Showing posts with label gaming. Show all posts
Showing posts with label gaming. Show all posts

May 31, 2019

Forgotten Realms: Angelica, Remembered #gaming

Note:The following article was originally published in April 2017 on my website davidinark.com. The link to that is at the bottom of this one.


While poking around online, I discovered that I was late to a very cool party. It seems that Good Old Games managed to hunt down and secure the licensing rights to the classic “Gold Box” games from SSI built around the Dungeons and Dragons world. Now, to many of you, this means nothing. To me, however, this ushered in a surge of memories from my youth.

I played the “Pool of Radiance” series (as I called it) on my Commodore 64 from the time the Gold Box Series came out until well into my college years. Holy smokes. Stopping to think about that, I just realized I played that series starting in 1988 (freshman year) up until a couple years after my wife and I got married. We married in 1991, but I played the game at least until 1993 or later.

I loved the game. It was based on REAL D&D rules, regs, characters, stats… It combined two of my favorite things: computers and D&D. When I got the game in 1998, I fired up the game and began creating my characters and building a party. The first character I created was a female fighter. She was awesome from the very start. She had pixelated flowing blonde hair, was a tough character through stats, and became the undisputed leader of the party. I named her Angelica. She led battles, did most of the speaking for the group when put into such situations, and remained throughout the entire series – though others had not.

I have to admit, the temptation to resurrect Angelica from the depths of memory and plop her down at the beginning of a new tale, a new adventure, excites the nostalgic kid in me like you would not believe. Thanks to Good Old Games, I could do just that. They took the games, reworked them a bit, and created virtual DOS machines in which to run them. Oh, to fire up the games again and create a new band of adventurers in all that 8- or 16-bit glory…

Alas, it is not meant to be. You see, if I do buy the revamped games, I don’t think I could bring myself to create a new lead female character bearing the name and likeness of the one I had grown so fond of, the one who survived each of the games into which we could move our characters, allowing them to keep growing as new challenges arose from the disks contained inside those gold box games.

No. You see, sometimes you play with a certain character in a game series so long that when the time comes for that character to rest (she never died, the series just ran out and time moved on and I eventually got rid of all my Commodore 64 stuff), you let the character rest. Creating another wouldn’t be the same. And, if the replacement didn’t live up to the same level as the original, then the memory of the first is forever tarnished.

Angelica lives in my heart and memory the way she was: a strong, fierce, pixelated beauty.

Get the games here: https://www.gog.com/game/forgotten_realms_the_archives_collection_two

Link to original article:
http://davidinark.com/2017/04/11/forgotten-realms-angelica-remembered-gaming/


Apr 14, 2018

Far Cry 5 - The not-so open world, not-so-free choice game (Spoliers)


Before I get rolling, please note there are spoilers in this article. This article contains information about the game and a lot of opinions now that I have beaten the game after many hours of gameplay. I am going to talk about the good, the bad, and the stupid. Well, mostly about the stupid. This will cover several of the stupid things I hated about playing Far Cry 5. Of course, I will cover some of the things I thought were very well done, too.  If you do not want to read spoilers, stop here.


The image above means nothing by itself, so hopefully, it's not much of a spoiler. But, it represents one of the dumbest story lines I have ever seen. You see, the floating girl is Faith Seed, the "sister" of the man bad guy, Joseph. Her whole story revolves around a drug-influenced view of the world. She uses this stuff called "Bliss" to control people. The game interrupts your gameplay every so often with interludes where you are one-on-one with the girl who spouts crap about Bliss and whatever else she says.  Frankly, *ALL* of the cutaways from *ALL* of the characters are stupid. Basically, the game puts you in a trance at certain times and you are, for no good reason, whisked away to the particular boss' hideaway. It's stupid. One of the characters has you trapped in a house where you escape by shooting good guys who disappear in a puff of smoke. You cannot refuse to take part because you will either sit there forever waiting to move or your time runs out and you play the stupid level over and over and over and over... When you finally play out this stupid dream-like level enough, you end up killing one of your good friends. Again, you have no choice, When I came a round the corner and recognized my friend, Eli, I pointed my gun (which turned to a green reticule, letting me know he was my friend) and I didn't shoot. Time ran out, and I was forced to play the level all over again. You have to kill the dude. Another stupid thing happens after you kill him. Let's say you kick the guy to death. Doesn't matter. The next cut scene shows your friend with a bullet hole in his head. Evidently, my boots are made by Chuck Norris or something.

