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tinkering

I use this journal to discuss various game-related topics. Please feel free to comment.

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April 27th, 2009

I just heard that Shadowbane was being closed. This game had already had the problem of switching from a pay-to-play model to an advertisement model. I'm sort of glad. Sorry, but this game bothered me.

I think it is the tone of the game. I don't mind the idea of a PvP centric game, though a game with only PvP would be very dull for me after a while. However, it had this idea that PvP was the end-all and be-all of gameplay. When it first came out it used this advertisement:

“We don’t play games to bake bread, we play them to crush!”

This was an attack on the game Ultima Online which has a cooking skill that provides almost no mechanical benefit to the game. I play UO and have a chef character. I trained the skill to make named bags of flour for my evil company, a completely roleplay reason which served no tangible benefit. I have a lot of fun with my roleplay groups in UO, telling stories, getting into fights, being put on trial, etc. I enjoy a little bit of PvP from time to time, but it bothers me that the hardcore PvPers basically denigrate any other playstyle.

Then there was Shadowbane's rampant sexism. Certain fantasy races were male only (minotaurs and dwarves) in part because the dev team for the game wanted female avatars to be attractive. Their version of attractive was basically scantily clad succubus characters. While this is true for a lot of MMOs, Shadowbane pretty much took it a step further with this action.

I think the sexism and "grr...crush" tone are related. Shadowbane tried to be a very "masculine" game. I put "masculine" in quotes because it is a bullshit version. If the end all and be all of being male was war, death, violence, and only liking women when they are half naked, I'd fucking kill myself. I enjoy a good war game (Twilight Imperium!) and in-game combat (PvP in UO can be a lot of fun) and women in all states of dress. I'm attracted to women physically, but I don't think that has ever defined my friendships with them.

One of my best friends in Ultima Online is an woman who has a son older than I am and who refers to herself as "old lady." We've talked about real life stuff (job, family, moving,etc.) , game-related stuff, and really random stuff over the years. I'm not sure such a friendship could exist in a game which is entirely "I beat you up and take your stuff."

Shadowbane's gone. Good riddance!

April 26th, 2009

P-chan Userpic

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p-chan
Ranma 1/2 was the silly anime of my youth, and Ryouga was my favorite character. Nothing really complex or deep here. Sometimes silly is good.

Kosh Userpic

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Kosh
I don't actually know if I'll ever use this one. I had my cryptic days in my youth though, so maybe I'll babble again.

Who are you?
What do you want?


Why are you here?
Where are you going?

Evermind Userpic

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blue magic
I tend to define a lot of things in my life with games. Magic the Gathering's color system mirrors people's approach to problems. For example:

White Magic: Work with a group and follow the rules, and things will work out.
Black Magic: Work toward power and stab them in the back if you need to.
Red Magic: Charge into situations and blow them up.
Green Magic: Use only methods that have worked in the past and make it BIG.
Blue Magic: Knowledge is power, and innovation is key.

I'm a blue mage. I'm not a terribly competent blue mage in games since I tend to get lost in the innovation and playing around.
I was going through my B5 cards trying to find a picture that scanned well. This one scanned remarkably well and fits a certain role with my journal: It feels wrong. No matter your point of view about B5's storyline, Psi-Cop Sheridan is the combination of two polar opposites into something that no one wants. The picture is either the good guy wearing a black hat or a bad guy wearing a white hat. I figure I'll use it for when I talk about politics.

I originally wanted to scan in the card "Level the Playing Field" for my userpic, but neither the Sheridan nor Bester version scanned well. That card taught me a bit about playing to your strengths rather than just losing with your faults.

Athenat, the Userpic

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Athenat UO
Athenat is really an important character for me. I think she was my first character that wasn't just me with a funny name. I learned a lot playing her over the years. I also learned a lot playing Ultima Online.

Finally posted userpics.

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tinkering
I'm slow. I don't fill out profiles that often. I have so many online accounts and such that it seems pointless to write them most of the time. I never got around to putting up some userpics until today. I guess I want to show them off now and explain why I picked them.

