- Limited dictionary. Seems like the same words come up fairly frequently.
- Limited leaderboards. It's hard for an infrequent player like me to keep up with folks who are glued to their PCs or cellphones all day. I need contextual leaderboards that show me how I'm doing relevant to similar others. Unfortunately the current leaderboards only display top 5 players and there's no way to drill in further to see how I'm doing.
Sunday, June 14, 2009
On the road again (and again...) and some self-promotion
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Jason Schklar
at
3:01 PM
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Tags: backgammon, beatmytweet, casual connect, Catan, Facebook, mafia wars, pandemic, scramble, spymaster, twitter, xbla
Friday, February 13, 2009
I'm a swinger: Pandemic, FEAR 2 Demo, Left 4 Dead MP, Bejeweled 2
I've had a chance to do a bunch of "brief" gaming over the past couple of days. There were highs and lows and in-betweens. I dealt with my biggest "low" in a previous post re: Sonic Chronicles (the DS game by Bioware).
- Vicissitude: The game plays like one imagines a real pandemic might play out -- lots of ups and downs, some randomness that never seems arbitrary or unfair, and a constant feeling of tension.
- Flow: Unlike many competitive turn based board games, the fact that players are constantly engaged and working together means that you're always "in the game".
- Accessibility: I can't remember a board game that had such instant appeal to gamers and non-gamers alike. I still remember the first night of game play (over New Years) when I was listening to people play (a mix of gamers and non-gamers). The non-gamers were the first to chime in with "Can we play again?" after they'd watched the world succumb to pandemic.
- The initial experience was very well polished: Creepy, engaging, and it taught me the game play basics in an engaging and entertaining way.
- Controls seemed a little overly complex. But I'd recently been playing Fallout 3 (as a small arms gunner) and Left 4 Dead, so I did expect a learning (and unlearning) curve.
- I also appreciated their Game Shell UI: It had a nice flow that only a few other games have used. First it helped me calibrate my display screen (it's a dark game, so it needs to be optimized based on display device -- CRT, Projector, LCD, TV, etc). Second, it had helpful descriptive labels for difficulty settings (self-reported behavior) to help players get into the right experience.
- My main dislike is that I don't like the way my character moves. I can't remember if there was the sense of gravity and inertia in the original (I played it a bit on the PC). But it's distracting and even slightly nauseating to me -- and I can't turn it off or reduce it. I like a little bit of loping/head bobbing (I think Chronicles of Riddick: Escape from Butcher Bay got it right) or using some gravitational force/drag when my character is injured, but I think it was ratcheted up a little too high for default running around. Felt almost like Conker when he woke up hungover and unable to move. Frustrating.
- I'm torn re: health packs. I thought I never wanted to see them again after playing a bit of Call of Duty 3 (rest and recover model) and then trying Resistance: Fall of Man (old school med kits). However, games like Left 4 Dead remind me that health packs can add to the experience.
- As director: You get a glimpse of the "set" from behind the scenes. You see the "actors" (the survivors) doing their thing and fade more into the background. It's really quite surreal and often it is quite fun to just watch the action unfold while waiting to respawn.
- As a study in AI: You have goals (kill survivors, score points, retribution) and abilities (climbing, moving, attack, special). The level is seeded with various grippy UI (where undead can climb and go); closed doors are marked as "breakable"; and you can see silhouttes of your various conspirators and the survivors. I couldn't help but try to deconstruct how AI bots must "see" the level and pursue their "goals" because many of the in-game UI elements seemed like debug tools (albeit with a fine sheen of visual polish) to study and optimize AI behavior.
Posted by
Jason Schklar
at
12:15 PM
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Tags: bejeweled, bejeweled blitz, call of duty, chronicles of riddick, demo, ds, Facebook, fear 2, initial experience, left 4 dead, pandemic, resitance: fall of man, sonic RPG, xbox
Sunday, January 11, 2009
New Year: Need new updates...
I'm sitting in between two vacations (one in Kamloops, BC; one in Maui, HI). I haven't made enough time to blog lately, but I have been gaming.
- Fallout 3
- Bejeweled Blitz
- World of Goo (PC demo)
- Crayon Physics Deluxe (PC demo)
- Meteos (DS)
- Gamasutra's best of 2008
- IGF 2009 finalists
- Joystiq's meta-metareview of 2008 releases
Posted by
Jason Schklar
at
7:34 PM
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Tags: bejeweled blitz, crayon physics deluxe, fallout 3, gamasutra, igf, joystiq, meteos, pandemic, world of goo