For our fourth day at the Edinburgh Fringe, Ruth, JTA and I decided to take a little break from the
rushing-around-to-comedy-shows game and get out and see the sights. Ruth had somehow acquired a somewhat romantic idea of nearby Leith: that it would be full of quays and boats and
suchlike, and not – as we would come to discover instead – full of rain and a foul-smelling burst sewer pipe.
We started with breakfast from Snax Cafe, under Matt‘s recommendation, which turned out to be a good one, as this tiny greasy spoon/takeaway turns out to serve a fantastic selection of
fried foods ready-to-eat at great prices. I opted for a fried egg sandwich, with which I quickly made a mess of my t-shirt and shorts when I accidentally spilt the yolk all over myself.
A combination of the weather quickly turning against us, Leith being significantly further away than it first appeared on a map, and the three of us still being remarkably tired since
the previous day turned this expedition into a far more arduous affair than we had initially expected. By the time we’d reached the pretty little boats and bars of the waterfront, we
were damp (admittedly, we’d all but JTA underdressed for the excursion: his overcoat helped protect him, but it had the side-effect of making him look like a flasher, his bare legs
poking out from under it).
We escaped from the weather just as it began to get sunnier again, into a pub called the Teuchter’s Landing, which Ruth had discovered earlier during her research into the area. There, we drank beer and played
some of the boardgames made available by the pub: Scrabble™ (at which I scored abysmally low, for which I partially blame rotten luck on draw after draw: my final hand – representative of
my fortunes – was R-R-R-L-L-U-O; my starting hand contained only one consonant), the Who Wants To Be A Millionare boardgame (which took a significant amount of sorting to put it back into
a working order, and in which we had to work around some missing pieces), and a few hands of Knockout Whist (with the most static-electricity-inducing deck of cards I’ve ever encountered:
almost impossible to deal without giving each player four or five cards at the same time).
The food was good, though: we lunched upon freshly-made haggis stovies, served in mugs, with chunky chips (in further mugs) and oatcakes. And when we were done, and set out into the
world again to explore the waterfront… that’s when it began raining again, even harder than before. Fucking marvellous.
By the time we’d worked our way around the docks, we were damp and tired, so we found a bus to take us back to Princes’ Street, cut across to a cheesemonger in Grassmarket to stock up
on delicious cheeses, and then returned to the flat for a quick nap, because we were all pretty pooped.
Later, we went out for another helping of Peter Buckley Hill and Some Comedians. Being Tuesday – the day before
Buckers’ day off – and close to the end of the Fringe, he was clearly exhausted, and kept digressing from the usual (awesome) shite to random stream-of-consciousness new
shite. Still all funny, and some enjoyable guests.
I’ve had a few weekends fully of party. It’s no wonder I’m knackered.
Andy’s 30th
First, there was Andy‘s 30th birthday. Ruth, JTA and I slogged our way over to Cardiff to celebrate in style with pizza,
booze, and dancing.
Siân‘s got more to say on the subject, but suffice it to say this: it’s been a long, long time since I’ve found myself
dancing in a nightclub until half past two in the morning, then grabbing a thoroughly disgusting-looking (but remarkably good-tasting) portion of fried food as an after-club snack. Oh,
and Alec drooled all over himself long
before he ended up sharing a bed with me.
Honestly, I didn’t think I had it in me to party like that any more: I’m such an old man (having myself turned thirty a good year and a bit prior). Didn’t stop me from getting up before anybody else the following morning for a quick geocaching
expedition, though…
Summer Party On Earth
The following weekend was the Summer Party On Earth: an event that
started out with Ruth saying “Let’s have a summer party!” and finished as a nostalgia-themed marathon of epic proportions.
This… was a party with everything. It had kids’ toys like Brio wooden railway, Lego bricks, and a marble run; it had soup and buffets and a barbeque and cakes; it had board games and
party games and drinking games; it had beer and wine and cocktails; it had the world’s tiniest and most-nettley geocaching expedition… and from the time that we first started
entertaining guests to the moment that the last of them left, it lasted for an exhausting 36 hours.
It was particularly interesting to get together with people from all of our varied social circles: workmates, former workmates, local friends, distant friends, partners of friends… all
kinds of random folks coming to one place and – for example – pointing foam guns at one another.
In order to help us identify, classify, and dispose of some of the vast collection of booze that Ruth has recently inherited, JTA invented a drinking game. What can I say about it?
Well: it certainly brought us all a lot closer together to suffer through some of the drinks we were served…
As usual for any party at which Ruth caters, everybody was required to consume their own weight in (delicious, delicious) desserts, and we only just finished eating the very last of the
party food, almost two weeks later.
