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[RR] Ficklejuice

I came back from vacation to my two play-by-post campaigns I was at the time playing before I left. I gave fair notice to all participants I would be gone, of course. When I came back only one was still running. The one that didn’t need a gamemaster (“GM”). The other one, well the GM decided he’d got in over his head, and he just wasn’t going to be producing a quality game. So the plug was pulled.

I am incredibly jealous of those gaming group that have had decades long campaigns. I’ve found in my gaming groups that was rarely the case. The current top games, Pathfinder and I guess Dungeons and Dragons, are swinging the pendulum further away by having drop-in type campaigns run at the local game shops. It’s a great idea to get people playing together, but I think it’s also indicative of the fickleness I’ve found in this hobby. Continue reading [RR] Ficklejuice

Out of the Rabbit Hole and into Summer

Mrs. Ravious and I just go back from our 10th Anniversary trip, which was basically our first childless trip since our honeymoon. It was long overdue, and we drank much fortified grape juice in southern France. I am back now for the remainder of the summer.

Windborne

Windborne is currently the game of the house. The kids play on it almost every single day. I hop on every once in awhile too. I’ve needed lighter faire, but I still muddle around on my Desert island once in awhile. An update is slated to come in the next few weeks, I hope, and I’m sure the game will rise back to the top for me too.

Guild Wars 2

Speaking of updates soon to come, Guild Wars 2! July 1st is going to be the next update, which starts off Season 2 of the Living World. The big change to come is the Story Journal, where players are able to return to story content to their hearts’ delight. To unlock it, players just have to sign on during the episode’s period. Otherwise a small gem fee is paid to unlock it. Seems pretty good to me.

I am really interested to see how ArenaNet balances the now more persistent, repeatable content with the open world content that will still change.

One Finger Death Punch

This game was the only one I’ve picked up on the Steam Summer sale so far. I’ve just been content inundated otherwise despite having a decent Wishlist. I love this game. It’s basically a rhythm game with some serious twists. It’s so frenetic and exacting. I just feel this is a fantastic intense coffee-break style game.

War of Omens

I’ve also fallen for this online CCG. It’s like a cross between Dominion and Blizzard’s Hearthstone game. In the beginning it’s very PvE-friendly, and unlike Hearthstone, War of Omens pretty much lets you just play against the computer if that’s all you want to do. It is a bit grindy at later stages, but the game itself is quite fun, and the developer updates it every other week or so.

Anyway, just wanted to give a quick update. Zubon’s been doing a fine job as usual, and I figured I’d just put up a small flag waving “I’m Not Dead Yet!”  Cheers.

–Ravious

[TT] Zombie Games

Critical mass of zombie games has long since been reached. We are now at the point where the pit of E.T. Atari games was dug up to create a hole big enough to hold all the excess zombie games being made.

I had not realized how bad the problem was until I went to Origins and walked through the vendor hall. There were at least 100 advertisements for zombie games in the first row I walked down, including zombie tabletop games, zombie dice games, zombie RPGs, zombie survival, surviving as a zombie, zombie superheroes, zombies vs. pretty much everything, everything except a zombie cookbook, which Google tells me also exists.

Someone could surprise me with a zombie game that brings something new to the table, but it would surprise me.

: Zubon

Persistence and Mutability

We want our games to present both persistence and mutability in certain degrees and certain forms, but that varies from person to person and time to time. When those factors are not in balance, we can be left thinking, “What’s the point?”

We want the effects of actions to stick around, but not for too long. You want the game to keep track of your score, but it should reset between games. You could completely empty a world where enemies never respawned; you could scarcely progress through one where they all respawned instantly; you could certainly find yourself “done” with either in short order.

In an MMO, character advancement is more persistent, while your effects upon the world are very mutable. Monsters respawn within the minute. The dungeon resets as soon as your group leaves. Your levels and equipment stay with you, and you tend to exploit mutability to farm monsters and dungeons and thereby increase your levels and equipment.

Outside our MMO world, game persistence is largely bound by the unit of a “game.” Little carries over between games beyond a win/loss record. You would not play a “new” game of Monopoly if the previous winner still had all the money and properties s/he ended with. Sports would be very different if winners were determined by cumulative score over an entire season. You reset the world for every game of Civilization, and you reset the story to start over a single-player game. “New game plus” adds more of that between-game character advancement.

Finding the right balance can be hard outside of established norms. Adding a bit of the right kind of persistence is hard, as is mitigating it with mutability. You want your actions to have an impact on the world, but you do not want to be forever bound by others’ actions. You want to be able to reasonably counter other players’ actions, but you do not want them to trivially counter yours, and I think you’ll find that your perceptions of “reasonable” and “trivial” can depend on whether they are your actions.

Sometimes, I feel like fighting that boss again or running that dungeon again. Other times, I really want save the kingdom and have it stay saved after I log off. Luckily, we are not bound to play the same game all the time forever, so we can seek the mix that suits us each best at the moment, but the movement between games is itself a form of mutability.

: Zubon

[TT] Tokens of Affection

Love Letter comes with cards you use to play the game and tokens you use to keep score. That there are 13 tokens is elegance in game design.

Love Letter is a game for two to four players. If you have two players, the game is played to seven tokens. The most tokens you will need is seven for the winner and six for the loser. 7+6=13. If you have three players, the game is played to five tokens. The most tokens you will need is five for the winner and four for each other player. 5+4+4=13. If you have four players, the game is played to four tokens. The most tokens you will need is four for the winner and three for each other player. 4+3+3+3=13.

It is a simple thing, but it makes me happy.

: Zubon

Vocabulary 2

This comic happens. There was an old Gen Con sketch from decades ago in which a couple of gamers get arrested after recounting their game of Top Secret (an old spy game) without considering their surroundings.

In Ingress, folks occasionally need a reminder to watch how they phrase things. You are not going to “go blow up the Capitol” or some churches. Leading “an attack on campus” is borderline. Going on a “gardens (or zoo) raid)” is probably abstract enough to be safe.

: Zubon

Vocabulary 1

In the Plants vs. Zombies games, you use walnuts in place of walls (pun intended), with variations like tall-nuts and infi-nuts. You will see other vegetables like butter-flinging corn (kernelpults).

This leads to odd descriptions of games. “I was flinging so much butter, they never even touched my nuts.”

: Zubon

Discrete Units

Ever have one of those days where you will not commit to watching a full movie, but you end up watching five television episodes? My gaming has been like that lately. If it takes longer than a half-hour, I’m probably not motivated to commit to that, even if I might still sit down and play things for a couple of hours.

Casual games have been helpful for that. You have a break point every few minutes if you want to decide you are done, even if you keep playing “one more round” for an hour. Pixelo? Great. Match-3 games? Stellar. It battles against my intentionality in that I did not sit down with the need to play 20 rounds of match-3, but once I’m in, I’m rolling and having a good time.

Which is the goal.

: Zubon