The game plays like that the whole time. You are walking around, exploring, killing baddies, and *poof* you are suddenly put to sleep and wake up in some other place. Frankly, it makes no sense why they don't just kill your character.


You can fish and hunt. Yeap. Nothing says, "Hey, we should really take down the leader of this cult" like spending the afternoon with a fishing pole in your hand. Or a gun to hunt bears, deer, skunks, and whatever other creatures are running around.

Speaking of characters, you can choose to play as a male or female, but it doesn't matter. In 99% of the dialogue, your character never speaks and those around you often refer to you at them or dude or man. You might as well be a mannequin.


The game pretends to be somewhat open and let you follow the paths and missions you want, but really, you can't. You end up having to follow the script and in many places, that is quite literal. Your choices don't matter. All you have to do is earn enough respect points (or whatever they are called) to face the next boss. In fact, I ended up destroying the giant statue before it was an assigned mission. Luckily, it let me do it anyway. That was NOT the case for the radio tower I climbed. I found a tower and climbed it. At the top, there was a switch. I couldn't trigger it. Later in the game, I was sent to the exact same tower to specifically flip the same switch. Seriously!? Can we not get past script-specific events?! This is 2018, right?

Another annoyance: incessant planes and helicopters that spawn out of thin air and chase you around. I wouldn't mind it, except that when running across the map, the planes and helis spawn and despawn so often that the game can't even keep up with which sounds to play. It's ridiculous. At least if you stand still, you can grab one of your favorite heavy weapons and shoot the things down.

Speaking of helicopters, I wholeheartedly recommend using them to beat most of the Judge bosses. The Judges are these super-charged animals you have to beat. There's a lot of drug-induced hallucinations, making it difficult (er, supposed to be but it isn't really) to kill the beasts. Why do it on foot when you can grab a helicopter with a mounted gun and just blast away at the creatures!? Now, THAT is fun (if not also a bit cheat-y). Ans, while you're at it, take over outposts (Er, Cult Houses, or whatever they call them) with the helicopter, too. I'm telling you, tons of fun there!


The end I got was the nuclear ending. That's right. You play through the whole game and if you kill Joseph, well, you don't really kill him. Instead, there is a nuclear blast that sends you on a "drive where we show you and maybe swerve a little" rail-run. This ends with the boss taking you to a bunker o live out your days. Again, he doesn't kill you... Whatever.

Another ending lets you walk away. You get into the truck with your friends and drive away. But, the driver turns on the radio, you hear the "trigger song" ("Only You" by Elvis) and the world turns red around you as the credits suddenly appear. The presumption is that you're infected, converted, or whatever they call it.


As for positives, I have to say there are a LOT of NPCs running around. Some are friendly, some you have to recuse, and some are just out for a good hunt. Some, you can hire if you want and others you MUST hire to help in the game. I completed the game using NPCs only when the game forced me to. Many of the NPCs will give you clues or tips for finding Prepper Stashes, while others will guide you to finish the main story. Some reveal other characters, and some reveal places. I'm not sure what people in Montana are SUPPOSED to sound like, but most of the characters in the game actually sound like they are from Tennessee, Arkansas, Mississippi...you get the picture, right? There are some cool weapons. I prefer the silenced sniper and SMG myself. Nothing like make short work of a takeover like going in silent but deadly.

Oh, I almost forgot. I was out exploring and ended up at one of the boss houses. There were no guards and the boss wasn't there (because I hadn't triggered the script for it), so I just waltzed in, looted everything, and left. Silly game.

If you haven't heard, there is actually a "secret" ending. Basically, don't arrest Joseph at the start and instead, look around and take in the scenery. Like in 10 minutes, the game is over.

Frankly, after playing through, I think I would have preferred that.

Jul 25, 2017

10 Years Since My Dad Died


(I started this back in April 2017, but let life get in the way of finishing it. So, I am finishing it now, before another 10 years goes by.)

...10 years...

My Dad passed away on April 28, 2007. That seems so long ago and like yesterday all at the same time. One of the hardest things about him not being here comes from our mutual love of gaming. He and I would upgrade our computers at about the same time, just so we could play whatever the latest game we both enjoyed could run on them.

We had different tastes in games for the large part, but some games we enjoyed playing independently but would share stories, watch each other play, etc.

Dad loved modding. He would get the latest FIFA, NHL Hockey, or just about any other EA Sports game just so he could go online and find the real-world add-ons he could download and install. He especially loved making FIFA as realistic as he could. Back in the early 2000's, he even downloaded the Spanish voice over (more that 600MB over dial-up) just so he could play the game as though it were on Spanish television.