Matthew & Katherine’s Wedding
Finally, then, just the weekend after that, was the wedding of two folks I know via the Oxford Quakers: Matthew
and Katherine.
I turned down the curious “What to expect at a Quaker wedding” leaflet as I entered: after all, I felt like an old-hand now, after helping make Ruth & JTA’s wedding into one of the most spectacular events ever. Well, maybe I shouldn’t have, because
every wedding is as different as every bride and groom, and Matthew and Katherine’s was no exception. They’d clearly put so much thought into exactly what it is they wanted to do to
celebrate their special day, and – with their help of their friends and family – had pulled everything together into a beautiful and remarkable occasion.
For me, particular highlights included:
One of the most adorable couples ever.
Not just a “vegetarian-friendly” meal, but one where vegetarianism was the norm (and guests were required to state if
this wasn’t okay for them).
Catching up with folks who I don’t see as much of these days as I might like (and meeting new people, too).
A céilidh! More weddings should have these (although it’s the first time I’ve ever seen a “first dance” where the bride and groom were given
instructions on what steps to do right before the music started).
On account of having a busy life, I only just recently got around to playing Bee, Emily Short‘s interactive book on the Varytale platform. Varytale is
one of a number of recent attempts to make a modern, computerised system for “choose your own adventure“-style fiction, alongside the likes of Undum,
Choice Of Games, and my personal favourite, Twine/Twee. As a beta author for the platform, Emily was invited to put her book on the front page of the Varytale website, and it’s well worth a look.
Bee is the story of a young girl, home-schooled by her frugal and religious parents. After a few short and somewhat-linear opening chapters, options are opened up to the
reader… and it doesn’t take long before you’re immersed in the protagonist’s life. Her relationships with her sister, her parents, and the children from the local homeschool
co-operative and from her church can be explored and developed, while she tries to find time – and motivation – to study for the local, regional and national spelling bees that are her
vocational focus.
The choices you make will affect her motivation, her spelling proficiency, and her relationships, and in doing so open up different choices towards one of the book’s four possible
endings. But that’s not what makes this piece magical (and, in fact, “choose your own adventure”-style games can actually feel a little limiting to fans of conventional interactive
fiction):
[spb_message color=”alert-warning” width=”1/1″ el_position=”first last”]Minor spoilers below: you might like to play Bee for yourself, first.[/spb_message]
What’s so inspirational about this story is the compelling realism from the characters. Initially, I found it somewhat difficult to relate to them: I know next to nothing
about the US education system, don’t “get” spelling bees (apparently they’re a big thing over there), and certainly can’t put myself in the position of a home-schooled American girl
with a super-religious family background! But before long, I was starting to really feel for the character and beginning to see how her life fit together.
To begin with, I saw the national spelling bee as a goal, and my “spelling” score as a goal. I read the book like I play The Sims: efficiently balancing the character’s time to
keep her motivation up, so that I could get the best out of her cramming sessions with her flashcards. Under my guidance, the character became highly-academic and driven
by achievement.
After I’d won the local spelling bee with flying colours, I came to understand how the game actually worked. Suddenly, I didn’t need to study so hard any more. Sure, it
was important to get some flashcard-time in now and then, but there were bigger things going on: making sure that my little sister got the upbringing that she deserved; doing my bit to
ease the strain on my family as financial pressures forced us into an even-more-frugal lifestyle; finding my place among the other children – and adults – in my life, and in the church.
By the time I made it to the national spelling bee, I didn’t even care that I didn’t win. It was almost a bigger deal to my mother than to me. I thought back to the blurb for the
story:
Sooner or later, you’re going to lose. Only one person wins the National Spelling Bee each year, so an elementary understanding of the odds means it almost certainly won’t be you.
The only question is when you fail, and why.
Then, everything made a little more sense. This was never a story about a spelling bee. The spelling bee is a framing device. The story is about growing up, and about finding your place
in the world, and about coming to an age where you can see that your parents are not all-knowing, not all-understanding, far from perfect and with limits and problems of their own. And
it’s a story about what you do with that realisation.
Commissioned, a webcomic I’ve been reading for many years now, recently made a couple of observations on the nature of “fetch quests” in contemporary computer
role-playing games. And naturally – because my brain works that way – I ended up taking this thought way beyond its natural conclusion.
Today’s children are presumably being saturated with “fetch quests” in RPGs all across the spectrum from fantasy Skyrim-a-likes over to modern-day Grand Theft Auto clones and science fiction Mass Effect-style video games. And the little devil on my left shoulder asks me how this can be manipulated for fun
and profit.