This clock was from a painting I did for a Planescape campaign I was part of. My GM allows us to do a weekly journal for our characters to get special benefits (experience, luck points, etc.). For one character, I wrote poems. For another I talked about crazy theories that were always wrong. For this one, I painted.

http://tabcreations.com/wiki/index.php?title=Charbon

The great thing about painting is that even if you aren't very good, it feels right. Drawing or writing never feels that way for me. I'm not that good at drawing, so it is mostly seeing my mistakes. With writing, I know I'm a hack at best. It is hard to enjoy something with a critic demon on your shoulder. I don't get that as much with painting.

I also like gears and the idea of tinkering with things. My job is mostly tinkering with bacteria (plasmids, genes, proteins). I like the Mad Scientist roles in a lot of games.

March 12th, 2009

Good show, Holmes...

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tinkering
I had an interesting weekend. Went to Intercon and was in four LARPs there. Brought home a cold, but oh well.

In one of the LARPs, I was Sherlock Holmes and spent the evening doing lots and lots of puzzles. Lots. Four hours worth. I didn't really interact with the other characters. There was a Watson who had an English accent (either real or a great fake). The best part of the evening was when he said "Good show, Holmes." after I solved one of the mysteries (the one that directly involved me).

The deductive mechanic (the puzzles and more puzzles) was an interesting idea, but the implementation needed work. I noticed that with a few other LARPs: mechanics often got in the way of plot. One game had a complicated ship repair system that required the full attention of one of the GMs and with the other GM off with a group exploring the lower levels of a derelict ship, I had not one ot ask about my problem: What are the mechanics for treating bioweapon poisoning by a horrible mutagen?

I actually enjoy playing Ultima Online because the game takes care of the mechanics for me. I don't need to keep track of monster HP or combat rules or mapping. However, often event setup seems like setting up for a party in real life. At Christmas, I made 60 gingerbread cookies and 40 mugs of eggnog in Ultima Online, and because of the problematic cooking system, I did a lot of mouse clicks to make them. Make 60 bits of dough, make them into cookie mixes, add the ginger, bake, and repeat. However, slow setup for events/larps/games/etc. isn't that bad since there are no time constraints and no hordes of bored people.

February 23rd, 2009

Dead Like Me

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tinkering

I'm a big fan of Brian Fuller's shows (Dead Like Me, Wonderfalls, and Pushing Daisies). Off-beat and funny and very human. It is a pity they keep getting cancelled. I just saw the Dead Like Me direct-to-DVD "movie" that takes place 5 years after the series ends. It reminded me of the problems with the direct-to-DVD B5 though more of a budget - a little too short (87 min for Dead Like Me, 75 min for B5) , the feel was a little off (new sets for both), and both made me really miss the shows. Babylon 5 got its 5-year arc, but it has had 3 failed restarts (Crusade, Legend of the Rangers, Lost Tales). Dead Like Me got two seasons and was apparently cancelled due to low ratings (though the rumors are that it was an internal power struggle that killed the show).

I watched B5 when I was in high school, and I still want more. Dead Like Me was cancelled 5 years ago, and I still want more. Pushing Daisies was cancelled this year, and I'm going to have to buy the DVD set to get the last 3 episodes. Blah.
 

January 14th, 2009

Calvin and Hobbes

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tinkering

About a year ago during the whole "scandal" about a writer's autobiography being pure fiction, I remembered a Calvin and Hobbes:

Calvin: Want to help me write a book?
Hobbes: Sure. What's it about?
Calvin: Well, you know what historical fiction is? This is sort of like that. I'm writing a fictional autobiography.
It's the story of my life, but with a lot of parts completely made up.

Hobbes: Why would you make up your own life?
Calvin: Because in my book I have a flamethrower!

Every time I hear about another writer doing this, I remember this Calvin and Hobbes.

I think part of the appeal of Calvin and Hobbes was there was the right balance of slapstick, cynical humor, and sentimentality. I think the comic made a lot of good points that sort of stuck with me growing up.

