A Castle Built From Random Rooms is a work in progress/early access/demo version of a full game that’ll probably never exist. But if it does exist, it will be
basically the same as this, but on a grander scale, and include the following features:
– over a hundred random rooms instead of about ten
– character jobs and descriptions that actually add individualised effects/skills/starting equipment and so on
– special pre-chosen characters with particulalrly challenging stats levels for extra difficult challenges
– more stats! more items! more use of the stats and items within different rooms to create different outcomes!
– high scores and loot rankings and possibly even achievements of some kind
– less bugs (aspiration)
– decent endings (stretch goal)
What the game almost certainly won’t ever have:
– any semblance of quality or coherence
– sound and/or music
– monetary success
It’s a Twine-like choose-your-own-adventure, but with the rooms randomly shuffled each time, in sort-of a semi-rougelite way. Some imaginative work in this. And the art style is
wonderful!
Blender Studio’s official game project is a short casual interactive story. Play a big, adorable dog traversing through winter woods and help out a little kid decorate a snowman
with colorful items hidden in the environment.
…
…
DOGWALK is a free, open-source Godot game for Windows, MacOS and Linux, produced and given to the world by Blender Studio as a way of
showcasing some of their video lessons. The beautiful, playful “papercraft” models were made by making actual hand-painted paper models of the assets, unfolding them,
scanning them, and then re-folding the maps back into in-game assets, which is an amazing and imaginative approach.
It was released a little over a week ago, and it’s a short but adorable little game.
You’ve probably come across GeoGuessr already: it’s an online game where you (and friends, if you’ve got them) get dropped into Google Street
View and have two minutes to try to work out where in the world you are and drop a pin on it.
Can you tell where we are, yet?
A great strategy is to “walk around” a little, looking for landmarks, phone numbers, advertisements, linguistic clues, cultural indicators, and so on, narrowing down the region of the
world you think you’re looking at before committing to a country or even a city. You’re eventually scored by how close you are to the actual location.
Cheating at GeoGuessr
I decided to see if ChatGPT can do better than me. Using only the free tier of both GeoGuessr and ChatGPT1, I pasted
screenshots of what I was seeing right into ChatGPT:
ChatGPT confidently assessed the geographic clues, translated some text that it found, and eventually made a guess down to a particular street in St Petersburg.
That’s pretty spooky, right?
The response came back plenty fast enough for me to copy-and-paste the suggested address into Google Maps, get the approximate location, and then drop a pin in the right place in
GeoGuessr. It’s probably one of my most-accurate guesses ever.
This isn’t a one-off fluke. I tried again, this time using only a single photo, rather than one pointing in each direction on the street:
Again, the text recognition and translation capabilities of the AI were highly useful, but it was helped by architectural and cultural clues too.
This time, it wasn’t quite right: the actual location of the photo was Chittagong, not Dhaka, about 200km away.
But that’s still reasonably spectacular from only a single vantage from a single point.
Don’t think I’d have done better, though.
Obviously my approach here was crude, but it’d be relatively easy to, for example, implement a browser wrapper that cheated on-your-behalf: while playing GeoGuessr, you’d just click a
“send to AI” button whenever you fancied and it’d start working in the background, improving precision with each subsequent screenshot (so you could still “walk around” and pass extra
details to it).
And similarly, a little prompt manipulation could have the output include estimated GPS coordinates, allowing the code to place the pin for you while outputting its reasoning
on the side2.
The short of what I’m saying is: if you’re playing GeoGuessr against somebody you don’t trust not to cheat… they might well be cheating. And thanks to the explanatory output, they can
even justify their explanations for the places they dropped pins.
What about other photos?
The other thought that comes to my mind is: could this be used to infer approximate geolocations from photos whose EXIF metadata has been stripped. Because if so, that’s the
kind of thing that’s certain to get exploited by all kind of people who want to know where you are/were at a particular time. For example… law enforcement, stalkers, and
other unsavoury types.
Explanation: The photograph shows a large ship docked at a port with a building that displays the text “WELCOME TO PORT OF SPAIN”. This text is in English,
indicating an English-speaking country. The mention of “Port of Spain” directly specifies the port’s location in the capital city of Trinidad and Tobago. The design and style of
the port facilities, as well as the presence of a ship named “Logos Hope”, which is known to visit many ports globally, further suggests a Caribbean port, aligning with Port of
Spain’s known characteristics.
Location: The Rollright Stones, England, United Kingdom
Explanation: The photograph depicts an area with several ancient standing stones arranged in a circle in a rural setting, characteristic of a stone circle.
