Author Archives: Andy

Sudden death and the Super Mario Bros.

Here it is, the most frustrating Super Mario Bros. level ever. I can’t stop laughing–it’s sadistic level design at its best. Every time the player (who must have the patience of a saint) gets past one hurdle, he’s rewarded with sudden and unavoidable death from another angle.

It actually reminds me of one of the less enjoyable aspects of many early text and graphic adventure games. It wasn’t uncommon in some adventure games to be killed without warning by a trap or enemy that you had no way of anticipating or avoiding. The only way to avoid death was to reload the game (you did save your game, right?) after having been killed and steer clear of whatever room or activity resulted in instant death. While the threat of unannounced death did add a certain tension to the gaming experience, it wasn’t fun at all to be killed without receiving any advance warning that your character was in danger.

The manuals for these games were filled with exhortations to save your game often to minimize the rage you would feel upon having to replay giant chunks of the game after an unexpected death. As adventure games became more sophisticated, designers got better at providing advance warning (sometimes subtle, but any warning was better than none) that your character was in mortal danger. It was much easier to accept your character’s death if you at least felt that you had been given a fair shot at avoiding it.

These days, most games have some form of auto-save mechanic that saves your progress for you as you advance, reducing the need to continually save the game manually. But back in the old days, when we had to walk uphill to school both ways and there was only enough space for eight saved games on an Infocom disk and death could come at any time for any reason… well, I guess I’m glad we’ve moved beyond that particular aspect of the Good Old Days.

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Leave me alone–I'm playing Nethack

AngbandThis link is for my old pal pcg, who I believe loves Nethack and other roguelike games even more than I do: Roguelike Magazine, a magazine devoted to discussion of the roguelike genre. What a fun idea for a magazine–and the first issue is quite promising, especially the article about interface concepts.

If you’ve never played any of the roguelike family of games, you’re really missing out on one of the great gaming experiences; Nethack and its ilk are living proof that pure gameplay can make even the crudest graphics acceptable. My personal roguelike game of choice has always been Angband–I guess I like the (very, very loose) Tolkien connection–but they’re all good in my book.

At any rate, I hope the magazine does well, and that the roguelike community embraces it.

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The superstitions of MMORPG players

Do you keep a rabbit’s foot in your Warcraft character’s inventory in the hopes that it will bring you better loot? Do you believe that facing a certain cardinal direction while crafting an item in Final Fantasy will improve the quality of the object you’re creating? If so, you share in some of the many player superstitions common in massively-multiplayer online games. The Daedalus Project has done some research about superstitions held by players in online games.

Truly fascinating stuff–the superstitions range from the simple to the bizarre, and many persist even after game designers have specifically denied that they have any effect on gameplay.

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Break time

Things have been quiet here lately… too quiet, perhaps. After some reflection I’ve decided that a bit of change may do me some good–so I’ll be taking a little break from this blog for a while. I am confident I shall return before too long, but I’d like to take some time off to focus on some other writing projects for a bit. Granted, I haven’t really been posting here regularly for a while anyway; but by actually writing a post acknowledging this, I’ll feel a bit less guilty about concentrating my online energy elsewhere.

It’s been real, it’s been fun, it’s even been real fun. I’ll be back in a while. Hold down the fort while I’m gone.

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Now we know where Stephen King really gets all his ideas

It’s always exciting to learn about celebrities with RPG skeletons in their closets, and here’s a particularly fun one: the NYT is running an article about Joe Hill, an author recently outed as the son of Stephen King. It’s a nice piece about the challenge of carving out your own career in the shadow of a famous parent. But the really interesting item is way back at the top of page 3, where we learn that a certain roleplaying game factored into life in the King household.

What roleplaying game, you ask? Three guesses, and the first two don’t count:

The King boys grew up riffing on each other’s fantasies; in what they called the Writing Game, a literary version of tag, one brother would write for a few minutes and pass the story to the other. “We used to play Call of Cthulhu,” Owen told me, referring to the role-playing game based on the H. P. Lovecraft story. “Joe was always dungeon master. You had sanity points, and it was like, if you encountered Yog-Sothoth one too many times, you were crazy. You could only have so many adventures, and then you had to have a new character, and I thought that was brilliant.”

