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Saturday
Aug202011

Help Kick Start "Oh My God!" There's An Axe in My Head

Chris and David, designers of Oh My God! There's An Axe in My Head, have recently started a Kickstarter campaign to raise money or the first printing of the game.  Here is a quick description of the game from its entry on Boardgamegeek:

Geneva, 1920: The League of Nations convenes for the first time. Proud to be the host for this august world body, Switzerland invites its champion axe-juggling troupe, Les Bella Lieben Jolie De Von Giorno, to entertain the assembled delegates. Unfortunately, halfway through the demonstration, the Troupe goes insane and begins hurling axes into the audience, splitting head after head. The Secretary General calls for calm, but before he can order a recess, his cranium is split as well.

The remaining Great Powers use the confusion to pass the gavel between themselves, conduct international business amidst the chaos, and generally try to shift the balance of world power while escaping a bunch of armed psychopaths.

The "setting" for the game sounds great and the barebones description calls to mind one of my favorite games of all time, Sid Sackson's I'm the Boss.  If the game has that kind of controlled chaos, I'm in.

I'm intrigued by the game and, as such, it will earn my first Kickstarter contribution.  Just thought I would bring it to our readers attention since, if it caught my eye, it might be something you guys would be interested in jumping in on the ground floor of.  

Here are the pertinant links:

The game's BGG page

The game's Kickstarter page

 

Thursday
Aug182011

Scott to Direct New Blade Runner

Thank you, thank you, thank you. Thank you.Words just totally and utterly fail me now for multiple reasons - but in a good way. 

Read about it here.

Thursday
Aug182011

A review of Mansions of Madness

 

Mansions of Madness is fairly unique in the board game space, as it positions itself as a storytelling game. This started me thinking about story in board games, and how it impacts the play experience. Because Mansions of Madness is so closely tied to the concept of story, I want to give my take on story in games before I start in on my review of the game.

Story in games:

I enjoy a wide gamut of game genres, but when it comes down to it, I have a special affinity with those that are story driven. The game sessions that I fondly remember, and excitedly describe to my friends, always have a strong and compelling emotional element. This makes sense, because without an emotional component there would be no story to tell. When the human element is removed, what remains is no longer a story, but a series of empty machinations. People innately realize that there is a difference between abstract movement and meaningful movement – between description and story. This idea often manifests itself in discussion of board games as “Mechanics vs. Theme”. Mechanics are the movement of the pieces, and the rules that must be followed during play, whereas the theme consists of the art, player motivations, and the real or imaginary ideas that the pieces in the game represent. Many abstract games are accused of having a “pasted on” theme, which is often used as a thinly veiled way of saying the game does not deliver a story. This is where my opinion of story may differ from the mainstream.

Story can appear under many different guises outside of the typical cut-scenes in video games, or back-story narrative in board games, and is much more pervasive than may be immediately apparent. Even games like the epitomic abstract “Chess” can tell a compelling story through the give and take of positional advantage. In these instances, however, the story isn’t found on the board, or in the pieces, but instead manifests from the interaction between the players, and is facilitated by the mechanics of the game. Even when completely devoid of theme, games can tell stories of loss and victory; clever cunning and missed opportunity; and can hide within their simple interactions the gamut of human emotion. After all, most sports are abstract games that are watched and loved by millions, not for their mechanics, but for the inherent story that is created through the interaction of the players.

When refined into its essence, a game’s story comes from its ability to elicit this emotional response. Theme is often a key ingredient in facilitating these feelings, and does so by enhancing the player’s immersion in the game world, but in the end, theme is still only a tool to help develop the story. The players themselves fill the role of characters within the story of a game, and the emotion that makes the game’s mechanics meaningful must come from within the players. With this in mind, story becomes a non-corporeal concept that rises above simple mechanics and theme, and lives on its own as a separate idea. Story is the brass ring that game designers are reaching to grab, because story is synonymous with player engagement.

There is an ongoing discussion about what makes a good game. The term “Balance” is bandied about a lot in these dialogues. Balance is the perceived fairness in a game; the potential for all players to achieve victory, given the same amount of effort. Some go so far as to say that a game which is unbalanced is fundamentally broken. Unbalanced gameplay can elicit strong emotional response just like a good story, but in many contexts this response can be negative, and directed towards the game itself. The player who experiences this will still relate his gameplay story to others, but this story may very well consist of a string of colorful expletives, and end with the words “never playing again”.

It’s in this situation, however, that theme can actually turn a negative game experience into a positive one. An unbalanced abstract game gives the player no frame of reference as to why the game is unbalanced, and as a result, the player has nowhere to channel his emotional response. But when theme is added to the same game, the player gains a frame of reference which allows him to justify the difference in difficulty; and what was a negative aspect of the abstract game, can become a positive aspect of a themed game. If one player is representing a ragtag band of rebels, and another controlling an oppressive dictatorship, it would make little sense for both sides to be equally balanced from a theme perspective. In fact, by adding that element of skewed odds, the game experience is often made much more emotionally compelling for the players involved.