These are typically found in certain parts of the UK. The terrain is typical of the British countryside, with a grassy field and surrounding trees. The specific arrangement
and size of the stones, along with the style of fencing and walking paths, are reminiscent of the Rollright Stones, one of Britain’s historic sites known for a circle of
Neolithic or Bronze Age standing stones located in Oxfordshire, England.
Coordinates: 51.9743, -1.5731
✅ Again, spot on. If you’d never been to the Rollright Stones, you probably wouldn’t get that one, because while it’s a distinctive-looking stone circle… it’s not that
distinctive-looking, right? Let’s be honest: it’s some rocks in a field.
Explanation: The photograph prominently features the Galata Tower in the background, a well-known landmark in Istanbul, Turkey. Moreover, the presence of a ferry
or similar boat and the architectural style of the surrounding buildings are indicative of Istanbul’s famous skyline. The signage in Turkish, as suggested by the word partially
visible on the left, also supports this location as Turkey is a predominantly Turkish-speaking country. These elements combined make it highly likely that the photograph was taken
in Istanbul.
Coordinates: 41.0082, 28.9784
✅ The coordinates aren’t exactly right – it’s placed us in the city rather than on a boat, which we clearly are – but it’s not done badly. Spotting the Galata Tower3 was a nice move.
Location: Cardiff Bay, Cardiff, Wales, United Kingdom
Explanation: The photograph features a marina with modern residential buildings, which is characteristic of the Cardiff Bay area in Cardiff, Wales. The
architecture, clear blue skies, and marina setting are reminiscent of Cardiff’s waterfront development. Additionally, the presence of English signage on the boat (“FINBAR”)
supports a location in an English-speaking country. Cardiff Bay is known for its redeveloped waterfront area with modern apartments and leisure facilities surrounding the marina.
The style and design of the building are consistent with developments in Cardiff’s revitalized docklands.
Coordinates: 51.4626, -3.1678
❌ Oops! Nope. I can see the thinking of what it’s claiming, there, but this was actually the Ipswich marina. I went for a walk to take a break from the code I’d been writing
and took this somewhere in the vicinity of the blue plaque for Edward Ardizzone that I’d just spotted (I was
recording a video for my kids, who’ve enjoyed several of his Tim… books).
So I don’t think this is necessarily a game-changer for Internet creeps yet. So long as you’re careful not to post photos in which you’re in front of any national monuments and
strip your EXIF metadata as normal, you’re probably not going to give away where you are quite yet.
Footnotes
1 And in a single-player game only: I didn’t actually want to cheat anybody out
of a legitimate victory!
2 I’m not going to implement GeoCheatr, as I’d probably name it. Unless somebody
feels like paying me to do so: I’m open for freelance work right now, so if you want to try to guarantee the win at the GeoGuessr World Championships (which will involve the much-riskier act of cheating in
person, so you’ll want a secret UI – I’m thinking a keyboard shortcut to send data to the AI, and an in-ear headphone so it can “talk” back to you?), look me up? (I’m mostly
kidding, of course: just because something’s technically-possible doesn’t mean it’s something I want to do, even for your money!)
4 3Camp is Three Rings‘ annual volunteer
get-together, hackathon, and meetup. People come together for an intensive week of making-things-better for charities the world over.
Made a little progress on the game idea I’d been experimenting with. The idea is to do find a series of orthogonal (like a rook in chess!)
moves that land on every square exactly once each before returning to the start, dodging walls and jumping pits.
But the squares have arrows (limiting the direction you can move out of them) or numbers (specifying the distance you must travel from them).
Every board is solvable, starting from any square. There’ll be a playable version to use on your device (with helpful features like “undo”) sometime soon, but for now you can give them
a go by hand, if you like this kind of puzzle!
I didn’t know how to solve the puzzle, but I did know how to write a computer program to solve it for me. That would probably be even more fun, and I could argue that it didn’t
actually count as cheating. I didn’t want the solution to reveal itself to me before I’d had a chance to systematically hunt it down, so I dived across the room to turn off the
console.
I wanted to have a shower but I was worried that if I did then inspiration might strike and I might figure out the answer myself. So I ran upstairs to my office, hit my Pomodoro
timer, scrolled Twitter to warm up my brain, took a break, made a JIRA board, Slacked my wife a status update, no reply, she must be out of signal. Finally I fired up my preferred
assistive professional tool. Time to have a real vacation.
