Nostalgia Isn’t What It Used To Be

It’s been a bit of a day for nostalgia. It started even before I woke up, when I was dreaming about an argument that could have marked the end of Claire and I’s relationship, if it weren’t for the fact that it didn’t even slighly represent the actual circumstances of our seperation (I’ll spare you all the details). I was woken by a phone call from a company with whom I used to deal. Later, I caught up with an old friend via instant messanger, in what was probably my only delibrate act of nostalgia of the day. Finally, while working this evening on a techy project that’s been part of my life for about the last eight years, the random number generator in my MP3 playing software decided all of its own accord that what I’d really like to listen to is the same music I was listening to when I first started on the project.

Did I not get the memo that this is National Nostalgia Day, or something? Is everything conspiring around me, or is this all a coincidence?

The thing I’ve learned about nostalgia is that it’s generally best left as it is: a collection of figments in your mind. Some are accurate, some mis-remembered, and all are seen through glasses tinted with the colour of hindsight. And that’s great: that’s exactly how your brain is supposed to experience times past. If you’re an optimist, like me, it’s easy to pick out your favourite memories and pretend that your life gone by was all as great as your happiest moments. If you’re a pessimist, well: you probably do the same thing, but compare those great memories to how awful things are right now (and you’re wrong, but I can’t just tell you that and give you a more rational worldview, just as your cynicism won’t “fix” me, either).

That’s inevitable, of course: think back to the moment in your life at which you felt the most content that you ever have – at least that comes right to your mind. Unless your time on the planet has been a continuous curve of improvement, with no ups-and-downs, then there’s something remarkable about that moment: it’s not right now. Well duh, of course it isn’t. The most elementary mathematics would indicate that of all of the experiences in your life, there has to be some kind of regression toward the mean going on: what you’re experiencing now should, on average, be representative of your life so far even before you factor in the Von Restoroff effect and other cognitive biases.

But I digress. My point was this: I would love to be able to finish what I’m working on and go play a game of Chez Geek in the Ship & Castle with folks like Bryn and Kit and Liz and Strokey Adam, just like I did over six and a half years ago. But that’s not my life nowadays. And while I can get all doe-eyed about how awesome the Ship & Castle used to be before they gutted it and made it look like a trendy wine bar (apologies to those of you for whom this is the news being broken of its demise), or I can pine for the days that those friends – now long-gone – used to all live a stone’s throw away from me, but that’s not the full story. I don’t miss being even poorer than I am now, I don’t miss having to juggle my academic life with holding down a job, and a certainly don’t miss being quite so arrogant as I was back then (for those of you who’ve only recently met me; think of me now, only more so).

Nostalgia is like alcohol: it’s great in moderation, but if you get too much of it, or you become dependent upon it, then you’re liable to get stuck and not be able to move on. And I think that’s the message I should be taking away from this morning’s dream.

(and now, in a somewhat ironic and roundabout way, I’d better stop writing so I can go and play board games with the current Aber crew, as part of a tradition that started with Chez Geek in the Ship & Castle, all those years ago…)

Jimmy, Start Your Engine

Here’s a photo I took this afternoon especially for Jimmy:

It’s a pity he won’t be around this weekend to make the most of this exciting new addition to our irregular weekly Power Grid face-off.

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Curious Bug

I was playing the Chess game in Clubhouse Games on the Nintendo DS last night, and I’ve discovered a bug that can occur in a very unusual situation. Normally, the game quite rightly allows you to only make legal moves. For example, when in check, the only legal moves are those moves which get you out of check, either by (a) capturing the attacking piece, (b) blocking the attack or (c) moving the king in such a way that he is no longer in check.

However, it looks like the programmers of Clubhouse Games, when writing support for the en passant rule, gave en passant moves more importance than they should have, making them always valid moves (even when they shouldn’t be). Consider the scenario below:

Chessboard showing how to break Clubhouse Games with an en passant move

Black moves his pawn two squares forward, putting white’s king in check through his bishop. At this point, the only valid moves for white should involve moving the king out of check. However, Clubhouse Games will also accept the white pawn capturing the black pawn en passant as valid.

Of course, being a bit of a geek, I felt compelled to do this (illegal) move, just to see how the game engine handled it. The result was that I was told that I had lost, and then the whole game crashed and locked up.