The traditional “fetch quest” goes as follows: I’ll give you what you need (the sword that can kill the monster, the job that you need to impress your gang, the name of the star that
the invasion fleet are orbiting, or whatever), in exchange for you doing a delivery for me. Either I want you to take something somewhere, or I want you to pick something up, or – in
the most overused and thankfully falling out of fashion example – I want you to bring me X number of Y object… 9 shards of triforce, 5 orc skulls, $10,000, or whatever. Needless to say,
about 50% of the time there’ll be some kind of challenge along the way (you need to steal the item from a locked safe, you’ll be offered a bribe to “lose” the item, or perhaps you’ll
just be mobbed by ninja robots as you ride along on your hypercycle), which is probably for the best because it’s the only thing that adds fun to role-playing a postman. I
wonder if being attacked by mage princes is something that real-life couriers dream about?
This really doesn’t tally with normality. When you want something in the real world, you pay for it, or you don’t get it. But somehow in computer RPGs – even ones which allegedly try to
model the real world – you’ll find yourself acting as an over-armed deliveryman every ten to fifteen minutes. And who wants to be a Level 38 Dark Elf
Florist and Dog Walker?
So perhaps… just perhaps… this will begin to shape the future of our reality. If the children of today start to see the “fetch quest” as a perfectly normal way to introduce
yourself to somebody, then maybe someday it will be socially acceptable.
I’m going to try it. The next time that somebody significantly younger than me looks impatient in the queue for the self-service checkouts at Tesco, I’m going to offer to let them go in
front of me… but only if they can bring me a tin of sweetcorn! “I can’t go myself, you see,” I’ll say, “Because I need to hold my place in the queue!” A tin of sweetcorn may
not be as impressive-sounding as, say, the Staff of Fire Elemental Control, but it gets the job done. And it’s one of your five-a-day, too.
Or when somebody asks me for help fixing their broken website, I’ll say “Okay, I’ll help; but you have to do something for me. Bring me the bodies of five doughnuts, to
prove yourself worthy of my assistance.”
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
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
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
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.
As I previously indicated, I’ve recently found myself with a little free videogaming time, and I thought I’d share some of the things that have occupied my
time, over the course of two blog posts:
Skyrim
Well; here’s the big one. This game eats time for breakfast. It’s like World Of Warcraft for people who don’t have friends. No, wait…
Seriously, though, Bethesda have really kicked arse with this one. I only played a little of the earlier games in the series, because they didn’t “click” with me (although I thoroughly
enjoyed the entire Fallout series), but Skyrim goes a whole extra mile. The game world feels truly epic and “living”: you don’t have to squint more than a little to get the illusion
that the whole world would carry on without you, with people eating and sleeping and going to work and gossiping about all the dragon attacks. The plot is solid, the engine is
beautiful, and there’s so much content that it’s simply impossible to feel that you’re taking it all in at once.
It’s not perfect. It’s been designed with console controls in mind, and it shows (the user interface for skills upgrades is clunky as hell, even when I tried it on my XBox
controller). The AI still does some damn stupid things (not standing-and-talking-to-walls stupid, but still bad enough that your so-called “friends” will get in your way, fire
area-effect weapons at enemies you’re meleeing with, and so on). Dragons are glitchy (the first time I beat an Elder Dragon it was mostly only because it landed in a river and got its
head stuck underwater, like it was seeing how long it could hold it’s breath while I gradually sliced its tail into salami).
But it’s still a huge and beautiful game that’s paid for itself in the 55+ hours of entertainment it’s provided so far. Recommended.
Update: between first drafting and actually publishing this list, I’ve finished the main questline of Skyrim, which was fun. 85 hours and counting.
Modern Warfare 3
I should confess, first, that I’m a Call Of Duty fanboy. Not one of the these modern CoD fanboys, who rack up kills in multiplayer matchups orchestrated by ability-ranking
machines in server farms, shouting “noob” as they teabag one another’s corpses. I mean I’m a purist CoD fanboy. When I got my copy of the first Call Of Duty game,
broadband was just beginning to take off, and games with both single-player and multiplayer aspects still had to sell themselves on the strength of the single-player aspects, because
most of their users would only ever play it that way.
And the Call of Duty series has always had something that’s been rare in action-heavy first-person shooters: a plot. A good plot. A plot that you can actually get behind and care about.
Okay, so we all know how the World War II ones end (spoiler: the allies win), and if you’ve seen Enemy At The Gates then you also know how every single Russian mission goes, too, but they’ve still got a fun story and they work hard to get
you emotionally-invested. The first time I finished Call of Duty 2, I cried. And then I started over and shot another thousand Nazis, like I was some form of human tank.
