Digital Games can be Social Experiences

Professor Mark Durkin from the University of Ulster suggested:

“For customers, the constant and often simultaneous use of laptop, MP3 player, smart phone and TV, especially by our young people, has serious implications in terms of attention and focus, he says.
“Of note is the fact that such stimulating multi-tasking makes the necessary recovery time needed by the brain for consolidating daily thoughts increasingly absent.
“Time once available for reflection, thought and consideration is being eroded by the constant noise of electronic devices demanding our attention.

“In actuality, society has become enslaved by what we still view to be liberating technology.
“What needs to be realised is that the technological capability that purports to enable the ‘social’ in ‘social networking’ simply creates a sleepy virtual environment populated by discrete interactions that are often narcissistic, superficial and ephemeral.
“As a society we are actually connected only in our collective belief that the Internet ‘connects’ us socially”.

In the 1950s, this would have been about rock and roll music.

The article is mainly about how businesses cannot interact using internet-based social marketing in a half-hearted way. And I think h’s inferring that this alone is where the enslavement appears. By the same token we are enslaved by the television (it forces us to turn it on and watch it if we want to see our favoured shows), we are enslaved by the kettle (we are forced to turn it on and wait for it to boil if we want a cup of tea) and we’re enslaved by the very air around us (which we are forced to breathe or else we die). As Professor Durkin is a Professor of Marketing at the University of Ulster and professionals in marketing education are reeling from the effects of the Internet, technology and social networking, it’s not entirely surprising to see this reaction. It’s not possible to just teach the 4 Ps “Marketing Mix” and hope that’s enough to educate tomorrows marketing experts. It fails to take into account the social effects (unless you count individual and mass communications under Promotion).

Personally I find that technology is liberating. Yes, we become complacent about it and maybe dependent to a degree but we can re-learn if the technology is not available. But technology is liberating, it is social and it can cause interactions which were not present before. For example, check this video out.

From single user devices, we find that multi-user devices are better at enabling interactions. Especially at 0:07 when Jacob ditches the Nintendo DS.

Are either of these individuals enslaved or has the technology advanced to the point where they can share an experience.

Once, Twice, Three Times a Detective

Dolgion Chuluunbaatar of Gamasutra writes about non-linear adventure games:

As I was on vacation, I picked up my sister’s copy of Sherlock Holmes stories, and quickly I got caught up in the really really beautifully narrated and well thought-out plots. As I had my phase of obsessively playing the classic LucasArts adventure games, the very first Holmes story “A Study in Scarlet” led me to think about the adventure game genre.

In “A Study in Scarlet”, Sherlock Holmes is first introduced to the reader by the narrator and companion Dr. Watson. It is through his eyes that we perceive the story and Holmes’ actions, not counting in the second part that explains some of the necessary background of the plot.

It’s almost always the question of “What did the game designer want me to understand so that I can find the trigger to advance the narrative?”. It’s trigger that sometimes puts me off, because in a badly designed game, it can end up in senseless actions being asked of the player and therefore he/she gets stuck for no valid reason. With good puzzle design, this can be minimized, but still, it all puts the player’s range of action into an uncomfortable corset.

This design paradigm consists of the basic idea that the player should be able to solve a problem by using their own brain power instead of hunting for triggers. Triggers are a more primitive way of the designer forcing the player to think, sadly resulting in use-everything-with-everything orgies if badly done.

A non-linear approach allows the player to make mistakes and encourages the player to make their own conclusions and gives them the power to execute on them. Of course a autonomous world to do that in is awesome already by itself and it should allow for pretty new motivation to replay an actually linear plot line if it was not for the player :D.

Of course, as a gamer I’ve run many detective games. These range from the high thrill, high horror, low schlock games like SLA Industries to the low key, psychic conspiracy thrillers like The 23rd Letter.

In the 80s, I remember playing Consulting Detective with the older kids and thoroughly enjoyed the level of detail, the requirement for immersion and visualisation and the reliance on observation and deduction. But it was not a popular game because to the average teenager, the game was hard. We were smart kids (most of us anyway), and yet we seemed more stupid in a group. Smart as we were, we were no Sherlock Holmes.

It is my belief that when running a detective game, you have to remember that the players are often less than the sum of their parts (due to confusion, interrupted narrative, last night’s football results and the imminent arrival of spicy food and naan bread).

