Quotulatiousness

April 21, 2010

Just the thing for Pokémon fans

Filed under: Gaming, Humour — Nicholas @ 12:53

It’s a mashup of Pokémon and Cthulhu: Pokéthulhu, the free role-playing game:

Amid the sagging gables of old New England, evil lurks . . . and squirms, and scuttles, and purrs. Grownups are fleeing in terror, hiding behind the Elder Sign.

You’re 10 years old. You’re our last hope. Armed with a Shining Dodecahedron and the elder incantations to make it work, you capture the monsters and train them to use their power . . . But not for evil. For sport.

You’ve thrilled to the popular TV show. Now, you can play the game! Is your Shoplifting score good enough to sneak a page from your opponent’s Pokénomicon? Is your trained Jigglypolyp powerful enough to defeat a devolved Fungal Cluster? This is the world of Pokéthulhu, and now it’s yours to save — or conquer!

April 16, 2010

Wargame company accused of “simulat[ing] violent combat”

Filed under: Gaming, History, USA — Tags: , , , — Nicholas @ 16:19

<sarcasm>I know, I know, it’s shocking to discover that a wargaming company produces games that “simulate violent combat“. You’d think they’d realize that nobody is actually interested in violence or combat, and especially not “violent combat”, as this game is alleged to glorify:</sarcasm>

One player racks up points by defeating Native American tribal leaders, the other by snuffing out settlements of English colonists. Capture Boston or Plymouth Colony? Victory is yours.

That’s the gist of “King Philip’s War,” a board game based on a bloody and violent clash of the same name between colonists and Indian tribes in 17th-century New England, and developed by a company partly owned by former major league pitcher Curt Schilling.

The game’s designer says he hopes to educate children and others about a war that cost thousands of lives but receives scant attention in history books. But some Native Americans want the game blocked from release, saying it trivializes the conflict and insensitively perpetuates a stereotype of Indian tribes as bellicose savages.

The people getting all hot and bothered by this are clearly people who’ve never even seen a board wargame.

Given that the game wasn’t going to see publication until MMP got enough orders to justify printing and distributing it, I suspect this will end up being another Streisand Effect in operation.

April 13, 2010

Yay! There will be a Season 4!

Filed under: Gaming — Tags: , — Nicholas @ 17:09

Never let it be said that Microsoft doesn’t do some good things:

We’re pleased to announce that Season 4 of The Guild is official — Microsoft has renewed the show for another season and new episodes of The Guild will be coming to Xbox, Zune and PCs this summer.

Felicia is putting the finishing touches on the script for Season 4, which will pick up where Season 3 left off. Pre-production is underway, keeping producer Kim Evey and Streamy Award winning director Sean Becker very busy as cameras are set to roll sometime in May. Seasons 1 through 3 are currently available on watchtheguild.com, iTunes, Amazon and YouTube.

Even if you know nothing about MMORPG, you’ll find The Guild to be well worth watching.

March 24, 2010

The Guild breaks into comics

Filed under: Gaming, Media — Tags: , , , — Nicholas @ 13:11

Didn’t it used to be the other way around, with comics graduating to live action shows or movies? Well, in this case, Felicia Day’s brilliant web series The Guild is moving to comic form, at least for three issues:

It’s too bad she has to work on her new Syfy movie today. Otherwise, Felicia Day would totally be stopping by any and all Toronto comic shops.

An actress, writer and much-loved geek goddess, Day has successfully transplanted her popular Web series The Guild from the Internet to the page as scribe for Dark Horse Comics’ charming new The Guild, a three-issue miniseries debuting in stores today.

She’s reminded of the one random day in Barnes & Noble when she first saw a DVD of The Guild, the award-winning online comedy that for three seasons has followed a girl named Cyd (Day) and her guild of eccentric fellow online gamers known as the Knights of Good.

“I kind of geeked out and took a picture of it for my own posterity. But I’m such a book and comic lover. It’s just seeing something that has my name on it. And then my face twice on one of the covers! So that’s kind of like, ‘Ugh, get over yourself,’ ” Day says, laughing.

“I can’t help but get a little sick of my face, but it is exciting. It’s fun to see myself drawn.”

I’m sure hoping that the no-longer-accurately-titled “World’s Biggest Book Store” has a copy in stock when I visit there tonight.

Update, 25 March: No, they didn’t. They also didn’t have John Scalzi’s The God Engines or The Trade of Queens, the final book in the Merchant Princes series by Charles Stross. I did manage to get one of the four items I was looking for, The New Vichy Syndrome: Why European Intellectuals Surrender to Barbarism by Theodore Dalrymple.