Sloppy coding there, guys, which could easily have been avoided by putting the valid move check after the special moves. I wonder if similar problems affect castling…

It’s All Fun And Games

Back to work after a great weekend. Troma Night was particularly successful this week – we watched a RiffTrax‘d copy of Eragon (“Get your ragons online at e-ragon!”), which was suitably hilarious; the classic bit of self-deprecating sci-fi that is Barbarella (“Hmm… camp bad guy number 104… how will Barbarella get past this one? Oh; using sex. What a surprise!”); and Human Traffic, which is what Trainspotting could have been if it wanted to appeal to the 24 Hour Party People demographic. Kinda.

That’s three mediocre-to-good films, plus a RiffTrax on one of them. That’s pretty good stamina for Troma Nights these days. After the last film had finished, everybody stood up and meandered towards the door, chatting as they went about the various recent events (floods, terrorism, blah blah) that had been going on. Then stopped walking. Then kept talking. “Well, I’m sitting down again,” I said, after awhile, and so did everybody else. And so, for the first time in years, a 3-film Troma Night ended with everybody sat around chatting for half an hour or more. Which is fab: Troma Night’s always supposed to have been about the people (not the films, the beer, or the pizza, which jointly come about second), and actually stopping to pass time at the end of a night was a fun and unusual reminder of what we’re all really here for.

Then on Sunday we had a low-key but “different” Geek Night. We only had Matt P, Claire and me, so we took the opportunity to learn and try out a handful of the games from the Playing With Pyramids book and Treehouse sets Claire had gotten from Looney Labs (creators of Chrononauts and Fluxx, amongst other things). Aside from Treehouse itself (which is an easy-to-learn and short game – with perhaps a little too much luck – that gets you used to playing with the pyramids), we played Icehouse, Homeworlds, and RAMbots.

Icehouse is the original Icehouse strategy game – a real-time (no, not simultaneous turn: actually real-time – players can all perform legal moves whenever they like) board game, which is somewhat unusual. Icehouse is fun, but I think it would work better with more players, more diplomacy, and more thoughtful strategy than we were executing.

Homeworlds is a stunningly-clever turn-based game of space strategy, diplomacy, exploration, and conquest. There’s a few things in it that make you have to think quite hard (such as the way that the hyperspace system works, the fact that the orientation, not the colour, of a piece implies it’s ownership, and the difference between free and sacrificial actions). Not to mention the secret alignments of the players. This game’s been running through my head ever since we played (I’ve just come up with a strategy that I should have done in the last three turns to lead me to a victory that would have been particularly brutal).

Finally, RAMbots – which I quite liked, but which I think could be ludicrously good fun with four players – is a simultaneous-turn based game of secret orders, which reminds me slightly of the ship-to-ship combat in Yo-Ho-Ho! Puzzle Pirates! or Space Fleet. Players each secretly “program” their robots using instructions from their “limited” code pool and execute them in a way that will seem instantly familiar to any computer scientists who play it (at least, those who are familiar with ideas like priority queues, program counters, and parallel processing), and shouldn’t be so hard for others to learn, too. These robots can drive around the board (actually a chessboard) trying to activate and ram “beacons” in an order chosen by the player to their right, but it’s also possible to ram, push, pull, tip up, and shoot at the other robots too… causing damage lets you “steal” from their instruction set, making it harder for them to write effective programs… and so it goes on.

We’ll be having another Geek Night on Friday, if you want to join in: we’ll be playing more of these four games (and perhaps some other bits of pyramid-related fun), and maybe even a game or Illuminati, if it’s not too late by the time it (and it’s carriers) arrive.

Diplomacy, Parcels, and WW2 RTS Games

What have I been up to of late? Well, as you ask…

Diplomacy

Ruth‘s game of Diplomacy got off to a fine start, and the backstabbing began soon afterwards. I’m not so keen on the engine, for reasons I’ll discuss later. Here’s how the map looks right now.

Diplomacy Map 211

I’m the red guys down at the bottom who are getting their arses kicked by the purple and brown guys. Very sweetly, JTA (leader of Russia) sent me an e-mail to apologise a little (and gloat a lot) about his recent pillaging of my lands, and congratulate me on trying to set him and Andy (Germany) against one another. It’s kind-of sweet, as I said, but really un-necessary: breaking alliances is what the game is all about.

