Semi-cooperative board games and the win/loss binary

In Twilight Struggle, if you cause nuclear war, your opponent wins and you lose. Twilight Struggle is a two-player strategy game that simulates The Cold War. As you know, in the real world, if there is a nuclear war then everyone loses. But in Twilight Struggle, nuclear war leads to one winner and one loser. This speaks to limitations in what a strategy board game can effectively simulate.

Twilight Struggle is simulating a semi-cooperative situation, which means it combines cooperative and competitive elements. A semi-cooperative game is one that allows one player to get ahead of the other, but also allows outcomes which are good for both players or bad for both players.  Note that ties don’t count, because they aren’t good or bad for both players!  A semi-cooperative game requires at least three distinct outcomes, outside of ties. In Twilight Struggle, the three outcomes are USA wins, the Soviet Union wins, or there is nuclear war. This is challenging to adapt to a board game format, because players are accustomed to only two non-tie outcomes: winning or losing.

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Ranking the Cyan games (again)

By In April, I wrote a ranking of all the Myst games. I emphasized that the list was a “recollective” ranking based on how I remembered them, as opposed to a “retrospective” ranking based on giving them a fresh look. Well, I gave them all a fresh look, and that caused my assessments to move around.

For the Myst games, I watched Keith Ballard’s blind Let’s Play series, which lets me see the games through the eyes of a new player. I also replayed Obduction, and added the new game Firmament—at which point this is no longer a Myst ranking, but a Cyan games ranking.

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Ranking the Myst games

I’m ranking the Myst games for no particular reason. I like thinking about them and I like writing, so here we are. Some readers may be surprised that there were more than two of these games–this list is for you.

This is emphatically a recollective ranking, not a retrospective ranking. I played these all a long time ago, and my memory has condensed into a few moments and emotional reactions. My ranking reflects not just the games themselves, but also who I was at the time I played them. I did not make any attempt to overwrite my memories by playing the games again, and I only did research for fact checking purposes.  (ETA: I later ranked these games again using a retrospective approach.)

7. Uru: Ages Beyond Myst (2003)

Uru was developed as a massively multiplayer online game, and was released the same year as Second Life, one year prior to World of Warcraft. If you’ve never heard of this before… welcome to this list!

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Dodging and blocking

I really enjoy Iron Pineapple’s “Steam Dumpster Diving” series which covers a variety of obscure “souls-like” games from the indies to solo and student projects. The series naturally raises the question “What is a souls-like?” Generally, a souls-like is any game that is somehow evocative of Dark Souls and its successors. However, the practical consensus among the games in the series, is that a “souls-like” is a game with a dodge roll.

The dodge roll, as popularized by Dark Souls, has two distinct components: An initial moment of invulnerability (i-frames), and a quick repositioning of the character. This can be contrasted with older interpretations of rolling in games–for example in, Zelda: Ocarina of Time, the character can roll (or backflip or side-jump), but this does not have initial i-frames, and mainly serves to quickly reposition the character.

Repositioning and i-frames represent two different defensive modes. Repositioning tends to be the more intuitive mode; if an opponent swings a sword, you get out of the way. i-frames tend to be more counterintuitive, because i-frames allow you to roll directly through the sword. In fact, rolling into a sword is usually better than rolling away from it, because it reduces the amount of time you need to be invulnerable to pass through it.

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Game diary highlights

For the past two years, I’ve been writing short diary entries on games I’ve played or interacted with. These diary entries appear on my Pillowfort, where they’re honestly not very popular among readers.  But they’re popular among one very important reader–myself.

I will share my personal highlights from the diary–which is not to say my favorite games, but my favorite diary entries. Keep in mind that the purpose of these diary entries is not necessarily to review the games–and some of these games are so obscure that why would you particularly care if they’re good or bad? The best diary entries are ones that say something interesting even if you have no interest in the game–or else they’re just funny.

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Most approachable? A dialectical review of Elden Ring

Dark Souls and other games made by FromSoft are legendary for their fans’ elitism. The phrase, “git gud”, archetypically spoken to the souls newb who asks for advice on game forums, resonates throughout gaming discourse. “Souls-like” and “The Dark Souls of” are practically synonymous with video game difficulty, and the conversation around it.

But when FromSoft released Elden Ring this year, I loosely followed the fan subreddit, and found that elitism was not nearly as common as reputed. The phrase “git gud” was rarely used, and only then as a joke–and not a funny joke either, but the kind everyone else would groan at. Perhaps I’m looking at the wrong fan-sites, but my impression is that the fans have moved beyond elitism. They have come to recognize that, actually, it would be great if more people enjoyed this series, so that they could make more of it.

It’s possible that fans and critics and have overcorrected for past elitism, now declaring that Elden Ring is FromSoft’s “most approachable game yet.” Other critics have pushed back, highlighting how the game can still be unfriendly to newcomers. To explore this issue, I present two reviews from different perspectives.

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It should have been a walking sim

Since getting into the habit of writing a bit about each of the games I play, I find myself using a catch phrase: It should’ve been a walking sim. It’s a way of praising the narrative and world design of a game, while playfully disparaging all the gamey obstacles they throw in your way. After all, these are human creations, the obstacles didn’t need to be there.  We could have just been enjoying the in-game rewards without having to work for them, only having to walk for them.

It’s also a slightly subversive thought experiment. What if we removed all the combat, the platforming, skill-based anything? What if we only had press w to move forward, mouse to look around, dialogue, environmental storytelling, audio logs, item descriptions, cinematics, choices that matter, and a dash of light puzzling to taste? Walking sims are so simple, surely it should be easy, right? We shall see.

Some of these hypothetical games may sound horrible.  That’s okay, just remember: they don’t really exist and can’t hurt you.

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