Today, I'm going to provide a short review of a game that came out on Steam a few weeks ago: One Finger Death Punch. Developed by Silver Dollar Games - a designer noted for such luminous gaming gems as Try Not To Fart - One Finger Death Punch is a brawling game in which you fight using only two buttons and every person is depicted as a stick figure.
It's also, in my opinion, easily the best game to have come out so far in 2014.
Things. Also, Stuff.
Sunday, March 30, 2014
Friday, February 28, 2014
Discrimination as a Right
In my last article, which covered SB 1062 (recently vetoed by Arizona governor Jan Brewer), I stated that it was my belief that discrimination is a right. It was my estimation that people would understand what I meant and agree with me; however, I've had several personal requests to clarify, so I'm going to do so here.
Monday, February 24, 2014
Arizona SB1062
Recently, Arizona SB1062 ended up on the desk of the Governor of Arizona. You can read the full text of the legislation here, and can refer to the appropriate section of the Arizona Revised Statues in Article 9 on this page.
In total, nine changes are proposed by SB1062 - most amendments, but also the addition of a new section, F, to the end of 41-1493.01. Of those changes, only three of them are substantial - the second, which redefines 'Person' for the purpose of the statutes that follow to include more than only religious assemblies and institutions, the seventh, which restructures part of the statute to take effect even if the government was not part of the proceedings of any particular action, and the ninth, which adds an additional subsection that redefines 'State Action' to include many actions not by the state.
And, of course, people are being fussy.
In total, nine changes are proposed by SB1062 - most amendments, but also the addition of a new section, F, to the end of 41-1493.01. Of those changes, only three of them are substantial - the second, which redefines 'Person' for the purpose of the statutes that follow to include more than only religious assemblies and institutions, the seventh, which restructures part of the statute to take effect even if the government was not part of the proceedings of any particular action, and the ninth, which adds an additional subsection that redefines 'State Action' to include many actions not by the state.
And, of course, people are being fussy.
Wednesday, December 18, 2013
Experimental Economics: The Ultimatum Game
It’s
Wednesday and I’m on a short week for writing, so today we’re
headed back to the realm of experimental economics to discuss a game
that is similar to the Dictator Game – the Ultimatum Game!
Tuesday, December 17, 2013
Things on Kickstarter 2
Since I won't have the ability to publish anything this Friday or next Monday, for the moment I'm going to keep my schedule to four posts a week. No idea what will be on Tuesdays in the future, but for now this day has been taken over by Kickstarter!
So, without further ado, here are some cool things on Kickstarter that launched since my last post!
So, without further ado, here are some cool things on Kickstarter that launched since my last post!
Monday, December 16, 2013
In Design: Starbound
So, like the rest of the week days, Monday is now my day for writing something in particular - reviews of recently released games or games still in alpha/beta.
For this week, I'm going to review Starbound.
For this week, I'm going to review Starbound.
Friday, December 13, 2013
Design: Victory Conditions in Civilization
Today
– and every Friday for the foreseeable future – I’m going to
talk a little bit about game design. Specifically, I’m going to
talk about what I see as flaws in the design of various games.
Why? Because starting on Sunday I’m going to be designing and developing a game I’ve been thinking about for a long while, and this is a good way to start putting down things on paper. And I enjoy it, so maybe you will, as well.
My first critique goes out to one of the greatest game series of all time – Sid Meier’s Civilization. It’s one of the pillars of the 4X turn-based strategy genre, and a large majority of the games in said genre borrow many design aspects from Civilization.
This one would be far, far too long for a single post, so I’m going to split it up. Probably into three segments, maybe into more. For now, though, we’re just going to discuss one thing: victory conditions.
Why? Because starting on Sunday I’m going to be designing and developing a game I’ve been thinking about for a long while, and this is a good way to start putting down things on paper. And I enjoy it, so maybe you will, as well.
My first critique goes out to one of the greatest game series of all time – Sid Meier’s Civilization. It’s one of the pillars of the 4X turn-based strategy genre, and a large majority of the games in said genre borrow many design aspects from Civilization.
This one would be far, far too long for a single post, so I’m going to split it up. Probably into three segments, maybe into more. For now, though, we’re just going to discuss one thing: victory conditions.
