Video Games I Have Been Playing – Part Two

Last week, I wrote about two of the big-name video games I’ve been playing since I suddenly discovered a window of free time in my life, again. Today, I’d like to tell you about some of the smaller independent titles that have captured my interest:

Minecraft

A well-developed Minecraft city port, on the edge of a sprawling and mountainous landmass.

I’d love to be able to say that I was playing Minecraft before it was cool, and I have been playing it since Infdev, which came before the Alpha version. But Minecraft was always cool.

Suppose you’ve been living on another planet all year and so you haven’t heard of Minecraft. Here’s what you need to know: it’s a game, and it’s also a software toy, depending on how you choose to play it. Assuming you’re not playing in “creative mode” (which is a whole other story), then it’s a first-person game of exploration, resource gathering and management, construction, combat, and (if you’re paying multiplayer, which is completely optional) cooperation.

Your character is plunged at dawn into a landscape of rolling (well, stepped) hills, oceans, tundra, and deserts, with infinite blocks extending in every direction. It’s a reasonably safe place during the daytime, but at night zombies and skeletons and giant spiders roam the land, so your first task is to build a shelter. Wood or earth are common starting materials; stone if you’ve got time to start a mine; bricks later on if you’ve got clay close to hand; but seriously: you go build your house out of anything you’d like. Then begins your adventure: explore, mine, and find resources with which to build better tools, and unlock the mysteries of the world (and the worlds beyond). And if you get stuck, just remember that Minecraft backwards is the same as Skyrim forwards.

Parts of it remind me of NetHack, which is one of the computer games that consumed my life: the open world, the randomly-generated terrain, and the scope of the experience put me in mind of this classic Rougelike. Also perhaps Dwarf Fortress or Dungeon Keeper: there’s plenty of opportunities for mining, construction, trap-making, and defensive structures, as well as for subterranean exploration. There are obvious similarities to Terraria, too.

I think that there’s something for everybody in Minecraft, although the learning curve might be steeper than some players are used to.

Limbo

This is not a game for those with a fear of spiders.

I first heard about Limbo when it appeared on the XBox last year, because it got a lot of press at the time for it’s dark stylistic imagery and “trial and death” style. But, of course, the developers had done a deal with the devil and made it an XBox-only release to begin with, putting off the versions for other consoles and desktop computers until 2011.

But now it’s out, as Paul was keen to advise me, and it’s awesome. You’ll die – a lot – when you play it, but the game auto-saves quietly at very-frequent strategic points, so it’s easy to “just keep playing” (a little like the equally-fabulous Super Meat Boy), but the real charm in this game comes from the sharp contrast between the light, simple platformer interface and the dark, oppressive environment of the levels. Truly, it’s the stuff that nightmares are made of, and it’s beautiful.

While at first it feels a little simplistic (how often nowadays do you get a game whose controls consist of the classic four-button “left”, “right”, “climb/jump”, and “action” options?), the game actually uses these controls to great effect. Sure, you’ll spend a fair amount of time just running to the right, in old-school platformer style, but all the while you’ll be getting drawn in to the shady world of the game, set on-edge by its atmospheric and gloomy soundtrack. And then, suddenly, right when you least expect it: snap!, and you’re dead again.

The puzzles are pretty good: they’re sometimes a little easy, but that’s better in a game like this than ones which might otherwise put you off having “one more go” at a level. There’s a good deal of variety in the puzzle types, stretching the interface as far as it will go. I’ve not quite finished it yet, but I certainly will: it’s a lot of fun, and it’s a nice bit of “lightweight” gaming for those 5-minute gaps between tasks that I seem to find so many of.

Blue Lacuna

Those with limited capacity for imagination should be aware that this is not an in-game screenshot. An in-game screenshot would consist pretty-much of just text.

I know, I know… as an interactive fiction geek I really should have gotten around to finishing Blue Lacuna sooner. I first played it a few years ago, when it was released, but it was only recently that I found time to pick it up again and play it to, well, it’s logical conclusion.

What do you need to know to enjoy this game? Well: firstly, that it’s free. As in: really free – you don’t have to pay to get it, and anybody can download the complete source code (I’d recommend finishing the game first, because the source code is, of course, spoiler-heavy!) under a Creative Commons license and learn from or adapt it themselves. That’s pretty awesome, and something we don’t see enough of.

Secondly, it’s a text-based adventure. I’ve recommended a few of these before, because I’m a big fan of the medium. This one’s less-challenging for beginners than some that I’ve recommended: it uses an unusual user interface feature that the developer calls Wayfaring, to make it easy and intuitive to dive in. There isn’t an inventory (at least, not in the conventional adventure game sense – although there is one optional exception to this), and most players won’t feel the need to make a map (although keeping notes is advisable!). All-in-all, so far it just sounds like a modern, accessible piece of interactive fiction.

But what makes this particular piece so special is it’s sheer size and scope. The world of the game is nothing short of epic, and more-than almost any text-based game I’ve played before, it feels alive: it’s as much fun to explore the world as it is to advance the story. The “simplified” interface (as described above) initially feels a little limiting to an experienced IFer like myself, but that quickly gives way as you realise how many other factors (other than what you’re carrying) can be used to solve problems. Time of day, tides, weather, who you’ve spoken to and about what, where you’ve been, when you last slept and what you dreamed about… all of these things can be factors in the way that your character experiences the world in Blue Lacuna, and it leads to an incredibly deep experience.

It describes itself as being an explorable story in the tradition of interactive fiction and text adventures… a novel about discovery, loss, and choice.. a game about words and emotions, not guns. And that’s exactly right.

It’s available for MacOS, Windows, Linux, and just about every other platform, and you should totally give it a go.

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Idea: mobile app that uses camera and shifts colour-balances to make colours “visible”

This self-post was originally posted to /r/ColorBlind. See more things from Dan's Reddit account.

I’m not colourblind, and I’m not really a mobile developer, so maybe there’s something I’ve missed, but I’ve got an idea for an app and I thought I’d run it by you guys to see if there’s something I’ve missed.

Mobile processing power is getting better and better, and we’re probably getting close to the point where we can do live video image manipulation at acceptable framerates (even 10 frames/sec would be something). So why can’t we make an app that shifts colours as seen by the camera to a particular different part of the spectrum (depending on the user’s preferences).

For example, a deuteranomat (green weak, difficulty differentiating through the red/orange/yellow/green spectrum) might configure the software to shift yellows and greens to instead be presented as purples and blues. The picture would be false, of course, but it would help distinguish between colours in order to make, for example, colour-coded maps readable.

I was thinking about how video cameras can often “see” infa-red (try pointing a remote control at a video camera and pressing the button), and present it to the viewer as white or red, when I saw a documentary with some footage of “how bees see the world”. Bees have vision of a similar breadth of spectrum to humans, but shifted well into the infa-red range (and away from the blue end of the spectrum). In the documentary, they’d filmed some flowers using a highly infa-red sensitive camera, and then they’d “shifted” the colours around the spectrum in order to make it visible to normal humans: the high-infa-reds became yellows, the low-infa-reds became blues, and the reds they left as reds. Obviously this isn’t what bees actually experience, but it’s an approximation that allows us to appreciate the variety in their spectrum.

Can we make this conversion happen “live” on mobile technology? And why haven’t we done so!