Showing posts with label Video Games. Show all posts
Showing posts with label Video Games. Show all posts

Wednesday, August 16, 2017

Steve Jackson's OGRE is Coming. Can You Protect the Command Center?

In 1977, Metagaming Concepts released Microgame #1. Metagaming's Microgame series was an attempt to bring to market complex and playable wargames that had limited components and a low price point and the line was a runaway success. A large reason for that success is the high quality and amazing replayability of Microgame #1, or as it is better known OGRE.

Image Source wtrollkin2000 at Board Game Geek

The $2.95 price point of the game made it extremely affordable, and interestingly up until recently you could once again buy a copy of the basic game for $2.95, but what made it a classic was its easy to understand rules and how well they fit the game's fictional concept. It's a concept that is instantly intelligible the moment one looks at the game's cover illustration. It is the struggle of multiple small units against a nigh invulnerable towering giant. It is army vs. Kaiju, village vs. giant, weak vs. strong. Can the weaker force prevail, or will they fall before THE OGRE?

The giant tank rumbles toward its target . . . its guns are destroyed, its movement crippled, but only a few defenders are left. Will they stop the robot juggernaut, or will it crush the Command Post beneath its gigantic treads?


The game's success led to more Microgames, some of which expanded the Ogreverse and others like Melee and Wizard formed the foundation for complex and fan adored role playing games. When Steve Jackson left Metagaming, he made sure to bring OGRE with him and it helped launch his new company's success as did a continuation of Microgame style games including Car Wars and Battlesuit. Eventually Steve Jackson Games moved on to other ventures like GURPS and Munchkin, but when an OGRE Kickstarter raised almost a million dollars in revenue it proved that there was still demand for battle in the Ogreverse. That Kickstarter has led to a revival of the OGRE line, the return of Car Wars, and now an upcoming video game release on October 5th. The game has been developed by Auroch Digital, who's earlier adaption of Games Workshop's classic Chainsaw Warrior demonstrated their ability to do quality adaptations of classic table top games.

Here is a look at what Auroch will be bringing us this October.


Wednesday, March 29, 2017

Planescape: Torment Returns on April 11th



When Bioware released Planescape: Torment in December of 1999, they did so just as 2nd Edition Dungeons & Dragons was gasping its last breath. Planescape was an odd choice to base a large scale computer rpg upon. The setting was unique, creative, exciting, and critically acclaimed, but it wasn't a particularly high volume selling setting for TSR. Add to this that Wizards of the Coast had just purchased TSR in 1997 and the Planescape setting, like many other D&D/AD&D settings, had been partially released to the wilds to be curated by fans. The game and the IP were languishing in limbo, even as the D&D brand would be resurrected shortly by the release of 3rd edition.


It may have been an odd choice, but it ended up creating a brilliant result. Planescape: Torment leveraged Bioware's Infinity Engine to create an rpg experience unlike any that had been produced to date. Most of that experience was rooted in the surreal qualities of the Planescape setting which may not have been a bestseller, but it was a magnificent creation. David "Zeb" Cook and his team of creative talent that included James Ward, Dana Knutson, and Tony DiTerlizzi combined their talents to produce an innovative and interesting sandbox. A sandbox that Chris Avellone and team explored with inspired creativity. Planescape: Torment is the Infinity Engine game I've played through most frequently, and given the strength of those titles that is saying something.



On April 11th, 2017 game developer Beamdog will be releasing a visually updated version of the game for both the PC and Tablet. Do yourself a favor and pick it up when it comes out.


Sunday, January 22, 2017

Why Conan Endures: an Updated Article from the Archives on Robert E Howard's Birthday.

A decade ago, USA Today printed an article by Mike Snider who wrote about Conan's reemergence as a relevant subject in popular culture (hat tip to SF Signal for the story). In response to this article, I wrote a blog post advancing the argument that there are those of us who comment about popular culture who think that Conan has never been an irrelevant figure in society. How can a character who serves as the inspiration for an entire literary genre become truly irrelevant? Every story about a sword wielding barbarian, no matter how trite or bad, is at some level inspired by Robert E. Howard's creation.

At the time Snider wrote his article there was some exciting news for Conan fans. Snider pointed to five recent developments that signal Conan's relevance:

  1. The PS3/XBOX 360 Video Game
  2. The "Conan The Phenomenon" hardcover by Paul Sammon
  3. The Savage Sword of Conan Trade Paperback Collection by Dark Horse
  4. and
  5. The Conan movie by Millennium Films.

Those were important offerings for the Conan fan. Some where better than others, and I wrote some thoughts about how the phenomenon knows as vast narrative hindered the film.  What is also true is that having a plethora of Conan merchandise in the pipeline wasn't a new occurrence. Snider seemd to be under the misunderstanding that 2007 marked some kind of sudden explosion in Conan related material.

