Showing posts with label Video Games. Show all posts
Showing posts with label Video Games. Show all posts

December 28, 2020

2020 Big Game Theory Video Game Recommendations


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Being the giant game geek that I am, holidays inevitably end up with friends and family asking me for recommendations. Not that I mind, as I am always looking for an excuse to talk games! But, I’m often left a bit flat-footed when it comes to making recommendations. Perhaps I don’t step back and reflect on what the standouts have been over the years. Or perhaps too much time is spent thinking about games from the perspective of critique and analysis, as opposed to “what should I buy?”.

So this thread will perhaps be the start of a new yearly tradition of rounding up games that I’ve played, whether new-to-the-year or just older classics worth mentioning. This first endeavor is going to focus on video games, primarily because the Steam sale is ending on January 5th and if anyone needs guidance on where to spend their holiday bucks, this might be useful.

Without any further fanfare, let’s just jump into things!



September 29, 2020

The Waxing & Waning of My Gaming Obsessions


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Consider this blog post an acknowledgement that I’m eternally flitting between micro-obsessions when it comes to the gaming hobby. More specifically, my gaming habits follow a pattern where at any given moment I’m knee deep into one (or maybe two) distinct “niches” within the hobby. But a moment later, one leg (or both legs) hopscotch over to another niche undertaking.

And often, these efforts take the form of some type of “project” that I’ve undertaken. And even more so, these “projects” often connect me to other niche communities (on the web or otherwise) in which I immerse myself for a period of time until the “project” is done. Then I find myself in an aimless period before settling down into the next niche hobby project.



April 18, 2020

Board Games Make Better Strategy Games


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From gallery of Mezmorki

The title of this essay is a declarative statement. It’s of course open to debate and I’m not suggesting this is an unequivocal rule. But at least in my experience, when I think about the “crux” moments that are the pinnacle of strategic intrigue - where the fate of everything is hanging on the line or where you wait breathlessly to see if your gambit pays off - board games provide both a greater “density” and a greater “diversity” of such moments in comparison to strategy video games.

There are, I believe, a number of factors that contribute to this situation. There are things unique to the design needs and expectations of board games that enable “deep and interesting decisions” to come to the forefront. There are also things, on the video game side of the table, that frequently distract, diminish, or are otherwise at odds with their capacity for deep strategic gameplay. I want to explore both of these dimensions in an effort to tease out, if possible, some poignant ways that strategic video games - especially 4X games - might better capture the strategic depth they aspire to.

Before we get too deep, let’s consider for this article what I mean when I talk about deep, or interesting, or compelling strategic decision points (or the “crux” moments). Principally, I feel these moments exist when: (1) having read and understood the “game state” you are faced with having to decide between mutually exclusive courses of action; (2) these decisions are consequential and have a traceable link to your eventual victory or defeat; and (3) predicting the outcomes of your decisions are laced with enough uncertainty that player skill, experience and heuristics matter for good play (i.e. you can’t just look up an optimal build order and call it a day).

This definition is a lot to unpack. But let’s explore two facets of it.



January 20, 2020

The Curious Case of 4X Games, Efficiency Engines, and Missing Strategic Gambits


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I've long been a fan of the 4X genre, while also being frequently critical of it and its many floundering conventions. Despite the renaissance and watershed of renewed interest in the genre, there is a worrying lack of design advancement in my estimation. A recent reddit post and ensuing discussion on r/4xgaming encapsulated nearly all my frustrations with the 4X videogame genre in a single question:
Do you know of any [4X] games that will let you fight back after being beaten down, or have the AI be able to come back after you start to gain an advantage over them?
This seems like such an obvious question to ask, and yet it’s one that apparently few, if any, 4X developers have seriously raised, let alone crafted gameplay mechanisms to answer. What’s fascinating about this question is that, while seemingly simple, it nevertheless strikes at two critical points: (#1) the core of what 4X games are; and (#2) the perennial frustrations players have with unsatisfying late game gameplay.




January 17, 2019

Stellaris is Dead... To Me


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First, a disclaimer: This whole post is like just my opinion, man.