This means that even smart individuals may miss important clues, may not see the allusions and the inferences in the newspaper clippings, fag ends and hastily scrawled dying notes which litter the genre. We all have day jobs and families and we’re not the super-obsessive compulsive consulting detective that the game might assume so the designer has to take the step of telling us once, telling us twice and telling us a third time to make sure we get the clue. We might misremember small facts, forget to keep copious notes (which, in my opinion, spoils the enjoyment of the game) or simply we may not be wired to think that way. Kevin Beimers of Straandlooper spoke about this aspect of game design at an event we held at Belfast Metropolitan College earlier this year. Clues need to be logical and discoverable.

There is also the problem when this translates into a video game that the game will often, by necessity, highlight items which are important. Games like Myst and Hector: Badge of Carnage thankfully escape much of this but it can be maddening to be tapping around trying to figure out exactly how to get something to work as a fan belt.

But we enjoy the discovery, even as it frustrates and confounds us. I’ve had almost as much fun watching someone play an engaging game as I have had playing it. So, why are there so few multiplayer detective games?

Are there any?

Current Inspirations

Portal – for the non-violent nature of it and the neat teleportation physics puzzles. And removing half of the stupid ways to die. And for this.

Mirror’s Edge on iPad – for the simple swipe-based mechanics, showing us a new way to do a simple platformer. For showing us how to convert a FPS for touch. And for this.

Left4Dead – for uncompromising 4 player co-op on both sides. For re-inventing the entire zombie genre. For much fun and great instakills. And for this.

Myth – for showing us that you don’t need to spend two hours building an army for a 10 minute fight. And building a kick-ass story around it. And for this.

And two movies.

Primer – for providing an all-round mind-fuck of a movie. and it’s available for free (linked here) on low-resolution web video and of course, available as a DVD.

Inception – only just out and not long out of the cinemas so there’s not a lot that I can say without introducing spoilers. So go and look at the trailer here and then go watch the movie. All I can add is “BRRRRANNNNNGGGGGGG”. You’ll know what I mean after you watch it.

8 Bit Demakes

This article describes 8 bit de-makes – remaking some of todays popular games in 8 bit and 16 bit forms. Some of them still look amazing such as Little Big Planet and Mirrors Edge.

All of them are great but these two – you can see why I like them – they’d work really well on a 3.5 inch screen if you know what I mean 🙂 Mirrors Edge is almost already there but looking at LBP – that would, could be a lot of fun.

Runnin and Jumpin genre mash

Earlier this week, we had a meeting of local iOS developers and we segued into a conversation about the development of game ideas ahead of a ‘gamestorming’ event we have planned for next week.

We talked about the development of game ideas and there was a look at the Mirror’s Edge game in the context of being a game which essentially involves running and jumping. I decided to add a little pastiche here using the powers of Youtube. All of the games listed below bring different perspectives to the running and jumping genre.

The first running and jumping game was Donkey Kong (1981):

but possibly the most famous running and jumping game is Super Mario Bros.

A recent game by an Irish developer is Into the Twilight (iTunes link). It shows a different theme for running and jumping games.

and finally, I present Mirror’s Edge for iPad which I personally think is streets ahead of the FPS released on consoles and PC. But where it wins is in the interface. Touch interface is perfect in this game.

I would not have played if…

From Wired:

A federal judge is allowing a negligence lawsuit to proceed against the publisher of the online virtual-world game Lineage II, amid allegations that a Hawaii man became so addicted he is “unable to function independently in usual daily activities such as getting up, getting dressed, bathing or communicating with family and friends.”

Smallwood claims to have played Lineage II for 20,000 hours between 2004 and 2009. Among other things, he alleges he would not have begun playing if he was aware “that he would become addicted to the game.”

Take some personal responsibility, lard-ass.

Reunited

Today I moved about 150 kgs of my gaming collection to my house from my parents house. Keen-eyed geeks will be able to easily identify some of the game books here and some of you will even be upset at my organisation of the collection which, at the moment, is very coarse and will be improved as more of the collection is moved here. There’s easily another 150 kgs over there.

My bookshelf

You should be able to spot Traveller, Godlike, Star Trek, Blue Planet, Rolemaster, Middle Earth Roleplaying, Doctor Who, James Bond, Ars Magica, Call of Cthulhu maybe more.

I posted this pic on my Tech blog but when I think about it, it’s just as appropriate here.

The Doctor has arrived!

The new Dr Who RPG from Cubicle 7
The new Dr Who RPG from Cubicle 7

It arrived. And I’ve been preparing.

