jueves, 23 de mayo de 2019

COSMOLOGY OF KYOTO


Can games be art? Anyone who has followed this site will know that I consider the answer to be a resounding and obvious 'yes'. Yet, prominent critics of other mediums still ponder this question. Famed film expert Roger Ebert was one of these naysayers but there was one game that did impress him - Cosmology of Kyoto.

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Quick Review - Harbour: High Tide Expansion By Tasty Minstrel Games

Harbour: High Tide
Designed By: Scott Almes
Published By: Tasty Minstrel Games
1-4p | 30-60m | 14+
Quick Review - Harbour: High Tide expansion by Tasty Minstrel Games
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Harbour was the very first hobby game I backed on Kickstarter, way back in 2014.  It was delivered two months early and was my very first unboxing post on this blog.  It quickly became a favorite game, especially for solo gaming, and still hits the table as both a solo and multiplayer game occasionally.  I really enjoy how the market fluctuates and how the one-worker, worker placement mechanic drives player interaction.  So when I heard that, after over 5 years, there was going to be an expansion for Harbour, I was super excited to be able to try it out!  So, is the High Tide expansion going to elevate Harbour to new levels or leave you with wet feet?  Read on to find out!

Harbour: High Tide is available right now for just $10 (or less).  Ask for it at your FLGS.  It contains 30 cards and rules in a tuck box.
High Tide is a small expansion that you can get for $10 or even less from your FLGS now.
Overview:
High Tide doesn't really change much about the overall mechanics in Harbour; the overall gameplay is still the same with you moving your goblin worker from building to building, gaining resources, and selling them at the right time to buy buildings for yourself.   The only major mechanical change in High Tide is the new Ship cards, although the new two-story  buildings and other new building actions add some interesting new decisions, abilities, and interactions.
New buildings and fun ships add some new elements to keep Harbour interesting.
In each game there will be several ships available for hire instead of taking a building action.   To hire a ship you'll need to spend some goods.  However, unlike shipping all your goods to buy a building, goods used to hire a ship are adjusted on your resources track 1 to 1.  When you hire a ship you'll place it in front of you.  Later, you can return the ship to the table to get a $4-$6 discount when buying a building.  These ships are great for giving you extra options for spending goods when the market changes are not in your favor.  They also make some of the more expensive buildings a bit more accessible (and there are several expensive buildings in the expansion).  They also serve to speed up the game slightly since they let you buy cheaper buildings easier, too.  There are 9 ship cards included, 5 of which will be available in a 4-player game (4 for 3-players and 3 for 2-players).
When you hire a ship you'll get a discount for purchasing a future building.
In addition to the  ships, High Tide includes 21 new building cards that have some interesting actions.  One minor change in the mechanics is in how buildings get added to the building row.  Adjacent matters for some of the new building abilities, so their order matters.  The building row works like a river now, with new buildings being added to the left and the rest sliding to fill any gaps when a building is bought.  When you buy buildings they go in front of you from right (your start building) to left.  This spreads things out a bit of you are used to squeezing things in when you have limited space.
A whole slew of new buildings have new abilities that use the ships, new adjacency rules, interesting scoring, and more!
On  the new buildings are two new symbols.  A bright green emblem with a ship symbol on it indicates a small business.  When you buy these you may buy them like a standard building, or you may purchase it at a $2 discount and use it as a second story for a building you've already bought.  When used as an upper level business they don't count toward the buildings that trigger the end game.  The other symbol is a pink emblem with an arrow on it.  When you buy one of those buildings you'll get to move your goblin worker to another building and take another turn.
The green icon lets you build this as a second story (yes, you can have cows living upstairs). 
The pink icon lets you take another action after buying the Dairy Farm.
Dairy Farm also has adjacency rules (you get livestock when someone uses an adjacent building)
You also get bonus points if someone owns the Cheese Shop.  The Dairy Farm has it all!
Some of the new buildings also give variable points at the end of the game.  Depending on various criteria the buildings will be worth a different amount of points.  For example, the Dairy Farm gives you seven points, but if someone owns the Cheese Shop you'l get an extra 2 points.  Or, the Dock Builder gives you 3 points for every boat that is still out for hire by anyone at the end of the game.
Dock Builder gives you a bonus when ships have been hired and extra points if ships are hired at the end of the game.
That's all that's new in the High Tide expansion.  It's a small expansion for a small game, but it's enough new stuff to breathe some life into an old favorite.  I really like the ships and how they provide an alternate strategy.  And some of the building abilities are pretty interesting.  Like the Escape Room that may trap you there for several turns, but gives you a big boost of you are lucky enough to get out quickly.