Snider neglected to mention:

  1. Conan: The Ultimate Guide by Roy Thomas which released in September 2006
  2. The new Conan comic book series (first released in 2004) written by Kurt Busiek and illustrated by Cary Nord by Dark Horse
  3. The Mongoose Publishing Conan Roleplaying Game
  4. not to mention
  5. The Age of Conan series of media tie-in novels published in 2005 and 2006
  6. or
  7. Del Rey's publishing of Howard's Original Conan Stories released in 2003
In the years since Snider's article, we've seen:
    1.  A second role playing game which earned over $500,000 on Kickstarter. 
    2.  The Conan board game which earned over $3 million on Kickstarter.
    3.  Pulposaurus's upcoming pre-painted miniatures war game CROM: Conan Rise of Monsters.
    4.  An upcoming feature length film starring Arnold Schwarzenegger.
    5.  Son of Zorn, a sit-com inspired by Conan, He-man, and Thundarr the Barbarian.
The Conan explosion is perpetual and it isn't a new thing either, I could have pulled numerous examples from the 90s or the 80s of Conan releases. Conan is always lurking in the pop culture subconscious. We do a disservice to Conan fans, both existent and emerging when we use Arnold Schwarzenegger as the archetypal Conan representation, as Snider appears to do in the article. Some like Arnold as archetype, but I find Conan to be one of the most underestimated characters in American literature (with Natty Bumpo being a close second) and the Governator's portrayal -- while fun -- lacks the depth the character actually has as a literary figure.

When it comes to depictions of unreflective low art, one need look no further than the commonly perceived opinions of Robert Howard's Conan stories. If you ask the average man on the street to describe a Conan narrative, you will likely be given a tale of lust and violence. In the tale Conan will rescue some half-naked maiden from some rampaging beast and the story will end with the woman becoming all naked as she swoons at the hero's feet. In fact, a great deal of Conan pastiche has been based on this very simple formula and even a couple of the original tales fit this mold. The largest problem with such a vision is that it is not all that accurate when looking at Howard's tales of Conan as a whole. There are tales of this sort in the Conan oeuvre, but there are also tales of visionary wonder.



Like most authors, whether they write literature or Literature, Howard's writings reflect his own thoughts, experiences, and education. The writing reflects the aesthetic tastes of the author, or his/her understanding of a prospective audiences literary tastes. What makes something worth reading again and again is when an author satisfies those with "lower" tastes while providing them with some food for thought. Howard is no exception. In fact, I was surprised while I was rereading the first published Conan story, Howard's The Phoenix on the Sword to find that the author seemed to be hinting at a theory of the value of literature and its role in society.

Howard's Hyborean Age is a mythic world filled with magic and wonder, but it is also a world based on the history of the real world. Howard combined multiple eras of history so that societies whose "real world" existence is separated by centuries could co-exist narratively. Conan's own people, the Cimmerians, are based on a very real historical peoples. Both Herodotus, in his Histories, and Plutarch, in his Lives, mention the Cimmerian peoples (called Cimbri in Plutarch). In The Phoenix on the Sword, Howard appears to expect his audience to have at least a little understanding of the historical Cimmerians in his conversation of the role of literature in civilization. Conan, as protagonist, must hold ideas which the reader sympathizes with for the particular narrative of Phoenix to work.

So what kind of people were the Cimmerians? According to Herodotus they were a people who were pillagers and raiders, but not rulers.
For the Cimmerian attack upon Ionia, which was earlier than Croesus, was not a conquest of the cities, but only an inroad for plundering.
Herodotus, Histories, I, 6

What did they look like? According to Plutarch:

Their great height, their black eyes and their name, Cimbri, which the Germans use for brigands, led us merely to suppose that they were one of those races of Germania who lived on the shores of the Western Ocean. Others say that the huge expanse of Celtica stretches from the outer sea and the western regions to the Palus Maeotis and borders on Asian Scythia; that these two neighbouring nations joined forces and left their land... And although each people had a different name, their army was collectively called Celto-Scythian. According to others, some of the Cimmerians, who were the first-to be known to the ancient Greeks... took flight and were driven from their land by the Scythians. Plutarch, Life of Marius, XI

What was their temperament? According to Homer:

Thus she brought us to the deep-Rowing River of Ocean and the frontiers of the world, where the fog-bound Cimmerians live in the City of Perpetual Mist. When the bright Sun climbs the sky and puts the stars to flight, no ray from him can penetrate to them, nor can he see them as he drops from heaven and sinks once more to the earth. For dreadful night has spread her mantle over the heads of that unhappy folk. Homer, Odyssey, XI, 14

It is Homer's description of the Cimmerians that Howard uses in Phoenix to describe the mood of the people and to separate Conan from his kin. When Conan is asked why the Cimmerians are such a brooding people, Conan responds:

“Perhaps it’s the land they live in,” answered the king. “A gloomier land never was – all of hills, darkly wooded, under skies nearly always gray, with winds moaning drearily down the valleys.” – Phoenix on the Sword

The average Cimmerian is a dour and towering barbarian who destroys civilization then returns to his gloomy homeland only to begin the process again later. Howard's typical Cimmerian is similar to that of the classical scholars, and presents a figure most unlikely to advance the literary arts. But this is where Conan differs from his kin. In The Phoenix on the Sword, Conan is an older man who has conquered on of the greatest nations of the Hyborean Age expressly to free them from tyrannical rule. He conquered to rule, and to liberate an oppressed nation. A far cry from the typical barbarian. By separating Conan from his kin, Howard simultaneously increases the audience's sympathy for the barbarian king while enabling the character to advance a theory of the value of literature.