I’ved watched five episodes of Torchwood (the Children of Earth miniseries) as well as four episodes of Tom Baker’s Doctor (Robot) and a few episodes of Tennant’s Doctor (Silence in the Library, Stolen Earth). I’ve got plans to watch all of Eccleston’s Doctor over the weekend. I’d avoided most of the Doctor Who new stuff – having been soured of the Doctor by successively Sylvester McCoy and Paul McGann and to be honest I’d never really warmed to David Tennant’s portrayal – it just seemed a little madcap, a little too camp.

So, it’s looking like Delta Green may be on hold for a while due to the holidays and some folks personal situations so I’m kinda keen to see what the fuss is all about.

I may have also ordered a copy of the Dr Who Technical Manual from Noble Knight Games. I already own a copy somewhere in the depths of my parents house – which, interestingly enough, I won when I was a kid from a competition which ran in the Daily Mail. It’s the sort of fanboi hardback that every kid in the world should have. It even included things I’d never heard of – Movellans, CyberMats and other things from earlier in the many series that make up the canon. With over seven hundred episodes out there – it’s a lot for anyone to take in and I’d previously only really watched part of Tom Baker, most of Peter Davidson and part of Colin Baker’s runs on the role. But you can also view the contents of it right here:

The Doctor Who Technical Manual

Places to go for extra fun?

How about the Official Cubicle 7 Dr Who: Adventures in Time and Space online forum? There’s already heaps of adventure seeds, character and kit writeups and discussions of campaigns that could be run.

Or maybe the Vortex Oracle for quick generation of Dr Who adventure seeds?

QABAL – a brief history of Magic

The beginning of time
In those days giants walked the earth and fought with the gods. Secrets were passed
from the gods to man through Thoth, Prometheus and Hermes Trismegistus – Secrets
of fire, science and magic.

350 BC
Plato describes Atlantis. It symbolises the origin of all knowledge. Believed to
be a myth, certain mystics claim it is a cipher for the location of the biblical
Eden. It has become apparent that there is a link between the ancient gods, Atlantis,
Eden and the biblical Flood that rid the earth of evil.

62 BC
Magi congregate at the court of Antiochus. They have foreseen a great conflict and
a divine peacemaker. The meeting is called to a sudden end after heated arguments
on how to deal with this matter. They depart undecided as to whether they should
welcome this new king or oppose him.

30 AD
Jesus of Nazareth, member of the Essene cult, is arrested and executed. Though he
was crucified by Roman hands it was the desire of his enemies, the Hebrew sorcerers,
that he die as a criminal. His chief disciple, Peter, defeats the sorcerer Simon
Magus in a magical duel and moves the cult of Christ into secrecy to avoid further
persecution.

685 AD
Khalid ibn Yazid, an arab prince, refuses his crown and leaves his court in order
to pursue his studies. He is taught by Morienus, a sorcerer and alchemist, but his
subsequent actions, purging his lands of other sects, have tainted his tradition
so that they are no longer known as holders of a secret wisdom but regarded as butchers.

930 AD
Sabbatai Donnolo unearths the hidden Sefir Yetsira or Book of Creation, a major work
of theology and also of magic and miracles. It is prolific during the Middle Ages
but later passes almost into the realm of myth. Whether or not the work is authentic,
passages from it survive and describe the magic used to create the earth.

1224 AD
A covenant is drawn up between two cults to ensure mutual protection til the end
of the millennium. In their desire to consolidate their agreement they alienate many
of the other cults extant at this time. Fortunately for them, most of these other
cults are destroyed by the fires of the Inquisition but some survive and remember
the betrayal.

1314 AD
Established in 1118 AD, the Knights Templar are destroyed on account of possessing
too much political and economic power. The charges brought upon them, however, were
idolatry and sedition.

1520 AD
In his key work De Occulta, Agrippa lays down his Unity of Traditions, a desire to
unite all religion. His intention was that his magical brethren should unite under
one purpose. His attempt fails but his works were widely distributed and have become
one of the main inspirations on magical thought.

1785 AD
Claude Louis, Count of Saint-Germain reappears to his pupil Etteila. Though his claim
that he is 325 years old is disputed, he surfaces several times in the next eighty
years. The last time he is seen is in 1875.

1850 AD
Eliphas Levi alleges Vintras and his Institute of Pity are an "absurd, anarchic
sect". This may have been true but it also has the effect of endearing Vintras
to Levi’s enemies. The depravity of the time also drew attention back to occult philosophy.
This was received with mixed blessings among the Masters.

1875 AD
The Great Purge Several Masters are slain along with hundreds of their followers.
Their groups were small and their followers weak so there were no retributions. This
highlights the encroaching end of the millennium and the end of the covenant and
thus an attempt to regulate the members of the covenant is made.