I think the artist for this comic, Bill Watterson, was probably one of the few comic artists who saw himself as an artist. He did next to no merchandising, unlike the artists behind Garfield who designed the character with merchandising in mind. The rumor is Watterson is trying to be an oil painter and following some odd idea that the first 100 paintings of a painter are crap. He paints a piece and then burns it or something.  

I mention all this because according to my wife, I took a lot of my manerisms and speech patterns from the shows I watched growing up. One of them was Babylon 5 and the other was an anime called Ranma 1/2. I wondering what books and comics and such I got other bits of "me" from over the years. I'd like to believe Calvin and Hobbes was one of them.



 

January 7th, 2009

My wife is a big Sims 2 player. She has all the expansions. I gave her the last one she needed for Christmas. However, with the last few expansions, she has bought them to install, but also downloaded the No-CD crack (usually used by software pirates) to avoid the game installing various anti-piracy malware. She mentioned that the Sims community (the people who make the extra items and extras for the game) has been moving toward piracy. Sites where people used to flame when someone asked where to download the game for free will now share the information. Since the Sims community is on average older and more female than other game communities, this is a big change. Grandma is downloading cracks.

Then there is Spore which thanks to its anti-piracy code:

"The game was ranked the most pirated game of 2008, having been downloaded over 1,700,000 times."

The advantages to downloading the game for free are actually pretty hard to argue:

Spore Download:
-Free.
-Can Be installed on any number of computers.
-Can Have multiple accounts.
-Doesn't infect your computer with malicious crippling software (usually).

Spore Purchase:
-Costs Money.
-Can Be installed 5 times before you have to fight with EA customer service.
-Can have only 1 account.
-Always infects your computer with malicious crippling software that most Virus Programs won't deal with.
-Gives money to EA, the Sith of Computer Games.

I think it would seem like common sense, but for those missing the point:

DO NOT PUNISH THE PEOPLE GIVING YOU MONEY.

The game pirates will get around anything. There are more of them then the programmers you've hired insufficient numbers of, worked to death, and fired at Christmas. Pissing off honest purchasers in hopes that maybe somewhere somehow a game pirate will go "Gee, I've learned my lesson. Guess I better just install the malware and play Spore." is bad business and bad game design.

It should never be more fun for a majority of people to trash your game in blogs than to play it.

January 2nd, 2009

Instants and Engines

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tinkering
I was reading a random article about Magic the Gathering over at Star City Games, and this got me thinking:

"Instant spells and abilities that can be played as instants are faster and more clever because they can be played during nearly all phases of the game no matter who’s turn it is. This is hugely powerful, giving you access to more information and the ability to outplay your opponent on more fields of battle - and, conversely, it allows for you to make more mistakes too."

Two of the things that I really like about Magic as a game are Instants and Engines. Instants are basically spells you can play whenever you want (assuming you have free magical resources) which allows for counter spells, temporary buffs, minor damage spells, and other "responses." They make the game more interactive. Even during your turn, I can respond to your actions. If you attack me, I can turn your brutish elemental into a snake or a sheep. If you fireball me, I can deflect it back into your face. My hand full of cards is a hand full of potential, and you actually care what I'm doing at all times. Interaction is fun.

A lot of games really don't do this well. Other people's turns tend to bore others to tears. I've played a few games of Axis and Allies where I ran out of things to read at the player's house. Sure there were splashes of color when combat happened, but random dice rolls aren't really that interesting after a bit. Some games try to completely kill player interaction or control it to avoid problems. I love Iron Dragon (Rail Empires), but I have as much fun playing an almost solitaire version on my computer (against a sometimes stupid computer opponent) as playing with other players. I can't take extra loads of supplies and dump them. I can't make alliances concerning track use. I can't create track monopolies entering cities. There is no meaningful interaction, so basically it is just a single player resource game where players compare scores at the end.