Plus, it’s not like I didn’t see it coming. My alliance with Russia as a show from the start, but I didn’t realise that Russia planned to attack me so soon (I’d just issued attack orders against him). My mistake was that I didn’t anticipate that Germany side with Russia and backstab me. Memo to self: assassinate leader of Germany.

Sadly, the Diplomacy engine we’re using – phpDiplomacy – has a few interesting bugs that make it hard to work out who’s actually on your side. Here’s an example situation:

The problem with phpDiplomacy

The screenshot is faked, but the situation is plausible – the engine doesn’t accomodate for this. In this situation, the red player has been successfully attacked by the brown player, displacing their army (according to the message from 10:36pm). It’s not possible that the brown player did this alone, in this situation: they must have had help from at least one of – the green army in Piedmont, the green fleet in Venice, the purple army in Vienna, possibly a purple army from the region above (not shown), or perhaps even from the red fleet in Trieste (an unusual strategy, but not unheard of in some unusual circumstances, is to support the enemy against your own units).

But the engine gives no indication which this is. In this situation, the red player does not know which – green or purple – supported the attack. If the red player had alliances with the two of them, they would not know which one had betrayed them, for example. Whoops!

This could make it an interesting (or a frustrating) game. I’m certain that in the near future we’ll see players strategically helping one another perform attacks, without revealing that it was them that supported it.

A Strange Parcel

A strange parcel from Matt.

This morning, I received a strange parcel from Matt in the Hat, addressed to “Jen, Paul, Dan & Claire”. The contents, as pictured, seem to be two Guinness glasses and three cartons of organic fruit juice. I’m not sure which bits are for whom – or even why we’ve been sent this package at all – but I’m sure Matt will enlighten me soon.

Update: I’ve spoken to Matt on Jabber, and apparently the Guinness glasses box does not contain Guinness glasses. And I’m to make sure that Jen gets one of the cartons of juice.

Basically, Matt’s lost the plot. However, he still managed, through his insanity, to pick a selection of objects who’s size ratios made packing them easy.

Company of Heroes

I’ve been playing a lot of Company of Heroes these last couple of days: it’s a spectacular game. It’s been a long time since a real-time strategy game has amused me so much (since, perhaps Red Alert 2, seven years ago). It’s yet-another-world-war-2 game, as if we haven’t seen enough of them of late, but it’s a battle-level strategic game, rather than a first-person shooter, and it does a wonderful job of what it does.

Tanks roll through deformable terrain. Infantry hide in the craters your artillery has blown out. And the whole thing looks and sounds beautiful, from the hushed descent of paratroopers into a muddy field (reflections and all) to the flashes and blasts of a distant battle (complete with radio chatter, or plain old voices if you’re looking directly at the speaker). You can build sandbag walls and minefields, and blow them down just as easily. Don’t want to risk your men down a long, sniper-infested street? Steal some German artillery pieces and blow your way though the walls, then – the whole map is completely reshapable. The AI’s not to be sniffed at, either (although it’s a bit fiddly when it comes to multi-selecting and moving a group of vehicles together and they all crumple into each other when they reach a chicane, rather than taking turns).

It needs a beefy machine to do it justice, which is why I got it – to push my new gaming rig to the limits – but it’s more than just a graphics-fest: it’s also a very clever and gritty game.

So, who’s for a co-op?

Writing Comedy

And, of course, the other thing that’s been occupying my time has been writing stuff to say on Sunday’s Gorillamania event. But I’ve already said enough about that recently, so I’ll shut up and get on with some work.

Extended Geek Night As “Birthday Party”

Yay. Woo. I’m 25. Etc. Quarter of a century old. [Insert meaningful speech here.] Ahem. Thanks to all of you who came to Troma Night yesterday and saw my birthday arrive; and in particular to those of you who brought me alcohol. Bonus.

