Pretending To Be A Vampire

I’m chatting about text-based Choice of the Vampire over on RoboAwesome:

CotV asks players a lot of questions about their goals for their, uh, un-life. Do you want to create lasting art, find true love, rise to the top of the vampire society or accumulate power? This helped me feel like my character had actual motivation, but I was frustrated by the lack of progress towards my stated goal. Choice of the Vampire is the first of several planned installments, so hopefully I’ll get another chance at rocking the undead art world.

I couldn’t quite work it into the post, but it’s worth mentioning that the CotV story includes the botched Jackson assassination, one of my favorite bizarre history moments.

Via Choice of The Vampire | Review (PC and Mobile)

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New Study: Still Shocked By Girls Playing Games

From the post Girls Got Game! A Look at Gender & Gaming, on the usually-awesome site Frisky Mongoose:

First and foremost, what would you say if I told you that 60% of women that play games don’t actually consider themselves gamers?

What would I say? Oh, I’d just be preparing myself for another one of these ZOMG! Girls play social games! conclusions. Of course people who play the odd Facebook game (ZOMG! Girls playing games! All game players aren’t antisocial teenage boys!) don’t call themselves gamers, kind of like the way people who enjoy fixing an occasional grilled cheese don’t call themselves gourmet chefs. Especially if “gourmet chef” was usually associated with angry, unshowered teenage boys.

(Yeah. Casual games are grilled cheese. Not my best metaphor ever.)

Via Girls Got Game! A Look at Gender & Gaming | Frisky Mongoose

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Skipping The Tutorial

A recent post on Brenda Brathwaite’s blog discusses “the frequently forced, painful and cramped narrative-on-rails that is the in-game tutorial” (Full text here). These are usually an awkward blend in media res urgency with a constant jarring reminder of what keys to press. Her example is “Grab that gun! Let’s go! They’re after us. Oh, and if you need me to give you ammo, press CTRL A.”

I like a world-building intro, whether it’s cinematic or a story, but I prefer jumping in to play. (Amanda D’adesky has an awesome post in defense of cut scenes as a storytelling mechanic.) Ideally there’s an easy setting or a slow curve, so I don’t get killed too badly while figuring out what’s going on. The ideal game would let me know about shortcuts once my basic commands become unwieldy, but once I have too many items in my inventory, too many attacks in my action bar, I’ll look up shortcut keys on my own.

And the usual tutorial feels repetitive, like my credits didn’t transfer and I’m sitting through Gaming 101 again. We don’t need to be told W walks forward and space bar jumps, and I can work out on my own how to go into the Options and reverse the mouse. (Apparently no one else likes playing that way. My only conclusion is that developers put that option in just for me. Thanks!) We really only need to be shown the controls if something’s going to be unusual, like M represents not Map but Massive Self-Destruct Button, or if there’s a special mechanic for the game.

We all know my personal preference for jumping in without reading the instructions (Stop nodding, Mom and Dad!), but what do you think about detailed tutorials? Are they essential to understanding a new game? Do you like a tutorial level, or a slow introduction of skills and abilities, or just experimenting and seeing what happens?

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Girl Clothes

A couple months ago, Eric and I had this conversation.

Eric: Do you want to come to Carolyn and Dave’s wedding with me?

Meg: Let me think about this…  Do I want to see your sister Kristine in a dress? A dress your fashion-design sister picked out for your swamp sister? With makeup and heels and everything? Of course I do!

The wedding was this weekend, and it was absolutely gorgeous. A glowing bride, perfect New England fall evening, classic fifties style. But it’s just possible that I took more photos of Kristine in girl clothes than of the newlyweds, the decorations and the ceremony site combined.

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Friendship’s Bloom

The new Friendship’s Bloom tree in My Tribe is a cooperative mystery. First, a friend needs to fertilize the tree. Even if you have lots of friends, this can only be done once per tree, per day. Each time the tree is tended by a friend, it grows pretty new leaves.

Once it’s been fertilized by a friend, the island owner needs to send a tribesperson with at least a 3 in Agriculture over to the tree.

The next day, a friend needs to fertilize it again. It can be the same person, or a different person. Then a tribesperson with at least 6 in agriculture needs to visit the tree. Lather. Rinse. Repeat with visiting friends and agriculture increments of three. Finally, a tribesperson with a 30 or higher in agriculture can tend the tree and unlock the mystery.

Once you solve the Friendship’s Bloom, you’ll receive 3 fertilizers per neighbor, instead of the usual one. (Hey, I just thought of this — if you’ve already solved the tree and you’re helping a friend by fertilizing, can you give it three?)

Look, I enjoy MyTribe, but this is one of those zany cycles that sour me on social games. My Facebook friends are awesome, so my feed isn’t full of COME HELP ME! Fertilize my pretend tree! But I like MyTribe just a little less for encouraging that kind of spam.

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Choice of Romance

Choice of Romance is a new text-based PC and iPhone game by Heather Albano and Adam Strong-Morse, using the same ChoiceScript code and choose-your-own-adventure style as Choice of Dragon. You play as a young mage, from a noble but impoverished family, looking for love in a Spanish-influenced magical kingdom.

The royal court bears striking resemblances to Henry VIII and Catharine of Aragon: The king and his politically-advantageous wife have one sickly child, while the king’s wandering eye has led to an illegitimate son. One time I played through, I went after the king, and was soon receiving gifts, stringing the king alone and deposing the rightful queen, just like a magic-using Anne Boleyn. I don’t know if this was the intention, or if maybe I should lay off the historical novels for a while.