That’s not to say that theme fixes everything, though. The theme of a game is still just a tool to justify the game mechanics. The choices that the player makes must be interesting, and empower him to feel that he is driving the direction of his play experience. There is a term used in film study: “Suspension of Disbelief”. This describes the ability of a film to immerse the viewer so much that he doesn’t notice the limitations of the medium, or discontinuities in the story. This idea can be applied to games as well: A player has a very limited number of decisions that he can make during most games, and he must play within the confines of the game rules and components offered. What amounts to moving bits around a board, and generating random numbers transforms into something much more engrossing during play, because the player looks past the limitations of the cardboard and plastic that make up the game components, and instead becomes immersed within the confines of the game mechanics and theme. If those mechanics become too dull, or are overly complicated, that suspension of disbelief is broken, the game components revert back to being bits of cardboard and plastic, and the player can no longer justify his emotional reaction within the confines of the game.

Getting that perfect mixture of theme and mechanics can be a difficult proposition. There is no magical formula for creating a good game, yet there are a multitude of different paths to achieve compelling gameplay. Not every game hits that mark, but when a game does hit that sweet spot, the experience is sublime.

The Game:

Mansions of Madness is a game designed by Corey Konieczka, and published by Fantasy Flight Games. When it comes to theme, Mansions of Madness has it in spades, even more so than the typical Fantasy Flight fare – and that is saying a lot. Its story-driven design aspires to take that step beyond pure theme, and strives to deliver a marriage of balanced mechanics and story through a uniquely focused gameplay experience.

In Mansions of Madness, players take on the role of individuals who find themselves investigating strange, supernatural events in a creepy mansion.

Click to read more ...

Thursday
Aug112011

"Good to Go" for SETI

Anybody that knows me, knows I love the movie Contact.  Based on the novel by the late, great Carl Sagan, Robert Zemeckis's adaptation is probably my absolute favorite feel-good, deep-thoughts movie about first contact with an alien race.  It's also one of the few movies that can have me repeating the line "I'm good to go" for about two or three weeks.  (And if you haven't seen it, well, you should - modern SF just doesn't get much better than Ellie's "they should've sent a poet" line.)  Anyway, Jodi Foster, who starred, has just given some generous support to SETI's search for that first contact.  You can read all about it here.  I'm good to go watch the movie again.  

Wednesday
Aug102011

Sentinels of the Multiverse - A Review

 

I may be required to relinquish my nerd membership card for saying this, but I have never really been able to get into comic books. There was a time when I was a kid that I had a passing interest; mostly through the exquisite Frank Miller limited series “The Dark Knight Returns”, and I’m probably dating myself by admitting that, but I really haven’t experienced comic books since then. It’s definitely not for lack of desire, but whenever confronted with the overwhelming number of reboots, spinoffs, story arcs, crossovers, and alternate universes found in comics today, my eyes tend to glaze over trying to figure out where to start, and I decide that tackling the rules to Advanced Squad Leader may be a simpler proposition.

However, even though I am not a comic book enthusiast, I am not oblivious to the worlds and characters that live inside their pages. Superheroes have taken a firm grip on American culture (and more so in geek culture specifically), and no mere mortal has the power to wrest it free. Every year brings new blockbuster movies featuring superheroes, antiheroes, villains, and vermin straight from the comics. Music and literature reference comics, and pay homage to them by building on their familiar themes and character archetypes. This cultural love of comic books is not a new development, either; half of a century after the first comics were produced, superheroes and adventure filled my childhood, as I sat in Spiderman Underoos, glued to the television during the magic that was Saturday morning cartoons.

Despite this saturation of superheroes in the media, I am aware that my knowledge of the comic hobby is analogous to someone who immediately thinks “Monopoly”, when I mention my board game hobby. It was for this reason that I was a bit hesitant when I picked up Sentinels of the Multiverse, the first release from the indie publisher Greater Than Games. I was concerned that maybe I wouldn’t “get” the game, or that the theme would fall flat, because I didn’t have the background to fully understand it. I am happy to say, however, that my concerns were unfounded, and I had quite a lot of fun playing Sentinels of the Multiverse.  

Sentinels of the Multiverse is a cooperative card based game set in a fictional world of superheroes and villains. Full of tongue-in-cheek humor, it embraces the multitude of different types of environments, heroes, and villains found in comics. Sentinels of the Multiverse does not work too hard to tie these environments and characters together into a cohesive world, but this juxtaposition of characters and locations is where much of the game's enjoyment comes from.  Heroes may find themselves under the waters in the lost city of Atlantis, or battling evils on an abandoned base on mars; or facing off with villains that range from the sci-fi themed alien space conqueror “Grand Warlord Voss”, to the communist threat of “Citizen Dawn”, and her legion of art deco minions that hearken back to the Red Scare.

Click to read more ...