Archive for the 'video games' Category

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Mystery in London, and Incompetence as a Design Goal

January 13, 2008

Recently I tried Mystery in London, a search-for-lost-objects game. I’m not sure what possessed me to do this; possibly it was the pretty screen shots, or possibly it was curiosity about what this genre involved.

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Chocolatier 2

January 8, 2008

Or: In which I make 630 million dollars.

Some time ago, I tried Chocolatier, a game about running your own chocolate factory. Overall, I thought the game play fell short of what it wanted to be, but I had fun anyway because of the chocolatey goodness of it all. (See also Sushi Go Round.)

A few days ago, JayIsGames announced the existence of Chocolatier 2, and I downloaded the demo, figuring that I probably wouldn’t purchase the full version this time around. But in fact, they’d fixed quite a few of the things I thought were underwhelming about the original, and the second episode is considerably better rounded as a game; by the time I finished the demo hour, I was hooked. Again.

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Bang! Howdy

October 27, 2007

Bang! Howdy is a western-themed game from Three Rings, the same people who came up with Puzzle Pirates.

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“Dangerous High School Girls in Trouble!”

October 16, 2007

JayIsGames recently noted (alongside the existence of IFComp) that the Independent Games Festival entries had been listed. When I went to have a quick look at the entrant list, I noticed a new entry by Mousechief Games, whose “interactive fiction” The Witch’s Yarn I reviewed a while back for IF Review. (The scare quotes are there because, while Mousechief calls the game interactive fiction, it isn’t IF in the sense that this site usually uses — there’s no text parser.)

I thought Witch’s Yarn wasn’t especially challenging as a game and was disappointed in some aspects of it, but I did like the attractive, cartoonish graphics, the jazzy score, and the idea of its story-centric casual game style; so I was pretty curious to see what they’d done with their latest, “Dangerous High School Girls in Trouble!”. It does not look as though there’s a full version of the game available for sale, but there are demos for both Windows and Mac.

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Ayiti: Cost of Life

October 4, 2007

Recently, on a recommendation on this blog, I tried Ayiti, a UNICEF-sponsored game about the difficulty of making ends meet as a poor family in Haiti.

It’s deeper and more playable than some of the other political games I’ve mentioned here recently: the interface is mostly well-designed (though I had a couple of particular gripes); there’s enough variation from playthrough to playthrough that you have to adapt your strategy a bit even when you think you’ve cracked the game; and it didn’t feel like preaching to the choir, at least not all the time.

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McDonalds Videogame

September 28, 2007

Continuing with the protest game theme (something that I’ve found increasingly interesting of late), recently I played a few rounds of the McDonalds videogame.

The premise is that you’re running McDonalds (no coy alternative parody names here — they frankly use the brand and icons throughout) and must make decisions about how to raise and feed cattle, run your employment lines, and set up advertising systems. Some of your options are pretty disturbing: there are a range of hormones and animal-byproduct-based feeds that you can use to bulk up the cows, for instance. You can bulldoze rainforest and steal land used to feed the local population in third-world countries. And if you overgraze pasture for too many years in a row, it will lose fertility and eventually become an unrecoverable wasteland. There are plenty of opportunities for villainy.

The press I’ve read on the game generally suggests that it is meant to make us all question McDonalds and similar corporations. Personally, I found myself feeling unexpectedly sympathetic for the corporation.

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Oil God

September 26, 2007

Only a liberal would find this game remotely interesting and even then not for long.

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Teaching, Persuading, Lampooning

September 24, 2007

I’ve been thinking more about “Airport Security”. Maybe I’m being unfair and judging it by the wrong criteria: given the off-the-scale absurdity, maybe it would be most reasonable to regard it as a kind of interactive editorial cartoon, rather than as an interactive argument.

I might put Persuasive Games’ Disaffected into a similar category: it’s a frustrating game to play, in a way that pokes fun of the frustrations of a copy shop in real life, without actually emulating the system at work in any depth. And their Presidential Pong goes even further, with the game-play almost entirely separate from the political content, which is expressed chiefly in editorial-cartoon format. (The “special powers” of each candidate are cute, but some of them work better than others, both as political comment and as powers within the game.)

Is there a single axis here, from anti-advergames and lampoons through semi-educational pieces like Electrocity into hard-core investigative or scientific simulations?

And how much do supposedly incidental aspects of the user interface determine our experience? I’m not talking about the assumptions buried in the simulation — those are necessarily ideological — but about surface qualities, like how difficult or easy various tasks are, how well optimized the game experience is, and how it uses the frustration that Grant Tavinor identifies as one of the key emotions evoked by gaming.

I’ve now played several games whose persuasive point was mostly achieved by a) annoying the heck out of the player and b) framing that annoyance as the natural result of some kind of unreasonable system — Airport Security is only one example. This may be emotionally effective, but is it rhetorically fair?

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Airport Security

September 21, 2007

Someone recently recommended “Airport Security”, a mini-game about being an airport security worker trying to keep up with a constantly-changing set of rules about what can and cannot be brought onto a plane.

While I sympathize with the message of the game, it didn’t really work for me, for two reasons.

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PlayThisThing

September 6, 2007

This particular item won’t come as news to anyone here, since I started with a review of an old-but-good piece, but I’m contributing reviews of IF to Greg Costikyan’s new indie and alternative game blog.

There’s some other cool and fun stuff to see over at PlayThisThing too. As it does pretty much everything but casual games, I’m hoping it’ll be a great game-a-day pairing with JayIsGames, where I get my casual fix.