Homer in Silicon and other Casual Stuff

On Delicious Emily’s Holiday Season, a time-management game with a romantic subplot in which you can actually make choices for the character. I can see this may have set them up for some problems about sequels down the road, but I was pleased with it, and it made a good occasion to talk some more about the interplay of gameplay and romance.

Speaking of casual games with developed plots, I am seriously disappointed by Jojo’s Fashion Show: World Tour. I’m guessing someone else took over the franchise after the tragic dissolution of Gamelab. But the dialogue doesn’t snap, the characters are dull, the fashions are less attractively drawn, and the gameplay is neither as challenging nor as interesting. There’s a portion where you can create your own items of clothing to go into the show, which sounded like it might be another attempt at the product-mixing concepts in Chocolatier: Decadence by Design and Passport to Perfume. But once again, this isn’t actually as interesting a mechanic as it could be. You’re always creating clothing to match a specific style, applying colors and patterns to a very limited selection of silhouettes: the result is that it’s hard to make an outfit that is a resounding failure, and fairly easy to come up with something worth a large number of points; and the process of doing this is all about experimenting with the colors and patterns until you’ve hit as many of the style features as you can. Perhaps this is an attempt to keep the game from being too difficult, but the results are (in my opinion) kind of limp. I’m still waiting for a tycoon or time management game where you design your own products but the gameplay on both sides really crackles. (This is — or could be — basically a deck-building problem.)

Holiday

Dear people-that-send-me-email,

Sorry I’ve been uncommunicative the last couple of days, and here’s fair warning that I will probably continue to be so through the first of the year or so. It’s down to a combination of computer problems, academic year wind-up, and other features of Real Life. I wish everyone the best, and will catch up in January.

Moods in conversation

Question from Conrad Cook:

I’m wondering how you mesh variable tracking with conversation.
You’ve mentioned _Alabaster_ tracks a lot of variables, and I can
conceptualize how that would be reflected in, for example, the
artwork. But I’ve been wrestling for a while with how to use the
conversation to move the NPC’s variables, and how to have those
variables be reflected in the course of the conversation, and so far
I’m not winning that wrestling match.

Alabaster’s source is available, so it’s possible just to look at what’s going on there — but possibly more difficult to suss out exactly what the plan is throughout the source. A technical discussion follows.

Continue reading

Walker & Silhouette

Latest playing: CEJ Pacian’s brand-new game about an unlikely crime-fighting duo. It’s keyword-driven, a la Blue Lacuna but more so; that means it’s easy, but not so easy that there aren’t any puzzles at all. I think it took me 30-45 minutes to play, but I could be misestimating that. There’s mystery, there’s wacky setting, there’s light romance. Looking back over the experience, I think it’s best if you don’t know very much about what to expect (like I didn’t), so I won’t give much more detail than that. I liked it.

Train

Here’s an interesting post about a tabletop game, Train, that explores some of the complicity issues we talk about in regard to Rameses and (especially) Rendition. I share some of the reservations of the post’s author: is a game whose chief gimmick is to make you not want to play really a game? How much depth can be wrung out of such a construction?

But I find it really interesting to see this same idea being played out in the realm of the physical board game, even if it is (as in this case) a single-edition Art board game that will never be widely distributed.

(Edited to add: the linked page has a chat app in the sidebar that seems to crash Firefox for some people. Sorry about that. Safari appears to view it safely.)