…
Obviously, I’d be a fan of playing your single-player video game any damn way you like. But beyond that, I see Robert’s point: there are some
puzzles that are just as much (or more) fun to write a program to solve than to solve as a human. Digital jigsaws would be an obvious
and ongoing example, for me, but I’ve also enjoyed “solving” Hangman (not strictly a single-player game, but
my “solution” isn’t really applicable to human opponents anyway), Mastermind (this is single-player, in my personal
opinion – fight me! – the codemaster doesn’t technically have anything “real” to do; their only purpose is to hold secret information), and I never got into Sudoku principally because I
found implementing a solver much more fun that being a solver.
Anyway: Robert’s post shows that he’s got too much time on his hands when his wife and kids are away, and it’s pretty fun.
Being on your phone all the time and while also not being on your phone all the time has never been more important.
“It is as if you were on your phone” is a phone-based experience for pretending to be on your phone without needing to be on your phone. All from the comfort of your phone.
Relax and blend in with familiar gestures and realistic human behaviour.
When I tried this fun and experimental game, I was struck by a feeling of deja vu. Was this really new? It felt ever so familiar.
Turns out, it draws a lot of inspiration from its 2016 prequel, It is as if you were playing
chess. Which I’d completely forgotten about until just now.
It really is almost as if I were on my phone.
Anyway, It is as if you were on your phone is… well, it’s certainly a faithful simulation of what it would be like to be on my phone. If you saw me, you’d genuinely think that
I was on my phone, even though in reality I was just playing It is as if you were on your phone on my phone. That’s how accurate it is.
I’ve been playing Sean O’Connor’s Slay for around 30 years (!), but somehow it took until today, on the Android version,
before I tried my hand at “rewilding” the game world.
The rules of the game make trees… a bad thing: you earn no income from hexes with them. But by the time I was winning this map anyway, I figured that encouraging growback would be a
pleasant way to finish the round.
Play your videogames any damn way you want. Don’t let anybody tell you there’s a right or wrong way to enjoy a single-player game. Today I took a strategy wargame and grew a forest. How
will you play?
A straight white guy friend was complaining about not being able to find any gaming groups for WoW that weren’t full of MAGA assholes. He said he keeps joining guilds with older
(60+) casual gamers like himself because he can’t keep up with the kids, and he’ll start to make friends, but then they will reveal themselves to be Trump-lovers. He asked, “What am
I doing wrong?”
…
This was about 3 months ago. Now, he tells me he joined a guild labeled as LGBTQ-friendly and has made several new cool friends.
…
He mentioned that there are many women and PoC in the group too, and “Everyone’s so nice on dungeon runs, telling people they did a good job and being supportive, sharing loot.”
I didn’t tell him that this is what the whole world would be like without patriarchal toxic masculinity, because I think he figured it out himself.
I’ve plucked out the highlights, but the deeper moral is in the full anecdote. I especially loved “…furries are
like lichen…”. 😆
What do you reckon? Is he trying to go for a domination victory without ever saying “MY THREATS ARE BACKED BY NUCLEAR WEAPONS!”? His track record shows that he’s arrogant enough to
think that the strategy of simply renaming things until they’re yours is actually viable!
After I saw Mexico’s response to Google following Trump’s lead in renaming the Gulf of Mexico, this stupid comic literally
came to me in a dream.
Adapts screenshots from Sid Meier’s Civilization (1991 DOS version), public domain assets from
OpenGameArt.org, and AI-assisted images of world leaders on account of the fact that if I drew pixel-art world leaders without assistance then
you’d be even less-likely to be able to recognise them.
Except to children, I don’t really give Christmas presents to (or expect to receive them from) others any more.
But that didn’t stop my buying myself a gift of a particularly fun Lego set to build over the festive period (with a little help from the eldest child!).
Today, while I cooked dinner, I introduced my two children (aged 10 and 8) to Goat Simulator.
Within half an hour, they’d added an imaginative twist and a role-playing element. My eldest had decreed themselves Angel of Goats and the younger Goat Devil and the two were locked in
an endless battle to control the holy land at the top of a rollercoaster.
The shrieks of joy and surprise from the living room could be heard throughout the entire house. Perhaps our whole village.
My past self, receiving a copy of Transport Tycoon for his 14th birthday, would have his mind blown if he could see the kind of insanely-complex super-stations that are
possible in (the open-source successor to) the game 30 years on.
Of course, this kind of thing – multiple simultaneously shared in-and-out routes on a bidirectional station – wasn’t (sensibly) possible before the introduction of path-based signalling in OpenTTD 0.7.0. And modern path-based signals in the game are even smarter.
But still, 14-year-old me had a dream. And nowadays that dream is real.
My life affords me less time for videogames than it used to, and so my tastes have changed accordingly:
I appreciate games that I can drop at a moment’s notice and pick up again some other time, without losing lots of progress1.
