Al Pacini’s Quest to Bring Peace to Mafia Land Continues…

January 24, 2010 by deserthat

Al Pacini has suffered his first attack, and it is pretty deadly. He took nearly 60 points of damage (about half his HP) and had some $30,000 stolen (actually, as I write this, he got whomped again for another 90 points – after a timely trip to the hospital). Al Pacini decides to turn the other cheek, but also feels it is a valid tactic to place his money in the bank, accepting the 10% laundering fee. He also thinks it will be a good tactic to increase his defense. So it is a balance between increasing operations profits and increasing defense.

I have discovered that it is most economical to buy 10 of something at once rather than a little at a time. This is because each time you build something, the cost effectively doubles. Or at least that’s how it worked in Viking Clan. So now he is saving up for some Rent Houses to add to his Abandoned Lot, but needs about $30,000 more (funny how that worked out!). Thankfully, the Loan Collecting scheme is very profitable, netting $2,000 for each 2 points of energy. (You see, Facebook games are as much about numbers as checking them regularly).

Al Pacini, the Pacifist Mafioso

January 24, 2010 by deserthat

I have started Mafia Wars trying to play through as a pacifist named Al ‘Pace’ Pacini. I figure this is a strange way of playing the game, so I want to see how effective it is. The game is much better than the other one I was playing, Viking Clan, which I think is too bad that I’m not playing it ‘how you’re supposed to’ because I think it would be a lot more fun as there is more to do. In any event, I’m going to see how well this works and if it’s even possible to be a pacifist mafioso.

Anyway, playing a MMO as a pacifist has been done before in World of Warcraft. While I don’t want to say this is based off his gameplay, it’s important to note. I am also wondering now if I should have put ‘The Pacifist’ in his name. For those who take the hint though, ‘Pace’ is his nickname, which is Italian for ‘Peace’. Here are the rules for Al Pacini:

  • Al Pacini cannot harm anyone physically as it is against his nature. This means he can’t ‘beat up a rival gangster’.
  • He certainly can’t kill anyone. This means no fights and no hit jobs.
  • He can buy armor, baseball bats, and crowbars, as well as trucks and properties.
  • I think he is allowed to own a gun because he doesn’t necessarily have to use it on anybody. Vash the Stampede was a pacifist and he shot a lot. Note that Noor, the WoW player, refused to buy any weapons, so I haven’t fully decided on this one yet.
  • If Al Pacini is attacked, he cannot counterattack.
  • For this reason, he can’t use skill points to build up his attack. But he can use them to build defense.
  • Al Pacini might not be able to let harm come to somebody through an action of his own. This means he can’t put a hit on somebody else.
  • He also can’t use the ‘Sgt. York’ argument that ‘killing the machinegunners will save lives’. He can’t work around this fundamental idea that he can’t kill or hurt someone. Read the rest of this entry »

Giant Tank: The Band

January 10, 2010 by deserthat

There’s a pretty interesting remedial art group named Giant Tank. I didn’t know about this until today, but it’s a very interesting site with a nice sketch aesthetic. (The PS3 game Valkyria Chronicles also has a level called “Giant Tank”.

Angry Movie of the Year – Avatar (Or, is 3D really worth $250m?)

December 19, 2009 by deserthat

Avatar is probably the first and last 3D film I will see. It’s been hyped quite a bit and even seems to have impressed the New York Times film critics, but in the end, these 3D graphics just couldn’t hide the flat, lumbering story. At the same time, the film just seems to be so big that there’s no way around it BUT to see it, have fun for 2.5 hours, and judge for yourself! After all, all the cool kids are doing it. And what the heck, it’s got Sigourney Weaver.

Bear in mind there are some spoilers below, but I try and keep them as vague as possible.

The Part About the Graphics

Ok, so Avatar has some fantastic visual design. I haven’t seen any world designs this interesting in a long time. There are floating islands, bioluminescent plants, giant man-eating panther-things, pterodactyls, ride armor, and gunships. In short, what Avatar does best is world building, and this means it is a great place to explore (or I suppose in this case, to watch other people explore). And hey, with a $230m budget, you can really afford to build something shiny.

The Problem with 3D

3D glasses have some issues. When you see the first sample images in the trailers, there is some initial oohing and aahing from the audience, but this goes away quick. There are a few places, such as precipitation, where the glasses can shine, but ultimately, they just feel like a really good LCD screen.