I think of my Dad almost constantly, though I don't express that probably as often as I might should. I don't know the "rules" when it comes to those kinds of things.

If Dad were alive today, he would definitely have a YouTube channel, showing off the latest add-ons, mods, and real-world effects for the games he loved to play. He would probably be putting out "let's play" videos for horror games, too. Man, he loved horror games. By far and away, his favorite was "Clive Barker's Undying." It's pretty tame by today's standards, but back in the day, it was creepy with a good story and jump scares we hadn't seen in games before - or at least not done as well.

Ten years. I know it's hard for some folks, especially when you're young, to fathom how quickly ten years goes by. And, I also know I am suddenly sounding like a very old man here. But, really. You wake up one day and one of your best friends is telling you about something he and you are going to do when he gets back from Iraq. The next minute, you are told he died overnight. The world stops. The world slowly starts again. You close your eyes for a moment and when you open them, it's ten years later.

There are so many times my very first thought about a new game is that I wish I could tell my father.

On a much brighter note, my son loves gaming as well. He and I share stories, play online together, and continue the traditions started between my father and me. My daughter has started gaming a little, too. She prefers the "shared keyboard" type games where we can hang out together, side-by-side, racing, building, destroying enemies.

Ten years really does go by quickly. I miss one of the greatest gaming buddies I ever had.

May 2, 2015

My new rig

For my birthday, I received money to go toward the purchase of parts, etc to upgrade my computer. I decided to get enough parts that would allow me to pass my now-previous computer on to my daughter. I did quite a bit of shopping and pricing and ultimately came up with this bit of rigging.


The case, motherboard, RAM, CPU, HDD, Windows 8 (blech!) and top DVD burner came as a steeply discounted package deal. It has an i7-4770 and (right now) 8gb RAM. My previous computer had a Dual Core 3.2Ghz something-or-other. As you see in the photo above, I added a second DVD burner and a 3.5-inch media card reader with USB. I had to disconnect the top-mounted USB in order to free up the internal header, but for I what do, it was worth it.

The picture below is a shot of the interior, though I did not take the case out of my desk, so it's not a very good one. Sorry. Inside, though, I upgraded the PSU to a 600W modular and added a Sapphire Dual-X R9 280 graphics card. Let me tell you, the card barely fits in the case. But, with a little care and elbow grease, it's in there and works great!


Right now, the side is off the case. I would like to do something to help the heat. I've played several games on it now (Far Cry 3, Wreckfest, Pay Day 2, to name a few), and though the temps are reading within normal gaming range, I know the case is a little snug for what I've thrown at it.

Since the motherboard is Acer, it has a weird 12-pin ATX header. I ordered a 12-pin to 24-pin adapter (with HD sleeving) from modDIY that arrived in about a week. It snapped right on, and things are humming. Well, not even humming, really.

The amazing thing that this rig has over the other (in addition to the obvious upgrades) is QUIET. You never hear the thing running until you start tossing games at it, and even then the sound level is barely noticeable without headphones. Put on headphones, and you'd never hear it.

What am I planning to do with my new computer? I plan to start "Let's Play" style videos for my YouTube channel, along with other videos that I've been wanting to start making. Why not, right?

Oh, one last thought: though I can now play games better with enhanced visuals, my actual gameplay hasn't improved one iota. Haha, now, I just get killed in better-looking environments.

Jan 23, 2015

#fetc Anatomy of a Learning Game: Design, Development, Distribution

#fetc Anatomy of a Learning Game: Design, Development, Distribution

Why I chose this:
I am hoping to learn more about the dev and distro side of gaming. If we can get students to create games, not just play them, then we can turn them into entrepreneurs.

What we covered:
Hosted by Classroom, Inc.

National survey of 500 teachers who use gaming. Over half of teachers are using games for ELA and also for executive functioning skills (organization, etc)

Game-based workplace simulations for middle school and high school students.

Product dev team, partnership team, research team

Sample game: Editor-in-Chief at local paper following a hurricane (or other natural disaster).

Each 'experience' takes 20-30 minutes. Each student must complete to-do list. Point-click adventure game. All reading, no spoken words. Can take notes. Glossary use. Embedded assessments around standards.

Scores are kept on the backend, but students do have see those scores.