It's not a perfect expansion though.  There are a few building abilities that aren't the clearest, and whether you physically replace buildings like the Ghost Ship without changing location or add the replacement building to the left of everything like you do other times a new building comes out isn't explicitly stated.  However, my biggest issue with the expansion is that it isn't compatible with the inland traders side of the market board.  This, by itself, isn't a problem, but the expansion cards have nothing on them to indicate they are part of the expansion.  So once you've shuffled the new buildings into the old deck, good luck ever separating them.  If you really like the inland traders variant you might want to consider marking the expansion cards before shuffling them into the deck.
Inland Traders isn't compatible with High Tide since the ships essentially replace that ability.
On the left is a card from the base game, on the right is Escape Room from the expansion. 
There's no graphical indication that Escape Room is an expansion card.

Final Thoughts:
Overall, I really enjoyed the new elements that the High Tide expansion adds to Harbour.  I've played with both players that have the base game and new players and everyone enjoyed it.  It didn't add too much additional complexity to the rules and played just as fast as the base game.
High Tide adds just enough to Harbour to add some refreshing gameplay.  
I found that the whole thing fits in the original box of you  out all of the cards in the tuck box.  I have the Kickstarter version, so I think I have a lot more characters than the retail version (not sure though), and my box doesn't sit flush.  The tuck box lifts the lid about 1/8 inch, but it's serviceable.
Plenty of room for everything in the base box!
With the tuck box for the expansion holding all the cards neatly the box almost closes, but it's close enough!
The issue with the expansion not being compatible with the inland traders variant isn't a problem for me.  I enjoyed High Tide enough that I don't think I'll play without it and I never actually played with the inland traders, so I'm not missing it.  I'm super happy to have a revived Harbour and think this is a must have expansion for anyone who loves the game and wants a reason to get it to the table again.  If you are a fan of Harbour, then you'll definitely enjoy High Tide.  Call your FLGS and have them order you a copy today.  It's definitely worth the $10.
There's not much here, but it's definitely a worthwhile purchase if you enjoy Harbour.
Quick Rating: 8/10



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GJJG Game Reviews are independent, unpaid reviews of games I, George Jaros, have played with my family and friends. Some of these games I own, some are owned by friends, some are borrowed, and some are print and play versions of games. Where applicable I will indicate if games have been played with kids or adults or a mix (Family Play). I won't go into extensive detail about how to play the game (there are plenty of other sources for that information and I'll occasionally link to those other sources), but I will give my impressions of the game and how my friends and family reacted to the game. Quick Reviews will only get a single rating of 1-10 (low-high) based on my first impressions of the game during my first few times playing. Hopefully I'll get more chances to play the game and will be able to give it a full review soon.

Choices, Consequences And The Ability To Plan

This article goes over why it is so important for choices to matter in a game and how it all has to do with planning. If a user perceives that their actions have no consequences, you remove a core component of engagement - the ability to plan.



Say you are playing a game like The Walking Dead, or any other interactive movie, and you are faced with the choice whether or not to help someone who is hurt. You decide that you want to help the person, after which you never see them again for the rest of the game. Reloading a save and playing through the scenario you find out that if you chose not to help, the same thing plays out. Simply put: in this case, your choice really has no consequences.