The Phoenix on the Sword is the tale of a plot to assassinate King Conan, a plot organized my a Machiavellian figure named Ascalante who desires to assume the throne. Ascalante is the product of civilization, but he is the antagonist of the story and so Howard uses his opinions of the Arts as a way to separate him from the audience's sympathy. When he describes a poet who has been brought into his conspiracy he describes the poet in pejorative terms. These terms evolve as the narrative moves from unpublished draft to final published form. Ascalante originally expresses his disdain for Rinaldo (the poet) in a long description:
“Rinaldo – a mad poet full of hare-brained visions and out-worn chivalry. A prime favorite with the people because of his songs which tear out their heart-strings. He is our best bid for popularity.” – Ascalante in Phoenix on the Sword (unpublished First submitted draft)

By the time the story is published the description is changed to the very brief, "“…Rinaldo, the hair-brained minstrel.” [Ascalante in Phoenix on the Sword(published)]. In the published form, Howard leaves out the value of Rinaldo's participation in the plot because it is redundant with information presented later in the story. When Ascalante is asked what value Rinaldo has as a conspirator, Ascalante's response is similar in both the published and unpublished text, but his hatred of Rinaldo is made more clear in the draft than in the published text:

“Alone of us all, Rinaldo has no personal ambition. He sees in Conan a red-handed, rough-footed barbarian who came out of the north to plunder a civilized land. He idealizes the king whom Conan killed to get the crown, remembering only that he occasionally patronized the arts, and forgetting the evils of his reign, and he is making the people forget. Already they openly sing The Lament for the King in which Rinaldo lauds the sainted villain and denounces Conan as ‘that black-hearted savage from the abyss.’ Conan laughs, but the people snarl.” – Ascalante in Phoenix on the Sword (published)

“Rinaldo – bah! I despise the man and admire him at the same time. He is your true idealist. Alone of us all he has no personal ambition. He sees in Conan a red-handed, rough-footed barbarian who came out of the north to plunder a peaceful land. He thinks he sees barbarism triumphing over culture. He already idealizes the king Conan killed, forgetting the rogue’s real nature, remembering only that he occasionally patronized the arts, and forgetting the evils under which the land groaned during his reign, and he is making the people forget. Already they open sing ‘The Lament for the King’ in which Rinaldo lauds the saintly villain, and denounces Conan as ‘that black-hearted savage from the abyss.’ Conan laughs, but at the same time wonders why the people are turning against him.” – Ascalante in Phoenix on the Sword (unpublished First submitted draft)

In both descriptions the poet is shown to be a blind idealist. Rinaldo, it appears, cannot look beyond the Cimmerian stereotypes as presented by Plutarch and Herodotus. Howard doesn't require the reader to have those preconceptions, but for the reader who has read Herodotus and Plutarch the stereotype becomes even clearer. Also by editing down the prose the author, either willingly or at editorial command, displays an amount of trust that his audience can reach the proper conclusion that barbarism typically destroys the valuable within civilization. What is interesting is that while Rinaldo is a conspirator, the poet is an antagonist, he is not a villain. He is a blind a foolish idealist, not acting in his own self interest. Ascalante even goes on to describe Rinaldo's motivations:

“Poets always hate those in power. To them perfection is always just behind the last corner, or beyond the next. They escape the present in dreams of the past and future. Rinaldo is a flaming torch of idealism, rising, as he thinks, to overthrow a tyrant and liberate the people.” – Ascalante in Phoenix on the Sword (published)

“Because he is a poet. Poets always hate those in power. To them perfection is always just behind the last corner or beyond the next. They escape the present in dreams of the past and the future. Rinaldo is a flaming torch of idealism and he sees himself as a hero, a stainless knight – which after all he is! – rising to overthrow the tyrant and liberate the people.” – Ascalante in Phoenix on the Sword (unpublished First submitted draft)

Ascalante specifies what kind of idealists poets are. They seek an imagined perfect society, and will always look for it no matter how good the society they are currently in happens to be. But this is Ascalante, the Machiavellian civilized man, and his opinion about what the value of the poet is. For him the poet is an easily manipulable puppet. What about the barbarian turned king, the protagonist, and oft argued proxy for the author? (It should be noted that many argue that Conan often reflects Howard's own views, this is not an original assertion on my part.)

Conan adores the poet, and understands the criticisms. He is aware that the poet's plays are leading many among the people to despise him, but he too is persuaded of the need for justice. When his chief adviser, Prospero, discusses disdain for Rinaldo, Conan comes to the poet's (and poetry in general) defense. The text is near identical in the published and unpublished format.