The standard definition of an "engine" in Magic is a combo that allows for some crazy abuse of resource management. Infinite mana. Infinite life. Infinite creatures. Infinite damage. Infinite card draw. Etc. I tend to go with a more broad definition. The "engine" is the interaction between cards, and combo that is more benificial than its individual parts is an engine. Engines create interaction between individual resources and such. They make the game more fun.

For example, the properties of the same color in monopoly can be seen as "engine" pieces. Owning the two or three properties of a color are much better than owning several disjointed properties. There is an incentive for you to collect them, and an incentive to prevent other players from getting them. Making and breaking engines create conflict and interaction.

December 15th, 2008

Women in Games

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tinkering

Sexism is one of those difficult issues to discuss as I am male. However, a few tidbits got me thinking on the subject of sexism in games.

The first was a post "UO is sexist" on one of the major boards for the game:

http://vboards.stratics.com/showthread.php?t=113800

Of course the reason this came up was because female characters get a few minor bonuses over male characters. A quick break down:

Male:
-Ride one special type of pet
-Wear male kimono
-Takes extra damage from succubi

Female:
-Ride one special type of pet
-Wear female kimono, dresses, and skirts plus most other clothing
-Wear female armor types in addition to other armor types (1)
-Takes no life drain from succubi
-Higher probability of taking off armor around a satyr

The succubi damage is a big deal, but most of the others aren't that big in my opinion. In the old days, characters could cross dress, but the change from a Mature game to a Teen game a few years ago changed that (and also lost us human flesh jerky and carving bodies up into individual bits). I do believe however if these advantages were reversed, there would never have been a large forum thread about it. I consider Ultima Online one of the least sexist games I've seen, at least with the original client (2).

On the flip side, games like Shadowbane completely forbid female avatars of certain "ugly" races (minotaur, dwarves), and they basically had all females where bikini iron (3). The game had a very masculine focus (war, war, and more war) and basically mocked Ultima Online's Cooking skill with the advertisement "I don't play games to bake bread; I play them to crush."

All very good reasons not to play Shadowbane...I spent the weekend raising the cooking skill for a second time for my toolbox account, and I also spent some of the weekend in a roleplay duel. It is possible to both cook and crush. I think MMOs that try to focus on the more masculine side of gaming lose a great deal of depth.

Another interesting tidbit was this:

Virtual Praxis: A Conference on Women's Community in Second Life
http://people.cohums.ohio-state.edu/collingwood7/minerva/conference.html

Second Life has a huge diversity of communities contained in its world, and this conference really stressed some of these. One was a paper on how Ultra-Conservative groups recruit women through the internet. I don't really have time to comment on it right now, but it seemed to connect with the other thread.

I need to think on these things and a few others before I get any kind of synthesis.


(1) The female armor types are mostly metal and leather bikini type things. While this doubles the armor choices, tmost armor types except for 1 minor exception (the very useful Violet Courage) do not spawn and must be made by players.

(2) I'm not a fan of the new client's female avatar. I'm not the only one. Thank goodness that client is dying, and I never had to use it.

(3) I'm not the first person to point out that no warrior would leave the softest bits of his or her anatomy with the least armor protecting them. I once heard a father trying to explain this to his children in a game store.

December 13th, 2008

(no subject)

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tinkering
A discussion in another journal reminded me that as of this Christmas, I've been playing Ultima Online for 11 years. I've done a lot in game in that time. Because, I'm sentimental, I feel like listing some of it:

1. My main character, Athenat, has been around 11 years. I made her my first day. She has changed over the years, changing skills and clothing and titles. She had tailoring when mongbat leather armor made her a little extra money in dungeons, tracking when it was a helpful tool for avoiding deadly player killers, and even bushido for a short period. She has been a wanderer, a tailor, a knight, an outcast, a bride's maid, a judge, a ghost, an explorer, a tavernkeep, and probably more things that I'm forgetting.

