Showing posts with label NDS. Show all posts
Showing posts with label NDS. Show all posts

Saturday, October 04, 2008

Phoenix Wright (for all the Wrong Reasons)

My sister-in-law lent me Phoenix Wright: Ace Attorney: Justice for All this summer, and I have meandered my way through it. For those of you not indoctrinated into this particular gaming cult, I'll illuminate. Justice for All is the second game in the series (now sitting at three, with a possible fourth game and a Japanese-only musical production in the works). The lead character, Phoenix Wright, is a defense lawyer who must pit his intelligence, wit, and bluffing skills against devious whip-weilding prosecutors, a weak-willed flip-flopping judge, and mountains of damning evidence in an attempt to clear his clients' names and discover the truth behind the crimes.

Did I mention that the cases are universally murders? They are. The court system you must wade through is some ill-defined parody of judicial proceedings. There is almost no sharing of information, the defense must do its own detective work, the prosecution's only goal is the conviction of the suspect, and innocence must be proven beyond a shadow of a doubt. Justice is also very swift in this hybrid American-Japanese land, often only taking a few days from slaughter to sentence.

The game consists of four cases and breaks down into two gameplay sections encoutnered in each: detective work and courtroom drama. Law & Order, without Jerry Orbach... or sanity. Detective work has you exploring locations related to the crime, and talking to anyone who might have information. In each area you are given the option to examine your surroundings. Sometimes, after gaining certain conversational tidbits, you gain important clues or evidence. Each person has certain limited topics they'll converse on, sometimes they'll reveal more, sometimes they'll be Psyche-Locked. I'll get to that in a minute. You can also show them evidence you've collected or people you've encountered. They might have some flavour comment, sometimes it'll lead to more conversation or a clue, often they'll rattle off a generic response. Most of what you have to do is collect enough evidence to break through the Psyche-Locks that are preventing you from learning the secrets that will blow the case wide open.

After your detective work is done, you spend a day in court. This has three parts: reading a lot of conversational text, cross-examining testimonies, and making crucial descisions. Most of the time you have to find the lie or contradiction in the testimony just presented. You can press for more information on each statement, and present evidence to contradict and confound. Do your job right and the truth will evntually come to light. Make the wrong choice or present the wrong evidence and you'll receive a pentalty. Sometimes you'll get to do more detective work, but the end of each case always comes from a verdict.

Enough of trying to describe the ideosyncratic Japanese-style adventure gameplay. What I really wanted to talk about is how Phoenix Wright is both great fun while being a horrible game. Like most of the plots and logic in the game, this is a huge contradiction and doesn't make much sense. Nevertheless, I'd like to examine the evidence.

What Makes Phoenix Wright Great
There is actually only one thing that makes this game worthwhile: the writing. That's okay though, because there's only one thing that makes it awful; it's a fairly shallow game. The game is nicely drawn, and has some funny animations, but most of it will get old the 50th time you see it. Visually the game is pretty but static, and the graphics tend to do little to draw you in. They are mearly window dressing for the real meat of the game; the clever writing. By which I don't mean story or plot. Most of that is pretty thin. Chances are that you'll have figured out the twist a good while before anyone else does. However, the game does two things extremely well when it comes to the writing: character and pacing.

The cast is a varied, quirky, and lovable bunch. Many of them carry over from the first game, and some of the subtext is carry over as well. The dialog and internal monologues spend a lot of time examining relationships, and exploring how people connect. That extends from the suspects and witnesses to the core cast. It brings them to life and, like any good melodrama, makes you care about them. Then, when they are inevitably in peril, you are hooked into seeing it through to a happy end. The translators have also done a fantasitc job of replacing Japanese pop-cultre references with american ones, giving the game's humour a tuned-in geek flavour.

All of which is heightened by the incredibly tight pacing. The main gameplay flaws that I'll get to in a moment facilitate the precise timing of details and reveals. Everything happens just as it needs to, twisting unexpectedly and turning around in an instant. Feelings of anticipation and suspense are created at crucial times. The game speeds up and slows down in cycles, and manages to get climactic without feeling abrupt. Between the twin hooks of character and pacing, the game manages to draw you in and then pull you along to the conclusion, despite its flaws.