“Rinaldo is largely responsible,” answered Prospero, drawing up his sword-belt another notch. “He sings songs that make men mad. Hang him in his jester’s garb to the highest tower in the city. Let him make rhymes for the vultures.”
“No, Prospero, he’s beyond my reach. A great poet is greater than any king. His songs are mightier than my scepter, for he has hear ripped the heart from my breast when he chose to sing for me. I will die and be forgotten, but Rinaldo’s songs will live forever.” – Phoenix on the Sword (unpublished first submitted draft)

“Rinaldo is largely responsible,” answered Prospero, drawing up his sword-belt another notch. “He sings songs that make men mad. Hang him in his jester’s garb to the highest tower in the city. Let him make rimes for the vultures.”
“No, Prospero, he’s beyond my reach. A great poet is greater than any king. His songs are mightier than my scepter; for he has near ripped the heart from my breast when he chose to sing for me. I shall die and be forgotten, but Rinaldo’s songs will live for ever.” – Phoenix on the Sword (published)




For Conan, the atypical Cimmerian, poems and the arts have more power than weapons or royal authority. Not only that, but it is right and just that this is the case. Conan, the barbarian, is the defender of the value of literature, while Ascalante, the civilized man, sees literature as only a tool used to manipulate the foolish. Conan would seek to discuss the past and future, the ideal ones, with the poet, while Ascalante would merely use Rinaldo to destroy what he opposes. Conan's conflict between desiring a free press and swift justice, and the eventual melee that will result because of his favoring of the press, are made clear in the poetic prologue to the final chapter of the narrative.

What do I know of cultured ways, the gilt, the craft and the lie?
I, who was born in a naked land and bred in the open sky.
The subtle tongue, the sophist guile, they fail when the broadswords sing;
Rush in and die, dogs – I was a man before I was a king. – The Road of Kings Phoenix on the Sword (published)




Surprisingly, Conan's love of literature and the arts, and his defense of them, is so deeply rooted that he initially refuses to kill Rinaldo when Rinaldo attacks him. He still believes he can reason with the poet, it is only when he is left no other alternative that he kills the poet (the text is identical in both published and unpublished forms).

“He rushed in, hacking madly, but Conan, recognizing him, shattered his sword with a short terrific chop and with a powerful push of his open hand sent him reeling to the floor.” – Phoenix on the Sword (published)

“He straightened to meet the maddened rush of Rinaldo, who charged in wild and wide open, armed only with a dagger. Conan leaped back, lifting his ax.

‘Rinaldo!’ his voice was strident with desperate urgency. ‘Back! I would not slay you ..’

‘Die, tyrant!’ screamed the mad minstrel, hurling himself headlong on the king. Conan delayed the blow he was loth to deliver, until it was too late. Only when he felt the bite of the steel in his unprotected side did he strike, in a frenzy of blind desperation.

Rinaldo dropped with his skull shattered and Conan reeled back against the wall, blood spurting from between the fingers which gripped his wound.” – Phoenix on the Sword (published)

What is interesting in the narrative is that of all the conspirators, there are twenty in all, none are able to injure Conan with the success of the poet. The poet has both damaged Conan's regime and his body and yet Conan was ever reluctant to, though in the end capable of, slay his greatest enemy.

“’See first to the dagger-wound in my side,’ he bade the court physicians. ‘Rinaldo wrote me a deathly song there, and keen was the stylus.’

‘We should have hanged him long ago,’ gibbered Publius. ‘No good can come of poets..’” – Phoenix on the Sword (published)

What does this tell us of Howard's thoughts regarding the arts? We know that Conan loves them, but we also know how they were used to manipulate the populace and how his own love for them almost cost him his life. Is Howard trying to discuss how Plato's critique of the poets is a good one, while at the same time defending the possible nobility of the poet (as Aristotle does in his Rhetoric)? I think these are questions intentionally posed in the narrative (I know...never guess at intentionality), and make it clear why Conan's first story The Phoenix on the Sword was so compelling to readers when they first read it.

It should be noted that the story was originally submitted as a Kull tale, though I have yet to analyze that draft like I have these two subsequent writings. The Kull version was rejected by Weird Tales and the final (rather than the first) Conan version was the first appearance of what has become a culturally iconic figure.

Tuesday, May 10, 2016

Explore a Futuristic Kowloon Walled City as a Cat?!



After reading Jim Butcher's latest book, The Aeronaut's Windlass, I found myself confused by some of the public book reviews. I saw many references to "giant talking cats" popping up from time to time. It's true there are cats in the book. It is also true, to a certain extent, that they talk. The thing is, they aren't "giant" cats and they don't "talk" in any way that is particularly fantastic. In Butcher's book, the "fantastic" thing isn't that cats can talk, rather the fantasy element is that some humans can speak cat. In our own "non-fantastic" world, grown cats only seem to meow in order to communicate with humans. They will, in fact, modify their meows to create a subtle cat to human interactions that simulate language, but we humans seem to be pretty dim when it comes to understanding what cats are trying to say. Some of us are, that is.



What really impressed me was Butcher's ability to write about cats without overly anthropomorphizing them, though there are Warrior Born who go a little in that direction. He was so successful in his writing that he created an interest I didn't know I had, an interest in playing a cat based adventure game on the computer or console. It looks like game designers Koola and Viv are working on a project that will perfectly scratch this its. They are working on a third-person adventure game where you play as a cat exploring a terrain based on Kowloon Walled City. I don't think I could ask for more.


Thursday, July 09, 2015

Yay! The Return of Cel Shading! Transformers: Devastation is a Game that Looks Like a Cartoon

While the actual gameplay in the new Transformers: Devastation trailer looks less than inspiring, it looks like a mashup of Dynasty Warriors and Tekken, I'm extremely happy to see the return of Cel Shading in video games. There was a brief period in the 90s/early 00s when Cel Shading was all the rage, mostly in some poor games, but I always thought the concept was a good one. Who doesn't want to play a game that looks like the source material? It only adds to the verisimilitude and can create an immersive experience.

