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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Rejecting Rejection

Dear editor,

Thank you for considering me as a recipient of your rejection letter. I received an overwhelming response from many talented publications, and I reviewed them all carefully before making any decision. Unfortunately, your letter does not suit my present needs.

I wish you all the best in your continued search for an author to reject.

Sincerely,

Meg

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Wanted: Sidekick with Flashbulb Camera

I got this sticker from my dad the other day.

Now I just have to find the guys from The Kartel and steal one of their hats, and I’m all set to be an old-time reporter!

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MyTribe’s New Mystery

So my favorite Facebook game, MyTribe recently added sending gifts and begging for gifts, and that’s pretty much the day I lost interest in the game. It was extra frustrating because there were so many great ways MyTribe could have implemented social trading — trading island resources and crops, for example — but instead it went the way of FarmVille spamming.

MyTribe also has collections made of random drops now, but I haven’t seen them add anything to gameplay, so virtual packratting doesn’t appeal to me. I’d like at least a veneer of gameplay over the acquisition of imaginary items. I mean, I’ll still rerun Van Cleef a dozen times to get the whole set of matching Defias armor…

But… I started playing MyTribe again because there are new mysteries to unlock. Flotsam’s Call (or as I like to call it, the Hatch), is the first of six new mysteries, so start building your Great Ark now to get to a new island with three new mysteries.

Solving Flotsam’s Call takes advantage of the new crafting recipes. Crafting was a great addition, I tend to like crafting (If I’m not wearing the Defias leather, I’ll endlessly mine and level my blacksmithing to craft another complete set of armor) and it adds a little bit of individuality to your tribe’s island. You’ll need to craft 4 torches, so to solve the mystery, you’ll need the recipe for torches (found under Supplies, then Decorations, then Decorative), 40 wood and 40 mushrooms. Then place one torch in each hole in the hatch. The reward is an increased drop rate for regular and silver crates and barrels, a nice bonus if you are interested in completed collections.

To open the Jewel Vault (because, seriously, what tropical island doesn’t have a jewel vault?), you’ll need to find four gems, one each from the Common, Uncommon, Rare and Scarce categories. Apply these gems to clothing, and dress your tribespeople in their sparkly new power-up clothes.

It seems you can use the same tribesperson wearing different clothes each time to unlock the mystery, but that even if he’s wearing two or more gems at a time, he can’t fulfill two or more requirements at once.

As a reward, you’ll get four new gems. Any one know if these are the same four every time? You’ll also be able to remove gems from clothing by putting a gem-wearing tribesperson on the Jewel Vault. So, hey, getting gems stuck on clothing isn’t a design flaw! You just need the Jewel Vault mystery!

More mysteries will be out on August 23rd.

What do you think? Are you excited about the new MyTribe  mysteries, or burned out on all the giftspam?

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The Daring Game For Girls


When I wasn’t teaching or running around Manhattan with packs of teenagers, I checked out The Daring Game For Girls on the DS. I know this is the girl-player stereotype, but I just can’t overstate how important a customizable avatar is for making me feel connected to the game. I felt a bit guilty playing demos at E3 and, as the demonstrator told me about system reqs and combat styles, I’d ask if I could change my battle bikini, but The Daring Game For Girls is, well, for girls.

So I was pleased to see a variety of coloring in the four choices for your avatar, but disappointed that race seemed to be the only distinguishing characteristic. I’d have liked to choose my hair and my clothes, or just been given some differing accessories, so I didn’t feel like I was choosing between Blonde, Hispanic, Asian or Black, but between, say, Artist, Tomboy, Bookworm, etc. This disappointing start set the tone for a well-intentioned but ultimately flat game.

Regardless of which ‘toon you choose, your character has recently moved to a new town, and you parents promise to take you on a super exciting trip, if you can achieve Girl Scout-style badges in different areas, like life skills, arts & literature, world knowledge, sports & games, adventure and ‘girl lore’, and make enough money to fund your trip.

To do this, you’ll play a bunch of minigames based on summertime activities and friendly interactions. You might plant seeds (and you won’t even have to harass your friends to water them) or help a friend find missing homework or jump rope. You can make and sell lemonade and craft projects to earn money. There’s enough variety in the items that the game avoided the awful cycle of making money to buy materials to craft items to make money to buy materials…

Crafting puzzles were a slightly less sadistic version of building in Lost in Blue 2. (I guess Cooking Mama has ruined me for games that are essentially tracing a stylus along a dotted line.) The items for the collection missions respawned fast enough to avoid frustration, but there wasn’t much difference between walking back and forth looking for feathers, or between walking back and forth looking for science homework. Overall, the minigames lived up to the game’s promises of female protagonists and family-friendly activities, but they weren’t particularly challenging, innovative or even fun. They felt more like phoned-in mini-versions of other popular DS puzzles.  I think it takes more than the absence of boobs and beer to make a really good game for preteen girls.

If the female-empowerment message is supposed to validate a pretty underwhelming collection of minigames, what about the other messages in the game? What about the stereotypes in the game, the shy glasses-wearing girl who does literature trivia or the black girl who only wants to play double-dutch? What about the in-game warnings that caving and fire-starting are dangerous should not be tried at home, which seems to defeat the whole girl-power theme of the game? Be daring with your stylus only!

And what is up with the friendship bracelets? Throughout the game, you’ll meet shy or suspicious girls who don’t automatically warm to your friendly overtures, and the solution is to give them a bracelet and automatically become friends. I don’t know if the message here is trust people who give you stuff or maybe gifts are the same thing as affection or just girls are shallow, but either way, I don’t like it.  I’m confused that we should read realism into girls starting campfires or exploring, but not into little girls trading trust and affection for jewelry.

Overall, The Daring Game of Girls gets close to success on gameplay and close on theme, but ultimately falls flat on both.

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