Truly, a finer summation of the Call of Cthulhu experience has never been uttered. It all makes perfect sense now. The Dark Tower series always struck me as awfully RPGish, in a very good way…

(Thanks to the M-Pire for the link.)

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The item no adventuring party should be without

I recently had a chance to run a game of Castles & Crusades. After creating characters, the players all turned to the Equipment section of the C&C rulebook to purchase the usual adventuring props: weapons, armor, 50′ coils of rope, 10′ poles, etc.

While browsing through the list of equipment, one of the players noticed something that had escaped my notice until now:

Walrus

As you might expect, this discovery ensured that a walrus joke (who knew there were so many of them?) was made approximately every five minutes for the rest of the evening. If I ever need to know the going rate for a walrus, at least I now know where to find it.

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MerpCon III: return to Middle-Earth

A reader has reminded me that MerpCon, an annual conference dedicated to gaming in Middle-Earth, is coming up again. Sounds like it will be a good one:

This year’s special guest speaker is Doctor Thomas Morwinsky, author of a number of adventures and magazine contributions set in Middle-earth. He is also the designer of several wonderful large-scale, highly detailed maps set in Tolkien’s imaginary universe, including the most detailed large-scale map of J.R.R. Tolkien’s Númenor ever made.

According to the website, Chris Seeman, Michael Martinez, and Joe Mandala (all familiar names in the Tolkien gaming community) will be there as well. And it’s free!

Once again I will be unable to attend–between several family weddings, a baby, and (most importantly, ha ha) Origins, all of my vacation time this year is already spoken for. But if you’re in the Washington area, be sure to check it out.

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Best. games. ever?

OK, maybe not the best games, but the most important games. A panel of game industry luminaries has put together a list of the ten most important games of all time. The games are:

Spacewar! (1962), Star Raiders (1979), Zork (1980), Tetris (1985), SimCity (1989), Super Mario Bros. 3 (1990), Civilization I/II (1991), Doom (1993), Warcraft series (beginning 1994) and Sensible World of Soccer (1994).

Seems like a pretty reasonable list–it’s interesting to try and identify games that were really important in advancing new gameplay ideas, as opposed to just ranking them based on popularity or nostalgia. (Although obviously most of the important games also happened to be popular ones.)

I see two possible holes in the list, however. One is that there really isn’t a full-blown computer RPG represented on the list–you could say that RPGs grew out of the adventure genre, but the computer RPG genre of the mid-80s and later really evolved into something unique. I’d nominate Ultima IV for the list–not only was it an enormously important RPG, but it was also one of the first games to successfully incorporate a coherent moral worldview into gameplay.

Secondly, and more debatably, I wonder if there shouldn’t be a graphic adventure game on that list somewhere. Granted, they evolved out of text adventures as did RPGs, but their use of graphics to enhance otherwise typical adventure gameplay had a big impact on later games and genres. I’d probably nominate King’s Quest I for that honor.

(But then, I guess nobody really asked me, did they?)

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Nostalgic gaming: a look at Iron Crown's 1983 Fellowship of the Ring

The hall closet in our apartment is, much to my wife’s dismay, stacked high with boardgames I’ve acquired throughout my sordid life as a gamer. Both of the adults in the family have degrees in archaeology, so perhaps it makes sense to view the tall stack of games in the closet as a sort of stratigraphy of my gaming life: the uppermost strata contain such recent artifacts as Arkham Horror and a few of the latest Axis and Allies releases; moving down the stack and back through time, one comes across Civilization, Gulf Strike, and Squad Leader; and buried in the bottommost layers are relics from my junior high and high school gaming days: B-17: Queen of the Skies, Battletroops, and other classics of yesteryear.

Today I want to reminisce about one of the games from the very earliest strata of that gaming pile–a curious and nearly-forgotten boardgame with which I was obsessed throughout junior high, and which eventually served as an entrypoint for me to the world of roleplaying games. The game is The Fellowship of the Ring, published in 1983 by Iron Crown Enterprises, and–like some of the Iron Crown RPGs I would later play–I loved it, although I didn’t always completely understand it.

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