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Posts Tagged ‘Games’

Talk about an unfortunate name…

October 18th, 2007

Because I run a game news site, I use Google Alerts to scan the Internet for gaming news and deliver me a list of potential articles by email each day.  Today’s list of potential material included the following listing (modified slightly to fit this site’s format) about a new Nintendo Wii (pronounced “wee”) game that cracked me up.  When I read Google’s excerpt from the article, it just got funnier:

wiiwackers.jpg

If you don’t get the joke, read this site’s entry for the word “wee” (which sounds like Wii).

Then consider the site’s definition for “whack off“.

Then put the two things together…

Then read the article excerpt for an added laugh, talking about allowing the player to have an artificial sensation based on arm and hand movement…

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The Gamer Hotsheet is Online!

July 12th, 2006

As you’ve seen from other articles on this site, I’ve been attending the Origins International Game Expo for several years now.  My interest in (non-computer and computer) gaming dates back to before high school (over 20 years if you need to know specifics).  I recently began collaborating with a friend and co-worker on a new site for (mostly non-computer) gaming called “The Gamer Hotsheet“.

The Gamer Hotsheet provides information about new board games, miniatures games, miniature figures, role-playing games, and computer games that are similar in complexity to these games.  Each day, we scour a long list of game manufacturer sites to bring you information about the latest releases, sales, etc.

If you’re interested at all in traditional gaming, check out The Gamer Hotsheet.

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An FTC Settlement That Wasn’t Needed

June 8th, 2006

Today, the makers of the Grand Theft Auto video game reached a settlement with the Federal Trade Commission (FTC).  This is a travesty.  This entire issue should NEVER have reached the FTC, and the members of Congress who pushed the FTC to get involved (most notably Hillary Clinton) should be ashamed of themselves.  Their complaints about this game show their ignorance and fear of technology and media.

The controversy over Grand Theft Auto: San Andreas centered on the fact that there was “adult” themed content in the game.  This content was NOT accessible to purchasers of the game as distributed by the manufacturer.  A player could only access this content if he or she made changes to the game so that it would run sections of code the manufacturer had blocked out to keep the game’s rating more appropriate for teenagers.

For those of you who don’t see why I find Hillary’s objections so offensive, let me give you an analogy.  Let us imagine that I own a beach house that I rent out to strangers 6 months a year.  In that beach house, I have a closet that I keep certain personal possessions in (e.g., toiletries, cleaning solutions, medications, etc.) since I’m there half the year.  When I’m not there, that closet is kept locked and renters are given an agreement to sign which says they’re not to go in that closet.

One of my renters has a teenage kid who figures out how to pick the lock on that closet.  Inside, he finds something that interests him.  He writes an article on his blog that tells his friends about the beach house and how to pick the lock on the storage closet.  One of his buddies visits the house, picks the lock, and takes a whole bottle of my blood pressure medicine, believing it to be something that will get him high.  He dies.

In this hypothetical example, I took reasonable precautions to protect that child.  I locked the medications away in a closet.  I made it a condition of rental that no one opens that closet.  Getting into the closet required a person to learn to pick a lock, something most people can’t do.  After the person picked the lock, they’d have to dig through some sealed boxes to even find the blood pressure medication.  I think most of us could agree that the precautions I took are quite reasonable.  Yes, I could have removed the medication from the house entirely.  And I’m sure that after hearing of the death of someone’s child, I would have wished I had.  But the bottom line here is that if people had respected my rental agreement and not bypassed the protection measures I had in place for their safety, the child wouldn’t have died.  Period.

In the “real” example of the game, purchasers of the software were given a product that was designed to work a particular way.  Out of the box, that software did not provide access to the sexual content Hillary found so objectionable.  It was, like the medication in my hypothetical example above, locked away and hidden from people.  The software’s license agreement probably contained language indicating that it was illegal to modify it, or at the very least that the manufacturer wasn’t liable if the user modified that software.  If someone got to this sexual content, they got there because they violated the license agreement and took specific actions to modify the software to make the content available. 

In retrospect, the manufacturer of GTA:SA probably wishes they had deleted the content from the game before shipping it.  But from a purely business perspective, that would have required programming changes, added costs, and delayed the release of the game into the market.  Game customers are generally not that forgiving of delays, so it might have hurt their sales.  Their decision to lock off that content was a practical and reasonable one.  It really isn’t their fault people modified their game to access content they had intentionally hidden away.

As someone who saw this hidden content, I can tell you that it was clear that the manufacturer did not intend for customers to play it.  It was buggy code and not as polished as other aspects of the game, giving a clear indication that the developers abandoned the idea of including this kind of content earlier on in the process.  If they had really intended for people to find and play it, they’d have cleaned it up and tested it more.