And if the game can remind me what it was I was trying to achieve when I come back… perhaps weeks or months later… that’s a bonus!
I’ve a reduced tolerance for dynamically-generated content (oh, you want me to fetch you another five nirnroot do you? – hard pass2):
if I might only get to throw 20 hours total at a game, I’d much prefer to spend that time exploring content deliberately and thoughtfully authored by a human.
And, y’know, it has to be fun. I rarely buy games on impulse anymore, and usually wait weeks or months after release dates even for titles I’ve been anticipating, to see
what the reviewers make of it.
That said, I’ve played three excellent videogames this year that I’d like to recommend to you (no spoilers):
Horizon: Forbidden West
I loved Horizon: Zero Dawn. Even if this review persuades you that you should play its sequel, Forbidden
West, you really oughta play Zero Dawn first3.
There’s a direct continuation of plot going on there that you’ll appreciate better that way. Also: Zero Dawn stands alone as a great game in its own right.
Horizon gives a lot to love, from a rich world and story, immersive environments, near-seamless loading, excellent voice acting, and a rewarding difficulty curve. But perhaps
all are second-place to what a kickass character the protagonist is.
The Horizon series tells the story of Aloy from her childhood onwards, growing up an outcast in a tribal society on a future Earth inhabited by robotic reimaginings of
creatures familiar to us today (albeit some of them extinct). Once relatively docile, a mysterious event known as the derangement, shortly before Aloy’s birth, made these
machines aggressive and dangerous, leading to a hostile world in which Aloy seeks to prove herself a worthy hunter to the tribe that cast her out.
All of which leads to a series of adventures that gradually explain the nature of the world and how it became that way, and provide a path by which Aloy can perhaps provide a brighter
future for humankind. It’s well-written and clever and you’ll fight and die over and over as you learn your way around the countless permutations of weapons, tools, traps, and
strategies that you’ll employ. But it’s the kind of learning curve that’s more rewarding than frustrating, and there are so many paths to victory that when I watch Ruth play she uses tactics that I’d never even conceived of.
Horizon: Forbidden West is like Zero Dawn but… more. More quests, more exploration, more machines, more characters, and more of the same story, answering questions
you might have found yourself thinking during the prequel. But it’s not just more-of-the-same.
Forbidden West is in some ways more-of-the-same, but it outgrows the mould of its predecessor, too. Faced with bigger challenges than she can take on by herself, Aloy comes to
assemble a team of trusted party members, and when you’re not out fighting giant robots or spelunking underwater caves or exploring the ruins of ancient San Francisco you’re working
alongside them, and that’s one of the places the game really shines. Your associates chatter to each other, grow and change, and each brings something special to the story that invites
you to care for each of them as individuals.
The musical score – cinematic in its scope – has been revamped too, and shows off its ability to adapt dynamically to different situations. Face off against one of the terrifying new
aquatic enemies and you’ll be treated to a nautical theme, for example. And the formulaic quests of the predecessor (get to the place, climb the thing…), which were already
fine, are riddled with new quirks and complexities to keep you thinking.
And finally: I love the game’s commitment to demonstrating the diversity of humanity: both speaking and background characters express a rarely-seen mixture of races, genders, and
sexualities, and the story sensitively and compassionately touches on issues of disability, neurodiversity, and transgender identity. It’s more presence than
representation (“Hey look, it’s Sappho and her friend!”), but it’s still much better than I’m used to seeing in major video game releases.
Thank Goodness You’re Here!
If ever I need to explain to an American colleague why that one time they visited London does not give them an understanding of what life is like in the North of England… this is the
videogame I’ll point them at.
Among the many language options available for the game are “English”, as you’d probably expect, and “Dialect”, which imposes a South Yorkshire accent to everything, as illustrated
here by the main menu.
A short, somewhat minigame-driven, absurd to the point of Monty Python-ism, wildly British comedy game, Thank Goodness You’re
Here! is a gem. It’s not challenging by any stretch of the imagination, but that only serves to turn focus even more on the weird and wonderful game world of Barnsworth (itself
clearly inspired by real-world Barnsley).
Playing a salesman sent to the town to meet the lord mayor, the player ends up stuck with nothing to do4,
and takes on a couple of dozen odd-jobs for the inhabitants of the town, meeting a mixed bag of stereotypes and tropes as they go along.
Ahm gowin t’shop to gi’ sumof Big Ron’s Big Pies! Y’wanout, buggerlugs? Players without a grounding in Yorkshire English, and especially non-Brits, might benefit from turning
the subtitles on.