Victory Conditions in Civilization
For
those of you who have never played or heard of Civilization, it’s a
game in which you, as the name might suggest, build a civilization.
You start with a single city and attempt to build a civilization to
‘stand the test of time,’ as the game will inform you right at
the beginning.
But, really, as in all games, what you usually want to do is attempt to win, and to enjoy yourself along the way. This isn’t, after all, an experiential game – it’s one in which your primary goal is to beat your opponents to the ultimate prize.
So, how do you do that?
Well, you (generally) need more cities. You (generally) need to defend those cities. And you (definitely) need to research new technologies so you can build more stuff.
But that’s not really how you win. Victory in Civilization is, instead, predicated entirely on an optimal strategy of min/maxing your civilization towards a single goal.
What’s Min/Maxing?
But, really, as in all games, what you usually want to do is attempt to win, and to enjoy yourself along the way. This isn’t, after all, an experiential game – it’s one in which your primary goal is to beat your opponents to the ultimate prize.
So, how do you do that?
Well, you (generally) need more cities. You (generally) need to defend those cities. And you (definitely) need to research new technologies so you can build more stuff.
But that’s not really how you win. Victory in Civilization is, instead, predicated entirely on an optimal strategy of min/maxing your civilization towards a single goal.
What’s Min/Maxing?
Min/maxing
is an attempt to absolutely maximize one aspect of something while
reducing all others to the bare minimum necessary to support that
singular aspect.
Say, for instance, you’re an avid gamer. You do only the bare necessities to keep yourself alive – you sleep only as much as you have to, eat rarely, and hardly ever move from your computer. You probably drink a lot of coffee. You probably look and act like a vampire when exposed to the sun. You may even have installed a toilet in your computer chair.
After you’ve achieved all of that, one could say you have min/maxed for spending the greatest possible time in front of your computer, playing games. It’s not pretty, and Civilization’s victory conditions are crafted in such a way as to ensure that it is the only viable strategy at high levels of play.
Why Civilization Encourages Min/Maxing
Say, for instance, you’re an avid gamer. You do only the bare necessities to keep yourself alive – you sleep only as much as you have to, eat rarely, and hardly ever move from your computer. You probably drink a lot of coffee. You probably look and act like a vampire when exposed to the sun. You may even have installed a toilet in your computer chair.
After you’ve achieved all of that, one could say you have min/maxed for spending the greatest possible time in front of your computer, playing games. It’s not pretty, and Civilization’s victory conditions are crafted in such a way as to ensure that it is the only viable strategy at high levels of play.
Why Civilization Encourages Min/Maxing
So,
how does Civilization achieve this?
Well, you can only win one way. You pick a victory condition and your game is now all-or-nothing – you either achieve the condition or you do not win.
For instance, the science victory. To achieve victory via this method, you have to build and launch a spaceship before any other player wins the game. Generally speaking, this means you have to be ahead of the curve on science and have to be able to produce spaceship parts pretty quickly at the end of the game.
Do you need a military to do this? Not really. Do you need culture or money to do this? Nope. Do you need a lot of cities? Nope. Does anything other than science or production really help you achieve this victory? Not even a little bit.
Every other victory condition is like this, as well. While there are reasons to produce other things, they ultimately all lead back to producing more of what you need to achieve your chosen victory condition, which can be achieved in one and only one way.
Well, you can only win one way. You pick a victory condition and your game is now all-or-nothing – you either achieve the condition or you do not win.
For instance, the science victory. To achieve victory via this method, you have to build and launch a spaceship before any other player wins the game. Generally speaking, this means you have to be ahead of the curve on science and have to be able to produce spaceship parts pretty quickly at the end of the game.
Do you need a military to do this? Not really. Do you need culture or money to do this? Nope. Do you need a lot of cities? Nope. Does anything other than science or production really help you achieve this victory? Not even a little bit.
Every other victory condition is like this, as well. While there are reasons to produce other things, they ultimately all lead back to producing more of what you need to achieve your chosen victory condition, which can be achieved in one and only one way.
What’s
Wrong With That?
A
lot of people are probably sitting here, reading this, going ‘so
what?’ ‘Why is this a bad thing?’