Personally, I think Hillary needs to keep her nose out of video games.

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What Makes an MMORPG “Fun”?

March 9th, 2006

To me, what makes an MMORPG fun is a combination of the following factors:

  • The ability to tailor my character’s skill set (i.e., no rigidly-defined character types that prevent me from combining the skills I want to combine in one character)
  • The ability to adjust a character’s skills if existing skills turn out to be uninteresting or useless to me
  • The ability to play “solo” and still enjoy myself, with the option of greater reward for teaming up with other players
  • Making PVP combat an opt-in feature
  • The ability to own virtual property in-game, like a house, store, or similar place
  • A way to conveniently sell loot and crafted items to other players, even when I’m not playing, and a relatively easy way for other players to find the items I’m selling and vice-versa
  • A variety of equipment options that allow me to tailor my weapons and protection to the enemy I am dealing with
  • The ability to craft items in the game, and the fact that some items are “rare” to obtain and/or create
  • Regular additions to the in-game content (enemies, quests/missions, equipment, etc.)
  • A mechanism for turning in-game money into real money within the game, and vice-versa (this includes allowing in-game items to be sold on eBay)
  • A reasonably large “universe” in the game, featuring a variety of locations and “themes” (e.g., desert, polar, tropical, etc.)
  • The ability to travel to previously-visited locations nearly instantly
  • In-game activities, story lines, and other content that I can optionally choose to be part of
  • Some “instanced” content, to eliminate the effect of other players “camping” or “farming” popular areas
  • Gaining of skill through USE of the skill, not through anything related to “leveling”

Notice that the above list doesn’t include a number of things:

  • Fancy 3D graphics and sound effects (UO has a very dated 2D look and I don’t mind that.)
  • A musical soundtrack (This is one of the first things I turn off anyway.)
  • In-game characters voiced by human beings (I can read just fine.)
  • Prohibition of the sale of currency and items on eBay (or elsewhere)
  • Extensive customization of character appearance (I honestly don’t care if my character doesn’t look “unique” so long as I can recognize which one’s mine.)
  • In-game social events and locations, like discos or weddings (These are optional to me.)
  • Official “groups” like guilds, super-groups, clans, or corporations (These often wind up being more trouble than they’re worth.)
  • Support for audio chatting in the game (i.e., a “TeamSpeak” equivalent)
  • Efforts to eliminate “farming”, “camping”, or other such acts (People are going to do this anyway. If you have “instanced” content then these activities won’t unnecessarily harm other players.)
  • An assurance from the developers that no character can progress faster than any other (I don’t care if someone else’s character hits level 20 in 2 days while I only get to level 10 in the same time.  If I want to level as fast, I can create a character just like it.)

I have yet to find an MMO that offers all the things I’m looking for. Ultima Online and Eve Online come close, but don’t quite make it.  Earth & Beyond failed miserably.  City of Heroes and City of Villains fail even more miserably. World of Warcraft delivers on most of them.  Pirates of the Burning Sea delivers on several.

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Injurius Games – Overview and Review

July 5th, 2005

Basic Premise

In the distant
future, the emperor Injurius has decided to hold
gladatorial combat games in a manner similar to ancient Rome. Groups of
warriors enter an arena and fight for their lives. As warriors gain
battle experience by killing their opponents, they grow in skill and
ability, becoming more formidable.  When you play Injurius
Games
you’re controlling the gladiators in one of these
battles.  This review will attempt to describe the game play at a
basic level (there is a lot more to the rules than I can cover here), so
that you can determine if this sounds like the right game for
you.

How it’s Played – At a High Level

I
played Injurius
Games
at the last two Origins
conventions
in Columbus, Ohio. My favorite variant is the
“keep what you kill” one, where you’re given one unpainted
miniature for each one of your opponents’ corresponding figures you kill
in the game.

Basic Injurius Games gameplay works
like this. Across a table, on which is configured a map with various
kinds of terrain, are groups of warriors, one for each player. There are
5 warriors in each group, every one with different weaponry and
abilities. There is the commander, who runs the show and spurs his men
on to victory. There is the sniper, able to inflict great damage from a
long distance, if he can hit you to inflict it (which isn’t easy). There
is the plasma gunner, able to shoot into areas and fire on enemies who
are hiding behind walls and the like. The mini gunner, whose weapon
fires fast and powerfully. Last, there is the lowly grunt, whose basic
skills make him useful, and whose grenades can make him deadly to groups
of his enemies.