Now onto the grave business at hand…

I was listening to Three Moves Ahead 2018 yearly review of strategy gaming, and the conversation inevitably swung around to how things went for Paradox this year, which unsurprisingly gets us to Stellaris (which has been the hottest space 4X videogame since 2016 - for those that might be wondering). One of the panelists made a comment to the following effect (I’m paraphrasing): I finally have to come to terms with the fact that Stellaris is increasingly not - nor likely to ever be - the game I imagined it would be.

I couldn’t agree more.




December 2, 2016

Smorgasbord: Good Things in Small Packages


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Recently, my gaming and design interests are gravitating towards “smaller” games. They might be physically smaller games or have more condensed, less sprawling gameplay - or some combination of the two. Part of this is no doubt driven by time. Getting together with a big group of people for an extended gaming session is a challenged endeavor. And so I’ve turned more towards games that I can play on a more casual or spontaneous basis, particularly among my immediate and extended family circles. These tend to be games that are quick to setup, straightforward enough that a 6- or 7-year old could stumble through, and yet which still have some appealing “hook” that gets people wanting to play.

In looking back, I realize these “what I’ve played” posts that were supposed to be monthly or quarterly thing are more like a yearly thing. Ah well - that just means there is more to walk about! So anyway, over the past year, here’s a little run down of what I’ve been playing - along with some other stuff thrown in for good measure!



August 26, 2016

Reflecting on Depictions of the Great War


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I just finished listening to Dan Carlin’s podcast series on World War I Blueprint for Armageddon. A friend, far more into history than myself, urged me to listen to the show - and on a whim I did. Approximately 24-hours later, spread out over the course of a month, I have absorbed it - in all of its shocking, horrifying, and tragic reality.

I’ve never been a big history buff, preferring instead to appreciate the subject from afar and look forward. But I am utterly enriched by having listened to this tale of humanity gone off the rails. The time period leading up to the Great War and during it, is a time I knew little about - but always seemed so interesting to me, the roots of it so buried in the past and yet so close and tangible to the modern world.
 


July 21, 2016

Delusions of Grandeur (Part 2)


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PART 2: The Fresh Smell of Administrative Air

My delusions continue from Part 1 of this series, which provides teasers, spoilers, and other amazing ideas I have for creating my very own, not-another, space-based 4X game. Last time I outlined the big vision for my 4X game, Transcend, which is built around the notion of guiding your civilization to transcendence while avoiding any number of galactic threats that want to eat you and your citizenry for a midnight snack. I also talked about some specific design goals, around trying to eschew the usual 4X complexity for something built around simple numbers and a relatively small number of total turns. In other words, a more finely tuned game all about hard decisions and big consequences.

In this installment, I’ll be talking about a few core elements of the design related to the structure of your empire and its management.



July 18, 2016

This Thing Called Strategy


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Geopolitical strategy, circa 1675


For the past few years, a question has been haunting my dreams: What is strategy? A narrower follow up question is: What makes a compelling strategy game?

One reason this question has been bothering me, particularly in terms of 4X or Civilization-style games, is that so often the gameplay does not feel like what strategy is or ought to be, at least for me. If the gameplay isn’t strategy, then what exactly is it? And if I’m not getting what I want out of a strategy game, then what in the heck do I really want?!

I have a number of pet theories floating around these troubling questions, which might help me work towards an answer. Fair warning though, much of this article will be spent in the realm of “pontification” or “theorycrafting.” Back in the old days, we called this “BSing.” You’ve been warned!



July 5, 2016

Ubiquitous Violence


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My father passed away recently in a tragic accident - and so I’ve been thinking and reflecting.

My dad was a staunch supporter of non-violence in all aspects of his life. But despite this, while I was growing up he purchased a fair number of violent games upon my request - such as the First-Person Shooter (FPS) game Doom and its many followers and derivatives. At the same time, he always stressed the importance of separating reality from fiction. And while he allowed me to play these games, I knew he found them distasteful and the violence unnecessary - especially when there are so many other wonderful things one might explore instead. He was always looking for a game that emphasized discovery and mystery, or story and problem solving, or journeys and narratives. Anything other than yet more violent action for its own sake.
 