March 10, 2010

There goes another slice of office productivity

Filed under: Gaming — Tags: , — Nicholas @ 09:39

Matt Peckham looks at a new “office productivity suite” which is sure to be popular in certain work-averse environments:

Pilot a spaceship, paddle a ball, even play horizontal Tetris, all while crafting reports, cutting costs, and scanning monthly performance charts…or at least appearing to. It’s the latest way to avoid work while looking like you’re furiously engaged in it.

The brainchild of four developers from the Netherlands, CantYouSeeImBusy.com teases a collection of free Flash-based mini games that let you slack off, chameleon-like, by adopting the form of an office productivity suite. Each one opens like a full-screen pop-up and offers a panic button that’s smarter than the average escape hatch: Tap the space bar and the “game” elements vanish, leaving just the “productivity” features in place.

“Let’s face it, we all want to relax every now and then, but still want to appear professional or busy!” reads the site intro. “That’s why all the games at CantYouSeeImBusy.com are designed in a way that nobody can see that you’re gaming. In fact, your boss and colleagues will think that you’re working harder than ever before.”

March 9, 2010

Another anti-piracy scheme that hurts legitimate users

Filed under: Economics, Gaming, Technology — Tags: , , , — Nicholas @ 07:06

French games developer Ubisoft was the target of a DDoS attack over the weekend, which took out their license verification servers. This left thousands of gamers unable to play their games . . . but not all gamers. Only the ones who bought the game legitimately, because the “real” version requires online validation every time you play . . . the cracked versions do not:

PC users started reporting problems accessing some of the French company’s most popular games, including best-seller Assassin’s Creed 2, on Sunday afternoon. It later emerged that attackers had targeted the company’s controversial anti-piracy system, causing it to break down — which in turn left thousands of people unable to play.

The chaos was so widespread because of the way that Ubisoft’s copy protection system — which requires players who have bought the game to log in online and verify that they are not playing a pirated version — is designed. By flooding the anti-piracy servers with web traffic, the unknown attackers forced it to collapse and therefore locked out those players who tried to sign in.

This angered many gamers, who felt that they had been punished for buying legal copies of the company’s games — which cost as much as £50.

“We’ve had to agree to their draconian rules in order to play their game, however Ubisoft haven’t given a single thought to what happens when their servers screw up,” said one disgruntled user on the company’s web forums.

This is far from the only example of companies trying to protect their intellectual property by imposing DRM “solutions” which punish their customers. In the long term, no matter how nice the product may be, it can’t be a good practice to place barriers in the way of the people who’ve paid to use the product.

February 24, 2010

Roleplaying games, back-in-the-day

Filed under: Gaming, History, Personal — Tags: , , , — Nicholas @ 13:00

Jon, my former virtual landlord (and still host for my original blog archives), sent along a link to this article. Knowing Jon’s distaste for such things, he must have been grimacing when he clicked Send:

I was initiated into the mysteries of gaming via a grade school classmate’s copy of the Dungeons & Dragons Basic Set. A mysterious artifact, this red box contained a set of waxy, dull-edged dice and a couple of thin rulebooks. Designed to be played on its own or as an introduction to the complexities of Advanced Dungeons & Dragons, the Basic Set-or “Red Box” as it came to be known by gamers-became the key to an entire universe of adventure and magic. Little did I know at the time this would be the beginning of a lifelong love affair with gaming and fantasy in general.

With the news that D&D publishers Wizards of the Coast intends to release a new edition of the introductory rule set-in a red box no less-I thought it might be fun to ask a few writers about their own early experiences with the world’s best known fantasy role-playing game.

My first experience with the game was in high school, where a classmate found out that I was into wargames and wanted to “help me” by diverting me away from such evil warmongering stuff. His gaming methadone involved mass slaughter of beings and beasts in a “dungeon” he’d created. About a dozen of us were introduced to the game in the same session . . . let’s just say that it didn’t go terribly well. With no experienced players in the pack, we specialized in aggravating the Dungeon Master (the person running the game for us). After about an hour, the DM was deliberately killing us off as fast as he could.

I played several other role playing game systems after that, but never found one I was comfortable with. I ended up “rolling my own” by basing it on Metagaming’s Melee and Wizard games (both designs originally by the great Steve Jackson) for the combat and magic systems. I found this worked best for my occasional RPG sessions, as I hate-with-a-passion being in games with rules lawyers (the archetypical one has memorized all the rulebooks, tables, supplements, and so on). If I don’t explain why something is happening, they have to concentrate on what to do about it instead of getting into heated arguments about die roll modifiers and such.