Modern Warfare was fantastic, bringing the franchise (complete with Captain Price) right into the era of nuclear threats and international terrorism. Modern Warfare 2 built on this and
took it even further, somehow having a final boss fight that surpassed even the excellence of its predecessor (“boss fights” being notoriously difficult to do well in first-person
shooters inspired by the real world). Modern Warfare 3… well…
It was okay. As a fanboy, I loved the fact that they finally closed the story arc started by the two previous MW games (and did so in a beautiful way: I maintain that Yuri is my
favourite character, simply because of the way his story is woven into the arc). The chemical weapon attacks weren’t quite so impressive as the nuclear bomb in MW2, and the
final fight wasn’t quite as good as the previous ones, but they’re all “good enough”. The big disappointment was the length of the campaign. The game finished downloading
and unlocked at 11pm, and by 4am I was tucked up in bed, having finished it in a single sitting. “Was that it?” I asked.
Recommendation: play it if you’re a fan and want to see how the story ends, or else wait until it’s on sale and play it then.
Part Two will come when I find time, along with some games that you’re less-likely to have come across already.
It’s that time again, the highlight of the interactive
fiction year (for me, at least), and IFComp 2011 is upon us. I’ve been playing my way through this year’s entries,
and – as I have in previous years – I’ll be sharing with you any that leap out at me as “things you really ought to try.”
The first of which is The Play, by Deirdra Kiai. This entry stands out for a few reasons. Firstly, it’s one of
those uncommon (but growing in popularity) pieces of hypertext IF. I remain not-completely convinced by hypertext IF: perhaps as a result of the medium, the games often
feel shorter than they might otherwise be, and while I don’t miss playing “hunt the verb” to try to find exactly the word the designer hoped I would, having the option to click on any
one of just a handful of links seems a little… simple.
That’s not to say that I don’t like the medium: hell, I feel like I was a pioneer in it, thanks to things like Troma Night Adventure (originally on the long-dead RockMonkey Wiki, and revived in its own engine last year). It’s just… different from most IF that I play, and that difference is stark.
If there’s one big advantage to hypertext interactive fiction, though, it’s that it lowers the barrier to entry. Everybody knows how to use a web browser, there’s nothing to install or
set up, and they typically play really well on mobile devices, which is a growing market for this kind of game. I’m excited to see tools like Twine/Twee, ChoiceScript, and Undum (the latter of which powers The
Play) appearing, which make creating this kind of game reasonably easy.
Secondly; it’s unusual. And I do enjoy a bit of quirky fiction: something that takes the genre in a new direction. And The Play does that. You play as
Ainsley M. Warrington, the director of a disaster-ridden play on the eve of the first night, orchestrating a last-second dress rehearsal. The story is told through alternating segments
of your experience and “script”: segments of the play as they are performed (which may vary, depending on how lenient you allow the cast the be with the script and how much goes awry),
and this is a wonderful use of the semi-graphical nature of the medium.
Mostly, you’re trying to balance and improve the moods of your cast members (and your stage manager), in order to gain a good review. This is made challenging by the fact that they all
have quite different ideas and attitudes towards the nature of the play, how it should be performed, and so on. They only thing that they all seem to agree on is that you’re not doing a
very good job.
But beyond that theoretical (and, frankly, self-imposed) goal, it’s actually a lot of fun just to play off the different actors against one another, to experiment with how much you can
improvise the ending, and to see how things turn out if you try different choices. And that’s exactly how interactive fiction ought to be. Like a good book, I want to be able
to read it again and again. But unlike traditional fiction, I can enjoy it in profoundly different ways based on my moods and whims.
It’s a little short, but quite beautiful for it. There’s certainly plenty of reasonably well-written text to amuse and entertain. I’d thoroughly recommend that you give it a go, whether
you’re an IF veteran or if you’ve never played this kind of game before in your life: play
The Play in your web browser. And then play it again to see how much of a difference you can make in this well-crafted and inspiring little world.
Family Picnic: Joining Ruth and JTA at Ruth’s annual family picnic, among her billions of
second-cousins and third-aunts.
New Earthwarming: Having a mini housewarming on New Earth, where I live with Ruth, JTA, and Paul. A surprising number of people came from surprisingly far away, and it was fascinating to see some really interesting networking being done by a
mixture of local people (from our various different “circles” down here) and distant guests.
Bodleian Staff Summer Party: Yet another reason to love my
new employer! The drinks and the hog roast (well, roast vegetable sandwiches and falafel wraps for me, but still delicious) would have won me over by themselves. The band was just
a bonus. The ice cream van that turned up and started dispensing free 99s: that was all just icing on the already-fabulous cake.