What Makes Phoenix Wright Awful
The problem with this game is that there isn't a game to speak of. The mechanics are present, and are used by the designers to ensure that the game blocks and procedes as intended. What they don't do is provide any sense of agency. The game does two things to advertise an open experience, but deny it in actuality: the free exploration is carefully locked down, and the meaningful choices aren't meaningful.

The first happens during the detective phases, as you wander from place to place. You are given the freedom to roam from place to place, sometime with multiple people to talk to at once. Despite that, there are things that must be done and people that must be talked to in a certain order to procede. Too obviously, you run into roadblocks intended to prevent progress until some other unspoken criteria has been met. More than just talking to someone to open a new area, or finding a new clue to open new avenues of discussion. Often you will have to talk to someone about a specific object before their converstation is truly complete, without indication of what. Flipping this flag will then re-arrange where people are or make new people available in old locations, stepping the story along one notch. It becomes very obvious that progress is meted out in tightly controlled chunks. Want to solve the mystery your own way? Not going to happen.

The second blow comes during the courtroom phases. These sections of the story are necessarily linear. The prosecution calls witnesses, gets testimony, then you cross examine. The bulk of the story is driven by the plot, and the opposing characters. Your goal is to expand, deduce, and present the contradictions and lies to the court. Often Phoenix is given a choice, some answer he must give or crucial descision he must make. Sometimes making the wrong one costs him a penalty. Lose too much and you lose the case. This happens a lot when you need to present evidence but can't figure out exactly what the game is looking for. That's not my complaint.

It's the little choices you are asked to make, often with a threat of pentaly, that turn out not to matter. You are initially led to believe that what you choose matters. Truth is, that often it doesn't. Pick either one and the same results unfold. It's false agency, and once you know it's there it becomes hard to ignore. You have to treat every descision as life or death because of the threat, but you can't because you know that the results will often be whatever the designers have predetermined is best. Then, when you choose wrong you are hit with a needless hinderance. These do-or-die penalties for not understanding the game-logic, or making a connection in the wrong place or at the wring time are screen smashingly frustrating, and do nothing to help the game.


Justice for Some
This game isn't for everyone. It's a bizzaro-world courtroom melodrama with manga sensibilities. It could have been a Saturday morning cartoon. You never really get to be Phoenix Wright anyway. The persona is too strong to be an effective avatar. You're more like his inspiration. Pointing him in the right direction, giving him the nudge he needs to make the puzzle fall into place. However, once started, it is hard to quit. If you drop your guard enough to let the characters in, and let the subtle pop-humour amuse you, you'll find yourself hooked until the end. Just have a guide ready. I recommend the Universal Hints System. Don't be ashamed, you'll only be playing it for the story and the characters anyway.

Sunday, June 22, 2008

Sunday Game Concept: Pick Me

I was riding home on the bus, listening to music and letting my mind wander with the music. I don't know if you've found yourself doing this, but I sometimes follow the lead guitar or bass lines and try to imagine how the song would play in Guitar Hero or Rock Band. Please tell me I'm not the only one who does this. I don't even own a copy of either... Anyway, I was listening to a song that had a lot of pick work and it got me thinking.

The plastic guitar craze has taken hold. I really don't see it going away any time soon. People get it; and while the only thing you can really do with a plastic guitar is pretend, there is a lot of music that you could pretend to play. With GH4, you'll even be given the tools to make your own. Along with another set of fake drums to clutter up your living room.

But the plastic guitars only gives you one way to play it. Chose a note/chord and strum. That strum bar takes the place of the individual strings. While that vastly simplifies the actions you need to do, it removes some of the finesse. But it works, I don't think you could have the wide ranging appeal that the GH and RB games have gathered if you over complicated the controller.