While the scenario is made up, it presents a very typical situation that opinions are heavily divided on. Some people are totally okay with it for various reasons. But others will argue that this lack of consequences ruins the entire experience, as your choices doesn't really matter. It's really easy to say that people who feel this way are simply playing the game the wrong way or are not properly immersed. However, I think it's really important to investigate this reaction further as it gets us closer to some fundamental problems of narrative games.

The argument from people who get annoyed by these non-choices goes something like this: if every branch leads back to the same path, then you really don't have any say in how the game plays out. You are not playing a game, you are only pretending that you are. It's like when you are playing a split-screen game and notice you've been watching the wrong side. The feeling of play is just an illusion. Nobody would tolerate a Super Mario where a pre-written script - not the player's skill - determines whether or not they survive a jump, so why tolerate games where all choices lead to the same conclusion?

One could counter that by saying the intention is to put you into a hard position and the game is about your varied emotional reactions as you ponder the different choices. It isn't about affecting how the game plays out - it is about making an emotional journey. If you require the game to show you the consequences of your actions, you are not immersed in the game's story - you are simply trying to optimize a system. This might sometimes be the case, but I also think this line of thinking is missing what the actual problem is: the failure of the player's mental model.

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Let's start by breaking down the problem. A mental model, as explained in this previous post, is how the player perceives the game's world and their role in it. As you are playing a game, you slowly build a mental model of the various objects and systems that make up the game and attach various attributes to them. At first a box might just be a piece of the background, but as you learn you can destroy it in order to gain items, attributes are added. The object gains complexity. The reverse can also happen. For instance, when you first see a character you might think that you are able to speak to it and therefore label it with various attributes you know that humans usually have. But when you find out that the character is really just a piece of the background without any sort of agency, most of those attributes are lost.

Your mental model of a game is something that is continually revised as you are playing, and it is something that always happens, no matter what the game is. In fact, this is a process that is a core part of any medium, including books and films. So, obviously, when you are playing an interactive movie game, you are not simply reacting to a direct stream of information. You are answering questions based on your mental model.

Take my "will you help your hurt companion?" scenario from above. The knowledge you take into account about that choice is not just what is currently projected at you from the TV screen. It is a combination of everything you have gone through up to this point, along with a bunch of personal knowledge and biases. Even basic concepts like "hurt" and "companion" aren't just created in this moment. They are ideas that the game has spent a lot of time building up, be that for good or bad, from the very moment you started playing.

When you are faced with the hypothetical scene of  a hurt companion, you are not just dealing with an animated image on a screen. You are dealing with a whole world constructed in your mind. This is what your choice will be based around. While it might objectively seem that everyone is reacting to the same scenario, they may in fact be dealing with quite different setups.

So when someone gets annoyed by the lack of consequences, it is not necessarily the direct consequences that are missing. The issue is that they have constructed a mental around a real person in need, along with that person's future actions. So when it becomes apparent that the game doesn't simulate that as part of its own model, the player's mental model is broken and it feels like a big let down. Remember that we don't play the game that is on the screen, we the play game as we perceive it in our heads. So when it turns out that your imagined world is fake, it has a huge impact.

It gets even worse once we take into the fact that planning is fundamental to a sense of gameplay. As explained in a previous post, engaging gameplay is largely fueled by the ability to make plans. The way this works is that the player first simulates a course of action using their mental model, and then tries to execute that in the game. This is a continuous process and "planning and executing the plan" is basically the same as playing. Interactive movies normally don't have a lot of gameplay and it is really only in the choice moments that the player gets to take part in any actual play. Hence, when the choices turn out to have no consequences, it becomes clear that planning is impossible. In turn, this means that any meaningful play is impossible and the experience feels fundamentally broken.

