Category Archives: games

A delicious friend is me!

Although I adore games like Mass Effect and Bioshock, being disabled by chronic illness means I’m not always able to handle, physically or mentally, real-time combat and tasks requiring hand-eye coordination. For those times when my brain wants to play something but my body wants me to curl up and not pick my head up off the pillow, I’ve become a great fan of turn-based games played in a web browser.

One of the best known, and one I’ve written about before, is Kingdom of Loathing (KoL). You are given a base 40 turns a day, which can be increased to hundreds depending on the food, drink, equipment, and other items you use. While there is a daily limit of 200 turns you can store up (in other words, you can’t stop playing for a couple of months and come back to thousands of turns), there is no limit to how much time you can spend playing all the turns you’ve generated. Other games, such as the delightful Paradox! The Musical (not an entirely disinterested plug), Metroplexity, and Game! hew pretty closely to KoL’s model of turn generation.

As much as I enjoy the intricate puzzles and engaging writing of the above titles, they can prove a roadblock to chronically ill gamers who may be especially limited by cognitive dysfunction, or are unable to read a lot or spend too much time on the computer. Echo Bazaar, by Failbetter Games, manages to create a remarkably vivid and intriguing world while keeping gameplay simple, and effectively forcing a casual approach.

Echo Bazaar takes place in Fallen London, which is what became of Victorian London when it was mysteriously carried away, down a mile beneath the surface. Inhabitants are defined by four character traits — Dangerous, Watchful, Persuasive, and Shadowy — and these traits, along with myriad other story-related characteristics (such as Hedonist or Ruthless), contacts (such as Bohemians, Constables, the Church, or Hell), and menaces like Wounds or Nightmares, develop your character as he, she, or it pursues an overarching Ambition. The gameplay is a mixture of card game and RPG, with an ambiance that evokes Lovecraft, steampunk, and other familiar themes while managing to keep Fallen London feeling mysterious and unique, not derivative. While it is text-based like the other games mentioned, the story is meted out in tantalizing tidbits rather than requiring a large investment of time to read.

Players of Echo Bazaar are rewarded for patience, due to its unusual turn-generation model, speaking of tantalizing tidbits; people who are used to the more common methods found in other games can be frustrated here, but it’s one reason I recommend it for chronically ill gamers. You are given 70 actions a day, which cannot be increased. You can “bank” a maximum of 10 actions and as you use them, they refresh at the rate of one every 7 minutes. This does mean that you are losing turns as soon as your candle refills if you aren’t logged in, so the best attitude to take is a very relaxed one. Don’t worry about playing optimally, or not having a chance to play on a given day. You don’t have to compete with anyone (PvP, in the form of the game “Knife and Candle,” is entirely optional) and as yet there is no “end” to the game past 90 to all stats. So it’s perfectly suited for people who want a casual but engrossing experience, who can only log in once or twice a day but will always find their 10 turns awaiting and will proceed slowly, but inevitably.

(One might observe that it is a bit cruel of the folks at Failbetter to invent such a fascinating world in which to get lost…and then to limit one’s time in that world so harshly. If one were to be gauche about it.)

If you’re on Twitter and you don’t play the game, you may consider it either a curiosity or a pain in the ass, depending on how considerate are your friends who play. Echo Bazaar requires you to log in with a Twitter account, but if you want, that can be the limit of your involvement. Players are enticed to tweet at least once a day, since every 24 hours you get the option to refill your actions immediately, giving you 20 to play at once instead of 10. However, this is not required, and you can also edit what you say aside from the link. (Which, as some reviewers have gotten wrong, is not a referral link. I loathe those games.) I usually replace the default text with something tailored for my character, and I also enjoy tweeting out some of the funnier, creepier, and most intriguing bits, so I created a separate account to avoid spamming my main account’s followers.

This brings me to my final point about the game. I’m not much for multiplayer anymore, since even if I do have the energy to game, I may not have the energy to interact with strangers. This is an area where I really enjoy Echo Bazaar‘s design. There are myriad benefits to interacting with fellow players, who are people you follow (mutually or not) on Twitter. However, it all takes place in an appropriately genteel manner, as if through a matchmaker. You send an invitation to something — possibly a “visit” to decrease the menace of your Nightmares — through the game, and the recipient gets an automated DM from the @EchoBazaar account. That person can then accept the invitation, conferring benefits on both of you, or reject it. (Update: Thanks to another player for pointing out that some of the “benefits” received from these interactions aren’t necessarily positive, depending on your goal.) There is no actual chat interface or need to form a group, which cuts down greatly on my own energy costs when playing a game. However, especially if you do create a separate account, you can get involved in conversations with your fellow players, in character or otherwise…and even with the Masters of the Bazaar and other notorious inhabitants of the Neath. The level of personal interaction is completely up to you.

I’m utterly enchanted by Echo Bazaar, and in a way I want more — more actions per day, more hints about…well, everything, and just who is this mysterious Cheesemonger? But the truth is I really enjoy the fact that it can be played with one finger while lying on my side, and that due to the mechanics it’s in my favor not to get obsessed. You’ll find me exploring the dark corners of Fallen London when my body’s put the kibosh on playing anything more taxing. And you can find my character, Ms. Antoinette Divertimenta, on Twitter. I await your visit, delicious friend.