Now the Nintendo DS version of Guitar Hero is on its way. A lot of design ideas and prototyping went into the development of the game's grip controller. They played with the idea of an even smaller, portable guitar. They tried 4, 5 and even 6 button configurations. They finally settled on 4 buttons, as anything else was too hard to use while trying to hold the DS steady.

Here's the setup: You plug the grip into the GBA slot. You strap the thing to your hand, and hold the DS open, book-style. The note highway shows up on the normal screen, and a miniature guitar (and other icons) show up on the touch screen. You hold the grip buttons down for the notes/chords and strum across the virtual guitar with the (guitar pick) stylus.

However, I think that they missed an opportunity to add challenge and detail to the game because they were too focused on the external hardware of the game. They remain married to the idea that the only way to play the guitar is to strum it. But not every action has to be a strum.

In the same way that Rock Band has solo sections, GH:DS songs could have pick sections. The virtual guitar zooms in. You are given a particular chord to hold on the keys. Then the individual strings become the note highway, with you having to pick each note with the stylus as it comes over the bridge. Added detail could include the speed you play sections of complicated notes affecting how they sound. Harder songs would include more chord changes on the buttons and more notes to pick.

And it uses the unique interface already part of the DS system. Sure, the strum uses the touch screen too, but it could have been as easily mapped to another button. Picking, and when/where you pick notes could have added a level of customization and personalization to the virtual playing of your favourite songs.

Activision, Red Octane, and Vicarious Visions: you are welcome to use this idea in the Guitar Hero DS sequel.

Tuesday, April 29, 2008

Marketing Gap

I ran across this in a Wal-Mart the other day, and it made me shake my head. A quick bit of research later (ie - two minutes of Google searching) and I'm even more baffled.

I'm standing there, browsing the DS games. There is little order behind the glass; a haphazard attempt at alphabetization at best. My eyes skim over title after uninteresting title. Past Harvest Moon DS, which I take note of because I think Morgan might like it. Then on, to the end of the row and back across the next. Then I spot Harvest Moon again. Only "Cute". Harvest Moon DS Cute.

Now, don't get me wrong. I think that marketing a game for a wider audience is fine. However, this boggles me. I know that, traditionally, the Harvest Moon series has had male protagonists. Since the game centers around making a living and finding a wife, I can see how this might limit the number of women who would want to play. Opening the game to a female protagonist sounds like the perfect solution.

But why two releases? Animal Crossing didn't need to have two releases to firmly land the coveted female game market. So why the *shudder* Cute release? The cases are nearly identical. Both have a variety of cute farm animals. Both have your agriculturally adept lead. One just happens to be a girl, and have the word CUTE, in pink, slapped over the corner of the Logo. Inside, from what I understand, the games are nearly identical too. Was there really too little room on the cartridge to put options for both male and female protagonists? Wait, the cute version also appears to have a few more ways to customize your clothes and house. Boys don't get to accessorize? No Queer Eye for the Game Guy? These options couldn't be added to the standard release?

And, icing on the already too-sweet cake, the games seem to have different prices. My Wal-Mart (Canadian) had the cute version of the game priced $10 lower than the standard version. Gamestop.com (US) has the cute version $10 more.

Sometimes I wish we could stop spending so much time marketing games to squeeze every last dollar out of the "new gaming markets".

Monday, November 26, 2007

Back in the Game

For all of you that noticed that I dropped off of the radar for a while: I'm not dead. I've just been busy. Back in August I wound up in crunch-time developer mode and had no time to blog, let alone keep up with things. By the end of September I was weeks behind in my current news and furiously trying to catch up. Thanks to a combination of Google Reader and fall cleaning, I've fully caught up. Now I just need to find time to put words to page.

But I'm back, and hoping to blog more as things turn around in the holiday season, and the new year. I've also been gaming more lately. That's a good thing.

So here's a quick look at what I've been playing, and some off the cuff impressions.

Legend of Zelda: Phantom Hourglass
I was hooked in this for about 2-3 week after I got it. It was light, fun, and easy to play in half-hour segments on the bus to or from work. I even dropped the occasional evening on it to scour a dungeon. Then I hit just past the half-way mark and the game became all slog. The dungeons became too large to manage in a lunch break, or on a bus. The side quests became more tedious than fun, and fishing is just boring.