On top of that, they have some issues. Read the rest of this entry »

Torsten Koerting’s The NextGen Decision Game

December 12, 2009 by deserthat

Just discovered this on a random blog. Torsten Koerting, a disgruntled employee of Virgin Blue Airlines, has created a rhetorical game of Chutes and Ladders based on the real-life decision making processes (or apparent lack thereof) at the company. The key rule here: Complete the game if you can.

The NextGen Decision Game reminds me of Ian Bogost’s Kinko’s game. Each card is based on actual situations that occurred to Koerting or his coworkers on the job. The board layout begins in the Hangar and ends at the Decision, some 50 squares away. Koersten e-mailed copies of the game out in his final message to the staff. He had resigned in frustration after being kicked back from a promotion.

There are also some neat design decisions for the board. It contains basic instructions printed on a two-page spread, and if you look at the playing pieces, they have little icons indicating where to cut and where to paste – simply brilliant. I think this is an excellent example to show students of game design because it was simple to create, it helped the designer vent his frustrations, it allowed him to get his point across, and it had excellent presentation as a PDF.

Steven Colbert Designs Antiwar Games

December 12, 2009 by deserthat

It’s great to see that one of comedy’s greatest hosts is also an avid board game designer. Tonight on the Colbert Report, Steven displayed two games about the Afghan War and the Iraq War: Afghanistandyland and Operation Iraqi Freedom.

Afghanistandyland uses the chart demonstrating the War Department’s new plan for Afghanistan. The chart has been redesigned as the game board with the place names recommissioned as farcical Candyland spaces. Pawns are now opium growers, opium growers, warlords who are also opium growers, and a thimble full of opium. Dice rolls? You get to ignore the value. Cards drawn? Well, let’s just say I think I’ve seen this game before. Check out the video (game clips begin at about 3:30).

The second game is more of a gag than an actual rhetorical deliverable. Operation Iraqi Freedom is a modification of an Operation game board. One of the objectives is to locate the wishbone of mass destruction…which sadly cannot be discovered.

In both instances, a board game has been created as satire. While both are technically deliverable, I feel the first one has greater potential (the joke was certainly more developed), though both use the unwinnable game as reference to current beliefs about the war (the game is unwinnable given the tactics and tools available).

Missed Opportunity: Darkest of Days (Demo)

December 10, 2009 by deserthat

Darkest of Days was actually released back in September, but I’d set it on the backburner because I didn’t have the money for it (that and it didn’t get stellar reviews). This and I only recently rediscovered it through the mention of a demo on Gamasutra’s postmortem of the game. Having played through the demo, I can say that the game is a fantastic concept that has excellent opportunity to make some real commentary about war and history, but squanders it through shallow writing, historical inaccuracies, and poor game design.

However, before I jump in and start tearing this apart, I want to say that the game was developed by a small studio with a $1.7m budget – chicken feed compared with the epic scale they envisioned. 8Monkeys should be lauded for producing such an ambitious title as an untested studio. I personally don’t care about the sub-par art assets; there’s enough there to make it manageable. What really gets me is the design and the missed opportunity. And as nobody seems to know, but what should be an obvious rule of thumb, have great audio and the visuals always look better anyway.

The Writing

The game’s premise is there is an institution of time travelers in the future who goes through time, rescuing people from the past who would otherwise be MIA, and bringing them to the future so they can be sent back to clean up history. It seems the professor who invented time travel has gone missing and the timeline has become screwed up (how they can tell, they don’t say). Such happens to the protagonist, Alexander Morris, a soldier from Custer’s Last Stand. Read the rest of this entry »

Game Design the Miyamoto Way: Flow and Difficulty

November 26, 2009 by deserthat

These days, it takes two days to read an interview. Maybe this is because there is a lot on the table, and maybe it’s because interviews are 20 pages long (and there are so many of them). The latest Iwata Asks is one of these, a 9 web page-long interview with Shigeru Miyamoto about everything from the history of Mario to the New Super Mario Bros. Wii. The fun thing is, even if you’ve read Davis Sheff, there is still a lot new to learn about the origins of Mario (and it’s a great story anyway). It’s a classic example in how hardware limitations determined content design. (Actually, the only piece that seems immediately missing from the story is the fact that Donkey Kong was designed as a game to replace the Radarscope cabinets that had failed miserably. This is why the board had only one button and couldn’t scroll.)

Miyamoto also has an excellent way of speaking about his craft. And Satoru Iwata is a great speaker who asks some really good questions (that is, after all, his job as Nintendo President). The two go hand in glove. It’s through these conversations that Miyamoto is really able to describe how he makes his games and his philosophy behind his designs: he doesn’t simply state, “This is how I make it because that’s the way it should be done,” he describes the reasoning behind the decision. Even if it’s something abstract like how a propeller should sound or how a game “smells”.

