Skip to content

Almost Infinite Posts

Full Steam Ahead: Year Walk

Time logged before Full Steam Ahead: none

Welcome back to the month of Adam! For those unaware, Adam donated enough to the Calgary Distress Centre to select games for the entire month of August, and I’m now playing through them. Now, he made an effort to select games of which I had no prior knowledge. He was initially successful, but eventually he had to release the list of games to me. At that point, I was free to do some research.

We will talk about Year Walk the second game in the month of Adam in just a bit, but I would like to talk, for a few brief seconds, about some of the parameters I gave Adam. Adam is, after all, a friend, and he wanted to know if I had any specific requests. I’ll confess, I have no interest in playing any propaganda games, and I don’t particularly enjoy horror games. I said as much. Adam smiled, nodded, and then promised that he wouldn’t make every game a horror game. If you know Adam, you know that’s actually a fairly merciful guarantee.

So, let’s talk about the research I put into Year Walk. According to Wikipedia, “Year Walk is an adventure game developed and published by Swedish mobile game developer Simogo.” That doesn’t tell me a whole lot, but the words “adventure game” and “Swedish” lead me to believe that this is going to be a horror game. Now that I have completed Year Walk (including the secret second ending) I can tell you that initial hunch was right on the money.

So that’s the game Year Walk, but what actually is a year walk?

I’m am concerned, but also captivated.

Full Steam Ahead – Vangers

Time logged before Full Steam Ahead: none

Dear readers, When I introduced the Steam-Powered Hope initiative during the holiday season last year, I expected to see a game moved here, or a replay there, gaining a few extra dollars for the Calgary Distress Centre along the way. Never, in my wildest dreams, did I imagine someone would donate $100, and pay for five new games for me to play.

In recognition of this donor’s generosity, I humbly ask that you grab a pen, pencil, or sharpie, go to the nearest physical calendar you own, scratch out August, and write Adam in its place. Because my good friend Adam Nordquist has just bought this month, every post in August will see me playing through a list of games carefully chosen by him.

To give you an idea of Adam’s rationale our decision process, he presented a shortlist of a dozen or so games to me back in June. Then, he eliminated any game I had any familiarity or knowledge of. I’m diving into this blind, and I’m bringing all y’all with me. So, without any further ado, let’s get the month of Adam started with Vangers!

Those of you who don’t know Adam… strap in. This is going to get weird.

The Cave

I always have a little bit of trouble at the board game cafe. Should we play the game we all know so that we can be sure? Or should we try a new game to take advantage of this vast library? A few weeks ago I opted to go for the latter and try out The Cave, a “cooperative” game which is about exploring a cave. I have to admit that the rules were a little much to understand on the first reading, but once a person gets into it, the turns start to go faster. The concept is that you are exploring a cave and collecting tokens either by being the first to find a good photo spot, the first to descend to a lower level, the first to make a tight squeeze, etc. The game pieces are visually appealing, but the play of the game left me wanting for something.

Individual “teams” discovering new tunnels all alone…

I found that the game doesn’t really encourage “teams” (the word the game uses for each individual player) to interact with each other much at all, and that success is easiest to achieve by being lucky on the draw of unexplored tiles. At my table there were one or two occasions when one player would scoop some tokens left behind or not yet reached by another player, but for most if it we all started discovering our own tunnels. I found the only real obstacle to racking up points was getting a bad draw: even if it’s not a complete dead end, drawing a piece that makes it difficult to navigate your current tunnel can be a more subtle obstacle. Nothing in the play of the game suggests that it would be advantageous for any teams to work together, so we are just left hoping that our draws match the kind of equipment we happen to have packed.

While I think it’s a fine idea to play a cooperative game based on cave exploration, I think that it’s probably better if players have some kind of incentive to cooperate. I will probably give this game another one or two tries to give it a fair shake, but right now I am feeling like I could have insisted on Carcassonne or 7 Wonders despite the fact that it’s not a terribly novel experience and doesn’t have the same promise of being a completely cooperative game. As frustrating as it is to see a resource you need in 7 Wonders too far away to trade for, at least I know how player to player interaction will go. Or maybe I should just dispense with the pretence of being there mainly to play games and just have delicious local ice cream with some friends on a hot summer night…


August 2018 is going to be Full Steam Ahead’s “Month of Adam.” I will still be here moderating comments and generally keeping the behind-the-scenes part of the site running, and will be returning in September with some great new content. Until then, please continue to enjoy Alastair’s excellent series.

Full Steam Ahead – Batman: Arkham Asylum

Time logged before Full Steam Ahead: 46 Hours

Just so that we’re clear beforehand, I love comics, and heroes, and good storytelling. The character of Batman is one the earliest memories I have, and the fact that Batman has always sort of been at the front of many aspects of geek culture has been particularly good to me and my interests. So make no mistake, there will be many other opportunities to talk about what that means to me, and what Batman means to me, and how I feel about the Batman games in my steam library, as well as introductions and more in-depth explanations of various aspects of the Batman mythos. But that’s not what I want to use this post to talk about.