Presented in a hand-drawn style that’s as distinctive and bizarre as it is an expression of the effort that must’ve gone into it, this game’s clearly a project of passion for
Yorkshire-based developers Coal Supper (yes, that’s really what they call themselves). I particularly enjoyed a recurring joke in which the
player is performing some chore (mowing grass for the park keeper, chopping spuds at the chippy) when the scene cuts to some typically-inanimate objects having a conversation (flowers,
potatoes) while the player’s actions bring them closer and closer in the background. But it’s hard to pick out a very favourite part from this wonderful, crazy, self-aware slice of
Northern life in game form.
Tactical Breach Wizards
Finally, I’ve got to sing the praises of Tactical Breach Wizards by Suspicious
Developments (who for some reason don’t bother to list it on their website; the closest thing to an official page for the project other than its Steam entry might be this launch announcement!)5, the
team behind Gunpoint and Heat Signature.
The game feels like a cross between XCOM/Xenonauts‘ turn-based tactical combat and Rainbow Six‘s special ops theme. Except instead of a squad of gun-toting
body-armoured military/police types, your squad is a team of wizards in a world in which magical combat specialists work alongside conventionally-equipped soldiers on missions where
their powers make all the difference.
Jen the Storm Witch primarily uses large static shocks to fling targets around: relatively harmless, unless she and her teammates have arranged for/tricked enemies to be standing next
to something they can be thrown into… or near a window they can be flung out of!
By itself, that could be enough: there’s certainly sufficient differences between all of the powers that the magic users exploit that you’ll find all kinds of ways to combine them. How
about having your teleport-capable medic blink themselves to a corner so your witch’s multi-step lightning bolt can use them as a channel to get around a corner and zap a target there?
Or what about using the time-manipulation powers of your Navy Seer (yes, really) to give your siege cleric enough actions that they can shield-push your opponent within range of the
turret you hacked? And so on.
But Tactical Breach Wizards, which stands somewhere between a tactical squad-based shooter and a deterministic positional puzzle game, goes beyond that by virtue of its
storytelling. Despite the limitations of the format, the game manages to pack in a lot of background and personality for every one of your team and even many of the NPCs too (Steve Clark, Traffic Warlock is a riot). Oh, and much of the dialogue is laugh-out-loud funny, to boot.
The dialogue between your teammates – most of it right as they’re about to breach a door – reads like lighthearted banter but exposes the underpinning backstory of the setting.
The writing’s great, to the extent that when I got to the epilogue – interactive segments during the credits where you can influence “what happens next” to each of the characters you’ve
come to know – I genuinely flip-flopped on a few of them to give some of them a greater opportunity to continue to feature in one another’s lives. Even though the game was clearly over.
It’s that compelling.
And puzzling out some of the tougher levels, especially if you’re going for the advanced (“Confidence”) challenges, too, is really fun. But with autosaves every turn, the opportunity to
skip and return to levels that are too challenging, and a within-turn “undo” feature that lets you explore different strategies before you commit to one, this is a great game for
someone who, like me, doesn’t have much time to dedicate to play.
So yeah: that’s what I’ve been up to in videogaming-time so far this year. Any suggestions for the autumn/winter?
Footnotes
1 If a game loads quickly that’s a bonus. I still play a little of my favourite variant of
the Sid Meier’s Civilization series – that is, Civilization V + Vox Populi (alongside a few quality-of-life mods) but I swear I’d play
more of it if it didn’t take so long to load. Even after hacking around it to dodge the launcher, logos, and introduction, my 8P+4E-core i7 processor takes ~80 seconds from clicking
to launch the game to having loaded my latest save, which if I’m only going to have time to play three turns is frustratingly long! Contrast Horizon: Forbidden West, which I
also mention in this post, a game 13 years younger and with much higher hardware requirements, which takes ~17 seconds to achieve the same. Possibly I’m overanalysing this…
2 This isn’t a criticism of the Elder Scrolls games specifically, but of the
relatively-lazy writing that goes into some videogames that feel like they’re using Perchance to come up with their quests, in order to stretch
the gameplay. I suppose a better example might have been the on-the-whole disappointment that was Starfield, but I figured an Elder Scrolls reference might be easier
to identify at-a-glance. Fetch-questing 100 tonnes of Beryllium just doesn’t have the same ring to it.
3 In fact, if you’re trying to consume the Horizon story as thoroughly as
possible and strictly in chronological order, you probably should read the graphic novel between one and the other, which covers some of the events that occur between the two.
4 Did you ever see the alternate ending to Far Cry 4, by the way? If you
did, you might appreciate that a similar trick can be used to shortcut Thank Goodness You’re Here! too…
5 They’re also missing a trick by using the domain they’ve registered,
wizards.cool, only to redirect to Steam.