But the core of this statement is actually something he brings up at the end of the interview: difficulty ramps in Mario. Here, Miyamoto argues that a game is better if you have to start the level again because it increases the level of intensity and makes the game more enjoyable. If you have a risk of dying before the final boss, it makes it all the more urgent that you don’t fail. At the same time, Miyamoto states that this means the player gets to play through an easier part of the game to get to that hard part and this means the player gradually gets more skilled at the game as well as a sense of mastery over it. Read the rest of this entry »

Modern Warfare 2’s Controversial Introduction

October 29, 2009 by deserthat

Footage from the introductory level of Modern Warfare 2 has been leaked through various video sources. The game promises to be incredibly controversial from the introductory level alone, which places the player in the role of an undercover agent participating in a terrorist attack on an airport. The game’s publisher, Activision, has been pushing to remove the clips from the web left and right. The clip I saw was through this link.

Infinity Ward, the game’s developer, has released a statement containing the usual information that the clip is from an unauthorized leak of the game and is “not representative of the overall gameplay experience in Modern Warfare 2.” That being said, the game is very close to its November 10 launch, and so the gameplay is likely very close to the final version. Games have been leaked before launch in the past, and this sounds like a similar situation.

The clip is particularly disturbing because it depicts this group of terrorists with automatic weapons mowing down dozens of people at an airport terminal. Read the rest of this entry »

Lose/Lose

September 25, 2009 by deserthat

There are more games today playing around with loss and consequence than back when Gonzalo Frasca designed September 12th as a game that could not be won. The game collective, Sweat, has also produced Fifa Fo Fum! which flips winning and losing on its head (Sweat’s head, Rafael Fajardo, has also produced Seeds of Solitude, another game that uses the concept of an unwinnable scenario). Then, of course, there is my own Giant Tank. All of these games question what winning actually means and what happens when a player is given a task that is impossible given the tools at hand. The end result is that players are expected to question what the game represents based on its goals and rules.

This is not to say that unwinnable games have never existed before – most early arcade games, such as Space Invaders, were unwinnable in the sense that it was impossible to find a final victory screen. Points were earned based on how long the player survived and how much he or she destroyed. This has lead to some interesting interpretations of games like Space Invaders, in which the futility of the war is read into the game (these are jokingly investigated through Retro Sabotage’s Space Invaders collection).

The latest of these games is Zach Gage’s Lose/Lose, and art game that is superficially designed as a retro arcade shooter combining the gameplay of Galaga/Galaxian and their ilk with the special effects of Defender, but with a twist: each space alien you destroy will delete a file from your computer (the extensions of these files are displayed above the explosions). Furthermore, once your spaceship is destroyed, the game will delete itself. (Because of this, you may want to just watch the video of the game in action; eventually, I hope to install this on a system with just the operating system to see what happens when it destroys important Windows files!). This forces us to reconsider our definitions of games as lacking real-world consequences, placing Lose/Lose in the same realm as gambling in games of chance.

Because Lose/Lose effectively punishes the player while simultaneously rewarding points, the game questions what it means to be rewarded in a game in which we destroy things. It is interesting to note that the aliens will never fire on the player (though they will destroy the player’s ship on contact). This in turn questions the implicit goal of ‘destroy everything’; once we do this, we may even go so far as to desire to understand the nature of these alien creatures. By giving real-world consequences to a videogame, Gage has with Lose/Lose directly addressed the issue of consequences to violence, though perhaps not as graphically as John Klima’s “Go Fish” or Wafaa Bilal’s Domestic Tensions.)

Additionally, Lose/Lose questions the value of digital artifacts by suggesting that information and the vast accumulation of digital artifacts on our hundreds-of-gigabytes-large hard drives have value as do physical objects, but also suggests that we accumulate so much abstract information, we may no longer understand what it is actually worth.

As art, Lose/Lose of course never directly answers these questions, but instead leaves it up to the player to decide. By asking the player to place his or her own data at risk as a consequence of playing this game, Gage more effectively places the contemplation of these questions onto the shoulders of the player. If my absolute refusal to play this game on my computer is any indication, this level of reflection may be either spontaneously shunned by the would-be player or indeed reflected upon. Either way, the art has elicited a reaction (even if that is rejection), meaning the piece has proved its effectiveness in that regard alone.