I’ve written before about how pleased I am when a character-driven game gives equal female options instead of forcing you to play a guy. (I’m looking at you, Harvest Moon.)  In Choice of Romance, you can choose your gender, and the gender of your intended romantic partner. I really liked that sexual orientation was just a quick change of pronouns, but every time I played, my character was a girl who was interested in boys. (I’m boring.)

Choice of Romance was very open-ended, and while I felt that my actions had consequences, I didn’t feel like the game was out to trick me or punish me for a wrong choice. You’re able to pursue the king, a wealthy older lord, and a young rebel, and dive into politics, make subtle changes or steer clear of the whole thing, for several satisfying endings.

The only flaw was my usual ChoiceScript problem, the lack of a midgame save. If I see two options I want to try, it’s frustrating to restart and try to remember everything I did to get to that point so I can try the second one.

In conclusion: Text-based gameHenry VIII. Flirting. Plus magic!

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Bye Bloglines

So my feedreader, Bloglines, is closing at the end of the month.  I’m sad to see it go, I’ve been using it since Ryan from The Humanaught introduced me to Bloglines in 2005, as a way to get round the Great Firewall and read all the banned Blogspot blogs.

I like the simple black-on-white style, which makes it easier to read posts from bloggers who don’t always agree with me on colored text, popups and automatic music. It also makes it easier to read blogs while slacking at work, um, not that I ever do that, I’m a model employee and you should totally hire me. (Don’t look so shocked. I have more than twice the hits on weekdays that I do on weekends. You’re all reading this at work, too.)

It’s the end of an era for me. I guess I’ll try out this new-fangled Google reader contraption all the kinds are talking about.

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Hyperbole and Exaggeration

So apparently it’s lame to write a post about how much I love the Boston commuter rail. They have wifi now, and even though it’s pretty spotty,  playing Facebook games is far superior to driving. Instead I’ll tell you about where I went when I took the commuter train!

I’ve been working at a Middle Eastern restaurant in North Carolina that used to be a Pizza Hut. When my cousins were visiting me, I dragged them in to see those signature trapezoid windows and brick walls, now decorated with sitars and hookah pipes. It was partly so they could eat some kebabs, and partly so they can back me up at future Christmas dinners when I’m accused of blog hyperbole.

Turns out there’s another ex-Pizza Hut that now serves korma and chicken tandoori,  because my friends introduced me to Monsoon in Acton. I knew I was going to like it because Tom is a curry connoisseur, and Eric is a foodie in general. It was pretty delicious, but it didn’t really matter where we ate, because I was so happy to see my friends and decompress after a couple interviews with possible schools.

After a lot of dinner and a lot of chatting, Tom and Tricia headed home, and Eric and I met up with some more of my second family, the Hoffmanns. Carolyn’s getting married in a few weeks, so she had a some pre-wedding advice for any brides-to-be: Elope while you still can! She also said something about hiring an Elvis impersonator, but I think she may have been exaggerating.

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Winning Error Message

Got this awesome error from Digg this morning:

Just don’t try to ford the river, guys. That never goes well.

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Mission Park

I went to the Mission Park premiere and reception at the Brattle Theater the other night. Bethie wanted to turn back when we saw the limos and camera flashes, but I’m a blogger! That means jeans are the perfect ensemble for all occasions! (And also, I like superheroes.)

Mission Park is an independent movie about Boston superheroes, written by Chip Perro. Superteam Tessa Faux, Apple Orchard, Timothy Note, Victor Strength and Chris Ember dash around Boston fighting crime (except when they’re, you know, causing it), evading the police, protecting the innocent and saving the world. The story hinges on an Evil Corporation who commissions an artist to create the perfect work of art, a painting so aesthetically perfect that everyone who sees it immediately gets superpowers.  It’s hard not to be reminded of the Monty Python sketch about the funniest joke in the world as the artist finishes her masterpiece and keels over with newfound superpower.

Mission Park is the first of six planned movies, each one to focus on a specific character from the superteam. I’m hoping that later movies will explain some of the ill-defined powers the superfriends have. I’m also hoping that Victor Strength, underused both for the character’s superstrength powers and the actor’s ability to deliver superhero apocalypse lines believably, will have a bigger role.

Ensemble movies are hard because there’s a limited amount of time to develop so many characters. Each superfriend had a catchphrase or overwhelming character trait, so I was never left wondering who someone was, but there wasn’t much growth and change, either.

Tessa Faux, the oversexed vigilante, is racking up body count or bedpost notches in every scene. Every supergroup needs one character who’s ruled by sex drive, and bonus points to Chip Perro for making Mission Park’s playboy a girl. But, meanwhile Note’s girlfriend also tries (desperately and unsuccessfully) to drag him to bed, and every girl in Boston tries (desperately and unsuccessfully) to sleep with Ember. Too many girls chasing the male leads for sex started to have a male MarySue feel.

I forget the exact wording, but I think there’s a theater maxim if the audience sees a gun in the first act, there will be a shot fired in the second act. I guess the corrollary to that is when a character keeps saying that now’s not the time for foul language and that she never swears, you know an F-bomb is coming. I was not disappointed.

The story’s final resolution was… odd. I’m ok with superheroes who cause massive collatoral damage and leave high body counts. (Bethie: But I wish they didn’t kill everybody in the lab!) I’m also ok with superheroes who decide to give the world superpowers and trust to individual conscience to keep the world safe. But, like chardonnay and raw cookie dough, sometimes two things I like don’t work well together.

The story of Mission Park was endearing and frustrating by turns, but it was always visually interesting.  Rick and Chip Perro aren’t sneaky about greenscreening. Characters appear with colored outlines in front of hand-drawn backgrounds or still photographs of Boston scenes.  An overturned car, used for cover in a shootout, bears a distinct resemblance to one of my nephew’s toys. The final result is a perfect format for the magical realism of superheroes.

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