I only have the final (that is, main, repeating, annoying) dungeon and boss to beat. I've been at this point for about 3-4 weeks and haven't had the time or desire to continue. I want to finish this game, but it now just feels like too much work.

Sam & Max, Season 2, Episode 1

The dynamic, deadly duo return in their second episodic series. This time they have to save Christmas. That bodes ill for the holidays. The writing is full on course with this episode, and it is fun, clever, and easily playable in a single evening. This is the only game so far in the last half-year I've been able to finish and enjoy all the way through. I highly recommend playing it (or at least one of the Telltale crew's Freelance Police episodes). You can get them direct or through GameTap.

Overlord
Which leads me to another game I've gotten to play a little bit of. I don't own an X360 yet. I don't have the TV for it, I don't have the money for it, and I so much want one. So when my friend picked up Overlord for it, I was disappointed that I had another game I couldn't play. Until I found out that it's on GameTap. Joy!

The game itself (so far) is a mad romp through every fantasy cliche, except that you get to inflict bodily harm (somewhat indirectly) on the lovable inhabitants of the world. Controlling your horde of minions is rather intuitive, just point them at something you want killed, or broken, or desecrated, and they'll happily take care of it for you. You hardly have to lift a finger. And you get to be evil, or at least malevolent, which is always a nice escape from constantly being the icon of good. I've only had the time to play the first couple of missions, but they've been fun. I'll need to get on my computer more just so I can play this.

Super Mario Galaxy
My wife got me Super Paper Mario for my birthday, back in August. I feel bad because I have barely cracked the case on it. However, getting Galaxy I think makes up for it. Not only is it incredibly fun, but I can play the game with her. It makes the game a lot easier when I don't have to worry about collecting all the star bits myself, or she can hold off some of the dangers while I blunder around. While some levels are a little headache inducing (winding up upside down with stars swirling in the background can be a little much) the creative use of space and classic platforming constantly makes me smile. I'm addicted (at least for now).

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And I think that brings me up to date. I'm also sitting at about 60% done Okami (and have been since July). However, that game sets off my OCD so playing is a study in list and checkmarks. I also recently bought Ico, but have no idea when I'll get to it.

So many games, so little time. Oh, almost forgot about Worms 2 for DS. They fixed everything that was stupid and broken about the first Worms for DS. Apparently they did it by giving the license to someone else and throwing out all the code and design from the first try. Good for them. The game brings back the fun of madly destroying your opponent with overpowered explosives and oddball weapons. There is nothing so totally Worms as dropping a concrete donkey on your enemies. It is worth the money if you can find it. It also has WiFi, so if you have a copy let me know and we can blow each other up some time.

Wednesday, June 27, 2007

Expectations

There has been a lot of Nintendo news in the last couple of days. But the more I look at the bigger picture that Nintendo is painting, the more worried I get that it does not have the Gamer, (Indie) Developer, or Newly Addicted Casual Player at heart. Now, I must confess, I was never a Nintendo Fanboy. Sure the early systems were amazing, but I was one of the few who always found that the potential held by the competition was better than the success in mediocrity that Nintendo was achieving. Lately, Nintendo has been stretching itself creatively, and succeeding in both the market and in design. I went from owning no Nintendo systems to buying a GameBoy Advance SP, a Nintendo DS, and finally a Wii in the span of 3-4 years. I have great expectations, I just have a cynical nature... See below.

WiiWare
The biggest WiiNews since the name change. Nintendo has announced WiiWare, a downloadable content arcade open to indie developers as well as larger studios. The new downloads are slated to work in a similar fashion to the Virtual Console titles. Read the Scoop, and the Press Release for the reported low-down.

So is this the killer app everyone has been hoping for? Will it open the doors wide to the creative and dedicated new talents of the indie developer community? Will the walls of traditional gaming come tumbling down under the onslaught of small studio content revolution? In a word: No. There are two very clear reasons why not.