Build games on ethical scenarios, etc. LearningGamesNetwork. Content model, Task model, Evidence model. Works with educators across US. Games incorporate assessment pieces to gauge where the students are in terms of content knowledge and comprehension. Teachers need the data to help them understand where students are and how well/poorly the games themselves are impacting student learning.

Should be learning designers, assessment designers, game designers all part of the development team. Look at ways to map the data without killing the fun. Map out the scenarios, then map out tasks. How do we put those into the game mechanics? How do we assess that within the game? How do you keep it covert in student's eyes?

Fablevision Studios - education media developer. Games need to have education at its core. Design, dev, test, repeat. What is the problem you are trying to solve? Who is the audience? Ages? Likes/dislikes? How do you want them to think differently? What behavior are you trying to change?

Start with core mechanics and work your way out.

Best case scenario is when you can build on first success to create additional games.

  • Story and personal meaning = engagement = motivation = success
  • Design with a purpose, multiple points of entry
  • Technology that serves end user, client, and content (what devices? How new/old?)
  • Like-minded partners
Mission - what are you trying to do? Get on the same page. 
Had to deliver content and be fun - needed CMS, dashboard, etc, but be fun. 
Role-playing in the game - 1st person
Storytelling vital, even if not explicitly delivered within the game
Player put in position of authority - they are the decision-maker, personally invested in doing the work
Learning by doing
Core mechanics must make sense within the game. Don't add crafting if the game has nothing to do with crafting.
All tasks related to core objectives and assessment.
After the Storm built in HTML5 
Had to handle vast amount of content. Created a CMS the client could update themselves. Teacher dashboard that measure progress, etc.
Art and design important to game - what is the look? For After the Storm, very realistic-looking to keep students immersed in this environment.
Mood changes during game - dark at first, then light as game gets closer to end.
Reusable templates to save money and time. Reusable backgrounds, items, etc.

Challenges: Content, vetted, updated, checking - especially with decision tree scenarios. Making sure is not overwhelmed. Balance between education and fun.

Originally planned for 6 games, but realized needed a smaller game for time, materials, etc. 

Make sure you leave nothing hanging - closure, makes sense.

Agile - work in small changes and add to those. Takes time. 

Build partnership where you comfortable to discuss any/all aspects. Long-term relationships are key and amazing. Honest dialog. Real world feedback. Design decisions based on evidence.


*I asked: Are there parts of the game students did not touch? What did you do with those? Not specifically, but they had set it up to play out of order, but NO ONE played it out of order. Need that user feedback and testing. Devs WANT the teachers to provide feedback, input, etc.

BrainPop partnerships. GameUp is part of BrainPop, do not need subscription for GameUp. Most games are flash-based, but moving to HTML5. Browser-based games only - no firewall issues, etc for teachers. Encourage developers to get with them as early in the process as possible. In-house process to vet new games and give feedback to the developer.

Started in Summer 2013. Worked in two schools in Brooklyn. Twice a week, six weeks - got lots of feedback from 6th graders - what they liked/didn't, saw things they played with unexpected (finding a lost dog that was just decoration at first, but kids wanted to find the dog!). Used CMS to change/update the text within the game.

Lessons: Reading levels often below grade level. Need to build in more support for struggling readers. Want shorter, more modular pieces. Teachers want stand-alone pieces. Looking for literacy across content areas.

Next: same storyline, but now head of a community service organization. Tying into CCSS and other standards.

Jan 22, 2015

#fetc - Gamifying the Florida Standards the Minecraft Way!

#fetc - Gamifying the Florida Standards the Minecraft Way!


Presenter: Jennifer Rothman-Tait

Why I chose this:
As mentioned, I want to see how schools are using gaming. Specifically here, though, very interested in Minecraft in classroom tied to educational standards.

What we covered:
Gaming vs Gamification - Using rewards, etc for non-gaming events (Starbucks, groundings, etc)

Combined gaming (playing games) with gamification (rewards) in Minecraft Club.

Classbadges.com - create your own badges and set the goals. Earn time in LAN time to create LAN game to fight, etc.

Edmongo, Oregon Trail, Mission US, Quandry, and others that are used. GamesforChange.org is resource to get games. Internet Archive opened classic games online.

Camps in summer for 24-36 hours for each group.