In the early 1980’s, I ended up working at Mr. Gameway’s Ark in Toronto (which appears to be Google-proof . . . or doesn’t have more than occasional mentions in mailing list conversations), which was the largest independent game store in town. I got to read the rules of dozens of RPG systems, but perhaps I was spoiled for choice . . . I never did end up playing any.

February 22, 2010

More Guild Wars 2 information

Filed under: Gaming — Tags: , — Nicholas @ 18:38

An interview with some of the developers for Guild Wars 2:

IncGamers recently sat down with Guild Wars 2’s lead designer, Eric Flannum, and fellow designers Curtis Johnson, Jon Peters and Ree Soesbee to talk about the upcoming MMO and answer some of our burning questions.

We talk about the game’s lore, the community, changes to game mechanics, PvP and more. Check it out below:

The most recent trailer showed us GW2’s five races. Does each race have unique abilities, and how important will they be when choosing a character?

Eric Flannum: Each of the five races has unique skills available to them. Our philosophy behind the design of these racial skills is that they are slightly weaker than equivalent skills determined by profession. While they may be less powerful, the racial skills capture the flavor of each race and provide additional options for the player. For example, a human playing a profession that normally doesn’t have a good way of dealing with conditions could take the “Prayer to Kormyr” racial skill, which removes a condition but is a fair bit weaker than comparable skills provided by a profession specializing in condition removal. By doing this, we hope to give the various races access to skills that make them feel unique without making them overpowered when played as a particular profession.

[. . .]

What have you learned from GW1 in terms of management of an online community and about how to structure a game in general?

Eric Flannum: After releasing three full games and an expansion, we’ve learned a lot about community management and game structure. For example, one of the things that seemed like a great idea to us when we first started making GW1 was the unified server for all players. On the surface this seems preferable since it allows people the greatest amount of flexibility when playing with their friends. In practice it means that player community is much harder to build. When playing in a world with hundreds of thousands of players you hardly ever encounter the same people on a regular basis (our heavy use of instancing also had a huge effect on this). Some players also use the large number of players as an excuse to act in a rude manner, knowing that they can’t really gain a negative reputation or ever have to be held accountable by the community for their actions. Of course, breaking things into different servers isn’t magically going to make these issues go away or solve all of our problems, but online games are ultimately all about player communities. Anything we can do to foster healthy and active player communities is a big win for us.

Given the problems I’ve had communicating with other players when they’re not in-game, I’m happy to hear this:

Curtis Johnson: When we made GW1 we knew that guilds and community were essential parts of the online role play experience, so we made it easy to start a guild very early in the game and for players to keep those relationships going by including all their characters in the same guilds. For Guild Wars 2 we’re keeping that same focus on early connections. We’re making it easy to keep all your characters in one guild, but for GW2 we decided that more friends means more fun, so it will be possible to have different characters in different guilds. We also wanted to give guilds more common purpose, so we’re including guild achievements, and placement in the world including guilds holding keeps in World vs World. We also want to make it easier to stay connected with your guild mates, so we’re introducing features like a guild calendar to make meeting and coordinating across time zones easier, and participating in guild chat from any web browser so you can stay in touch even when you can’t play.

February 19, 2010

Another tale of Canadian retail online follies

Filed under: Gaming, Humour — Tags: , , , — Nicholas @ 08:45

The most recent season of The Guild got released on DVD this week. I’m certainly going to be ordering a copy, but there appears to be a hitch: it’s not (yet) being carried by my usual online suppliers. Amazon.ca doesn’t have it listed yet, and Chapters/Indigo says it won’t be available until May 25th.

Amazon.com says it’s shipping right now.

And this will be another case of “nobody wants it” in Canada when it finally does become available through Canadian channels because anyone who wanted it already ordered it from US sources.

February 18, 2010

Civilization V? In development, apparently

Filed under: Gaming, History — Tags: , , — Nicholas @ 12:56

I was a huge fan of the Civilization series of games, starting with the original game and running through the series, although as I mentioned back in 2005, I wasn’t enjoying the later releases as much as I had the earlier ones. To my surprise, there will be a follow-on Civilization V available later this year:

Funny story, I was musing about a Civilization sequel just yesterday while out for a run, and lo and behold, 2K Games says it’s in development as I’m typing this. What’s more — and I have to admit, somewhat unexpectedly — it’s still being developed for PC.