The first is that Nintendo claims it will not be vetting content. I can hear cheers rising from the wings already. The downside is that this means that small developers are going to have to fork over the cash and time to get ESRB (or equivalent) ratings. This is a big hurdle for small studios that are not positioned, and have never needed, to deal with the big market players. This also means that AO (Adults Only) content will be shunned by Nintendo,who still hold the keys to the Mushroom Kingdom.

Speaking of keys, Nintendo will also be determining pricing. I'll make the cynical assumption that they will also likely determine how much of that trickles back to the developer. Hoping to release your game as free-to-play? Not unless Nintendo says so. And why would they release free content, when they hold the means to distribution? Expect to pay for those arcade titles, and indie titles, and don't expect to see anything that is inventive and creative just for the sake of experimentation.

The idea is sound. In fact the idea is fantastic. Nintendo is just being a little conservative. By not offering an in-house, or cheap alternative rating system they are going to block a lot of first-time and small-scale developers. By controlling the means of distribution, they are ensuring that only the content they approve will really be available, even if they claim otherwise. It's what they have always done. Nintendo has always been careful of what they sign their name to, and that isn't going to change any time soon. The doors have not really been flung wide, just opened to the select few Nintendo thinks might be a good investment. You are still going to have to look and talk right to get into their party.

Battle Revolutions
If I say "Pokemon" you will either smile wistfully or cringe. Either way, you'll know what I'm talking about. With the release of the umpteenth edition of Pokemon for the DS, the series continues unabated for another generation. And for a second time (third, fourth?) it attempts to leap from hand-held to console, debuting on the Wii. My complaint isn't with Pokemon. I can't play the game, it drives me nuts. Between my obsessive compulsive nature and the repetitive collection mechanic, it both irritates and addicts me to the point of obsession and boredom. I've learned to avoid things like this (well, except for Animal Crossing, and I think I've kicked that habit now).

But back to my complaint. Why is the first game on the Wii that uses DS connectivity and WiFi gameplay not really a game. Not only is it not really a game, it's merely a sales vehicle for a completely different system. If you buy Pokemon Battle Revolution without first owning a DS and a copy of Pokemon Diamond or Pearl you will find yourself in the possession of a shell of a game. You will be able to play with a "Rental Pass" (their term) and use a slimmed down selection of Pokemon. Basically the game is telling you to go out and buy a Pokemon DS game.

Gamers have waited expectantly to use the unique touch interface of the DS on a full-sized game, and the first thing we are fed is a fancy visualizer for another game. While the game supports upto 4 players (each needing a DS) each player needs their own DS Pokemon cart.

It seems to me that Nintendo is ignoring the opportunity for new gameplay, and community growth in favour of selling more product. Their first priority is a game that will merchandise rather than a game that will evangelize. I guess it was too much to hope for a change in corporate policy.

Disenfranchised Generation
I never owned a GameCube. Now I don't have to. After all with full hardware backwards compatibility I can play all the GameCube games I want on my Wii. There are dozens of great looking games that I have played, and want to play, that should only be a trip to the local GameHustler away. Except that Nintendo has all but killed their GameCube support. Releases for the system are hard to find (are they even pressing new discs anymore?), with selections in the scant dozens from a library of hundreds. And I can't find a WaveBird anywhere.

Why include a backwards compatible option on a system designed to capture new users if you don't intend to support -- or even make available -- that existing library of games? Why provide hardware ports if you can barely find controllers for them? Why make a wireless controller and then stop when everything has gone wireless? This seems to me like a dumb way to support your older content, and your new players.

Sony (back when they were sane, and capable of making a good business decision) built the PS2 to be backwards compatible because they new it would snow under the competition. When everyone was releasing new systems and had only launch titles to satisfy the rabid masses, the PS2 had a huge, and well supported library of games to fall back on. Buying a PS2 right away was smart because you had things to play. And Sony supported the library. For a good long time. I think Nintendo forgot that last part.