The journey:
- School system went through a series of games, VR, etc, before using Minecraft.
- Based on Fla standards.
- Where do we want students to arrive?
- Do not run everything the kids do.
- Every game starts with backstory. Create backstory for kids to buy into the learning.
- Uses Weebly as the platform to build structure.
- Have to be okay with organized chaos
- Research, collaboration, frustration, loudness, discussion, earn badges, succeed and fail
- fail and change strategy - kids do it in games all the time
- MinecraftEDU
- Move students beyond the build

Immersive environments: PowerUp, EcoMuve, WolfQuest - Students get into environment and interact. Students interact with NPCs to gain clues, etc.

Storytelling
Machinema - Plan it out, write the story, recording/editing.

VR sandbox: OpenSim, Activeworlds, secondlife, inworldz

Started using SecondLife as PD platform - collaborate, storyboard, roles/responsibilities, building

Use virtual world serve as catalyst for change in the real world.

QuestAtlantis (remix) - VR world ties into curriculum easily, secure environment. Power of backstory is essential.

(This session is not focusing on Minecraft at all. They may cover some Minecraft, but running out of time).

Admongo.gov - consumerism, capitalism, writing samples, etc.

Minecraft - Set up a camp based on Minecraft. Determine skills, age level.

Boston Tea Party, Revolutionary War, other topics. Oregon Trail in Minecraft. Students researched and built various landmarks/buildings, Native American villages. Student built village for trade also made hostile village as game-within-game. Built South Pass out of wool because he could dye the wool.




#fetc Game-Based Learning and Next Gen Science Standards

#fetc Game-Based Learning and Next Gen Science Standards

Presenter: Ora D Tanner

Why I chose this:
I am very interested in seeing different ways to incorporate gaming into various disciplines. I am hoping to learn some fun ways/games to share with teachers.

What we covered:
Rationale/Background
Game Development Process
Pilot Study Results

Rationale - Why Games? Big buzzword, but why should we care?
#1 Passive, unmotivated and disengaged (PUD). Lecture-based presentations, reading book, cookbook labs - not working. Causing students to disengage. Students find science boring.

Gaming creates learning environment for problem-solving. Take roles of scientist/engineer.

CHANGE Project. Climate Change Narrative Game

Piloting in 4 HS this year, 25 next year - marine biology high school curriculum.

What features do students find engaging?
What features do students see as helping with learning?

Water Gauge Warrior - game created for project. Tied into school curriculum and also university objectives.

Graphics make or break a game.
Needs a goal and a challenge. Use of role play.
Rules and interactivity, easy to understand, easy to navigate.

StoryLine2 used to create the game.
FlamingText.com used for font/logo in game.
Used public domain images for game. Pixabay.com used for the game.

Characters in game come from characters in story that the students read (eBook).
Earn money, build rain gauge.

Interactive labs/powerpoints during lessons

Students asked questions, gain money based on correct answers.

Students can always check answers.

Added real photos in places to help dispel misconceptions gained from clipart-style graphics.

Uses the design cycle to help guide students.

Lots of work with real-life people in order get accurate functions, pricing, etc.

Students get info about incoming storm (fictional) and use that to build/design their water gauge.

Students paid a lot of attention to budgets while choosing pieces and parts.

Evaluate the water gauge they built. After storm, they get a gauge report. Uses 16 possible combinations, so gauge either succeeds or fails. Students talk about why they got certain scores.

Game is played in one 50-minute class period.

Study took place at 2 HS. 51 students. Used an observation form and focus groups. On task? Behavior? etc. Questionnaire with open-ended questions, likert scale items, etc.

Having the game made the topic interesting. Fun to play. Liked the graphics. Liked role playing, etc. Students were better able to discuss engineering practices and design cycle.

Didn't like - too simple, too hard, too long, too short

Liked that THEY got to build and compare to other students' results.

Also created a geology game.

Explicitly let students know when they are doing certain scientific practices so they can relate gameplay to learning.

Game has a backend for teachers to monitor student progress, results, etc.

Students enjoyed competition and collaboration, especially when student(s) failed initially.

Students who were disengaged were found to be logging into the game at home to play/practice.

http://bit.ly/CHANGE-USF

Can use Powerpoint with Branched Scenarios to create game.


#fetc Educational Gaming: Make Custom Games without Programming


#fetc Educational Gaming: Make Custom Games without Programming

Why I chose this:
Very interested in education gaming, especially in preparation for training/pd.

What we covered:

Make 21st education more interactive, more democratic, more global, more student-tailored, geared toward problem solving in the real world.

Speaker spent several minutes pitching the product he is trying to sell us. I still have no idea what it is. So far as I can tell, it helps teachers create lessons, but also can help students create lessons.

Content entered is delivered in a variety of methods.