January 22, 2016

Smorgasboard 2015-16: What's Going On Edition


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Hello fellow readers! It’s been a little time since posting, but I felt a year-end recap and look-a-head into 2016 was in order. Please bear with the Smorgasboard nature of this post, but do feel free to bounce around, sampling which ever delights strike your fancy.

Today’s Menu:
- Boardgames!
- Articles & contributions!
- Wot I’m Playing!
- Game design projects!



November 13, 2015

Prepare to be Assimilated: The Roguelike-ification of All Games


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Note: This article is cross-posted on eXplorminate. If you enjoy this article, please check out eXplorminate's coverage of 4X and strategy games. A gentle reminder that there is also a dedicated site, off-BGG, for Big Game Theory! ~ Cheers!


Karen broke her leg!? Oh snap!!

The world of roguelikes and roguelike-likes (i.e. games with a selection of roguelike elements) is on the rise. In some ways, I wonder whether this is driven by the Nintendo-generation’s (or earlier) nostalgia for games that were f-ing hard. The kind of hard that made you throw the controller across the room. The kind of hard that didn’t have a save feature, let alone autosaves. You know what I mean. These were the games you had to leave paused with the TV off, crossing your fingers that the power light didn’t catch mommy’s eye in the dark of the night, prompting her to shut the thing off and ruin that flawless run. Those were the days; games were brutal and our perseverance was put to the test.



October 21, 2015

Delusions of Grandeur (Part 1)


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Preamble: A Fool’s Quest

It may come as no surprise that I have aspirations to design a 4X game. I’m sure many of you reading the headline have entertained such thoughts as well. And while I have designed and published a 4X board game (and am no stranger to the design process) my spider-sense tells me that designing a 4X video game is like navigating a minefield. There is so much that can blow up. We also appear to be entering a heyday for 4X games, which begs the question “do we need yet another 4X game rampaging through the market?” Probably not. But that isn’t going to stop me from dreaming and putting forward a vision for what I feel would be something unique and different.



October 13, 2015

What's Going On!? The Game of Too Many Excuses


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The last two months have been crazy. But it seems like the last two months are always crazy, so I suppose that’s no excuse for having not updated the blog. And despite my effort to make the What’s Going On!? series a more regular thing - it seems I haven’t. But you’ll all forgive me I’m sure, because now, ladies and gentlemen, it is time for another What’s Going On!? Roll the excuses ...



August 10, 2015

A Genomic Framework for Game Analysis


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Theoretical frameworks are conceptual models or tools that help us organize our thinking and enhance our understanding of how different concepts interrelate. Much of Big Game Theory! has focused on developing frameworks to help make sense of games. This effort has been directed towards developing language, terminology and associated concepts to support both game design and game analysis. Whether you are a designer, a critic, or a player, these frameworks can help us articulate an idea, dissect a reaction or "feeling" we have, and be more aware of how games operate "under the hood."

One of my larger ambitions has been towards developing a "Science of Board Games." This post is the latest installment in this line of thinking, expanded to include all games (video games, tabletop games, etc.), and is an effort to unify different frameworks that have been presented by myself and others over the years. A shortcoming of many earlier frameworks is that, while they are useful, they are also not terribly specific. I’m interested in looking at a larger range of terms we use to discuss games and see how all of these terms might integrate into a more cohesive and unified model for understanding games.



August 4, 2015

These Halls I Walked: An Homage to Doom and Quake


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Over the past few weeks I’ve been going through various computer archives and backing up old decaying data onto a shiney new 2TB drive. Along the way I’ve unearthed various troves of lost treasure, scattered like leaves amidst small piles of portable drives and burned CDs. Among these were files for Doom and Quake, two legendary games from id Software, and which were among the first to crawl out of the primordial ooze of the person shooter (FPS) genre. Indeed, one might argue, they helped make the ooze in the first place.

I looked up the dates for when these games were first released: Doom (1993), Doom II (1994), Quake (1996), Quake 2 (1997), Quake 3: Arena (1999). I was shocked, and I’m going to spill my age here, but I was 12 when Doom was released. I didn’t start playing the Doom games until after Doom II was released, so in actually I was fourteen-ish when these games panned into my field of view. I was sixteen when the Quake launched, and I still remember an all-night LAN party my friends and I had after graduating high-school in 1999, the year Quake 3 was released.