You see, I’ve already played Batman – Arkham Asylum many times. I love this game. I’ve played the story, I’ve played the challenge maps, I’ve completed all the Riddler’s challenges. So I want to try something different with this game. In my mind, without a doubt, the Batman – Arkham series of games by Rocksteady Studios do a better job of capturing the feeling of being Batman. So, if that’s the case, how good a Batman can I be?

Nana nana nana nana…

Full Steam Ahead: Age of Empires III

Time logged before Full Steam Ahead: 9 Hours.

 

The Age of Empires series of games is special to me. These are the games that introduced me to the real-time-strategy genre. Age of Empires got me interested in the classical empires of Persia, Egypt, and Greece. Age of Empires II brought the stories of medieval leaders to life: Joan of Arc, Genghis Khan, and Saladin. Age of Mythology took the well-balanced, carefully crafted gameplay I had come to love, and transported it to the world of Norse, Egyptian, and Greek legend.

So, let’s make no mistake: Age of Empires III is fun game. It is a well-balanced real time strategy game, and part of one of that genre’s most consistently excellent series.

Now watch as I spend most of the rest of this article barely talking about the game.

The Spanish home city, and title screen of Age of Empires III.

Not Being That Kind of Jerk at the Card Table

Yesterday I was at an annual Canada Day BBQ when someone pulled out a copy of Cards against Muggles. I didn’t want to have anything to do with this game. At first it appears to be Cards Against Humanity, but saturated with Harry Potter references. Having already decided that I never need to play Cards Against Humanity again I was already predisposed to take a pass on any game called Cards Against ____________. I have no problem with the format, but the idea of playing a game where people compete to be the most shocking in their “ironic” racism, rapism, ableism, homophobia… have I missed any? If so, can someone please pass me a marker and the blank card? If I want to be something more than a jerk then this is a game I cannot play.

I try not to be a jerk about jokey card games.

Cards Against Muggles, to its credit, is crude without a lot of the stuff that makes Cards Against Humanity bad. Sure, I have heard more speculative jokes about the sexual exploits of the Weasley family in the past 24 hours than I would care to ever again, but it was something I could hang around the edges of without feeling like there is something fundamentally wrong with what we, as a group of people, are doing. Most of it was simply an endless barrage of references, a few of which I recognize, but mostly stuff I know to be related to the fandom but have no personal knowledge of. This is what I imagine it’s like to read Ready Player One if you didn’t grow up white and nerdy. This is something that I could, if I was really desperate to play a card game, play. I declined because I found cheeseburgers and side conversations to be far more appealing. In this, however, I still have a responsibility to refrain from being a jerk. I’m not a Potter fan, and that’s okay. Some of the people at the party were huge fans. That’s okay too. For the same reasons I can’t abide playing Cards Against Humanity, I have to let people enjoy Cards Against Muggles without complaint from me. I don’t want to be the kind of jerk that dehumanizes other people for fun, but nor do I want to be the kind of jerk that presumes to judge people liking what I don’t and not liking what I do. I want to be the kind of person that does a reasonably good job of holding those two things in balance, and I want to be the kind of person who does his own small part to make this what being a “Canadian” is about.

Full Steam Ahead – Prince of Persia: The Two Thrones.

Time logged before Full Steam Ahead: None

Run along the wall, over a yawning, dark, abyss. Jump from the wall to a nearby ledge. Sidle over to a flagpole before the ledge collapses. Drop down, swing around the flagpole, leaping to a nearby grate. Plunge your dagger into the grate, so you don’t slip down the wall. Jump to the balcony above the grate, rolling past the pressure triggered darts. Sidestep around the swinging blades, slide down a banner hanging nearby with your dagger, drop down the floor, sneak up behind the guard, and slit his throat.

How many ways can this go wrong? What are the chances that it would all go right the first time? Don’t worry, because you will get to try again.

And again.

And again.

…and again, and again, and again, and again…

gf in local

(My apologies to any email subscribers who received a draft version of this post earlier this week when I forgot to finish it before it automatically posted.)

Sometimes, when playing what I call large and expansive recreational games, I wonder how much potential they actually have to live up to my expectations. A few days ago, I was out ratting (that’s EVE-speak for using an imaginary spaceship to shoot hordes of NPC pirates, equivalent to “farming mobs” in other games). An enemy player appeared in local (a chat window with a list of all pilots in system). I warped my ship to my team’s space station, which is a common move when you see an intruder in your space. Ratting and hunting ratters is a game of cat and mouse: they win by catching me, I win by scurrying away too quickly. I make it back to the station and tether, which essentially means I am invulnerable. He starts talking in local. “Fight me,” he says. I tell him that I will not fight him in my ratting vessel (which are almost always ill-suited for combat with other players) or my salvage vessel (unarmed) so I go fetch something more suitable from the next system over. Now flying a nimble assault frigate, I warped to the same station. I tethered up, approached the enemy cruiser, and then broke tether by opening fire. We fight for a while, then a friend in my alliance stumbles across the fight and opens fire as well. I would have told him to back off if not for the fact that I saw in local that there was another alliance mate of the guy I was fighting somewhere close to us. There was to be no pretence of space-bushido here. So I won, not because I am am especially talented pilot, but through (ab)use of the tethering mechanic and unfair odds that I didn’t bother to make fair out of paranoia that doing so is taking bait for a larger trap. That, my friends, is EVE at its most basic essentials. We both write “gf” in local, which stands for good fight. Some people might find this strange, but not people who play this game.