Memarden (?) company, I think. Web-based lesson creation. Video, audio, images, text.

Tab-based design layout - content, questions, games.

Presenter trying hard to get audience participation, but this is not going well. He was finally able to get someone to toss out an idea to help generate a lesson.

While I can see where this might be a different way to develop lessons, I am not so sure the program's title matches the perceived expectation of what would be covered. Considering there are many sessions here about coding and gaming, I was expecting something like "Scratch without Scratch" or "BYOND without programming."

Q: What is cost?
A: $1/student/year.

Q: Can you download content?
A: No, content is uploaded.

Q: Can I use this as standalone?
A: Requires internet to use.

Q: Does the content become the company's?
A: Dual copyright. You own your content, company owns their content. There is also a marketplace like TPT and sell to other teachers.

Q: Can you import questions/answers?
A: Yes, you can import those.

Q: Are there discounts for sites as opposed to classes?
A: Yes, terms can be worked out.

They are developing games that use dance pads for more interactivity.



Nov 29, 2014

Memory Lane: Dad's Computer Games

While my wife and daughter went off shopping, I decided to take some time and clean up the ol' home office. Now, mind you, I did say "clean up" and not "clean out" nor "tear down and start over." Believe me, that is an important bit of information. However, I will say that while "redding up" (well I am used to calling it, having been in Pittsburgh and all), I did a LOT of cleaning out. I threw out things that have been hanging around for decades. And, that is where this tale comes into play (slight pun intended).

I found a lot of CDR and DVD discs that had never been labeled, so after I was done cleaning, I fired up the computer and starting sifting through them. There were a LOT of them, and I tossed many of them away - mainly because they wouldn't even read in the drive.

I came across one that was made in 2005 or so and it had several folders: "Add-ons," "Patches," NoCD," etc. These discs used to be quite prevalent in and around the Henderson households (that is my family's household and my parent's) back in the day when we had dial-up. At work, I had much faster access and would grab all kinds of game enhancements and share those with Dad.

My main target were NoCD patches. Back before Steam, UPlay, and the like, you *HAD* to install software by disc (my preferred method still, frankly). And, often, as a means of copy protection, you had to have the disc in the drive in order to play the games. Well, someones out in the world figured out ways to let you play the games WITHOUT the discs. That was awesome. Hunting for and swapping out discs was a pain in the butt. I know, that sounds like whining, but we played a LOT of games.

In addition to the "Patches" disc, I decided to consolidate the several binders in which Dad had kept his discs. He was far more organized than I in that regard. So, after I consolidated, I started leafing through the binder's pages. Memories, wonderment, and puzzlement all came flooding in as I took a walk down computer gaming memory lane. And, this is what I am going to share with you now. Grab a Coke, a snack, and maybe a tissue or two. We may need them.

Before I get rolling, let me share a little about me and my Dad. I don't remember much of what my very young years were like in terms of him playing with me and my brother. I know he liked to attend certain activities with us (or, more to the point, TAKE us there: wrestling matches, indoor soccer games, Sea World and Geauga Lake...), but I don't really remember connecting with my dad on a "playing" level, if that makes sense. That all changed when I got my first computer. Well, really, I suppose that changed a little when we had our first "console" system: Atari 2600 followed quickly by Intellivision. I do remember playing some, but what really changed things was my first computer: a Commodore 64. He worked with a guy who helped us get all kinds of games for the thing. Dad and I would play some games together or watch each other play.

Fast forward to roughly 1998. I'm not sure if Dad had a home computer before 1998 or not. But, what I do know is that when my wife and I moved into our new home, my parents moved into the house we used to live in. Dad and I each had a computer and we spent many, many evenings playing together - well, watching each other play, really. We didn't have a way to do multiplayer games then. usually, the scenario went like this: Shan and my Mom would watch TV shows and Dad and I would hang out in his home office and play games. I loved every minute of it. I don't know if he knew that or not, though I suppose it would be hard to miss, but I couldn't wait to sit and talk about the latest games, the new mods for certain games (more on that in a bit), and how we needed to upgrade our computers for the next games coming out.

As I said, he kept his game discs in binders with special CD-ROM pages. So, tonight, I walked through those pages again after a long, long time (Dad passed in 2007). To be honest, I don't remember much about many of the games themselves. But, what I do remember are the things Dad and I would talk about RELATED to the games.


