This Sunday I’ve organised for some friends to get together and play some tabletop games. It’s our first time. We played a lot of Halo (system link ftw) during high school but with the dawn of internet gaming it became less and less frequent. I was primarily spurred on by this (excellent but long) video from Shut Up & Sit Down. We’re gonna start off easy, safe with Settlers of Catan and Werewolf. I’ve only played Werewolf once in my life, but had the privilege of doing it with some really wonderful people at IndieCade 2012. I had a great time with it, despite leaning on some common roots I shared with another player to manipulate her allegiances. Sorry, Brenda. I wanted to share it with my friends and to try to make it a little special I decided to make some cards to assign the roles rather than just scrawling them on paper (though my design is basically just doing that with Photoshop). Continue reading
I call it “One Hit Kill”. It’s basically Rock, Paper, Scissors where you can only win with scissors. Two players play head-to-head with five cards each: 1 KILL, 2 DODGE, 2 REST. Each turn, both players select the card they want to play and place it face down on the table. The cards are then turned over simultaneously and as bombastically as possible for MAXIMUM DRAMA. The object of the game is to play a KILL when your opponent plays a REST. The winner is the first to 3 KILLS. Continue reading
I’d intended to do a full write-up on this but never got around to it, so here is the video Max Temkin, my colleague, put together summarising the project.Continue reading
Alongside the Batman shirts I had an idea for an extremely simple Street Fighter shirt that I am baffled isn’t an official piece of merchandise. It’s just Akuma’s Kanji symbol on a navy t-shirt, since Akuma’s gi is traditionally dark blue. The symbol appears under certain conditions, most notably when the player achieves a KO with a Raging Demon. Another friend liked the idea too and asked for one. I sprung for A3 printing. It was a good decision.
I’ve been doing some tutoring for a finance student recently and I came across a new concept in Financial Science known as a “Shadow Price”. It’s basically a way of working out whether the cost of improving something is worth it, based on how much additional profit you make from making the improvement. The Shadow Price is the most you should possibly pay to make the improvement. Mundane concept, wonderfully dramatic jargon. But it made me think that it should be the title of a bad pseudo-science fiction paperback. So I fired up photoshop and made this:
In 2010 movie critic Roger Ebert made the statement “Video games can never be art” to a chorus of dissent. A simple counter argument runs that since video games tell stories, and many stories are considered art, then does the medium through which a story is told really dictate its worth? But what are the great video game stories? Will we ever see video games repackaged and re-released as classics with tasteful new covers? I hope so (see how that might look here).
At their inception many video games were essentially an elaborate form of a board game, like Connect 4; they had rules and objectives. Many offered a simple premise rather than a full story to help drive the player through the challenge. This was necessary since in many cases the incentive of victory over a human opponent had been removed. A classic example would be “Bowser has kidnapped the princess!”. Today, however, most big, mainstream games employ a full story to compel the player to continue, with simple objectives used in the short-term to let them know specifically what to do.
Spoilers Continue reading
This is a Venture Bros design I did for a friend for her birthday. Continue reading