Friday, January 05, 2007

Going Home

Holidays are weird for me. Especially Christmas. It is, of course, all my parent’s fault. They had to move out, taking my brothers with them, just as I was starting my post-secondary education, winding up an 8-hour drive (10-12 hours by bus) away in what amounts to the middle of nowhere. Well, next door to the middle of nowhere anyhow. This pretty much leaves all the other holidays open for my wife’s family to own.

Not to say that this is a bad thing. I like my wife’s family. I even have delusions that they like me too. Well, they at least accept me. Or put up with me. At any rate, I’m pretty sure that I’m welcome (I kid, we get on well). We always find things to talk about. I can help set the table, or help in the kitchen. I always find that the time passes without too much tedium, and the food is always good.

But, (you knew there was a but, right?) something is still missing.

Oh yeah, games. My family has always played games. One of the reasons that I have a deep seated love of gaming is the time I spent playing when I was younger. Even more now, when we gather we give games, we share games, and we play games. Going home isn’t so much about the location, which never was home, it’s about finding the time and people to play with.

So my holiday trip home this year was filled with games and these are them

Deflexion (link)

Gave this as a Christmas/birthday gift to my youngest brother. A strategy game with lasers, what could be more perfect? It turned out to be quite a bit of fun. Very spatial, thinking about all those mirrors and bounces. A whole lot of potential for strategic depth in there. Overall, a good gift, and a fun game.

Killer Bunnies (and the Quest for the Magic Carrot) (link)

The funniest card in the whole game (to this point) is the weapon “Green Jello (with Evil Pineapple Chunks)”, because nothing is more evil than killing a bunny with dessert. This is an overly complex game with a slightly distorted sense of reality. I like it, and I’ll go into it more later.

Munchkin (and Munchkin Fu) (link)

If you have not played this game, please find a friend who has it. Failing that, find a local game or comic shop and get a great game to play with everyone you know. Munchkin not only epitomizes all that is great about social card games, but it’s hilarious while it does it. And there is a Munchkin for everyone. Every true and pure geek with fall madly in love with this game and want to collect all of the various expansions and off shoots. This game will remain a favourite for years.

Seafarers of Catan (link)

I’ve played Settlers, so getting the rest of the Catan expansions is pretty much a no brainer. You wouldn’t think it, but just adding the ability to cross the water and a single, rare, land type really does alter the whole strategy of the game. I played this a bunch of times, and I had to rethink my whole Catan domination plan. I can’t wait to get Knights and Cities.

Crib (link)

A classic of my family, something that was passed down from my Grandfather. Wherever two or three of us gather, the cards and board usually come out.

Backgammon (link)

There is nothing like being schooled in a classic board game of strategy and luck by your mother to make you realize that there may yet be something to learn. I’m pretty sure that the thing I have to learn is that I’ll never be better at Backgammon than my Mom. It’s one of her favourites and I love getting to play with her.

Kirby: Canvas Curse (link)

I couldn’t wait to spend my Best Buy gift monies on new games for my DS. I ploughed through about half the game (maybe a little more) in the time I spent away. The game is simple, fairly short, but very well produced. Going back through the time and line trials really hones your skills and makes you think about efficient moves.

Elite Beat Agents (link)

I couldn’t say no to a game where synchronized dance is the answer to all the inconsequential problems of the world. I’d read so much about this game I had to play it. I still can’t beat the final level (even on easy), but It’s probably because my tapping and dragging skills are not what they should be. This one turned out to be too much fun not to share.

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Last year I reconnected to a lot of things. I reconnected to people on the internet, through their blogs and the creation of mine. I reconnected to my love of games and design. I reconnected to drama and storytelling. I reconnected to programming. Last year, as fast and peculiar as it was, was about reconnection.

This year is about games.

Wednesday, November 15, 2006

Re-imagining Board Games

Of all the things that I've read over the past couple of weeks since I last posted (I know, I'll work on it), this has bothered me the most. GregT at The Dust Forms Words is forecasting the death of boardgames. I disagree. And I agree. Ok, I'm just conflicted about it. Here's why:

I love board games. (In this definition I'll also include PnP RPGs, Card Games, Social Games and anything that requires people to be present, or has physical components. That definition is about as broad as Video Game these days.) I love being able to gather my friends together to socialize and play games. I love the setup, explaining the rules, teaching new games, playing old favourites, everything. I crave the physicality and presence.