1900 AD
Crowley expelled from the Golden Dawn for ‘extreme practices’. He, and some of his
more loyal acolytes, form the Order of the Silver Star.

NOW
The Covenant is ending. An ancient alliance is ending. The future and untold riches
await those with knowledge and power enough to take it
 

 

The Books

A few days ago I received some chilling and frankly angering news.

We’d been distributed through Key20 for the last 18 months (and previous to that as well) and we’d sent them the vast majority of our stock. As of last week, they couldn’t pay so they’re sending back the remaining books and the only money we’re getting is likely going to be paying for shipping back to us.

This is angering me because they received nearly all of our copies of Zombi, for which we’re getting diddlysquat – and that leaves us up the creek without the proverbial paddle.

To this end, we’re just going to offer fulfillment directly through Paypal and work on getting the PDFs done. It’d hard to find the time to do all of this especially when you consider that we’re out a lot of money.

We’ve got a few books of each variety and we’ll be receiving the shipping of the remainders coming soon and aiming for a second printing as soon as we can afford it.

  

SpaceNinjaCyberCrisis XDO

A self contained game set in a world filled with beautiful cyborgs, cute robots, superfast cyberbikes, powered exoskeletons, giant mechanoids, speed lines, comical pets, strange aliens, maniacal villains and demons with amazing groinal powers. The perfect bound A5 book is introduced by a four page comic drawn by the artist is P.J.Holden, known for professional comics work (DNA Swamp, Caliber Comics, 200AD, Judge Dredd Megazine, Fearless).

ISBN: 1-901042-02-2

Stock currently 100+

Reviews:

SpaceNinjaCyberCrisis XDO – Review

Its not often that we do role-playing reviews in the SF&F newsletter but since this game was right up our street we thought what the hell!. SNCC XDO is the new game from Crucible Design, the same team that brought us The 23rd Letter last year (which, incidentally, has just gone into its 2nd edition and is well worth a look), and the standard of this game is at least as high. Like its predecessor, it is designed for the more mature gamer (although there is nothing preventing a beginner from enjoying the game at least as much) and is geared more towards storyline and character than rules. This is not to detract from the system in either game, since both work very smoothly. The point is that the game is left more in the hands of the GM to do with as he sees fit.
The background to SNCC XDO is one immediately familiar to fans of the anime/ manga genre. For the uninitiated, these are Japanese animations and comics dealing with frankly bizarre subjects (and Im a fan!). However, whilst it helps if one has seen at least one or two of the items on the recommended list at the back of the book, it is not necessary. The world is complete in itself and further reading/ viewing only adds flavour. Briefly, the game is set in the year 2019 after humanity has discovered MekaTek, advanced technology allowing mankind to do cool stuff like design whopping great suits of powered armour, space craft and so on. The setting concentrates on San Metro, immediately recognisable to fans of the genre. The citys main landmarks are described as well as a clever section about what Joe Average does in San Metro (a favourite of mine because it proves that they have football in the future). The different power groups in San Metro are described in some detail (handily giving plot hooks to the GM and showing how they fit into the scheme of things) and a brief history is also given. The background is very entertaining and there is plenty for characters to do. There are demons, aliens, cops, robbers, vigilantes, religious whackos, prophesies and too many other things to mention. Suffice it to say, you wont get bored.
Moving back to the system briefly, I have to say it is very, very quick indeed. Characters have ten traits which all start at 3 and are then added to with starting points. MekaTek is also a statistic which begins at 0 – players must spend points to increase it if they want to start out with mad techno gear. Some people might moan about the fact that they cant flesh out the charcter because of the limited skill list; I went through it as an experiment and I could not find anything theyd left out. If a character vitally needs to have a skill in Aardvark Tickling then he can bloody well talk to the GM about it. There is more than enough breadth and depth to allow such variation in the game. The point is that characters are about exactly that – character. Your history and personality should mean a lot more than numbers on a page. Besides which, the game has its tongue very much in its cheek. This is why I like the idea of the Life Notes. Apart from being very funny and setting the tone of the game nicely, they do give players a nice framework to build around. To add to the fun, there are both positive and negative notes which have to balance – for each roll on the positive table, you must also roll on ther negative table. The system itself is devastatingly simple. Roll 2d6 and try to get under your trait. I mean, the old Fighting Fantasy books were harder to suss than that! In short, the system is designed to be simple and quick, and it achieves this very well.
To finish up, you may have guessed that I am quite impressed with this game. Guilty as charged, Im afraid. What can I say? I mean, Im a fan of manga, I like the sense of humour that the game has (I challenge anyone to find a better tag line for a game than one that includes … demons with amazing groinal powers…), I was very impressed with the system and background detail… suffice it to say, you get the picture. As if all of this wasnt enough, the new Crucible Design format of perfect-binding their games is very nice, and theyve even thrown in some art work. This is of a very high standard (I dont know much about art, but I know what I like) and includes a 4-page comic at the start of the book. Were there any faults with the game? Not really. More extensive playing might reveal a few hiccups, but I would be very surprised if there are any. It is designed to be a very fun game so my advice would be that if you like manga or you want to get a game that you can enjoy rather than endure, you should seriously think about buying SNCC XDO.