(art © Failbetter Games)

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Weekend sendoff: Here come the dwarves

This Sunday I will be ushering in my late 30s with an appropriately sober, staid, and mature activity: playing the Dragon Age RPG from Green Ronin Publishing!

Yeah, screw staid and mature. Although there will be no Alistair to encounter, I’m still excited. The system is clearly designed to get players of the computer game started with tabletop role-playing, which is kind of funny since usually it’s the other way around. But since I’m not an experienced role-player — some D&D and Toon back in junior high — this is fine by me. Of course the RPG is based on the lore and history from the Bioware game, which is a world I find unusually compelling. I don’t usually do more than scratch the surface with game lore, just enough so that I can appreciate the stories told through gameplay, but I love the dwarven politics and the elven plight and all the bitch-slapping between the Chantry and Fereldan magic-users.

Preparing for the game also spurred a conversation between Paul and me about the possibility of role-playing systems in which bonus and penalties apply based on your character’s sex or gender. This is not very commonly found in RPGs, and it does open up a can of worms that I found very interesting, so you might be subjected to a post on the subject at a later date.

I’m sending you off with something that will only make sense if you’re married to me and you suggested a different subject for this blog post. Have a great weekend, and wish my rogue luck.

(Dragon Age RPG cover art by Alan Lathwell)

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Maybe Egon was right

Janine Melnitz: I bet you like to read a lot, too.
Dr. Egon Spengler: Print is dead.

Although I crushed hard on Egon back in the day (oh let’s face it, I still do), his dismissal of the printed word always lost me. What did that mean, anyway? I loved to read, and so did almost everyone I knew, and didn’t scientists have to read a lot? The joke went over my 11-year-old head, but I did start considering what it might be like to collect spores, mold, and fungus.

Now that Dr. Spengler’s statement is even more apt today, I’m also finding lately that my usual voracious appetite for books has waned alarmingly. Besides the usual collection of books I’ve had for years and haven’t gotten around to — you have one too, right? — I have a stack of new books I really want to read, and just don’t have the motivation to pick up right now. Richard Dawkins and Terry Pratchett are sitting around on my bedside table, wondering why they aren’t getting any action. So to speak.

As far as nonfiction goes, these days I do so much reading about science and skepticism online (not to mention writing and editing) that it’s almost like a job, or more accurately like throwing myself into a degree program. Every day I decide “this is the day I start The Demon-Haunted World” is also a day where I end up reading pages and pages of skeptical news and blogs. The Internet is a distraction, yes, but I don’t feel like I’m wasting my time as I’m learning immense amounts, and loving it. But there’s only so much I can study anymore — that capacity got nerfed as well — so instead of kicking back with Carl when I take a break from the net, I go looking for escapism.

So why don’t I pick up that novel instead, and vanish into some excellent storytelling? Because I’m finding it elsewhere at the moment. I’ve waxed rhapsodic about Dragon Age: Origins previously, and since then I’ve also restarted Mass Effect. Bioware, the company that makes these games, is renowned for the world-building, character development, and storytelling that goes into them. Ferelden and the Systems Alliance are brought to incredibly vivid life with masterful voice acting and compelling plots, and while the games change depending on your actions, they are no mere choose-your-own-adventures. Little moments, like Alistair interrupting an important scene to wonder why I never told him I’d been betrothed once (awkward!), or an assassin smoothly slipping out of the shot when Shepard is on TV, truly allow you to feel that you’re not just plugging into a predetermined pathway, but that your words, actions, and relationships have true consequences in the world. And the codices! Between DA and ME, there’s a novel’s worth of reading I have yet to do right there.

The games aren’t distracting me from reading purely because I’m spending my free time on them, but rather because they deeply satisfy my craving for great storytelling. And if it weren’t for the games, I’d still have these comics that are so ridiculously good, they achieve the same thing. I was never much for them, especially the superhero genre, but in college I had to read Maus for a freshman lit class, and my views on graphic novels were blown all to hell. Later, my friend Teena, who used to work for Dark Horse Comics, pushed The Dark Knight into my hands and said “Just read it.” She was my official Comics Arbiter until Paul took over that position, and I credit them both with igniting my interest.

I have picky and eclectic tastes in comics. I love both Persepolis and Owly, and I especially get a kick out of stories that turn the superhero genre on its ear. For example, I can’t get enough of The Boys, which surprised the hell out of someone once who told me “I didn’t think girls read that one.” Yeah, it’s off-the-charts raunchy, violent, and offensive, but hilariously so, and the characters leap right off the page out of a story that just keeps getting deeper and twistier. On the other end of the spectrum, I recently read the entire four-issue run of Beasts of Burden, as well as the anthology stories that are available online. It’s sort of like Buffy the Vampire Slayer as enacted by anthropomorphized neighborhood pets; a seemingly over-cute concept, but in fact it has beautiful art, compelling characters, and stories that — well, I don’t want to give anything away, but I’m not sure I’ll ever forget issue #2 (“Lost”).

As a lifelong lover of books, I can’t help feeling guilty that I’m getting the goods elsewhere, but I also realize how silly this is when there’s so much good fiction and nonfiction in other media. However, Mort isn’t going to go unread forever, nor is The Selfish Gene. I’ll get back to all those shiny, delicious-smelling pages soon. Print isn’t dead to me…for now, it’s just taking a little nap.

(Yes, I know this is the second blog post in as many weeks to reference Ghostbusters. Back off, man — I’m a skeptic.)

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