As an example, take this experience I had with Heavy Rain:
[...] one scene I had made a plan of actions: to first bandage an unconscious person and then to poke around in his stuff. There really was nothing hindering me from doing so but instead the game removed my ability to interact directly after caring for the person. The game interpreted me wanting to help the guy as I also did not want to poke around, thinking that they two were mutually exclusive actions. Of course I thought otherwise and considered it no problem at all to do some poking afterward.
I think that people to complain the loudest about the lack of consequences are extra sensitive to situations like this. But, as I said, this is not due to lack of consequences per se, but due to the impact it has on the consistency of their mental model and sense of play. It is really important to note that this is not due to some sort of lack in immersion or ability to roleplay. On the contrary, as I have described above, many of the issues arise because they mentally simulate the game's world and characters very vividly.


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So the problem that we are faced with is really not a lack of consequences. It is because the underlying systems of the game are not able to simulate the mental model for a subset of players. One way of mending this is of course to add more consequences, but that is not a sustainable solution. Additional branches increase exponentially, and it quickly becomes impossible to cover every single possible outcome. Instead it is much better to focus on crafting more robust mental models. Sure, this might entail adding consequences to choices, but that is just a possible solution - it is not the end goal.

As I outlined in the previous blog on the SSM framework it is incredibly important to keep track of how systems and story help form a mental model in the player's mind. For instance, if you start your game saying "your actions will have consequences", that will immediately start filling up your player's imagination with all sort of ideas and concepts. Even how pre-release PR is presented can affect this. All of these then become things that lay groundwork for how the game is modeled in the player's head and it is vitally important to make sure this mental model remains stable over the course of the game.

One of the main things to have in mind is consistency. Remember that as someone is playing a game, they are building up a mental simulation for how things are supposed to work. If you provide information that certain events are possible when they are in fact not, you are running the risk of breaking the player's mental model. You either need to remove this sort of information or to make sure that they never take part in situations where these sort of events feel like a valid option.

However, the most important thing to keep in mind is the ability to plan. A major reason why the lack of consequences can feel so bad is because these consequences were part of the player's gameplay plans. So when it becomes apparent that they don't exist, the whole concept of play breaks down. In all fairness, this might be OK for certain genres. If the goal is to simply to make an interactive movie, then losing a subset of player might be fair. But if the goal is to make proper interactive storytelling, then this is of paramount importance - planning must be part of the core experience.

That doesn't mean that every choice is something the player needs to base their plans on. But in that case then there need to be other things that lie on a similar time scale and which are possible to predict and incorporate into plans. I think that one way around this problem is to have a more system-focused feature that runs alongside the more fuzzy narrative choices. When the players make choices, their mental model will have the best predictive skills around this more abstract system, and play revolves mostly around this. Then when more narrative choices are presented they will feel more game-like and part of the a solid simulation, despite not really having any consequences.

A simple and good example is the choices you have to make in Papers, Please. This game is driven by a type of survival simulation where you need to gain credits (though doing proper passport check) in order to keep your family live. Entwined into this are choices about who you will allow into the country. Many of these don't have any far reaching consequences, but that that doesn't really matter because your ability to plan is still satisfied. But despite that, these choices still feel interesting and can have an emotional effect.

 This sort of approach relies on combining several elements in order to produce the feeling of something that might not actually be there. This is something that is used in a wide range of applications, from how we view images on a TV, to how films can create drama through cuts. We don't always have to have solve problems straight on, but often the best way is to split the problem into many and to solve each problem on its own. The combined effect will then seem like a solution to the original problem. This is a technique that is super important for not just this, but many other narrative problems. I will write a blog post later on that goes into more details.

Once you have a game that is consistent and that has some sort of planning apart from the more narrative choices, the probability of satisfying the people will be greatly improved. And not only that, your narrative experience will improve over all, for all players, not just a subset. In this case I think it is fair to view these extra sensitive people as canaries in a cave, something that is first to react on a much bigger issue.

