Many of our readers are introverts. In broader conversations about our lives as gamers, a question often comes up: “How do I even talk to people?”
Personally, I have found that the answer differs if you are a PC or a console gamer, and I don’t think we can really attribute that to the kind of person who plays on different platforms, if there is such a thing (and many play both). If you are a PC gamer, the answer is usually to walk right up to someone and press E. Right-click can also work. For console gamers, that will usually be the A button.
After the spam deluge, Ethic applied a stronger spam filter that automatically sent more things to “spam” rather than “pending.” The effect is similar except that the site no longer e-mails me 50 times per day to ask if the comment by “Buy Cheap Louis Vitton” is legit. A blogger buddy asked me to check the spam filter, and yep, there were some false positives, so we fished some folks out.
Of the 500 spam comments I reviewed, 3 were internal links from our site, 4 were legitimate comments, 1 was from a gold-selling site, and all the rest were fashion sites trying to get more links for search engine optimization. These are the people who make your favorite websites’ operators work harder. Remember never to buy from some fly by night site selling knock-off sunglasses, shoes, or whatnot, or you’re just as bad as people who buy gold and fund the guys who hack players’ accounts.
This public service message has been brought to you by the numbers 5 and 0 and the letter S.
At Gen Con, we learned to play Hyperborea from one of the developers, which is one of the glories of Gen Con. As I type this, it is soon to be published in the US but not quite there; it may be available by the Tuesday this appears. It is recommended but costly ($90) and very strongly a gamer game.
The game is one of territorial control and resource acquisition with a bag-building mechanic in place of the increasingly common deck-building mechanic. That is, each player has a bag of colored cubes, and you power your abilities by drawing and spending them. A large part of your strategy is what cubes you add to your bag.
If the rumored deal goes through, I’m happy for Notch and Mojang. I’m told there is some sort of internet controversy about selling out, but “and someone on the internet complained about it” is true for all values of X, and the only counterarguments I’m really interested in entertaining are variants on “he could get more money.” Penny Arcade is on point.
No real insight or commentary. I just saw the “$2 billion” headline this week and thought, “Good for them!” and, “Congrats!” and, “one of us won!”
I like what I hear about Final Fantasy XIV. Job-switching sounds like what I have wanted for years and what Horizons aspired to. Sadly, after having killed ten rats and ten thousand goblins, the idea of a new leveling treadmill makes me reach for a book, so I will be spending time with Russian science fiction rather than Japanese fantasy.
It’s been a few days since the second Feature Pack arrived from Guild Wars 2, and large chunks of the vocal community are in an uproar. My favorite description of the Feature Pack contents comes from Bog Otter’s delightful YouTube video, but for the written word head to Jeromai’s overview.
So there were some class changes. Mrs. Ravious loves her new Ranger Power! I haven’t had a chance to dabble with a dagger necro now with mini-cleave (pinky to mouth for effect). There’s some new WvW stuff, and I’m getting used to the new Trading Post updates. Yay for speed, Boo for default to list the item instead of auto-selling it. Double Yay for improved search and sell from my backpack power! Continue reading
Lately I have been fascinated with idle games, the way one might be with a wind-up toy or train set. You set things up and just watch it go.
AdVenture Capitalist remains strangely compelling, at least for a little while after they add updates. When you can quickly double your earnings, there is something to do, which is a strange thing to ask of an idle game.
After ProgressQuest was the trope-maker for idle games, later games have added variable degrees of interactivity. Upgrades and mini-games seem to be the most common, along with a bit of clicking, usually important at the very start but quickly overwhelmed by passive sources of advancement. Until recently, upgrades were the only interactivity in AdVenture Capitalist. Anti-Idle has a large idling component but also a variety of mini-games. Cookie Clicker is closer to AdVenture Capitalist but has rewards for watching and clicking the special cookies, along with some … unusualness in its late game. Candy Box and A Dark Room both have idle mechanics for advancement but significant game components.
I was originally surprised by offline advancement in AdVenture Capitalist, but that seems to be (becoming?) more common in idle games than I knew. Clicker Heroes and Idle Blacksmith both keep generating advancement while you’re away. Anti-Idle has an offline mode, but when last I played, you set it for a fixed duration like planting Farmville crops.
Lots of little wind-up toys. I cannot say that many of them have much gameplay value, but the steady accumulation of effortless illusory progress is almost hypnotic. Perhaps the strangest thing is seeing non-ironic idle games. ProgressQuest and Cow Clicker were commentary on types of games; new idle games mostly mean it.
I had not heard of Destiny until today. Sounds kind of interesting.
Love Letter is a fun game. In my first game, I was eliminated before my first turn, and in just over half the rounds I have played, I have been knocked out before my second turn. In most games, I would not tolerate that degree of lack of player control, but the game creates a low level of investment in each round of play that makes it acceptable.
Hands of Love Letter are quick. A full four-player round takes a few minutes at most. If you are knocked out, oh well, watch how this round goes and you will be back in the game shortly. Sometimes not having a fair chance is fine when you get lots of chances that come quickly; slot machines rely on that perception (although those never give you a fair chance, so the whole gameplay there is “slowly losing” with some steps backwards on the path to bankruptcy).
In Love Letter, poor luck is constrained rather than cumulative. Many games give you many chances, but if you get a bad start, you will never catch up. Lots of classic card games like Poker are very good at this: unless you are playing no-limit, your luck in one hand has almost no effect on your chances in the next hand. How many “strategy” games have you seen decided (90+% probability) in the first quarter of the game when one person has an amazing turn while another has the worst possible luck for 15 seconds?
The cumulative effect is not making you suffer through the rest of the game because of a bad bit of luck. You should never “suffer through” your entertainment. I am usually enthusiastic about Eurogames’ rarely knocking out players before the end, but if the outcome is (90+%) known and you are just going through the motions for another hour, that is a wasted hour. Finish it so we can play another game. Keeping everyone in until the end is only a virtue if they have a chance at the end; surrender in the face of certain loss is honorable, not rage quitting.
And finally, Love Letter advertises that luck and guessing are involved. It does not pretend to be a strategy game while having its outcome determined by luck of the draw. It is surprising how much players can control the outcome despite the luck of the draw.