The binder (everything was moved from 3 binders to 1 very thick one) starts with Doom 3. This was one of Dad's favorites. Back in the Windows 95/98 days, Dad fell in love with 1st person games. Now, his all-time favorite was Clive Barker's Undying, but that game wouldn't run on Windows XP and he spit nails because of that. Anyway, he loved Doom 3. I remember watching him play through the opening sequence and I explained the history of Doom and id software and such. After he played a while, I installed the original Doom, Duke3d, and Wolf3d. He was not impressed. Haha! He was spoiled by the much better graphics and handling of Doom 3. In fact, that quickly became one of the running "benchmark jokes." When a new game would come out, he'd ask something like, "Is it better than that Wolfenstein game you showed me?" I would invariably say something like, "Yes, Dad. Wolf3d came out way before this new one."


I will not list every game in the binder, but I am going to show you what a varied taste in games my father had. The next page has the 10th Anniversary MYST, Riven, and Myst III on it. He loved puzzle games. He loved to hunt and click and figure out how certain pieces fit together to make something else happen. Later in this post, you'll come to see the true obsession he had with the genre.

He also loved war games. I remember the two of us playing through Call of Duty, Medal of Honor, Brothers in Arms, and Iron Storm. He usually had the controls and I would call attention to snipers he didn't see or enemy tactical movements he was missing because he was focused on the action in front of him. We would feed off each other, too. When we weren't in the same room, we would each play the games and then help each other through the rough spots. In a way, it was like some kind of single-player buddy system. Of course, many times, we would encourage the other person to go headlong into a firefight to see what happened, not necessarily willing to do the same in our own game.  He had other war-related games like Silent Hunter III and Enigma: Rising Tide or Shellshock 'Nam 67.


Remember what I said a bit ago about adventure games? I am pretty sure my dad had every Dreamcatcher/Adventure Company game ever developed. He absolutely loved playing those. Some of the titles in here are Syberia, Syberia II, Dracula, Lights Out, The Black Mirror, Dark Fall, and the list goes on and on. Seriously, he became obsessed with those games from that publisher. I think he bought a title every week for a while there, or it sure seemed like it. I suppose I should give one a try. I have never played any of them that I can recall.


One of my all-time favorites was XIII. Oh, man, he and I geeked out (though we didn't call it that in those days) over the cool cel shading technique used in that game. It was like playing a comic book shooter. I think we played through it a few times each, just not able to get enough of it after it was over.

He also loved utilities. Yes, you read that correctly. In fact, there is a 3.5-inch floppy with WinZip on it in the binder. But, he also had things like ULead video makers, Seagate hard drive utilities, Dragon Naturally Speaking (lol, the 1999 version is in here), PrintShop, and more. That's all well and good, but he would use certain utilities in ways that no one else would, and that was not always a good thing. I remember he tried to ZIP up his Windows folder once. He used some kind of "cleaner" utility to delete a "bunch of useless DLL files taking up space" that he then later called me to ask why his computer wasn't working correctly. He especially loved image programs. His favorite was "ACDSee" though he used a plethora of others as well.


And then, there were the sports games. He made the folks at EA Sports a LOT of money, let me tell you. He bought just about every EA Sports game they made: Tiger Woods, NHL, MLB, Madden, FIFA, NCAA Football (the one time they had it on PC), you name it. I think he even bought Cricket or Rugby or something (those have since disappeared from his binder, before i got hold of it). His desire for the games was not really to play the games themselves, but rather to MOD the games. He first started back with NHL '98. I remember this like it was yesterday. I came home from work, and he had been online all day (dial-up back then) downloading some kind of "Add-on" for his game. He learned where to put the files that would replace the original ones. In this case, he found arena files that would update all the in-game boards with the actual ads from the real-life counterparts. I have to admit, I thought it was awesome. We would play against each other in near-replica arenas. He didn't stop at boards, either. He downloaded crowds, uniforms, ice graphics, you name it. and, he didn't stop at hockey. FIFA was his all-time favorite to install these add-ons. He would search for add-ons and then hand me a list to download during my lunch at work. We had team kits, stadium updates, and at one point, he found the Spanish-language commentator files and had me download those so that he could play his game with Spanish commentators! haha! Oh, man that was a riot. Every sports game he bought, he would immediately install and start the hunt for modifications to enhance the game.

Looking through this binder, I find flight simulators, real-time simulations, pool, bowling, and casino games (even an autographed card from Annie Duke, no less!), the whole "CSI" series of games, "Splinter Cell," "Mafia," "GTA Vice City," and so much more.