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This blog post by no means presents the solution to end all problems with choices and consequences. But hopefully it will give a new way of thinking about the problem and some basic directions for finding a solution. I don't think we will ever find a perfect way of dealing with choices, but the better informed we are at underlying causes, the better experiences we can provide.



Apply Now To Be A GDC 2019 Conference Associate!

Apply Now To Be A GDC 2019 Conference Associate!


Hey there! Want to help make sure the 2019 Game Developers Conference goes off without a hitch?
Then you should consider applying now to be a volunteer Conference Associate (CA), because you can earn the equivalent of an All-Access Pass by putting in roughly 25 hours of on-site work!
Next year GDC 2019 runs from Monday, March 18th through Friday, March 22nd. Applicants chosen to be Conference Associates will be given pre-conference assignments and asked to attend a required orientation dinner on Sunday, March 17th! This is a paid position, so you must be eligible to work in the United States.
If you are accepted into the program, you are expected to be on-site from the start of your pre-conference assignments through the end of the conference on the evening of Friday, March 22nd, during conference hours. Please plan accordingly so you have no job, school, or other conflicts during that time.
What will you be doing, you ask? CA duties may include guarding doors and scanning badges, monitoring sessions, answering attendees' questions, and more. In your free time, you will be able to use your All-Access pass to do things like attend talks or visit the Expo floor.
To apply, head over to the GDC 2019 CA application page and read the instructions. The deadline for applications closes at 11:59 PM PDT, December 21st, 2018. Applicants will be notified if they are accepted (or not) by January 10th.
Applications submitted after the positions are filled will be offered the opportunity to be put on the waiting list. Applications will be accepted up until 11:59 pm (Pacific Time, UTC-8) on March 12th for the waiting list.
For more details on GDC 2019 visit the show's official website, or subscribe to regular updates via Facebook, Twitter, or RSS.
Gamasutra and GDC are sibling organizations under parent company Informa

ELEGANT BATHROOM + DOWNLOAD + TOUR + CC CREATORS | The Sims 4


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Eye On Kickstarter #62

Welcome to my Eye on Kickstarter series!  This series will highlight Kickstarter campaigns I am following that have recently launched (or I've recently discovered) because they have caught my interest.  Usually they'll catch my interest because they look like great games that I have either backed or would like to back (unfortunately budget doesn't allow me to back everything I'd like to).  But occasionally the campaigns caught my attention for other reasons.  Twice a month, on the 2nd and 4th Fridays, I'll make a new post in this series, highlighting the campaigns that have caught my attention since the last post.  In each post I'll highlight one campaign that has really grabbed my attention, followed by other campaigns I've backed or am interested in.  I'll also include links to any related reviews or interviews I've done.  Comments are welcome, as are suggestions for new campaigns to check out!

You can also see my full Kickstarter Profile to see what I've backed or my old Eye on Kickstarter page that was too unwieldy to maintain.  Also, check out the 2019 Kickstarter Boardgame Projects geeklist over on Board Game Geek for a list of all the tabletop games of the year.
So, without further ado, here are the projects I'm currently watching as of the fourth Friday of March, 2019:



HIGHLIGHTED CAMPAIGN
Offensive Adult Party Game || by The Dragon's Tomb
  • GJJ Games Backed
  • The Dragon's Tomb does some of the best how to play videos around and now Jeff Kornberg has designed his very own game that reflects his own unique style. Seriously though, the game is actually a joke and the campaign is meant to support Jeff's YouTube channel. Since Jeff is producing some of the best board game humor on the internet though, this is a worthy campaign to back.


Do you love offensive adult party games? Do you get an adrenaline rush when you get to say "edgy" things you wouldn't otherwise say in public? If so, then you're going to love Offensive Adult Party Game by The Dragon's Tomb. Offensive Adult Party Game is a party game for 3+ players that takes under 1 minute to play and is exclusively for people who love offensive party games.




