Archive by Author: Tallguy

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Favorite Flash Games

19 Nov Games and Gaming
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The last few years have been something of a golden age of casual gaming.  Widespread development tools plus low cost distribution platforms like Flash made it possible to make games for the web.  Many developers combined an indie vibe with an interest in mass appeal to create intentionally casual games.  I love me some great sprawling, complex games but sometimes it is fun to just play a short game with easy-to-understand rules and have a diversion for a few minutes.  Here are some of my single-player favorites from the last few years.

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Musings from an Archaeologist on the Civilization Tech Tree – Part III

13 Nov Features


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This is the third and last in a series (first, second) of posts where I look at the technology tree in the game Civilization from my perspective as a professional archaeologist.  If you have not read the other posts please start at the beginning.  In this post I want to talk about how and why most archaeologists conceive of prehistory and technology in a different way now.

As I discussed previously the tech tree embodies two different concepts about human history that have been around for a long time.  The first is that human society goes through regular and predictable stages of development and the second is that this development is best understood as changes in material life like technology, environment, and economy.

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Musings from an Archaeologist on the Civilization Tech Tree – Part II

13 Nov Features



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In the previous post I started discussing the technology tree in the Civilization games from the point of view of an archaeologist.  In this post I want to point out that the Civilization tech tree is basically Marxist.  Yes, you heard me right.  And no, I don’t really consider this a pejorative – and not because I carry a warm and fuzzy for Marx.  It gets lost in the 20th century politics surrounding communism and socialism, but Marx has been very influential to the popular and scholarly understanding of the development of “civilization.” His thoughts are strikingly echoed in the Meier’s tech tree that almost all strategy gamers take for granted.  The why of this makes for a good story, so gather ’round.

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Musings from an Archaeologist on the Civilization Tech Tree – Part I

13 Nov Features


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I am a gamer, but in real life I earn my living as an archaeologist.  In a three part series of posts I am going to put on my professional hat (a fedora?) and consider the tech trees from the Civilization computer games from the point of view of a prehistorian.

It would be easy to interpret the goal of this series of posts as an attempt to criticize the Civilization series, but that is far from my intent.  Civilization is first and foremost a game, not a simulation.  I fully hope and expect that all design decisions, including the structure of the tech tree, are based on what makes for a good game play rather than what makes for historical verisimilitude.  I agree with Sid Meier in his 1991 interview when he says that “gameplay is more important than historical accuracy.” The best games with a historic theme merely use history as an inspiration because full-on attempts at historical simulation really suck (I am looking at you, Avalon Hill boardgames!).  Real life is rarely real fun.  My real intent with these posts is merely to use the Civilization tech tree as a springboard to an interesting discussion.

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My Vote For the Best EVAR: the early 90s

15 Sep Features Games and Gaming Retrospectives

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As others have noted, there is a challenge going on right now among MeFightClub members to name the best game.  EVAR.   MeFightClub is a group of grown-ups (in both the sense of age but more importantly in maturity) who play games (and who sometimes say EVAR).  The community was started around Valve’s multi-player shooters so there is a real love for those.  But more generally the community reflects my gaming interests: PC-centered, mature (not in the R-rated sense but in the sense that rejects the 13-yo boy’s aesthetic common to much gaming), and most of all fun.

But this challenge has been… well … challenging to me. Try as I might I just can’t bring myself to name one best game EVAR.  Part of the problem is that I am just not that decisive and just not that attached to a single game.  I am also hung up on the criteria I should use and it is made all the more difficult because one must compare games across three decades when the underlying technology has changed so much.  So should you reward Doom for revolutionizing a new genre of games or do you favor a more modern FPS because it looks and sounds better?  Do you give a nod to a game that was technically innovative and ahead of its time, like Command HQ was for the Real-Time Strategy genre, or favor the game that introduced those ideas to the masses like Dune II, Warcraft, or Age of Empires?  Do you go with a game that made you smile for days after you finished it, like I did with Portal, or award the game that sucked up the most time?  For me that might be Ultima IV, one of the Civilizations, Railroad Tycoon II, or most recently Team Fortress II.  Like I said, I can’t commit to just one game when I can’t even commit to just one criteria.

But in thinking about this problem I keep coming back to one central seed of a thought that has been growing until I realized it is the only answer I can provide.  The most important thing isn’t a single game or a genre or a company or a designer.  To me the most important period was when computer gaming grew up to embrace all of the things I currently love about gaming: PC-centered, mature, and fun.  That era I would argue is the early-1990s.

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The aesthetics of blowing stuff up from a first-person vs. top-down perspective

22 Jul Games and Gaming





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The recent release of Valve’s free Alien Swarm got me inspired to write about the difference in aesthetics and gameplay between first-person and top-down shooters.  (One could say this is a think-piece about mid-level camera angles and their limitations).  Part of this was prompted by a sense that top-down games are making something of a mini-comeback.  Most people associate top-down games with old style arcade games like the early Gauntlet games or with the classic PC game Diablo.  However, several indie games have taken up the top-down perspective (some are outright Diablo clones like Torchlight) and even the consoles are getting into the act with the announcement that The Grinder was going to be released as a top-down game, partially because of competition and over-saturation in the first-person shooter genre.

When thinking about top-down games I was struck by how many of them are hack-and-slash grinders in the mold of Diablo and how few of them are more adventure- or story-based like the original Legend of Zelda.  I began to wonder if this was historical accident, possibly the long-shadow of Diablo, or something intrinsic in the gameplay and quickly realized it was probably instrinsic.

Let’s compare the gameplay between top-down and first-person (and its closely related sibling, the over-the-shoulder third person perspective).  In first-person your perspective cropped from the side but potentially unlimited in distance.  That is, you can focus on a target at any distance but cannot see what is directly behind you.  In top-down you have a view unrestricted by the direction in which your character is facing but which is usually limited in range.  These views facilitate certain types of gameplay.  It is much easier to play a sniper from a first-person perspective because of the potentially unlimited sight-lines but it can be very challenging to deal with hordes of enemies that come from every direction.  This is of course flipped in a third-person game.

Further, space is perceived differently from each camera angle.  The designer of a top-down shooter can pack dramatically different environments together in a relatively small space because the player can only see a small portion of each zone.  Were the same map seen from a first person-perspective the transitions might be jarring because of the long-gaze.

It is for this reason that I think it is no accident that certain game-styles are heavily associated with each camera-perspective.  The top-down camera makes possible games with lots of enemies in close quarters.  Top-down gameplay can handle melee just as well as ranged-weapons while weapons of really long-range are impossible to simulate and are not even used.  Levels can be smaller in size because of the limit of the gaze and this facilitates and even invites designers to use bite-sized levels.

In contrast first-person games invite more tactical situations, more ranged weapons, and can permit the use of cautious gameplay from a distance.  Environments tend to be larger (or at least appear to be) or be indoors and enclosed because players don’t want to see artificial limits to their gaze. It is no surprise that the best games in the first-person genre hold true to these rules from first-person shooters like Half-Life 2 and Modern Warfare to RPGs like Elder Scrolls, Mass Effect, or GTA.

I am sure others have tread this ground before, probably better than I.  Certainly there are other significant differences between the camera angles such as the aesthetics of whether or not your avatar is visible, but I will leave that for others to consider.