Kudos for returning to the format.



Thursday, May 07, 2015

A _SnarfQuest_ Adventure Game is on the Horizon

I've been a fan of SnarfQuest for quite some time. Larry Elmore's comic tale of a young warrior's quest for fame and fortune as he aspires to become king of his tribe is one of the classic comic strips of Dragon Magazine's heyday. The character first appeared in issue #75 of Dragon. That issue also included a breakdown of some of the Nine Hells and a brief Orcish to Common dictionary for use in your D&D game.

Looking back at that issue today, I'm struck by how good this era of Dragon was. Like the first 100 issues of White Dwarf, this era of Dragon magazine was in a period of "pre-professional" creativity. That doesn't mean the magazines weren't professional in presentation, they were, rather than they included content from fans as well as professionals...fans who would become reliable designers in the future. Magazines during this period were melting pots of creativity, and remind me of the Old School Renaissance and Savage Worlds communities. It was also a time when you might find gaming articles written by Fantasy and Science Fiction authors like John M Ford or Katharine Kerr. Many of today's authors discuss how D&D shaped their literary development and allow their creations to be used as game settings, but early gaming was also shaped by authors in a very direct way.

SnarfQuest isn't a perfect comic. It's snarky and plays around with Fantasy tropes and featured a less than noble hero. Sometimes the humor works, sometimes it doesn't, but it was clearly a labor of love and I enjoyed it's high concept story filled with Dragons, Orcs, and Androids.


This week, I noticed an advertisement on Steam promoting an adventure game based on the classic comic. The initial graphics capture the feel of the strip pretty well, as can be seen by the image below, and the adventure game format is one I enjoy.

I am mildly concerned about some elements of the game, from a "will it be fun?" perspective. While the character modeling captures the whimsy of the comic, the animations of movement and dialogue seem a little off in the game play trailer for the game. Speaking of dialogue, the voice acting for the characters in the trailer is not at all close to what my mind's ear created. The dialogue is delivered in an almost emotionless fashion. If this game is going to capture my imagination and get repeated play, that will need to be fixed. The game will get my money regardless, as I want to see a good Snarf game, but it may not get my fervent recommendation if it doesn't change the voice acting. I'd rather just read the dialogue than here the current actors.





Thursday, April 09, 2015

Using Disney Infinity to Teach Kids to Code



When I was young, my family didn't own any computers. We had an Atari 2600 and a Nintendo NES, but we didn't own any personal computers. Thankfully, I had friends who did. I spent hours playing classic games like Bard's Tale with my friend Sean, and hours playing Maniac Mansion and Zak McCracken with my friend Ron.

Who am I kidding? I spent days playing these games, especially Bard's Tale. I still remember the answers to many of the BT riddles and have fond memories of the frustration of encountering our first "spinner."

Many of the schools I attended, and I attended 12 schools K-12, had computer labs. I spent a fair amount of time in computer labs fiddling around with Oregon Trail and Summer Games. All of this gaming led me to an interest in programming. My Junior and Senior year of High School I had a Zero Period class in computer programming where we learned Basic and used our knowledge to create our own programs. The first year was spent working on projects that the instructor designed, but during the second year students were supposed to design their own projects. My first computer program was a character creator for Advanced Dungeons & Dragons, but working with my friend Travis we designed character creation programs for Twilight 2000 and the Teenage Mutant Ninja Turtles role playing games. These programming sessions often lasted into the wee hours of the morning.

My senior project was a piece of computer animation that featured a character walking up to a dragon and having the dragon breathe icy breath at the character as it ran away. It was a relatively simple animation in its results, but it took me weeks of one-hour class sessions to program. The dragon graphic was a bit map rendering of the white dragon from the Monster Manual and it took nigh on forever to enter the coordinates in the data file.

My program won second place at a computer programming competition at the University of Nevada. I think my dad still has the plaque I won, but the money I won was spent quickly.

As much as I liked computer programming as a "hobby," I stopped studying it formally after High School. I decided I wanted to be an attorney and began studying Political Science. This happened after my famous 4-year Semester off from Undergraduate education, something I don't recommend to anyone. I still love Political Science, and am working on a Ph.D. in it, but I have zero interest in becoming an attorney. Had I known as a wee lad that my interests would be when I was older, I'd have continued in Political Science and minored in Computer Science. This is especially irksome now that I'm in the Ph.D. program and am having to take time to refresh on my Calculus using MIT's excellent Single Variable Calculus class and the Khan Academy's World of Math refresher. I'm also taking time to learn the R programming language to make myself more marketable.



It's my frustration at never continuing to expand my programming instruction, even on a personal "hobbyist" level other than learning some HTML, that makes me so excited about the fact that Disney is partnering with Code.org to use Disney Infinity characters to teach young people how to write computer programs. While I believe that most of the "killer apps" of the future will be designed by creative people who have a broad "Liberal" education, I also believe that the ability to write code will be the future equivalent of being able to type. It's just something you have to be able to do in order to operate in the business environment.

I look forward to working through the code challenges with History and Mystery in the coming months. Maybe we'll even replicate some of those late night programming and playing sessions I loved so much in my youth.