I also have a killer imagination. For years I have waited for the holographic display, the table top screen, physical interfaces (can you say multi-touch screen?), limitless communication, and a raft of other technologies that would enable me to play across distance without losing the feeling of close social contact. I can imagine a time when I sit in front of my coffee table, call up a friend in (say) Australia, pick a game, and play. Even with them thousands of miles away the technology removes the distance, they might as well be on the other side of the table. High fidelity video-chat, or holo-presence brings them into my living room, and me into theirs. The board displays a virtual matrix of pawns and pieces on a board and interacts to our touch, allowing us to set, move, capture, steal, win, and lose from either side. Seamless interface leading to pure social play, just as good as reality.

But all I've described is a board game rendered by a digital interface, and unhindered by communication restrictions. The gameplay hasn't changed. Perhaps some design restrictions would be lifted: Settlers of Catan could be re-envisioned as a real-time exploration and construction game, ala WarCraft. Or it could be played with traditional turn-based rules and resource collection. Games could be played with animation and sound, realistic or cartoon art-styles, free-form or strict rule adherence. The computer as board, dice, moderator, bank, enemy, stand-in player.

Not that any of that is a stretch. I've been looking at Clubhouse Games for my DS. Over 30 traditional games, playable with the touch interface. Up to 8 players via wireless communication. No setup, no take-down. Is this, perhaps, the next step to re-imagining board games? Can all board games be digitized, removing restrictions on rules, art, sound, communication, and play? Of course they can, that's the easy part. If the game can be played with chips can dice it can be played with virtual ones just as easily.

It doesn't mean that I wouldn't play on a real board if you came over.

Sometimes physical is just plain better than virtual.

Monday, August 07, 2006

Birthday Games

So, it was my birthday yesterday. I turned 23, had a great day, and feel great, if tired. My parents happened to be in town this weekend, for a short trip that had more to do with getting my brother’s things moved to town. He’s starting university this September. It was also a long weekend. In honour of the day, and because my parents have a lot of people they like to talk with when they are in town, Morgan and I held an open house.

This was fantastic. I love gathering my friends and other people I care about together to talk and eat and play. Morgan and I try to hold semi-monthly Game Nights for our friends. We have the space after all. The open house was an unqualified success. We think that there may have been as many as 50 people though our house (which is a 3 bedroom townhouse) in the space of the day. There was one point where we barely had room for everyone who was there.

I like being able to facilitate people’s fun like that. I’ll wander and talk to people, sure. But I’ll also be in the kitchen getting food prepared. Or tidying up as I see messes. Or just hovering and watching the conversations that have sprung up on all manner of topics across the house. I was having a blast (can I say this enough) even though I was doing stuff and it was my birthday.

But even that got topped. My wife, Morgan, bought me a DS Lite! Her parents kicked in a little money too. And my parents brought it from a province away. Apparently all the Best Buy and FutureShop locations around our city were out of stock. In a slight panic, she called up my mom to get her to buy one and bring it along with them on their weekend trip.

Today I used gift monies to buy some games. Here is my current DS list:

  • The New Super Mario Bros
  • Mariokart DS
  • Brain Age
  • Animal Crossing: Wild World
  • Worms: Open Warfare
  • Nintendogs (Morgan bought this)

No, I haven’t set up the Wi-Fi yet. So no friend codes to give out. They will be forthcoming. So will mini-reviews as I get a chance to play the games. So far I’m just happy to have the system. Morgan wants one too. I’m just not sure if we are going to buy another white one, or try to finagle a black one from overseas.

In conclusion (because this post has been rambling and pointless): I made it through another calendar year without dying – this makes 23 so far. I got a DS Lite and a bunch of new games. I had a great day of visiting with friends and family. It has been a good start to my 24th year.