2. Margrave was my first villain character, and she had a good run before Galen Knighthawke finally ended it. For a mortal human, she broke most of Britannia's laws and a few natural ones. It was also amusing the huge number of storylines that came out of her death and division of her estate. A few of her dark dealings were posted on the official game site:

http://www.uo.com/spot_130.html
http://www.uo.com/spot_142.html

3. Landicine probably should get a mention. She is certainly not one of my most powerful characters, but she has always been fun to play. When the monsters crawl out of the ground along with the treasure chest, she runs away. Completely in-character, always amusing. I love that little guttersnipe.

4. I have trained characters up to 100 or better in every craft skill, sometimes several times over. With my large crafting room. I have the ability to make most roleplay props I need: spellbooks of dead necromancers, coffins holding the relics of some abbot, terrible magic rings, or libraries full of books.

5. The Britannian Rights of Citizens. Athenat, the first time she was a High Judge, helped pass a bill of rights for her Court system. Borrowing heavily from the U.S. bill of rights and sorting them into the Ultima Virtue system, the document actually passed through the High Council, getting the six of the nine votes to be passed.

http://www.uoforums.com/f1512/britannian-rights-of-citizens-41296/

6. I was part of the player town of Rivendell. The town's life ended with the safety of Trammel and internal schism, but it was pretty neat to be part of a small town like that for a bit. It also lead to...

7. I helped found the guild, Truth Love Courage, when Rivendell fell apart. Based on the primary Ultima virtues, the guild has run so many events over the years, due to the leadership of my good friend Merlynna.

8. I still run the evil roleplayer guild, Vesper Trading Company. Even with Margrave's death, the guild is still breaking laws and getting into trouble. It is fun to play the foil to the player with heroic characters and get to play assassins, pirates, and demonic poisoners.

9. I have owned a castle, and yet, I never loved it as much as my two-story plaster house on Moonglow island. Bluewater has a lot of memories. I interviewed people there for the High Court when I was running it. There have been holiday parties there, and many a dungeon crawl or treasure hunt started and ended there. It still has the guild stone for TLC and many of the player-written books I've collected over the years. I have other houses as well, but Bluewater is my home in Britannia.

December 9th, 2008

Random Bits

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tinkering
I've been reading the Lord of the Rings finally, after putting it off 15 to 20 years...My mother read the Hobbit and the first book and a half of the trilogy to me when I was a child, but I never really felt like reading the rest until recently. I have mixed feelings about the experience.

1. It is both really good and really disappointing. It is a good story, but I really feel Tolkien could have used a good editor. I got the same feeling reading David Copperfield (hated) a year or so after Great Expectations (enjoyed). Long dull chapters about characters with no real role to the book do not help either book.

2. I keep seeing places where others have borrowed from it. B5 is a major one. The Grey Company/ Grey Council with both elves and Minbari being in the twilight years of their societies. Kazadum/Zahadum is another one with Gandalf falling at one, Sheridan at the other. The Rangers with their elf and human ties and their special pin, and rangers with their Minbari and human ties and their special pin. 

3. I do like how Tolkien does elves. They are old and beautiful and terrible and tragic without being annoying.  Elves (and vampires) frustrate me in rpgs and stories. When done well, they are interesting characters, but usually, they are pale cliches written or played by people who desperatly want to be cool enough to be an elf or vampire.
 

August 4th, 2008

Blue Mage

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tinkering


Yeah, I'm blue. I like games where I can tinker, explore, and push random buttons. I don't think the deceit part fits me, but it does fit generic blue magic (counterspells, control magic, etc.)

Link to take test

June 17th, 2008

(no subject)

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tinkering
The war against video games is similar to the war against rap music or comic books. I do hope that the game industry doesn't go the way of comic books, since a few decades of something like the Comics Code Authority would be terrible. However, after reading this article by Richard Bartle, I worry less:

http://www.guardian.co.uk/technology/2008/apr/28/games.censorship?gusrc=rss&feed=technology

Richard Bartle is one of those game designers who actually looked at playstyles in an academic paper. From my own limited view, video games provide a lot more benefit than detriment. It is easy to connect one particular game or comic to a single crime, but the same is true for books (the bible, Catcher in the Rye, any book written by a dictator that inspires horrific acts). There are usually other forces (mental illness, social pressure, etc.) that are probably to blame more than the specific piece of media, but it is easier to blame a physical object. For example:

http://en.wikipedia.org/wiki/Seduction_of_the_Innocent

 