Monday, December 16, 2013

Every Fighting Game Ever Mirrors My Own PVP Experiences

Freddie Wong's video Every Fighting Game Ever is an amusing 1 minute and 42 second short film that demonstrates why I'm not the biggest fan of PVP video games...well this and the fact that I'm genuinely terrible at them.


Tuesday, September 03, 2013

Kaiju Crisis Looks Like Destructive Fun

Southern California has long had a vibrant hobby gaming culture. In the early days of RPGs there were APAs like Alarums & Excursions and D&D mods like Warlock. All over Los Angeles County there are designers and players who helped our hobby grow and who made sure that the hobby was shared with new people. Alan Emrich of Victory Point Games is one of those designers. Alan has long been active in the Southern California gaming scene. He has long been an active proponent of hobby gaming, and a few years ago he started teaching a new generation how to design games. He does so as both a college instructor and as a business owner. You see, Alan's company Victory Point Games is "a desktop publishing company for small, budget-priced games based around submissions from students, amateurs and professional game designers alike." It's a company that makes great games, but that is also designed to help gamers become game designers.

Recently, Victory Point Games has added mobile gaming to their list of genres in which they develop games. VPG has an extensive tabletop catalog and some of their tabletop games (like Zulus at the Ramparts) have been converted to mobile devices. The translations of tabletop games have been good so far, but I am looking forward to some of their direct to mobile games currently in development. In particular, I'm looking forward to Kaiju Crisis.

Kaiju Crisis

Our mobile-monster-mash, Kaiju Crisis, is coming soon to iOS and Android devices! The news from Monster Island is that we're in our first round of alpha testing, with game testers coming into the VPG offices and lending us their thoughts. Testers have had the opportunity to play the first few levels of the game, topple a few buildings, tangle with the National Guard, and gobble up some helpless pedestrians. When the dust settles, we've asked them to fill out a questionnaire with their thoughts on everything from the controls and interface to their player goals and fun factor
With all this going on, master artist Clark Miller has completed nearly all of our monster's (adorably) terrifying forms and accompanying special powers, including a flame jet, ice breath, and lightning burst. Additionally, many of the boss monsters you will combat, and the islands they call home, have made it into the game, and so his time on the project is nearly at an end
From there, and with all the feedback from our testers addressed, I will be designing, testing, and balancing the remaining game levels and boss fights, so that soon you, too, will be able to enjoy this special brand of stompy, smash-em-up fun. Enjoy this quick glimpse into the alpha build of the game, and a bit of the theme music from our talented composer, Cain German!

Wednesday, March 27, 2013

All Too Rare Geekerati Podcast Update

I post surprisingly few updates about the Geekerati podcast that Shawna Benson and I do on a fairly regular basis. I think that it is time for a change on that front. Shawna and I have been doing the podcast, along with a couple of other co-hosts like Bill Cunningham, since 2007 and will be live streaming our 126th episode this evening. We average 2,400 downloads an episode with most falling between 1,000 and 5,000 depending on who we have as a guest in a given week. We have had one or two episodes with over 40,000 downloads, but those were with guests who had very large followings and who heavily promoted their appearance on our humble show.



We live stream the show on Wednesdays at 8:30pm Pacific, although this has changed over the years to match our busy lives, and episodes are available for download on the website or on iTunes immediately after the show finishes airing. We recommend listening to the show on the website and putting up with the advertisement at the beginning of the show, as this helps us recoup some of the costs of hosting the show with Blog Talk Radio. The live streaming format has certain advantages for time crushed people like Shawna and me, but it does come with the requisite risks of technical glitches. We have certainly had our share of those. If you want to hear how throttled bandwidth affects Skype audio, check out our conversation with Stephanie Thorpe about the Elfquest Anniversary.

Over the years Shawna and I have had some fantastic guests, including:
 
  1. Matt Forbeck (Game Designer) -- Matt's actually been our most frequent guest, with Shelly Mazzanoble coming in at second. This makes them our favorite guests.
  2. John Rogers (Leverage, The Core)
  3. James Lowder (Game Designer and Editor)
  4. Marc Bernardin (Alphas)
  5. Susan Palwick (SF Author)
  6. Tim Minear (Firefly)
  7. David Goetsch (Big Bang Theory)-- Back in 2008 even.
  8. Aaron Ginsburg (Thrilling Adventure Hour)
  9. Margaret Weis and Tracy Hickman
This is far from an extensive list. Shawna and I are quite proud of what we've been able to do with the show. So why don't you join us tonight as we chat with Clark Perry to discuss the upcoming show DEFIANCE.

Saturday, February 02, 2013

A Glimpse at the Downton Abbey SNES Game

To this day I'm still a big fan of the old style "adventure" games where your avatar is sent on a variety of often meaningless quests in order to complete a grand narrative. Every now and then, I'll reinstall one on my PC or download an updated version for my smart phone. They are quite fun.

Someone took the time to imagine what one of these games would look like if it were based on the popular brit-soap Downton Abbey.  The show is quite wonderful, and I think I'd like this game as well.



Now if only I could find an Eric Goldberg/Greg Costikyan designed "Paragraph Based" boardgame version of Downton Abbey to go along with my old Star Trek one and my copy of Tales of the Arabian Nights.