At the beginning of the Injurius
Games
, warriors are in their “starting boxes”. The
game master draws a card to decide which team is going to move, and
which warrior gets to move. The commander, if he hasn’t moved already,
can move on any of his team’s turns, in addition to the warrior who is
supposed to move that time around. The commander, when activated, gets a
certain number of “command points” he can use to improve his
(or his men’s) performance as needed during the game. This is the paper
equivalent of using his leadership skills to spur his men to fight
better.

Warriors who haven’t fought yet have the chance to do so
when their card comes up, or they can go into an “opportunity
fire” mode where they wait for an enemy to come into range. When
fire happens, the player doing the firing has to quickly calculate the
effects of “cover” from the terrain, bonuses due to battle
honors and power-ups, etc., to determine what it takes to hit the enemy.
The firing player rolls the dice to attempt to hit. If he does, the
player being fired upon rolls the dice to see if he manages to escape
damage from the fire. If not, the firing player rolls the amount of
damage dealt to his victim. A victim who receives too much damage dies
and is out of the game.

Also during Injurius Games
play is a chance that a “power up” will be placed on
the field. A power up is something like the same concept in a video
game. When a warrior steps on a randomly placed power up, he gains a
weapon, skill, or other improvement that makes him more formidable. That
is, unless he rolls a 12 and actually damages himself from then on. The
exact location of power ups is determined by a pair of die rolls that
determine where to place the item vertically and horizontally from the
rolling player(s).

When one warrior defeats another, he obtains a
battle honor. Battle honors, similar to power ups, enhance the warrior’s
stats, skills, and abilities. Needless to say, a warrior who has killed
even a few opponents in battle is likely to become quite formidable in a
hurry.

In the beginning rounds of the game, the teams on opposite
sides of the table are enemies in the Injurius Games.
Later, in the last turn, the game masters turn it into a free-for-all,
where anyone can shoot at the units of any other player. In the
“keep what you kill” games, this is where you’ll start
collecting (and losing) miniatures very quickly.

Injurius
Games Review

Injurius Games is a fun
combat game for anyone who doesn’t like extremely detailed combat rules
(like me). A game between 8 people, each with 5 warriors (one of each
type) will take about 4 hours to go through 6 turns. Smaller groups,
naturally, go faster.

The one element of Injurius
Games
 I find a bit annoying is the calculation of “to
hit” values on each shot. The calculation usually goes something
like this:

  1. Determine the base “to hit” value for
    the weapon and distance.
  2. If the warrior is a “Hero”
    level, subtract one from that “to hit” value.
  3. If the
    warrior is a “Champion” level (like the commander), subtract
    two from the “to hit” value.
  4. If the warrior moved
    before firing, add one to the “to hit” value.
  5. If the
    enemy unit is behind any cover, determine the amount and adjust “to
    hit” upward accordingly.
  6. If your warrior is damaged,
    determine if this affects “to hit” and adjust
    accordingly.

Most of the time, in the “keep what you
kill” scenarios, the calculation ends up being this: “OK, I
need a 5 to hit you. But I moved to get into firing position, so I need
a 6. But I’m a hero, so that goes back to a 5. But you’re behind partial
cover, so it goes back up to a 6. But my battle honor makes it a 5
again.” So you go through all that math and end up back at the
start again. Personally, I think I’d adjust the Injurius
Games
character sheets so that the Hero and Champion figures
were already included. If a character gets a promotion/demotion during
battle, then adjust that figure. I’d also adjust the sheets to assume a
character is moving when he shoots, and give him a bonus for being
stationary, rather than assume he’s stationary and penalize him for
moving. Then the long-winded above thing would become something more
like “I need a 5 to hit you while I’m moving, but my battle honor
makes that a 4, except that you’re behind partial cover, so it’s a
5.” Still longer than I would like, but it would be faster and
easier to sort out.

Aside from that, I find Injurius
Games
to be well balanced, not unnecessarily complex,
reasonably fast paced, and above all, fun. Kids and adults alike can
enjoy it and grasp the rules.

Definitely recommended. See Red Shirt Games to buy your
copy and miniatures.

Injurius
Games Ready to Start

Injurius Games<br />
Ready to Start

Injurius Games
In Play (Yes, I’m getting my butt kicked by a girl…but a very nice
one!)

Injurius Games in Play

Read more…

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Life Imitates Art?

April 11th, 2005

Critics of video games like Grand Theft Auto claim that the content
of these games somehow seduces players into committing the same or
similar crimes in the real world.  I’ve always disagreed with this
point of view.  Here’s an illustration of what I’m talking about…

Read more…

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