TeachMeet: Giving a 2-minute nanopresentation at the first Oxford Libraries
TeachMeet, entitled Your Password Sucks. A copy of my presentation (now with annotations to make up for the fact that you can’t hear me talking over it) has been uploaded to the website.
New Earth Games Night: Like Geek Night, but with folks local to us, here, some of whom might have been put off by being called “Geeks”, in that strange way that
people sometimes do. Also, hanging out with the Oxford On Board folks, who do similar things on
Monday nights in the pub nearest my office.
Meeting Oxford Nightline: Oxford University’s Nightline is just about the only Nightline in the British Isles to not be using Three Rings, and they’re right on my doorstep, so I’ve been
meeting up with some of their folks in order to try to work out why. Maybe, some day, I’ll actually understand the answer to that question.
Alton Towers & Camping: Ruth and I decided to celebrate the 4th anniversary of us getting together with a trip to Alton Towers, where their new ride, Thirteen, is really quite good (but don’t read up on it: it’s best
enjoyed spoiler-free!), and a camping trip in the Lake District, with an exhausting but fulfilling trek to the summit of Glaramara.
That’s quite a lot of stuff, even aside from the usual work/volunteering/etc. stuff that goes on in my life, so it’s little wonder that I’ve neglected to blog about it all. Of
course, there’s a guilt-inspired downside to this approach, and that’s that one feels compelled to not blog about anything else until finishing writing about the first neglected thing, and so the problem snowballs.
So this quick summary, above? That’s sort-of a declaration of blogger-bankruptcy on these topics, so I can finally stop thinking “Hmm, can’t blog about X until I’ve written about
Code Week!”
A couple of weeks ago, the other Earthlings and I played our very first
game of Spirit of the Century. Spirit of the Century is a
tabletop roleplaying game based on the FATE system (which in turn
draws elements from the FUDGE system, and in particular,
the FUDGE dice). Are you following me so far?
Spirit of the Century is set in the “pulp novel” era of the 1920s, in the optimistic period between the two world wars. The player characters play pulp-style heroes: the learned
professor, the adventurous archaeologist, the daring pilot, all of those tropes of the era. Science, or – as it should be put – Science! is king, and there’s no telling
what fantastic and terrifying secrets are about to be unleashed upon the world. Tell you what… let me just show you the cover for the sourcebook:
Everything you need to know about the game is right in that picture, right there.
The character generation mechanism is different from most RPGs; even other fluffy, anti-min/max-ey ones. All player characters (for reasons relevant to the mythos) were born on
1st January 1901, so the first part of character creation is explaining what they did during their childhood. The second part is about explaining what they did during the Great War.
During each of these (and every subsequent step), the character will gain two “aspects”, which they’ll later use for or against their feats in a way not-too-dissimilar from the
PDQ System (which may be familiar to those of you who’ve
played Ninja Burger 2nd Edition).
The third chapter of character generation involves telling your character’s own story – their first adventure – in the style of a pulp novel. The back of the character sheet will
actually end up with a “blurb” on it, summarising the plot of their novel. Then things get complicated. In the fourth and fifth chapters, each character will co-star in the novels of
randomly-selected other player characters. This can involve a little bit of re-writing, as stories are bent in order to fit around the ideas of the players, but it serves
an important purpose: it gives groups of player characters a collaborative backstory. “Remember the time that we fought off Professor Mechk’s evil robot
army?”
That’s exactly what Johnny Sparks did in “Johnny Sparks and the Robot Army”. When Professor Mechk released his evil robot army on the streets of New York City, Johnny Sparks –
government-sponsored whizkid – knew he had to act. With his old friend Jack Brewood (and Jack’s network of black market contacts), he acquired the parts to build a weapon powered by
lightning itself. Then, alongside Mafia child and expert pugilist Michael Leone, he fought his way up the Empire State Building to Mechk’s control centre. While Michael duelled
with Mechk, Johnny channeled the powers of the heavens into the gigantic robot brainwave transmitter at the top of the tower, sending it into overload. As the tower-top base melted down
and exploded, Michael and Johnny abseiled rapidly down the side to safety.
And so they have a history, you see! And some “aspects” for it: Johnny got “Master of Storms” from his lightning-based research and “With thanks to Jack” for his friend’s support.
Meanwhile Jack got “On Johnny’s wavelength” to represent the fact that he’s one of the few people who can follow Johnny’s strange and aspie-ish thought patterns.