What’s Civilization? Surely you jest . . . but in case you’re serious, it’s pretty simple: One of the most important turn-based strategy video game in the history of the medium. Also: A pretty spot-on history simulator (in terms of history’s broad strokes and ideological angles, anyway). The general goal — to conquer the world by diplomatic or less-than-diplomatic means — hasn’t changed much since the original debuted in 1991, but as they say, the journey is all, and that journey’s generally improved by leaps and bounds with each installment.

Calling Civilization V‘s new engine “astonishing,” 2K says the game has been rebuilt “from the ground-up” with a brand new combat engine, more sophisticated diplomacy, and expansions all around to existing features.

Here’s the web site for the upcoming game. Yeah, I’ll almost certainly buy it, even though it may be coming out around the same time as my current gaming addiction’s next release (Guild Wars 2).

February 12, 2010

Game music: Guild Wars Eye of the North

Filed under: Gaming, Media — Tags: , , — Nicholas @ 15:05

February 1, 2010

Good news, computer gamers!

Filed under: Gaming, Military, Science — Tags: , — Nicholas @ 09:16

Despite all the “video games turn our children into mindless killers!” tabloid headline nonsense, a recent study says that video games make you smarter and faster:

The U.S. military has long suspected that troops who have long experience with video console and computer games have made Americans better soldiers, at least when it comes to operating high-tech military equipment. But now a study (by the Office of Naval Research) has found that such experience also enables troops to solve problems faster, and act more quickly with those solutions. In technical terms, the computer game experience increases perceptual and cognitive ability 10-20 percent, over those with no computer game experience. The navy was interested in this because most sailors have technical jobs, and many of them involve operating electronic equipment. Officers and chiefs (NCOs) have noted that, over the years, the new recruits appear to be more skilled when they first show up. It didn’t have anything to do with new training methods, so many supervisors suspected video games. That proved to be the case, but the increased problem solving ability and responsiveness was a generally unrecognized bonus.

The army noted the same thing, especially under combat conditions. For example, because so many troops had years of experience with video games, they took to CROWS (the remotely controlled machine-gun turret on many vehicles) quickly, and very effectively. The guys operating these systems grew up playing video games. They developed skills in operating systems (video games) very similar to the CROWS controls. This was important, because viewing the world around the vehicle via a vidcam is not as enlightening (although a lot safer) than having your head and chest exposed to the elements, and any firepower the enemy sends your way. But experienced video gamers are skilled at whipping that screen view around, and picking up any signs of danger. The army now has a CROWS trainer built into its America’s Army online game. Many NCOs believe that all that multitasking kids do with their computers (and other electronic gadgets) have made the combat troops more effective.

I also suspect they’ll find similar positive effects among older computer users . . . that those who do some gaming (other than the Minesweeper/Solitaire/Freecell kind of games) probably have better overall mental awareness than those who do not.

January 5, 2010

Felicia Day in follow-on to Avatar?

Filed under: Gaming, Humour, Media — Tags: , , — Nicholas @ 08:47

Date_my_Avatar

Original image here. Tweeted by Jeff Carlisle.

December 24, 2009

Geeky girls do more gaming than the guys

Filed under: Gaming — Tags: , , — Nicholas @ 09:44

Scientific American says some surprising things about women in online games:

Picture a gamer, someone who spends countless hours immersed in one of those online role-playing alternate realities. And what do you see? Is it a physically fit female closer to 40 than 14? If not, you may need to rethink your assumptions about geekdom. Because a study in the Journal of Communication shows that when it comes to dominating the virtual world, women are actually more hardcore than men.

Scientists conducted a survey of some 7,000 players who were logged on to a game called EverQuest II. And they discovered some interesting things. First off, the average age of the gamers surveyed was 31. And that playing time tended to increase with age. Which is also where the sex differences come in. The female gamers actually logged more time online: an average of 29 hours a week, versus 25 for the males, with the top players putting in 57 hours a week on the girl’s side, and 51 for the guys. What’s more, it looks like women are more likely to lie about how much they really play. The researchers found that the gals tended to lowball how long they spend glued to the screen.

Of course, for the real story on things like this, you can’t beat the commentators at Slashdot:

sopssa
Have you ever been in a store with a girl? It’s like raiding, grinding and looting all at the same time. And some innocent low leveler always get killed.

And when the correct time comes, they stab your back and run away with your epic drop.

December 16, 2009

The Guild sells out!

Filed under: Gaming, Humour — Tags: , , — Nicholas @ 16:47

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