May 14th, 2008

Storyteller
 
83%
Method Actor
 
75%
Specialist
 
67%
Tactician
 
67%
Casual Gamer
 
42%
Power Gamer
 
42%
Butt-Kicker
 
8%
 
Test:
http://quizfarm.com/quiz_repository/Fashion/9166/
Explanation:
http://www.darkshire.net/jhkim/rpg/theory/models/robinslaws.html

I find the various player taxonomy interesting since I think it shows as much about the observer as the observed. For example, the Magic the Gathering Taxonomy:

1. Timmy - He wants to play big creatures and spells. He will play with visceral cards (dragons, fireballs) even when not efficient.
2. Johnny - He wants to tinker and make things. He will play with off-beat cards and combo cards especially when not efficient.
3. Spike - He wants to WIN by any means. He will play the best with efficiency in mind. 

This system came about because the designers wanted to figure out what cards to make and which direction to take the game. Spikes buy the most cards because they want 4 of the best cards for constructed format, and they tend to draft more for competetive practice. Wizards kept that in mind. For them, they didn't want a complete understanding of the players; they just wanted to understand why cards were bought.

Another example is the Bartle System (Killers, Achievers, Socializers, and Explorers):

1. Killers like to act on other players, often to the other players' detriment.
2. Achievers like to act on the world for gain. 
3. Socializers like to interact with other players and build communities. 
4. Explorers like to interact with the world. 

Bartle was trying to explain very distinct playstyles he saw on MUDS. He tried to break it down into two axes: players/world and interact/act on. It makes sense, but he could have probably broken it down in other ways as well (Reputation/Loot, Community/Self, etc.)

My problem with Robin Law's system is I think the system misses certain players. The Johnny/Explorer type for example doesn't always fit. Maybe it fits under specialist, but that seems to marginalize it and lump it in with other groups. Maybe it fits under the tactician some what since interacting with the world is part of that type. However, I'm not really big on combat in many RPGs. I've played a lot of noncombat characters. If I were to overlap this system with Bartle's for example, I'd see a lot of different achievers and socializers and almost nothing of the rest unless I use the various types several times over:

1. Achiever - Power Gamer, Butt-Kicker, Tactician
2. Socializer - Casual Gamer, Storyteller, Method Actor, Specialist
3. Explorer - Specialist, Tactician
4. Killer - Butt-Kicker, Tactician

February 18th, 2008

http://www.wizards.com/default.asp?x=mtgcom/feature/445

They posted this on MagictheGathering.com today, and they are pretty interesting little musings. I do like his article on game politics; it has some interesting points about kingmaking and passive play. Also shows how most political games can reduce to pretty simple mathematical models. 

I tend to disagree with him about kingmaking. I think if the less experienced player has picked up enough skills during the course of the game to actually impact the game, then that is important. Kingmaking only really shows up in games with really inexperienced players vs experienced players or games where random chance has really screwed over another player early on. 

I am on the fence about political games. I enjoy Illuminati, and I've played against good/bad, experienced/newbie, players of it. The game has enough other elements such as resource management that politics alone can't win. I have noticed that against equally skilled players, the game tends to come down to random chance or joint wins. I think the joint win makes it a slightly different political game since it is possible for the two people ahead to just cut out the kingmaker and win together. 

On the other hand, I hate Settlers of Catan mostly because I played the game with an ass. He actually gave me bad advice the first time I played, and in subsequent games, I realized how many details he left out in his explanation of the rules that were actually in the book. It is impossible to play a political game when one does not even know the basic rules which is in part why I give advice to new players when playing Illuminati. I've lost a few games to completely new players because of this, but I'd rather not win because I held back necessary information. I don't see the value in winning a boxing match against a newborn for example, though I'm sure there are people who would say I'm a scrub for that:

http://www.sirlin.net/Features/feature_PlayToWinPart1.htm
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