•REC (spoilers! beware!)

Last night, due to the absence of Jim, we watched movies up at Graham’s rather than gaming. When I arrived (a little late due to teleconferences with NBC), they were just finishing off Dead Set. Michael’s opinion was that it didn’t add anything to the genre and although I think it was excellent, I am inclined to agree.

Afterwards we settled down to watch •REC. And there are spoilers ahead.

Continue reading “•REC (spoilers! beware!)”

Our First Glimpse of an Alien World

Discover Magazine writes about our first glimpse of an alien world.

Achieving a feat that seemed impossible not so long ago, a team of scientists working with the Hubble Space Telescope captured the first visible-light image of a planet orbiting another star.

This stuff inspires me. It makes me wonder about what’s out there – other worlds, other suns, other houses, other dinner plates. We’ll never know, of course, because Fomalhaut b is 25 light years away and that means flying for 25 years at light speed just to get there – and maybe to find nothing. Any transmission we make will take 50 years minimum to get a reply. And as we all know, long distance relationships never work.

But still. Somewhere out there….beneath the pale moonlight….

Oh. That’s a lyric. Sorry.

Artistic Proofs

Thing I appreciate: Self-deprecating humour
Thing I don’t: Humour that deprecates others.

Self-deprecating humour is related to Ethos, one of the “artistic proofs” in rhetoric. Ethos is an appeal to the honesty, authority or qualifications of the individual. In humour this would be an attempt to identify with the audience by describing what a terrible state the comedian is in.

The other artistic proofs are Pathos (an appeal to sympathy or emotion or a need for justice) and Logos (appealing to the audience through facts and figures).

A compelling argument should touch on all three. To argue the point, you have to be clear that you are being an honest broker and there is no ulterior motive or that you are uniquely qualified to make the point – this is your Ethos. This will the lend authority to your Logos – the facts and figures which will help the audience make a decision based entirely on rationality. Lastly – Pathos – especially if the audience can relate to a miscarriage of justice or how life has been unfair to someone – will drive the point home and silence anyone. Taken in any order they work fine – appealing to those who need authority, those who need facts and figures and those who are controlled by their emotions.

e.g.

  • I’ve been working with these people for five years and I think this should be done for them.
  • Based on the costs, it’s extremely affordable at only a pound a week. That’s less than 15p a day.
  • They need this to live, it’ll keep a roof over their heads. Isn’t that a basic human right?

The arguments above can obviously be recycled. These could be applied to starving families in drought-plagued Ethiopia or the recent government bailout of our banks and financial institutions.

Apologies for the odd segway into artistic proofs but I had something to say and it seemed a little whiny without a little more meat.

SinglePlayer AI vs MultiPlayer

Scott Anguish writes about Left4Dead:

The other game I just tried out today was Left 4 Dead. This is one hardcore shooter that really ramps up the ‘fast zombie’ genre. Again, you come away feeling like you’ve been immersed in the game. I’m hoping the single player mode is long lasting (I hate playing online. I think in many cases it’s a cop-out for the developer to limit the AI that they have to write. …

I guess this is a worry – single player longevity.

For me, the Single Player Game is just a training mission for the online play/multiplayer modes. In the Single Player (as with Bots on your team in the multiplayer), you lose a little of the “stupid mistake” that makes the zombie genre so appealing. Like tonight – a reasonably seasoned group took 24 seconds to die (or so it seemed) because one guy went off by himself, got immobilised quickly and while the rest were coming for him, they got picked off by the admittedly well-timed attacks of the Infected team. Hint: you need all four people.

I enjoy the stupid mistakes that humans make. I laugh out loud when we make dumb mistakes. I howl in mock pain as my survivor is dragged by the Smoker’s tongue. And I laugh when my brother (@savage_mf) blows my Hunter to bits with two shotgun blasts! It’s just good fun.

I’ve been really enjoying Left4Dead. Scott now has me looking at Mirror’s Edge to see what all the fuss is about!