In our first play session, Michael Leone (Paul), Jack Brewood (JTA), and Anna Midnight (Ruth) found themselves in a race to
rescue aviator Charles Lindbergh from the evil Captain Hookshot and his
blimp-riding pirates. Hookshot hoped to use the kidnap of Lindbergh as leverage to get his hands on some of Thomas Edison‘s secret research, which he hoped would allow him to gain a stranglehold on the world’s aluminium supply, which was only
just beginning to be produced in meaningful quantities. So began an epic boat (and seaplane) chase across the Atlantic to mysterious Barnett Island, a fight through the pirates’ slave camp and bauxite mines, a
Mexican-stand-off aboard a zeppelin full of explosives, and a high-speed escape from an erupting volcanic island.
Highlights included:
Jack’s afraid of flying, so while the others arrived for the first scenes of the adventure by seaplane, Jack trundled well behind in a cruiser. As a result, he completely missed
the kidnapping.
When Hookshot was first kidnapping Edison, his attempt was foiled when Ana threw a cutlass at him, severing the grapple he had tied to the scientist.
Michael’s a badass at barehand combat. When he wasn’t flinging wild dogs into trees, he was generally found crushing the skulls of pirates into one another.
Spirit of the Century encourages a particular mechanism for “player-generated content”. This was exemplified wonderfully by Jack’s observation that he “read once that there was
a tribal whaling camp on an island near here, called Ingleshtat.” He paid a FATE point and made an Academics roll, but because I wouldn’t tell him the target of the roll he only knew
that he’d “done well”, and not that he’d “done well enough.” He and the other player characters weren’t sure that his knowledge was accurate until they reached the
island (and thankfully found that he was right). Similarly, the motivation for the kidnapping wasn’t about aluminium until one of the players speculated that it might be.
Ana Midnight’s spectacularly failed attempt at stealth, as she crept via a creaky door into a building full of armed guards. Also, Jack’s fabulous rescue attempt, as he dived
and rolled into the building, firing his pistol as he went, while Michael climbed up the zeppelin’s boarding tower, leading to…
The tense (and, surprisingly, combat-free… barely!) stand-off and negotiation aboard Hookshot’s zeppelin, towards the end of the story.
There’s a lot of potential for a lot of fun in this game, and we’ll be sure to play it again sometime soon.
The other Earthlings, Statto, and I this week came up with a fun and topical variant of hit social board game Apples To Apples (which you might well have played
with us at some point or another: if not, come over and we’ll show you). We call it AAV, or Apples To Alternative Vote, and it goes a little like this:
Each player draws a hand of seven red cards, as usual. A deck of green cards is built to represent the voting populace. We used 9 green cards for 5 players, and I reckon that was
too few: try doubling or tripling the number of players to get a green deck size. Round up to ensure you have an odd number.
In turn, each player (or “candidate”) draws a green card from the constructed deck and explains: “Opinion polls show that voters in this constituency desire things which
are…”, and then read out the card as normal. Play about with the language! “I represent the interests of voters who demand…”, etc.
As usual, the other candidates play face-down red cards (policies) that will attract those voters, and the judge flips them over and chooses the one which best-reflects the
interests of their constituents. The winning candidate wins their vote, and takes the green card as a prize.
Play until one candidate holds the majority of the green cards. If you run out of green cards before this happens, eliminate the player(s) with the fewest votes (green cards): then
they act as judge for these green cards among the remaining candidates. Continue eliminating and redistributing in this fashion until one candidate has a majority. This player is the
winner.
If this is all somehow too challenging for you, then declare that AV actually is too complicated, like the No-to-AV people say it is, and give up. Also: you should probably
buy yourself some simpler board games, thicko.
We have in mind a possible variant in which different voting issue (green cards) represent different numbers of voters (perhaps using the “values” deck from For Sale), and the aim is to
have a majority of voters, not issues, won over by your policies. “12,000 voters desire things which are… scary!” Give it a go, and let us know how you get on. And don’t forget
to vote on Thursday!
A a means to take a break from the code I was working on for half an hour (I’m doing some freelance work for SmartData in my spare time, since I
left them to go and work for the Bodleian Library, in order to
help wrap up a project that I was responsible for at the end of my time there), I decided to go downstairs and do some packing in anticipation of our upcoming house move.
I packed about four boxes worth of board games, and then stood back to take a look at the shelves… and damnit, they look just as full as they did before I started.
I swear that my board game collection must be breeding, somehow. “Perhaps that’s where expansion packs come from,” suggests Paul. Perhaps: but that wouldn’t manage to explain the optical illusion that makes it look like I’ve got four boxes full of games when in actual fact
they’re all still on the shelves, unless they’re breeding as fast as I can pack them.
