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Thursday, December 19, 2013

Update: First Person Scholar, an eBook, and Tabletop Games

I haven't posted anything here for awhile, but don't worry, it's not because I've been idle. I've been busy with finals and final projects for school, of course, but I've also been working with the guys over at First Person Scholar to get something published over there in January. Definitely go check them out and I'll keep you updated as that moves forward.

Also, as it happens, one of my final projects was for a print publishing class and I had to typeset a book, so I took a lot of my stuff from here and made a little book out of it, and it turned out looking really good. I also made an ebook version which you can download and check out here.

Finally, with the break I'm going to take advantage of the time to do a mini series of essays a little bit off topic--board and card games. I love tabletop games and I especially get into them around the holidays because I'm with family a lot and we all have free time. So for the next couple weeks be looking for my readings of a few of my favorite board and card games, including Dominion, 7 Wonders, and the recently Kickstarted The Agents.

Happy holidays!

Wednesday, December 11, 2013

Thanks to Critical Distance

I'd just like to thank Critical Distance for including me in this week's "This Week in Videogame Blogging" feature.

You can see the post here.

Saturday, November 30, 2013

Journey and the Epic

Journey, developed by thatgamecompany as part of a partnership with Sony, is one of my favorite games ever made. Despite being short, simple, minimalist, and offering virtually no challenge, it has had the biggest impact on me of any game I've ever played, and I'm hardly the only person to say things like that. Among the many reasons already given for why Journey is so great, I'd like to add a new one: Journey is actually the simplest, most universal epic poem ever written.


Monday, November 18, 2013

The Romantic Dead


I wrote a little bit last week about my experience with TellTale's The Walking Dead and the rise of what I've come to call "film-games." In that post, I also talked about The Last of Us, another of my favorite games of all time. The two games share a surprising amount of similarities (while feeling like entirely different games), but one that particularly catches my attention is that both are works of Neo-Romanticism.

Thursday, November 14, 2013

Moby Dick, Democracy, Participatory Culture, and Games

"Call me Ishmael," Moby Dick begins, establishing the identity of our narrator for us and giving us an introduction to his character and particular voice as he will be telling us this story for quite a while and we should be comfortable with him. Moby Dick is a book full of strong characters--Queequeg, Ahab, Flask, Starbuck, Stubb--each of these character seem particularly individual and powerful in their own right, just as we feel we "get to know" Ishmael, we can "get to know" the other characters and understand their desires and quirks. However, the story isn't about any one of them, its about (and exists because of) all of them combined.

Not only does Melville craft each of these characters expertly to allow each of them their own voice and personality, but the very form of Moby Dick is broken up into distinctive "voices" of different literary genres. Interrupting Ishmael's regular narrative come dramatic monologues (ch. 37), encyclopedic articles (ch. 32), affidavits (ch. 45), as well as histories, articles, and more. Indeed, Moby Dick is designed on a formal as well as a textual level to break up any overpowering voice. In fact, freedom of speech and choice may arguably be what Moby Dick most values, as the ultimate tragedy of its ending comes from Ahab drowning out everyone else with his power and desire.

Wednesday, November 13, 2013

"That's Not a Game!"


A couple nights ago around 2 a.m., I finally finished season 1 of The Walking Dead by Telltale Games. When I credits stopped rolling and the epilogue tag showing little Clementine alone in the countryside faded out, I stumbled in daze back to my bed. Before I could roll over to sleep, I couldn't resist the impulse to put my arm around my sleeping wife and hold her tight for a moment. Perhaps more than any other media I've ever encountered, The Walking Dead opened my eyes to my relationships with other people, especially my wife and family. I was intensely grateful for the love I've been so lucky to feel throughout my life, and the forces of order that have made the path of my life relatively smooth and easy. As I felt all this, I concluded that The Walking Dead is really one of the greatest games I've ever played.

Except there's one problem. The Walking Dead isn't a game.

Thursday, November 7, 2013

Plaid Hat Had My Same Idea

Image from Plaid Hat Games
On Wednesday, August 14, 2013, I opened a new page in OneNote and wrote the beginning ideas for a post-apocalyptic survival game that I tentatively titled From the Dust. I recently posted this in my new tumblr Every Day a Game, where I post a game idea every day.

In that concept idea, I wrote this:

Co-op--goal is to rebuild civilization in the city (build all the shelters), but have separate motives? Could lead to personal+co-op victory double win condition? 

Yesterday, Plaid Hat Games, one of the coolest tabletop game companies around, really, announced a new game Dead of Winter. Look at this from their announcement post:

Dead of Winter is a meta-cooperative psychological survival game. This means players are working together toward one common victory condition--but for each individual player to achieve victory, they must also complete their personal secret objective.
With this and the AC4 Moby Dick reveal, I'm feeling pretty good about my game design ideas lately. I'm very intrigued with what Plaid Hat is going to do with this idea. This next quote has me especially excited:

Dead of Winter is an experience that can only be accomplished through the medium of tabletop games. It is a story-centric game about surviving through a harsh winter in an apocalyptic world. The survivors are all dealing with their own psychological imperatives but must still find a way to work together to fight off outside threats, resolve crises, find food and supplies, and keep the colony's morale up.

Dead of Winter looks and sounds amazing. I'm glad Plaid Hat is making something so similar to my idea so I can play it without having to make it myself! It'll be interesting to see how it works out.