Well, it’s not necessarily a bad thing. However, at least in my opinion, Civilization is about crafting a civilization in the way you choose and the victor should be chosen by the civilization that is most well-crafted. Simply min/maxing for a specific output – be it science, culture, or military production – doesn’t generally lead to anything resembling a well-crafted civilization, but rather something like a giant machine designed to fill buckets faster than other, similarly-designed machines.
For me, it destroys the connection between attempting to build a real, balanced civilization – the reason the game is enjoyable outside of simply attempting to beat the other players – and attempting to achieve victory in the game.
Solutions
Well, it’s not necessarily a bad thing. However, at least in my opinion, Civilization is about crafting a civilization in the way you choose and the victor should be chosen by the civilization that is most well-crafted. Simply min/maxing for a specific output – be it science, culture, or military production – doesn’t generally lead to anything resembling a well-crafted civilization, but rather something like a giant machine designed to fill buckets faster than other, similarly-designed machines.
For me, it destroys the connection between attempting to build a real, balanced civilization – the reason the game is enjoyable outside of simply attempting to beat the other players – and attempting to achieve victory in the game.
Solutions
What
can be done about it, then?
Well, Civilization itself does a good job of showcasing two possibilities.
Victory via points in Civilization rewards the player that has produced the most ‘points,’ which can be earned in a wide number of ways, from researching technologies to having people to founding religions and building wonders. It is the ‘default’ victory condition in that, when time in the game runs out, the victor is decided by point total
Similarly, the diplomatic victory method in Civilization V can be achieved in a myriad of ways. To achieve the victory you essentially need to convince a large number of minor states to support you as the world’s leader. Befriending said states and earning their votes can be achieved in many ways, including gifting them money or units, bullying them, and partaking in tasks that they give to you.
Civilization’s point system is an example of what I would call a ‘hybrid’ victory condition – you can achieve it through scoring opportunities in many areas, everyone scores in the same way, and it generally encourages balance instead of min/maxing, as the opportunity cost of min/maxing usually decreases overall point totals.
The diplomatic victory is a similar sort of victory, except the points are not scored in a directly hybrid manner. Instead, you gain the stepping stones of points in a hybrid manner but points themselves are one step removed from the manner in which you attempt to gain them. This method of point totaling is usually more open to the problem of min/maxing.
Exclusive/Hybrid Victory Conditions
Well, Civilization itself does a good job of showcasing two possibilities.
Victory via points in Civilization rewards the player that has produced the most ‘points,’ which can be earned in a wide number of ways, from researching technologies to having people to founding religions and building wonders. It is the ‘default’ victory condition in that, when time in the game runs out, the victor is decided by point total
Similarly, the diplomatic victory method in Civilization V can be achieved in a myriad of ways. To achieve the victory you essentially need to convince a large number of minor states to support you as the world’s leader. Befriending said states and earning their votes can be achieved in many ways, including gifting them money or units, bullying them, and partaking in tasks that they give to you.
Civilization’s point system is an example of what I would call a ‘hybrid’ victory condition – you can achieve it through scoring opportunities in many areas, everyone scores in the same way, and it generally encourages balance instead of min/maxing, as the opportunity cost of min/maxing usually decreases overall point totals.
The diplomatic victory is a similar sort of victory, except the points are not scored in a directly hybrid manner. Instead, you gain the stepping stones of points in a hybrid manner but points themselves are one step removed from the manner in which you attempt to gain them. This method of point totaling is usually more open to the problem of min/maxing.
Exclusive/Hybrid Victory Conditions
In
my mind, the best possible solution to victory conditions in a 4x
strategy game akin to Civilization is the exclusive/hybrid victory
condition. Under these sorts of rules, points towards a victory can
be gained in a myriad of ways but not every method of achieving
points is available to all players.
This solution ensures that min/maxing is not a problem while also preventing complete homogenization of strategies between players, an issue that occurs when everyone has both the same goals and the same methods by which those goals can be achieved.
This solution ensures that min/maxing is not a problem while also preventing complete homogenization of strategies between players, an issue that occurs when everyone has both the same goals and the same methods by which those goals can be achieved.
So,
yeah, this is what I'm going to be doing every Friday. Be warned. Or
something.
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