On this day in 2004, I’d just finished my first marathon session of playing Half-Life 2, a
spectacular new video game that quickly became one of the best-selling computer games ever. Despite New Year celebrations and other
distractions, I managed to sit and play the game for a couple of days and finished
it very soon after.
The launch of the game was delayed – I’d
pre-ordered it 17 months before it eventually got released – after being plagued with development difficulties. One of the many delays to it’s launch was blamed on the theft of part
of the source code: I remember joking, after the thief had been caught, that now that they’d got the code back they’d be able to release the game,
right?
Meanwhile, Paul swore that he
would have nothing to do with the digital distribution platform – Steam – that remains the only way to get a legitimate copy of
Half-Life 2. On his blog – then on LiveJournal – he listed all of the many problems that he saw with Steam, and I countered a few of them in an argument in the comments. For years to
come, he’d go on to refuse to play some of the most fantastic computer games to be released on principle.
Looking Forward
Things change. I can’t remember the last time I saw Paul playing a video game that he didn’t buy on Steam, for one (except for a handful that he bought from Good Old Games – which is well worth visiting, if you haven’t already).
Some things stay the same: Half-Life 2 remains one of the best first-person shooters ever made, and has been followed by two spectacular sequels (Episode 1 and Episode 2) and a number
of spin-offs (including the mind-blowingly awesome Portal, which stole my life for
a while, although not for long enough to make my 2007 list of
life-stealing games). We’re still all waiting on the much-delayed Episode 3, though…
This blog post is part of the On This Day series, in which Dan periodically looks back on years gone
by.
Video game movies are notoriously bad, no matter how awesome the game that inspired them. Wing Commander took a classic video game series and completely ruined it. Doom was incredibly dull, even though it was based on one of the most popular game series that have ever exited. Prince of Persia: The Sands of Time
had so much potential and the chance to draw from the multi-rebooted Prince of Persia video games, but in the end its only redeeming feature was that it co-starred Richard Coyle, whose earlier appearance in hit comedy series Coupling lead Ruth, JTA and I to rename the film after his character from that series,
calling it The Legend of King Jeff, which would honestly have been a better film.
And let’s not forget the truly dire Street Fighter: The
Movie, which ultimately lead to the short-lived arcade game Street Fighter: The Movie – The Game, attempting to cash in on the film before the developers realised that this
wasn’t actually a very good idea. And it’s only the eighth-worst video game movie of all time, according to this video on GameTrailers. Let’s face it: video games don’t convert well to films.
That said, I’ve had an idea for a video game-inspired film that I think could really be good. Or, at least, so awful it’d be good.
Don’t you dare tell me that you wouldn’t go to the cinema to see Asteroids: The Movie: CGI like this just has to be enjoyed on the big screen.
The plot is as follows: Earth governments have been secretly tracking an enormous asteroid for many years. Under the cover story of satellite launches, they’ve been firing nuclear
weapons at long distances to try to destroy or deflect the mass, but all they’ve managed is to break it up into many hundreds of smaller (but still devastatingly-huge) rocks, many of
which are still headed towards our planet.
We’re introduced to our main characters: a cocky ace fighter pilot who’s just been expelled from his wing group for being too cocky and ace, a young and immature geek who spends his
life playing retro video games, and a love interest who spurns both of them and is probably employed by the shady government agency. Early in the film, she acts professionally and
doesn’t approve of the other main characters’ respective aggressive self-confidence/childish behaviour, but eventually the three become closer as they work together (and probably save
one another’s lives a few times).
Recruited for their various “talents” they’re recruited to pilot an experimental spaceship right out into the asteroid field and fire their cannons to destroy them. All is going well,
but there are occasional sightings of fast-moving metallic objects around the edges of the field. These turn out to be aliens (in flying saucer like spaceships) who had originally
propelled the enormous rock towards Earth in an effort to wipe out humankind, who they – as a result of their warlike culture – perceive as a threat to their galactic dominance. Earth
has been on the brink of cracking faster-than-light travel for a while now, as evidenced by secret test flights of the ships which preceded the vessel used in the movie, and this makes
the aliens twitchy.
There’s a fight, and it momentarily looks like the aliens stand to destroy the human ship. “This isn’t a video game: we don’t get extra lives!” shouts the love interest character, at
one point. “No,” agrees the geek, “But we do have this…” He engages the highly-experimental “hyperspace jump drive” and the ship disappears just seconds before the alien missiles
destroy it.