As I seem to have been given at least two (three if you count expansion packs) board games for my birthday, and it is Geek Night (Aberystwyth’s favourite alternative board games night), tonight’s Geek Night will be extended such that it will start not at 7pm as usual but at 5pm. This’ll give us a chance to play not only the usual favourites, but also some of the new stuff – Gloom, the designer card game with funky semitransparent cards, in which the aim is to make your family as unhappy as possible and then die, while trying to cheer up the other families and give them happy lives – a great oppertunity for nanofiction; Il Principe, a renaissance Italy strategy and resource management game (why do the Germans make all the best board games, by the way?), and the 5-6 player expansion for Seafarers of Catan, which finally completes the main published tree of my collection of the Settlers of Catan games. Oh, and we’ve also got a copy I’ve assembled of my interpretation of the Programmer’s Nightmare card game, which Claire and I playtested yesterday and it seems to work… although anybody without a grounding in Assembly language might find it somewhat confusing.

So, hope to see you all at 5. Or at 7. Or whenever.

O what a beautiful moooooorniiiiing…

This repost was published in hindsight, on 11 March 2019.

Ruth wrote:

So, after raining for both my days off, it’s now sunny again. I don’t mind though. Friday I got rained on, had lunch at MGs, got rained on some more, did laundry, went for a bike ride and got rained on. In the evening JTA and I went to geek night and got rained on, but it was fun. We played Man O’ War and Scotland Yard, a couple of games that Dan found. I discovered how to make Scotland Yard a lot harder for the ‘baddy’ by maths. mwa ha ha.

Saturday was going to be the day Dan, Claire, JTA and I went down the Rheidol in a little plastic boat as the tide went out, but somebody’s spilt raw sewage into the river and polluted the bay, so we didn’t do that after all. Instead, I came home and did some reading, drank some tea, generally loafed about. When I made supper there were pigeons in the kitchen, which was a bit weird but apparently it’s a hazard of living on the sea-front.

Troma night in the evening. It was quite a quiet one, initially just Dan, Claire, JTA and I, although we were later joined by Bryn and Jon and a frazzled looking Matt P. We watched Ocean’s 12, which was much better than I expected, and then Teenagers From Space, which was enjoyably awful.

And now I’m going to spend this beautiful day working… Meh.

Geek Night

Last night’s Geek Night was fab: thanks to everybody who came. I didn’t win a single game, but that’s not what it’s about at all, really, is it. Kings & Things was fab, and it was great to get to play Tigris & Euphrates again (and lose for a change, damnit, at it). It was also great to watch the Illuminati game opposite, in which Andy destroyed the United Nations and Sian (who seemed to quite enjoy it, the happy little conspiracy theorist that she is) fought to control “weird” groups, and then there was the Chrononauts game with Jimmy and Pete, and… it was a fab night, anyway.

In other good news, Andy‘s going to launch his version of my Dingbats Challenge, soon, I gather, having receive a little technical support from my version in getting it set-up. Watch this space.

And finally – people coming to Knightmare Night tomorrow: fear not! For time turns and season four is on it’s way… there shall be at least two more Knightmare Nights hereafter!

Right; back to it… but first, lunch.

First Season Of Diplomacy

As I’m sure I’ve said, I’m running an online game of Diplomacy: my web-based adaptation of a classic 1959 board game of strategy and diplomacy. It’s an unusual board game, in that (apart from the random assignment of countries, at the beginning), it involves no luck – the game is based entirely upon your ability to persuade others to help you, lie convincingly, and know when to trust your allies.

In any case – I thought I’d allow those of you who’re not playing (players are Sian and Andy R [Austria], Claire and I [England], Ruth [France], Andy K and Faye [Germany], Jon and Hayley [Italy], JTA [Russia] and Matt [Turkey]) to see what’s going on, as well, soo…

You can now spectate our game of Diplomacy by viewing the turns, maps, and reports as they are made available. And I’ll be providing updates as and when I feel like it here, on my blog.

Spring 1901 Orders in a game of Diplomacy

In the first turn, most of the Great Powers pushed outwards with their forces, as can be seen in the map, above. I’m particularly interested by the position of the new location of Austrian, German, and Russian armies, in Eastern Europe (and very close together), and by the decision of France to push towards Italy with her land armies (leaving only a ship to perhaps later claim the supply centres of Portugal and Spain). Also interesting is the Turkish ship moving into the Black Sea: which claims to pose no threat to Russia, but I’m not so sure…

As JTA says, it’ll be interesting to see how things pan out as a result of the aggressive stance taken by some – particularly the South-East European – nations. It’s a fascinating little game.

Suppose I’d better get some work done.

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