I spy with my little eye, something that is boring. Give up? It’s I-Spy, the crap game that kids play when they’re bored and want to annoy their parents. Why do people play I-Spy? And is there some kernel of fun within it that can be salvaged?
Well, there is something fun about having a secret. I-Spy gives the spy a little secret to keep for a few seconds. More importantly, the other player must guess and conjecture as to what’s been spied. Meaning that for the game to be played, someone must act interested in your ephemeral secret. Fun for the person with the secret, but boring for the guesser, who usually only wants find the object so it will be their turn.
The I-Spy books, however, were a marked improvement over the repetitive Where’s Waldo series.
Now games like this, where players take turns being the one who has fun, are obviously not ideal. But it is common symptom of guessing games. 20 Questions sometimes has this problem too; people seem to prefer having a secret to trying to uncover one. But is there some way we can tweak I-Spy so that both players can have fun simultaneously? Continue reading →
Imagine a nuclear bomb went off in the Pokemon universe. Maybe a meltdown in Cerulean City’s power plant. The once verdant plains become a barren waste. Pokemon have survived, but have turned rabid and savage, some mutated into hideous facsimiles of their formerly cutesy selves. Civilization is in ruin. Team rocket roams the wastes Mad Max style, terrorizing any survivors.
“Houndour, I choose you!”
In an isolated village, 3 youths come of age. They have heard of the disaster, and felt it in their now polluted fields and sea. There are no fish, and nothing grows anymore. The elders of the village are sick and feeble, soon to die. So the youths depart for the wastes, with six Pokeballs on their belts, and a dream in their hearts. A dream… to catch them all. Continue reading →
20 questions is a classic time-killer. It is perhaps the ultimate guessing game, being that absolutely anything can be chosen to be guessed. Playing presents all the fun of having a secret or exposing one, and the excitement of narrowing a search down from the all-encompassing to the minutely specific.
Part of the enjoyment is in just how specific, how narrow a net can be cast with only 20 yes-or-no questions. Math junkies will know that by compounding the effect of 20 questions (assuming you are able to split the possible results exactly in half with each query), one can reach 2^19 conclusions. That’s about half a million rounds of play – and this is without even taking into account that you can change your repertoire of questions!
Which incidentally, isn’t far off from the total number of described species of beetle. The next logical step would be for someone to write a program which can guess any beetle in 20 questions or less. Taxonomists, get on it!
But despite the prowess of this defining process, 20 questions does get old. Part of the problem is that players start to develop a ‘routine’, a set order of questions to ask at each games outset. Experienced interrogators may use a palette of 50 or so questions to play somewhere in the first 10 moves.
This is an effective method, but it makes the game much less exciting. Instead of earnest thought and search, players now follow a formula for half the game or more. Only the final few questions will be original ones. Much of the game becomes stale and repetitive. So how can be make the enjoyment of 20 Questions bigger than a bread box again? Continue reading →
A film version of Lois Lowry’s award-winning 1994 novel The Giver was green-lit a while ago. The release date and most of the cast is yet unknown, but of one thing I am sure. Where there’s fire there’s smoke, and where there are teen fantasy productions there are video game tie-ins.
Some of which are better than others…
For the fun of wild speculation, I offer three possible treatments of the book and its utopian/dystopian universe. And if you’ve never read the book and still intend to, I must warn ye; here be spoilers. Continue reading →
It’s the Late-Nineties. Autumn. The whole family is home, dinner having just ended. There’s a big storm tonight. Rain pounds on the roof, wind whips tree branches against the windows. The power goes out.
You have no cell phones. No lap-tops. No Nintendo DS, no PSP. It’s black for a long time. Your eyes have finally adjusted when a candle is lit. It’s set on the dining room table, light scarcely reaching the kitchen. The room is thick with unfamiliar shadows, and the rain keeps on. The family gathers back around the table, around the communal light. It’s too dark to read or draw, so what do you do? Sit and play ‘One Word Stories”.
This is a go-to game for many people and families. And it can be fun, for sure. It’s not a bad game outright, but I still put it in my ‘Bad Games People Still Play’ series, because it could be a lot more fun. Continue reading →
One of the biggest playground debates of the 90’s was Sonic versus Mario. The old plumber had finally met his match. Even though Sonic games were buggy as all hell, they were fresh, fast-paced, and on the cutting edge of graphics and sound. It didn’t help that Mario looked like somebody’s fuddy-duddy old uncle, while Sonic’s outfit, attitude and spiky hair channeled Michael Jackson or Bart Simpson.
Although Bart himself was more into Bonestorm.
Granted, this argument usually boiled down to whether the kid owned a Sega or a SNES. But nonetheless, for the first time Mario was losing his monopoly on quality platforming. The times kept a changin’, and soon enough the march of technology forced a clear winner to emerge.
The technology I speak of is the advent of 3D platforming. Sure, both had isometric games – Sonic 3DBlast and Super Mario RPG – but those are only pseudo-3D. I’m talking about the real deal. Fully 3D platformer action, with sprawling stages and a rotating camera. Continue reading →
There’s something especially effective about embedding letters into works of fiction. We get to hear directly from a character, a sort-of first-hand source, as opposed to a narrator’s second-hand impression. Moreover, it can give voyeuristic enjoyment; to read what was not written for us (though it was), to peer directly into the life of a character. Telling stories through letters and journals even forms a whole genre of literature, the epistolary, with classics like Stoker’s Dracula being comprised entirely of first-hand documents.
Dear diary, you won’t believe what happened today…
But who writes letters anymore? E-mail, IM and text messaging have taken over our lines of communicae. Some books and movies have modernized, inserting the occasion email or IM conversation. Novels like Lynn Coady’s The Antagonist have even gone the distance, using such documents exclusively. But what about a modern medium to go with the methods? Could a video game employ the same strategy as novelists from centuries prior? Look no further than Bandai’s .Hack (pronounced Dot-Hack). Continue reading →