While drifting in hyperspace, the crew find evidence of the aliens’ culture and history, and the other planets they’ve destroyed. They also discover a possible weakness. They’re just
beginning to understand what they have to do when they reappear in normal space, apparently only a split second after they disappeared. The chase is on as the aliens pursue the humans
through the asteroid field in an exciting chase scene. Finally, the humans discover what they need to do to penetrate the alien shields, and fire upon them. They rush away as the alien
ship explodes, vapourising the remaining asteroids as it goes.
The crew return to Earth as heroes.
Now: isn’t that at least as good as whatever Hollywood would come up with? And it’d certainly be far better than the Super Mario Brothers movie.
With their wedding just around the corner, Ruth and JTA had a combined stag/hen party weekend, a couple of weeks
back (yes, I know it’s taken me a while to blog about it. Here’s some of the highlights. As usual, click pictures for bigger versions.
Friday
Jordans
Most of the party was to take place at the youth hostel in a Buckinghamshire village called Jordans. With a little sweet-talking to the lady who runs the hostel – which we’d rented outright for the weekend – we were
able to check-in a little early, to at least be able to leave our bags and cars there.
Matt, who was to join us for the next part of the adventure, was running late, so we explored the nearby
Quaker meeting house – one of the oldest, right on our doorstep, and the burial place of William Penn – while we waited for him to show up.
Eventually we had to set off to London without him, on the train. We hid his train ticket inside the least-likely-looking leaflet we could find at the train station, texted him
instructions to find it, and got underway.
Paul split from us shortly after Marylebone Station to pursue a quest of his own: to find a stack of foreign candy and
purchase it. Meanwhile, we went on to…
Volupté
The festivities started with lunch in Volupté for Ruth and JTA, accompanied by maid-of-honour Matt (when he caught up
with us) and I. You might recall that Ruth, JTA and I had been before for their “afternoon tease” a few months ago, and loved it. Volupté is a fantastic little burlesque club buried in the middle of London, and we enjoyed their ostentatious and
eccentric cocktails as we ate our dinner, listened to some live music, and watched JTA help a young lady undress by tugging on the end of one of the series of wrap-around dresses she
wore.
Given our dormitory-style accommodation, he probably thought that this would be the only time he’d be helping a young lady to undress all weekend, but this assumption would turn out to
be false later in the weekend…
Ruth & Dan’s Stag/Hen Party Game Which They Couldn’t Agree On A Name For
Back at Jordans, our other guests were beginning to arrive. Ruth’s brothers, Owen and Robin, were among the first, followed by Alec and Suz, Siân, Adrian and Abby. That’s when we got the phone call from Liz.. giggling as she went (perhaps from the painkillers?) she wanted to apologise that she and Simon wouldn’t be able to make it, because she’d suffered a rather unpleasant injury. And so began
the first of our evening’s entertainments: coming up with awful and tasteless puns about poor Liz’s accident.
As our chefs in the kitchen prepared everybody’s dinner, Ruth and I began to explain the rules of Ruth & Dan’s Stag/Hen Party Game Which They Couldn’t Agree On A Name For.
Two teams were formed. The aim for each team was to help their team-mates traverse a Twister mat by competing in a series of challenges to win a number of “spins” of the Twister
spinner. When a team-mate got across the mat, they were awarded a hat; and the first team to be entirely “hatted” is the winner. Easy, right?
The challenges were about as varied as Ruth and I could manage to come up with. The first, for example, had blindfolded players trying to solve a jigsaw under the (verbal-only) guidance
of the rest of their team. Another required the team to transport water from a stack of jugs to a distant bucket using only a leaky length of guttering. A third had each team playing
charades.
Remarkably, few people were hurt. Sure, the water-pistol-fight-while-carrying-lit-candles game was pretty safe, but the “human jousting”, which saw piggybacking riders attempt to
dismount their competitors by beating them with foam swords, stopped barely short of bruising poor Suz as she was repeatedly whipped by Matt.
Quite-remarkably, Alec lost to Paul in a doughnut-eating competition. Meanwhile, the most spectacular bobbing-for-apples competition ever seen – between JTA and Owen – ended with a
spectacularly close and exciting finish… and water pretty much everywhere.
Drunk, tired, and – in some cases – wet and covered in doughnut crumbs, we went to bed. Tomorrow was to be a long day… [to be continued]
For those of you in the USA, at least, today is the release day for the much-anticipated Sid Meier’s Civilization V. With the promise that this will be the most groundbreaking Civ game since Civilization II, I’ve managed to acquire a leaked screenshot of the very first thing
that players will see when they launch Civilization V for the first time:
With apologies to those of you who haven’t had the experiences to find this funny.