The next day I attended the weekly session of World of Darkness I play with my friends. We went totally off script, but ended up bringing a split party together onto the same narrative thread, no rails in sight. This is the tabletop gaming that I like to think is so good and interesting, rather than it being a tangle of out-of-character debates about arcane rules that makes me wonder why I think so highly of the game. There have been times, in many different campaigns including some that I have run, that I feel like the esteem I hold for the tabletop RPG is misplaced. Not last week.

World of Darkness is often hard to pace when you have a plot arc in mind but players are more interested in negotiating their dice pool for each and every action (me, guilty of this myself? nahhh)

So what’s the point? Some games can suck up a lot of time and not produce measurable returns. I don’t think, though, that this means we should eliminate recreational games from a healthy life balance that includes other activities just because there is no instant gratification. While it may be true that Yahtzee (or, as my wife’s off-brand set calls it, 5-dice Game) always produces a winner, it’s never going to be satisfying in the same way as having a great night at the WoD table or a fantastic example of the “gudfight” that capsuleers spend so much time seeking. Not even when I have the disgusting luck of multiple Yathzee rolls (five of a kind) in a single game. It’s there… and then it’s gone. It’s a game, but not a story. I happen to think that making new stories is just as good a way to spend a midsummer night as sitting on the patio enjoying some cold ones, or cycling, or whatever. That’s what I need to remind myself the next time I feel like I spend too much time listening to other people discuss their dice pools or spinning my ships in citadels and not enough time working or writing or designing or…. any of those other things I can maybe stand to do a little more of, but should not pretend like I could be doing it all non-stop.


Site update: in case the unscheduled break wasn’t a clear enough sign, I’m having a bit of a hard time keeping up right now. I have a few more posts in progress, then I am going on a semi-vacation from active blogging for a month. A generous donor has decided to supercharge Alastair’s Steam-Powered Hope initiative which means Almost Infinite will be running 100% Full Steam Ahead, every week in August. I will still be monitoring things behind the scenes and moderating comments, and then be back in September with what I hope will be more of the content I want to be creating rather than falling into the habit of steam-of-consciousness posts about whatever I happen to be playing, just to get something published for the week. There will be more applied game theory and philosophy posts after the break. Thanks for reading.

Full Steam Ahead: Divekick

Time Logged before Full Steam Ahead: 90 Minutes

I’m going to oversimplify things a little here, so please bear with me. No matter what mechanics, genre, themes, or budget a game has, their interaction with the player can be broken down to a cycle of three steps: choice, action, result.

Lots of games pride themselves on the freedom of choice they give to the players,. Similarly, in many games, the mechanics are multi-faceted, intricate machines which are prepared to account for a dizzying array of player actions. Not every game succeeds in showing how player choices matter, but some do an excellent job of showing how a player’s choices and actions affect the world of the game.

This is a drastic oversimplification of things, and I’m sure many of my friends with enthusiasm for game design and theory would say as much, but for today’s episode, oversimplification is appropriate; I’d argue oversimplification is what Divekick is all about.

This is either about to get, or is already, very silly.

Working On Avoiding Fallacies Three and Five

Social time. Escapism. Fun. When I play recreational games it’s usually in the hope that those aspects of the activity will lead to reduced stress. But this weekend, I had a hard time focusing on the game on our regular tabletop night and had to say no to a bonus game run by this blog’s favourite guest author.

I wasn’t out at work or sleeping in bed or something so obviously excusable like that. I ended up going out on a fleet to help my online space guild stake a claim on more imaginary solar systems. I know I shouldn’t feel bad about it, but it’s hard not to think that there must be something wrong with my priorities when I have time for them and not for my friends.

The reason I say I shouldn’t feel bad about it is because I know better. The Five Geek Social Fallacies were posted in 2003 and remain an important reference for when I might be falling for one or more. I know it’s not necessarily sound scientific psychology, but I have adopted those five fallacies as guidelines for what kind of negative thinking to avoid. Today it’s three and five that I have to read and reread. It’s OK to do something that requires less mental energy than more tabletop RPG adventures with friends. It’s OK not to grab every available tabletop night to the exclusion of space friends. I know these things at an intellectual level, but it’s still a challenge to feel it sometimes.