Cooperative board games

Cooperative board games are difficult to design. One major failure mode of a cooperative game is one player directing all the others what to do. At that point, it becomes a one-player game, only there are several additional people sitting around being bored.

One of the best-known cooperative games, Pandemic, has this problem really bad. Pandemic requires players to carefully coordinate in order to contain several diseases as they spread throughout the world. Unfortunately, the “careful coordination” often amounts to the most experienced player telling everybody else what to do. This is often a winning strategy, because the more experienced player can usually unambiguously identify the correct move. I refuse to play Pandemic for this reason.

But I do like other cooperative games. Here I’ll go through some examples and describe how I think they address the issues with Pandemic.

[Read more…]

Quantum games

Last March, I attended the APS March Meeting, which is the largest annual physics conference in the country (and perhaps world?). During the conference, one of the particularly memorable sessions was about quantum gamification, making games using concepts from quantum physics.

Quantum games are an interesting concept, because usually “physics-based games” are only based on classical physics, specifically gravity and collision. The point of having a physics-based game is to have a relatively complex system where you don’t need to teach players every single detail, because they already have an intuition for how gravity and collision work. But obviously, when it comes to quantum physics, players don’t have an intuition, thus the physics must serve some other purpose.

In most of these games, the nominal purpose is either (a) teach physics, or (b) use player data to help physicists. Although I get the sense that the nominal purpose is not always the true purpose. I’m not that confident in the value of collecting player data, and suspect that the true purpose is more about public outreach. And some of the “outreach” projects kinda felt like they were just a way for physicists to do something fun. Well, whatever persuades people to give you grant money.

Anyways, let’s check out some of these games.

[Read more…]

But is it really capitalism?

A few years ago at a conference about queer video games, I said to an acquaintance, “It seems like there are some financial barriers to creating good queer video games.” My acquaintance says, “Yeah, well that’s capitalism.”

But is it? Is it really???

Sure, capitalism makes it hard to make well-funded games catering to a minority group. But it’s pretty hard to imagine an alternative economic system where we decide to invest a disproportionate amount of resources for the cultural benefit of a minority. Of all the problems created by capitalism, I’m not sure this is one of them. If anything, I would blame… eh… utilitarianism.

Capitalism vs utilitarianism

You may have heard that, in the simple case, a “free” market maximizes the good for the greatest number of people–that is, it’s the most utilitarian economic system. It chooses the optimal pricing and product allocation, eliminating “deadweight loss”, which is an angry red triangle that inhabits the supply/demand curves. There are of course, a lot of issues with this claim, most of which are beyond the scope of this post. The currently relevant issue is that hardly any markets qualify as simple.

[Read more…]

Maybe literary fiction is just bad fiction

Earlier I mentioned this Gamasutra article which I disliked, and one thing I disliked about it was its discussion of literary fiction. According to the author, literary fiction was the epitome of cultural elitism, defining itself as simply better than “genre fiction”.

As someone who likes literary fiction and dislikes genre fiction, the discourse around literary fiction constantly annoys me. Hey, maybe I just like it because I like it, not because I think I’m better than you. Why does it always have to be about elitism? Why can’t it just be about differing tastes?

I am also complaining as an aspiring author of literary fiction. I do not consider myself to be very good at writing fiction. I have barely made it into writing the novel I started three years ago. I’ve encountered two obstacles: First, nobody I know likes to talk about literary fiction, so I don’t get the ideas I need. Second, there’s an expectation that literary fiction is “good” and that it’s hard to write. At this point I’m writing it for myself and don’t care if it’s good–why can’t I write “bad” literary fiction, what makes people think that’s a contradiction in terms?

But I realize that the elitist image of literary fiction often comes from lovers of literary fiction themselves. I wish to turn that on its head, by reframing literary fiction as bad fiction, bad fiction that I happen to like.

[Read more…]

Ethnicity in Xenoblade Chronicles X

This is an article I wrote in 2015 about a video game.  My commenters had some insightful responses, so a few of their insights are now incorporated.

In my apartment, free time has recently become dominated by Xenoblade Chronicles X, epic Japanese RPG. The premise is explained in this video:

Quick summary: In 2054, Aliens destroy earth. Earth sends out colony space ships. One of these, New Los Angeles, crash lands on an alien planet.

Xenoblade Chronicles X offers an interesting case study of ethnicity in Japanese video games, because unlike other games which take place in fantasy worlds, this one takes place in our world (although a different planet). What’s more, it takes place in a future version of Los Angeles. Los Angeles, of course, is very ethnically diverse, so by looking at the cast we can see a Japanese interpretation of ethnic diversity.
[Read more…]

Cards Against Humanity is a bad game

Cards Against Humanity is first and foremost a ripoff of Apples to Apples. The rules are identical, only the cards are different. There’s no copyright on game mechanics, you see.

Apples to Apples is a family-friendly party game, published in 1999. It had a lot of staying power; I recall playing it in college about ten years later. My boyfriend and I have an old copy on our shelf, which proudly states, “Over three million games sold!” Going by their website, that number is now 15 million.

Cards Against Humanity was published in 2011. I don’t know how many copies it has sold, but it obviously became a bigger deal than Apples to Apples.

To be honest, I was never hot on Apples to Apples. It’s the lightest of light party games, a great board game for people who don’t really like board games. Nonetheless, I appreciate it’s clever design, and I’ll talk about how Cards Against Humanity used and abused that design.

[Read more…]

Breath of the Wild: A nihilistic view

cn: There are no spoilers in this article, and the discussion is purely about game mechanics.

Zelda: Breath of the Wild has received near universal praise from critics, with Metacritic listing it as one of the best video games of all time. This is an exciting time, as we anticipate the numerous clones that will try (and fail) to capture what makes this game so great.

Like most adventure games, BotW is essentially a power fantasy. What makes the game exciting is the acquisition of power, and the illusion that your power matters. For example, you find better weapons and equipment, which grants you the power to access further game content. If BotW is better than similar games, then it is probably because it maintains a greater illusion of power for a longer period of time.

And indeed, the illusion of power is precisely what most critics praise. BotW is a game that lets you do anything! You can climb anywhere, and paraglide down. You can experience the story in any order, or just skip straight to the final boss immediately, if you so choose.

But as critics praise the extent of power that the game grants you, they are ignoring the other essential characteristic of a power fantasy: the illusion that the power matters.
[Read more…]