I truly wish Dad would have been able to see games now. He would be flipping out over the latest EA Sports games, all the "Seek and Find" games available, 1st person shooters, and anything else he could download and find add-ons to change up. There are many things I miss about my father. One of the strongest, though, is being able to call him up or run up the hill and tell him about some new game we could play or some cool new add-on he'd enjoy. Every now and then, I get that urge and it stops me dead in my tracks that I have to remind myself he's moved on.

Nov 27, 2013

She married a gamer, of sorts #pcgaming


I took the day off yesterday. Much to my wife's chagrin, I'm sure, I spent most of it playing GTA IV on my PC and doing little else. I was home alone. It was exciting, frustrating, and exactly the vicarious escape I wanted, perhaps needed. I go through periods where I rarely play PC games and then I'll have a spell where I play a certain game or two as often as I can.

Spouses/Significant others of game jockeys rarely comprehend how their chosen mate can sit for HOURS playing the same game and not get up once to clean the house or do the laundry or perform a myriad of other tasks.

For me, gaming is a way to accomplish two main things: 1) provides a pseudo stress relief and 2) forces me to think critically and analytically about a variety of situations.


I say that gaming provides a "pseudo stress relief" because often the game itself causes stress at certain points (say when you've done the same stupid mission 6 times because you keep running out of health right before the end of it). I suppose, like the scientific "theory" states (paraphrasing): matter (at least at the atomic level) never goes away, it just changes it form (by way of atomic structure). That is, stress doesn't really get "relieved" while playing video games, it just gets transferred into a different kind of stress. Don't believe me? Try playing Candy Crush or Words with Friends or Advanced Sudoku.  It doesn't have to some shoot 'em up that causes the gamer's stress. I just happen to like games that allow you to take part in activities I would in "real life."


That transference of stress, even the stress of euphoria when one DOES finally beat that stupid mission/level/tray of letters, feeds into itself. For me, the best games provide a balance of frustration and elation, though I admit the frustration side does seem to lead the charge more often than the elation side. But, in that ebb and flow of negative and positive stress, time ceases to exist. I have played many games into the wee hours of the morning without realizing it because of it. I'm not just talking video games. How many nights have you played Monopoly or Magic: The Gathering or D&D or worked on a crossword puzzle or another other of the hundreds of 'offline' games only to find yourself staring at a clock that reads "3 a.m.?" It's not just video games that create that effect. Video games just get a bad rap, in my opinion.

What I enjoy most about playing games fuels my desire to try ANY kind of game: Analysis and Critical Thinking. I love games that force me to use my brains. All of the games mentioned so far will challenge one's thinking and reasoning skills to varying degrees. To me, the most successful factor in game development are the causes and effects of the choices made. If I buy a certain piece of property, what do I think will happen? If I swap these two pieces of candy, will that set up the next move I need? If I try flanking the left side instead of the right, how will that change the outcome? Heck, even in solitaire you have that same decision-making: If I play this card on THAT king instead of THIS king, will I be able to beat the deck?


In video games, though, you usually get to try again. And again. And again. And again. You try taking out the left side and fail. Try the right side and fail. Try going down the middle and fail. Try going left for a part of the way then shift to the right and succeed! Each time, the player takes stock of what happened: what worked (at least partially) and what did not? Even with non-video games, we ideally learn from our previous encounters with those games. How long did it take before you realized you could snag Baltic and Mediterranean Avenues and make a killing on cheap hotels? How about when you watched your opponent jump willy nilly over your checker pieces because of how they were place on the board? But, hopefully, you learned from those experiences.

Time seems to fade away while playing video games because we get to try again. In elaborate games (such as GTA IV), the missions tend to last no more than 10-15 minutes... Each time you have to do them. So, a player goes through a scenario 5-6 times before beating it. That's an hour or more right there - one one situation. Play the game for a little longer and you are faced with another task to accomplish. There goes another hour. Rinse, lather, repeat. Now, a whole day has gone by and the gamer doesn't realize it because s/he has accomplished beating 7 or 8 missions (if that).


Now, before things get all sanctimonious and freaky, let me be the first to say that I *SHOULD* have set an alarm to limit my playtime. I probably *SHOULD* have started (and/or finished) certain tasks before sitting down to play.  But, I didn't. And the world didn't end (well, not the "real world" anyway). Does that mean I have more to do today than yesterday? Yeap. But, that was a choice I made when I sat down yesterday - the cause and effect.  Maybe if chores were set up like games...