Age of Civilization
  • I love civilization building games, and I love small games, so Age of Civilization hits on both of those, plus it plays in about 30-40 minutes! I haven't backed this one yet, but there's a very good chance I will before the end of the campaign.


Kingdoms Lawn Game
  • It's not very often that you find a lawn game that brings in elements of strategy, but Kingdoms Lawn Game attempts to do just that. This was on Kickstarter a while ago and wasn't successful due to a high pledge cost and funding goal, but now it's partnered with ET Games (Rollet, Pucket, etc.) to help bring down the costs. ET Games is known for making high quality, super fun wooden dexterity games and I'm excited to see them producing Kingdoms Lawn Game!


Jabberwocky
  • I've had lots of fun with the games I've played by Jellybean Games, especially Dracula's Feast. One of their hits from 2017 was The Lady and the Tiger, a game system that contains 18 cards and a handful of tokens. Jabberwocky is a sequel to that title, also featuring a number of games that can be played with just 18 cards and several glass tokens. The artwork is gorgeous and the individual games look interesting and fun.


Trailblazer Game Stamps
  • I don't play RPGs, but I love maps. I've spent hours pouring over all sorts of maps for locations real, imaginary, and of my own creation just for fun. Maps of all kinds are like a peek into another world or location and I find them fascinating. Trailblazer Game Stamps are rubber stamps with various landscapes on them that can be used to quickly create your own great looking maps quickly. This first set includes some of the most common landscape types (mountains, hills, forests, water, etc.), but I think the most fascinating thing with these stamps is the potential for so many more awesome stamps to come! These could be so much fun!


Historical Metal Coins Second Wave
  • I'm on a limited budget for buying new games, so even though there are dozens I'd love to have, I can't afford to buy them all. On top of that, my shelf of shame is way too big, so it's hard to justify buying more games very often. Instead I've been focusing more on purchases that will help me with game design or enhance the gaming experience for the games I already have. A good set of metal coins is something I've been looking at getting to help with both prototype games and as a coin replacement in other games that use coins. These look affordable and it's pretty cool that they're based on historical coins.


Root: The Underworld
  • Root was one of the biggest hits of last year, selling out at Gen Con in just a few days. Now it's back with an expansion and also the opportunity to get the entire game. I love the artwork and the mechanics look like an interesting twist on area control and asymmetrical gameplay.


Flapjacks and Sasquatches: Company Store
  • This is the next expansion in the Flapjacks and Sasquatches lineup. It's not usually my choice in game style (although I'll play anything that hits the table), but a member of my game group is friends with the designers and apparently has his likeness on one of the cards in this expansion. Pretty cool, huh?

Download Grow Home Game For PS4

Download Grow Home Game For PS4

CUSA02900 | PRELUDE | Update v1.01 | HACKED | 

'In Grow Home you play as BUD (Botanical Utility Droid), a robot on a mission to save his home planet by harvesting the seeds of a giant alien plant. On his quest BUD will discover a beautiful world of floating islands that are home to some rather strange plants and animals.  Grow the giant plant and use your unique climbing abilities to reach ever higher ground, but be careful…one wrong move and it's a long way down!   
Climbing: Procedural animation allows you to move BUDs hands independently, creating a unique and unrestricted climbing experience.  
Growing: Guide and ride the giant alien plant as you create your own pathways in the sky. Everything you grow can be climbed on. Use it as a bridge, a safety net, or simply as a tool for artistic expression.    
Exploration: Explore every nook and cranny of the alien world as you hunt and collect crystals that can enhance BUDs abilities. It's a physical playground and many of the alien plants have unusual properties that can help you on your quest. ' 

 DOWNLOAD LINKS

 DIRECT DOWNLOAD LINKS:

CLICK TO DOWNLOAD
 GAME SIZE: 630 MB
Password: After 10$ payment is done