And before you ask, the answer is yes. I do own a copy of SPI's ill fated Dallas roleplaying game. Would you like to come over an play a game some time? We could film it and submit it to Geek and Sundry.

Tuesday, December 04, 2012

Knights of Pen & Paper: Good Idea, but...

As a member of Generation X, I am a fan of "meta" media that is well done.  The initial trailer for the Behold Studios game "Knights of Pen & Paper" makes the game look like it could have been one of those beautiful meta moments.  It looks like a combination of Phoenix Wright with old school "Dragon Warrior," and that would be a beautiful thing indeed.



Reading through the reviews on iTunes, and looking at the in app purchase price schedule, it becomes quickly apparent that this is a game that hopes to have its profits driven by micro-transactions rather than by raw sales.  This is really too bad, as I think that this game might have some traction as a pure single transaction game with expansion purchases to buy updates similar to Ravenmark.



Alas, it seems that was not meant to be. I would have easily paid $7 to $10 for an excellent meta-rpg, but a micro transaction "buy gold" game?  Not so much.

Wednesday, August 08, 2012

Nintendo and Why I Love Minor League Baseball

Bull Durham is one of the best baseball films ever made.  It's one of the classics like Major League, Bang the Drum Slowly, For the Love of the Game, Fear Strikes Out, and Pride of the Yankees (not a complete list by any means).  One of the things that separates it from those other films is that it is a story about Minor League baseball players who play for the Durham Bulls.  The Bulls are currently Tampa Bay's Triple A affiliate, but were an Atlanta Braves Single-A team at the time of the film.  The film's protagonist "Crash" Davis is a long time minor league veteran who had been playing AAA and is sent down to Single-A to season a pitching phenom.

"Crash" may be the protagonist, but the Minor Leagues are the spotlight character of the film.  If you follow the background dialogue, you get to hear about many of the unique events and promotions that happen in the minors.  Taco nights, Little League Nights, "Clowns of Baseball," hot dog eating contests, and a lot of other classic small town activities abound in their mentions.  Add to that baseball that is played at a level much better than most of us ever played the game, but clumsy in comparison to the play in "the show" and you have a perfect demonstration of why baseball continues to capture the American imagination.  Yes, home runs in the Majors and phenoms like Mike Trout are awe inspiring to watch, but games played by the Rancho Cucamonga Quakes which open with FUNTAINMENT are Americana at its best.  They are filled with hope, inspiration, and the delusion that if we'd only listened to our High School coaches a little more often, that we too might have a fun career.  As Willie Stargell said,  "It's supposed to be fun, the man says 'Play Ball' not 'Work Ball' you know.

And fun is what it looks like the players of the Dunedin Blue Jays are having.  They recently qualified for the playoffs, and have taken this as an opportunity to create a unique season highlight video.  They have created a fictional Nintendo Entertainment System baseball game that depicts their recent accomplishment.  The video is a good deal of fun, and shows once more why I love Minor League Baseball.




It brings back memories of the 8-Bit version of the infamous Bill Buckner World Series moment.

Thursday, October 27, 2011

Phoenix Wright, from Nintendo DS to the Big Screen

Those of you who have been reading this sight for a couple of years, know that I am a huge Phoenix Wright fan.  The game series is a splendid addition to the procedural/detective game genre.  A genre that includes many great video games, as well as some of the best table top games ever created

At first glance, the game might seem a little strange.  It is entirely narrative, requires keen observation and logic skills, but almost no coordination.  It requires a skill set that is typically used in board/card game play and when used in those it tends to be in an "abstract" fashion.  Most video games that use this skill set -- exclusively -- also tend to be abstract.  Think Chess, Solitaire, and Minesweeper for examples of the kinds of games that have historically been observational/logical in game play.  Very rarely are these games narratively exciting.

Somehow, the Phoenix Wright game manages to be exactly that -- exciting.  Sure, the random "OBJECTION!" from time to time wakes up the mind in a brute way, but it is the engaging stories and humor that really make these games worth playing -- and replaying.  It should be noted that game designer extraordinaire did work on a "Harvey Birdman" game for the Wii that is more humorous, but similarly entertaining. 


Engaging stories and humor...hmmm...that sounds like a good combination for a film, and low and behold there is a Phoenix Wright film in the works.  The official trailer should be released November 5th and the film will be released in Japan on February 11th.  The film will be directed by Takashi Miike of 13 Assassins, Ichi the Killer, and Audition fame.




One might think that Miike is an odd choice for a humorous attorney film based upon a video game, but players of the game are familiar with how gruesome some of the murders in the game actually are.  One can only hope that Miike is able to balance the gore, humor, and engaging narrative in the same manner as the games.

Tuesday, October 25, 2011

Sporatic Geek Update -- Battleship, D&D, and Donkey Kong

In the process of maintaining a blog about popular culture and Geek activities, I often find articles that would make for good blog posts.  I tend to leave these articles as open tabs on my web browser, intending to at some point come back to them and give them the full length discussion that they deserve.  Eventually, months pass and these topics go untouched.  Guilt ensures that the tabs stay open, but a busy life ensures that the full posts don't get written.  That's why I created the "Sporatic Geek Update" a couple of years ago.

