which is surprising enough — but a decent one. Decent here meaning close to NetHack.

Pros/Similarities:

  • Turn-based grid dungeon crawling
  • Items that can be given +X or -X, or be cursed
  • Random items that you have to identify
  • Hidden traps, complete with fake stairs
  • Hunger
  • Collars of Regeneration
  • Scrolls
  • Classes (with the added bonus of being able to choose a class per dungeon)

Cons/Dissimilarities:

  • Too many cutscenes
  • Too easy — death isn’t terrible
  • Not near the complexity of most roguelikes — set of actions is relatively straightforward
  • Dungeons are short enough that you don’t feel very isolated — just wait until you’re out of the dungeon and you can insta-identify your items
  • Not ASCII based

There’s some mini-game based on cards that I haven’t messed around with. That also has a Wi-Fi tie-in, where you can play online with your triply-verified-really-aren’t-rapists friends.

It does have one nice RPG innovation: you needn’t fear investing in your equipment (giving it +1 bonuses) because when you find a better stock weapon, you can fuse your old weapon onto your new one, keeping the benefits of both. Pretty nice way of never making your equipment obsolete.

Three Cheap Games

Wednesday, August 13th, 2008
  • The Penny Arcade Game: Penny Arcade made a game. It has the same art and dry-wit writing that the strip does, but adds a neat Lovecraftian backdrop. Well worth the $20. Native Linux client.
  • Savage 2: I’ve been meaning to play this more. It’s the sequel to the semi-neat Savage game of yesteryear. Basically, it’s half FPS, half RTS. Also $20, also native on Linux.
  • San Juan: This one is a board game. The sequel to the popular game Puerto Rico, this distills the complexities of that game into one of the most elegant games I’ve played in a while. It manages to use one deck of cards as both money, trade goods, and buildings. Very quick too, taking only about 30-45 minutes.

Kingmaker

Sunday, June 8th, 2008

The term kingmaker, in board games, refers to someone who can no longer win, but can still influence who does win. It’s generally considered a crappy situation because the player has no incentive to continue to play rationally (in terms of the game) and becomes a spoiler.

Even if the player can’t make a king, being in the ‘known loser’ position before the game actually ends is unfortunate, because they just have to sit around while everyone else continues to play the game like it means something.

Now, since a kingmaker can often make a king by either inaction or action, I normally consider it best to default to inaction as a policy. It seems less vindictive. But when someone recently engaged in what seemed to me like kingmaker behavior, his explanation caught me off guard. He explained that he was shooting for 3rd place, instead of 4th. Which made his actions much more reasonable.

It surprised me because I’m used to playing just for first. But thinking about it, there are a lot of advantages if all the players treat non-first positions as worthwhile.

Why it’s good to care about second place

  • First and foremost, you solve the kingmaker scenario as much as you can. Now the only kingmakers will not be people that know they will lose, but people that know they cannot change their relative ordering. A much smaller, less likely group of people.
  • It makes the game more fun for all involved. If second place is meaningful, you will still derive some satisfaction from attaining it. So you’ve generated satisfaction where there was none before.
  • Lowers the barrier to play. Marginal players or players who don’t necessarily enjoy a fully cutthroat game will still be able to come away with some sort of prize. They may be more inclined to start a game than if they only cared for being first.
  • Reduces the power of sore winners and sore losers. Since winning becomes analog, there’s much less to complain about.
  • More strategy. Pretty much the direct analog to minimizing kingmakers: people wouldn’t stop trying to play the game before it ended. Even the player in last still has a reason to optimize his/her play.

So why don’t we?

I dunno. Gaming culture (and culture in general) rarely gives out prizes for second place. But it’s just a matter of mentality.

Our play group sort of toyed with this idea by informally instituting a ‘glory’ system. Whereby the winner was entitled to 100% of the glory from winning a game, but could share that glory as he/she saw fit. So the front runner could team up with, say, the third place dude and together win the game but share the glory. It was almost a blessing of the kingmaker system.

One nice advantage of it was that it tended to end long strategy games sooner. But it was capricious in that players who did not hold much power in the context of the game might happen to be pivotal in terms of making a king. What we should have done is divvy out this fake glory in proportion to rank at the end. But it’s hard to make people care about 10% of the glory of a game. :)

Solutions

How to encourage people to care about 2nd, 3rd, 4th, etc.?

The very easiest way is to have players bet on the game and pay out according to ending position. But this would add a new barrier to entry, rather than the opposite.

Another idea is to make it more standard to continue playing for second once the game is over. But this is anticlimactic, not always possible, and pretty slow.

Another possible solution is to keep some sort of simple lifetime rank, towards which even non-1st place would count. This rank might be enough to incentivize relative rank play.

It would have to be extremely simple, since it’s just not worth keeping track of a complicated system for such a minor lifehack. So, not like chess’s ranks.

What if we gave out a small number of points for each ending rank. Maybe based on powers of two (since it’s probably twice as difficult to win 1st as 2nd…). Like so:

1st 2nd 3rd 4th 5th 6th
2 players +1 -1
3 players +1 +0 -1
4 players +2 +1 -1 -2
5 players +2 +1 +0 -1 -2
6 players +4 +2 +1 -1 -2 -4

If a group of people tied for an ending position (say, three people in a four player game tied for 2nd), count up all the points they would have gotten individually and take the average, giving the same number of points to each (in our example, they’d each get -0.5 points).

This can also work for games like Cosmic Encounter which don’t really have a way to decide ending position — just treat it like everyone that won tied for first, everyone that didn’t tied for second.

Now, I know you’re saying this is all too complicated. And you’d be right. But still, it just takes one person to keep track of these things and then you’re golden. Plus, everyone likes ranking charts.

How to get the players to actually care about the ranking charts, rather than just look upon them with interest or bemusement? Give out something for doing well in the rankings. But since few of us are made of quarters, it would ideally be something inconsiquential. Even small rewards can be enough of a spur to turn on the competitive part of the brain.

What about giving the highest ranked player in a group about to play a game the choice of color and seat (e.g. comfy seat or seat that always falls apart). That’s nothing that matters, but is non the less a source of contention in usual games. “I want red.” “Too bad, I’ve already got it.”

Eh? Something like our Magic ratings, but simpler and with real-world consequences. Hopefully enough to make games more fun and interesting.