July 30, 2015

The Rise of Boardgame-Like Games and the Platform Paradox


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The last year has felt that the various scions of the gaming world are on a collision course. Digital games are increasingly being released cross-platform on desktop, console, and mobile platforms. The boardgame market continues to grow and is spilling over into the mobile market place through digital boardgames at a faster rate. Videogame developers are taking note and designing and marketing games with "boardgame-like qualities".

Yet all of these interaction points, between serious (hardcore) gamers and mobile gaming, between boardgames and mobile games, and between videogame design notions and boardgame-like-ness, are sources of tension. But in every issue there is an opportunity, right? I can't help but forecast a bit into the future and envision an ecosystem of games that evolve at this nexus of gaming pressures: original and cross-platform digital games that embrace "boardgame-like" design principles and appeal to both serious/hardcore gamers as well as a broader segment of the market.

This post will break down these trends and provide some reflection on what I think it could mean. This is all total speculation and reporting based on my observations and discussions with others. Discussion of all forms is encouraged! Let's get on with the show.



June 3, 2015

What's Going On? Roguelikes and Like Other Stuff


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What’s Goin On!? will be a regular feature around these parts. Regular, as in me posting, on a whim, a veritable smorgasbord of thoughts and quick reactions to games I’ve been playing lately as well as other assorted ideas I’ve had. Beware!

What’s on my mind?

I’m an eXplorminator!

First, I should mention that I’ve signed on in (maybe in blood, I’m not sure yet), as a staff writer and contributor to eXplorminate. eXplorminate is a group of 4X and strategy game enthusiasts that endeavor to bring the 4X gaming community together as well as provide regular content in the form of reviews, previews, articles, podcasts, youtube videos, and … you get the picture. It’s a great group with an active Steam community. If you are interested in strategy games (aren’t we all here?) and 4X games in particular, it’s worth checking out the group.

So far I’ve written a review for the second Age of Wonders III expansion, Eternal Lords, as well as a comprehensive review of all of Age of Wonders III, with the patches and both expansions in effect. Spoiler - I think it’s one of the finest strategy games in recent memory. I love it, and it remains one of my most played games in years (over 400 hours!). In terms of this blog, expect to see a number of articles, reviewers or otherwise, cross-posted between here and eXplorminate.

Now, on to the games!



April 30, 2015

A Shattered Dream: Critiquing the 4X Genre


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I’ve been struggling to write a holistic critique of the 4X genre for a while. On one hand, I ask myself “why is such a critique even necessary?” On the other, I feel that the genre is at a crossroads. Different tensions, for good or for bad, pull the genre in different directions. Trying to understand these tensions, which shape the genre’s landscape, will (hopefully) illuminate more challenges and opportunities in 4X design. Of course, I have my own aspirations of making a 4X videogame, so understanding the current “state of affairs” is important for designing in an informed manner and navigating through this messy environment.

Thankfully, a recent Three Moves Ahead (3MA) podcast on 4X games gave me the needed kick-in-the-pants to get me writing. The 3MA episode, intentionally or not, provided a rather scathing critique of the entire 4X genre and its failings, as well as highlighting a few small bright points of promise. I felt myself doing the proverbial headbang dance as I listened to the podcast, as many of their reactions and sentiments echo my own. Engaging in the 4X genre is a bit of a shattered dream, where we sift through the shards in hope of finding that one perfect game. But so often we cut ourselves on the glass.



March 12, 2015

Off the Shoulder of Orion - Sid Meier's Starships at First Blush


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Sid Meier has been hanging out in different waters these past many years, designing somewhat more streamlined games often intended for mobile platforms (or to go cross-platform). After a relatively mixed reception for Sid Meier's: Beyond Earth (that wasn't the Alpha Centauri successor we were looking for), in which Sid Meier had very little involvement, Sid Meier's Starships was announced - and there was much rejoicing.

Starships released today on PC, Mac, and iPad. Herein follows my very initial impressions after a short while playing on EASY difficulty to figure out what was going on. Note, that I'm playing on my iPad Mini 1st gen, which is the same hardware as iPad2 - so I'm assuming it plays fine on iPad2. Yay!

Let's start at the beginning ...