The update isn't meant to be regular, hence the "sporatic" part of the name, but it is filled with things that I think are wonderful and worth checking out.  Here are some of the things that have happened over the past 3-5 months -- that's right months -- that I wanted to talk about, but haven't.

  1. Jonathan Liu over at Geek Dad wrote a great article about the latest Battleship related boardgame Battleship: Galaxies.  The game is an exciting, if not well known, war game of the kind that I hope Hasbro continues to manufacture.  As the good folks at Heroscapers point out, the game was designed by Craig Van Ness who also designed the fantastic Heroscape board game.  The game is available at Amazon -- and at your friendly local game store -- and is a perfect holiday gift.
  2. David Ewalt of Forbes Magazine has an interview with Shelly Mazzanoble about her latest book Everything I Need to Know, I Learned from Dungeons and DragonsShelly is an Associate Brand Manager at Wizards of the Coast who's first real encounters with D&D came as a Hasbro employee.  She is a wonderful writer and a great advocate for the hobby.
  3. Robert Schwalb has written an excellent post about how "checking your ego at the door" can help you become a better game designer.  I would argue that this article is also a must read for managers and "authors" in any creative field.
  4. Gamasutra covers the "Secret History of Donkey Kong."  Donkey Kong was one of the games that sparked the arcade revolution, and its legacy still echoes through the video game industry. 
  5. Matthew D. Wilson, the Chief Creative Officer of Privateer Press, made a steampunk version of "Little Red Riding Hood" entitled Wolfsbane.


That's it for this "Sporadic Geek Update."  There's quite a bit of exciting stuff in it.  Let me know your thoughts.

Wednesday, September 28, 2011

What Every 40k Geek Needs: Warhammer 40k Lore in About a Minute

The Warhammer Universe is a rich environment that has provided millions of gamers with countless hours of entertainment.  The setting has been used as the background for role playing games, miniatures war games, board games, card games, video games, and a quite entertaining animated film written by Dan Abnett.  But a rich environment can be intimidating to neophytes.

For those of you wanting to know what this whole 40k thing is about, some wonderful chaps have created Warhammer 40k Lore in About a Minute.  Remember...in the Grim Dark Future of the 41st Millennium there is Only War.

Thursday, August 25, 2011

Upcoming Space Marine Game is Looking Pretty Sweet!

I've been enjoying the spare moments I have been able to devote to playing "Space Marine: Kill Team."  It's a fun little coop game that fills the "I want to play Gauntlet, but with Space Marines" void quite nicely.  It starts as a simple mission where your small squad must explore the interior of a Space Hulk, and we know how simple Space Hulk missions tend to turn out.


Let me just say that I thought "Kill Team" was wonderful time wasting perfection, but then I saw the trailer for "Space Marine" over at Kotaku.  It blew my mind.


Apparently, the entire purpose of "Space Marine: Kill Team" is to set your expectations of what a Space Marine game can be at a really high level, just so they can blow those expectations out of the water.

Wednesday, March 30, 2011

Atari's Warlords -- Then and Now



This summer Atari will be releasing a new version of the classic Arcade/Atari 2600 "Pong variant" game Warlords -- a game that was programmed for the Atari 2600 by Carla Meninsky who was one of the few women game designers of the era. The game is an example of Atari's ability to build upon the game play of prior designs and how one's perception of a game can be changed merely through the application of thematic elements.

If one were presented the graphics of the original game without the introduction of thematic/narrative elements, one might enjoy the game purely for its play but one would likely have very little emotional stake invested in success. By adding the narrative them of competing warlords destroying each others' castles, it provides the player with emotional stakes in succeeding and allows the player to project themselves into the role of a character. It also makes the player think about the computer opponents as if they have personalities. Listen to the voice over in the video describing how to succeed at Warlords, the reviewer discusses the computer opponents as if they were real opponents based on their AI behavior. This is only really possible due to the background and art provided in the instruction manual. Given the limited graphics capabilities of early Atari games, the packaging and instructions were often as important as the video game's visuals.


Now take a look at the modern variation of the game. While the inter-cutting of game play and interstitial makes it difficult to get a firm grip of game play at first, one can readily see that this is essentially a prettied up version of the original game -- with the addition that the number of players is variable. One also sees how advances in the graphics capabilities of games has added the ability to show players what they could only imagine in the past. The "floating warlord shield" of the original is purely abstract, while the newer shield is literally a shield attached to the walls of the fortress.


There is much to be said about the aesthetic appeal of the graphics for the upcoming game, they look humorous and fun, but there is also something lacking. The original graphics, while primitive from an artistic point of view, had a clean presentation that allowed for non-distracted game play. You don't have a lot of surplus imagery distracting you from the task at hand. Your mind is still imagining all of the chaos of war between you and your fellow warlords, but you don't have the very real visual distraction.

It is interesting how often modern games can forget that sometimes simpler is better and that we don't need HD cartoons for every game we play. Games like Uncharted and Assassin's Creed use increased graphics capabilities to create interactive movie experiences, and they are wonderful, but there are other kinds of playing experience that are equally fun. The new Warlords looks fun, but it also makes me long for the original. Much in the same way that modern Massively Multiplayer Role Playing Games make me appreciate the Table Top Role Playing Game experience.