The infamous Steam Sale has come again, and amidst the veritable deluge of prices crashing to earth there are some serious bargains. I can honestly say I’ve bought more in this sale than I have done in years, a few of those curiosity pieces reduced to pennies, blockbuster titles of yesteryear brought to all time lows. Financially speaking the going has been good this summer if you’ve got a nice full wishlist so you can monitor the good deals when they come.
Steam’s efforts to gamify their sales process and engage their users in the buying process may- at one time – have revolutionised the retail industry, but their recent efforts have been a little lacklustre, repetitive, and at times a little sloppily executed. So let’s talk about the latest attempt, the sticker collection.
Every 24 hours you get the usual chance to cycle through your discovery queue ignoring the popular games, watching the odd trailer that catches your eye, maybe racking up an item or two for the wishlist, and collecting trading cards for the regular badge that you’ll never quite complete. The queue also earns you stickers, as do two other “quests” that change every day that get you further and further involved in Steam’s various community features. You slowly build up a sticker collection that build up various scenes of game characters enjoying typical summer activities, barbecues in the park, going to the seaside, time out in the wilderness with friends, that sort of thing.
And yet I find myself thinking that this may be one of the least interesting and blandly transparent, and maybe that’s because I’ve seen too many. Sure there’s plenty of new users who’ve never taken part, maybe aren’t aware of all of the community features they’ve got going on, and they’ve added a few lately that they probably want to shout about a little, and rightly so, they’ve put in the backbone to take their once barely known selling platform for their singular line of games and created a monster of the industry that’s stripped PC games from the highstreet and have forced the consoles to give deep thought to their business model… but that’s a different article, I’ll stop now.
Turning your engagement in a product and into the sale into a game is the perfect approach for Steam, but it requires some feedback, some reward, and filling up a sticker book with some mostly boring stickers? Ok, seeing Geralt of Rivia flipping burgers is entertaining enough but most of those stickers are cups. One of the pages has mostly cacti, and to be honest a few of them just don’t fit the background.
And I find myself asking unpleasant questions like: “What exactly do Steam levels do for me?” and “Why am I so entertained by collecting the cards?” I’m not in this to chase numbers, I find I want more out of my experience, and practically any amount of return on investment would make me far more interested.
I’m well aware that the Steam sales are a deal that benefits everyone, we get cheap games, Steam makes money, and the creators make money (although… no, y’know what, that’s another article again), so I’m not saying that the sales are a bad idea, far from it. But they have a motif to pursue, and right now it feels like they’re just rolling out the same recycled picture show and haven’t even reached the bar on that either.
In the last few days there has been a leak that shows us an early print of the upcoming Magic: the Gathering block Ixalan. This is actually the second leak, but the first was barely a glimpse of the cover art which gives us some idea of the inspirations behind it, and listed with a different name “Atlazan”. Very minor compared to this huge release of info, a sheet of actual cards not due to be released for months. Understandably, Wizards of the Coast and Hasbro are not happy about this, but is a leak all that bad?
For Wizards of the Coast a great deal of money, effort, and time goes into preparing their usual advertising campaign. This isn’t just the regular steady drip feeds of new cards through social media worldwide, but it also includes the short stories on their website written by teams of cannon artists developing the wonderfully deep narratives behind every block, and the normal promo events with Friday Night Magic prereleases.
Read this piece by M;tG web content manger Trick Jarrett from the leaks around the Oath of the Gatewatch block two years ago about how such information leaks can undermine months, even years of work. For him it’s a personal kick in the teeth as it’s his work that’s being undermined. Through various associations with outside companies WotC expose themselves to the possibility of unauthorised leaks on a regular basis, but it’s still important to them to maintain creative control over the advertising process.
It seems like a no-brainer, leaks happen because people want to know stuff! There’d be no need or call for leaked information if people weren’t interested, and there isn’t a company that doesn’t want anyone to be interested in their product. Should a company be keen to know that people are so determined to learn about their product that they’re willing to go around their planned release schedule?
And by all means make a big deal about how you don’t want anyone to know about the information, but in many ways bemoaning the leak helps draw attention to it. You can frequently bring more attention with a leak and you’re own adverse reaction to it, than with your average run of advertising. Does Magic need the extra attention a leak might bring in for them? Not necessarily, but their advertisement can usually be formulaic. It can do some good to shake things up from time to time. Not that I’m accusing them of leaking their own cards, but maybe they needn’t be so downhearted.
Let us not forget that this is not just a game of fun for some people, and that Magic is a game played at a competitive level, and it’s these people watching attentively at the leak sites to get a head start on the maths. That may sound a little over-the-top but there’s actual money in it for some people. And those players less involved who pursue the game’s news less rigorously lose out. In those particularly rare instances where leaks are more physical than just a photograph, some people can get hold of some early copies of cards long before release.
These are the kinds of leaks that can truly damage a game and cause serious issues for the competitions that are integral to the gradual releases.
Just a quick note on one of the finest examples of a film that could have never existed without leaked footage. Plenty of us have speculated on the possibility that Sony, probably Ryan Reynolds himself stole the test footage in an effort to make his little fan project a reality, and if that little flicker of perfection hadn’t hit the internet like an atom bomb we may have lost one of the best superhero films of the decade. Now, there’s no good comparison to make between a film and a CCG with regular releases, but it does go to show that leaks can have their benefits, and while they may wound the pride of the developers, ultimately they may find their efforts rewarded.
Pros and cons aside let’s take a look at some of the content of the Ixalan sheet. It goes without saying that mechanically the cards are a solid mix of the usual chaff that will inevitably prove mildly useful or too specific for regular circulation, and the merciless and glorious horror cards that will have me – I mean, will have people buying booster after booster without a shred of remorse for their poor aching bank balance. I want to talk story and themes here.
There’s a prevailing theme in the art contents, pirates and dinosaurs. There’s more to discuss but I feel that needs to sink in for a moment, pirates and dinosaurs. I’m also rather gratified to see that Ixalan’s giant reptiles are depicted with feathers. Early speculations included strong Atlantean and south American styles in the visual thematics, continuing in the ancient civilization themes, Greece, Mongolia, and Egypt, and with feathered reptiles we may see some Aztec deities or myths, perhaps a coatl like creature somewhere in the block.
Finally we have our pivotal planeswalker, Vraska the Unseen, or whatever nickname she accrues. It’s going to be great to see a minor figure get some air time, although could the gorgon/assassin join the Gatewatch? I doubt it. That said I also doubt she’ll be the main threat to Jace and the Gatewatch.
Whether the leak is for the better or the worse, this is going to be a cool set, and I’m really looking forward to the future of the game.
Great Scott is a drafting game of invention from Sinister Fish. While at UKGE this year I had the opportunity to secure a copy of Great Scott. Ostensibly I was there to buy for someone else, but at their recommendation I ended up taking a copy home too. I had never before pondered the need for a Diabolical Donkey Destroying Banana Bender, but I have come to an all new appreciation for the device, and here’s why.
Each invention is put together with cards, three concepts and two assets laid out in a particular order to create a coherent and descriptive name, effectively boiling down to a simple formula:
Adjective – noun – verb – noun – noun
Each section is it’s own deck, players take two of each, and commence building by drawing card from a deck, taking one, and passing their hand to the next player. You begin fairly free form, but as the cards are passed around you find yourselves with fewer and fewer gaps to fill, and the pattern you’ve tried to create may suddenly be completed or broken depending on which stack you draw from. Everyone then pitches their idea, describing how it works and what purpose it serves. Everyone picks a favourite and a second favourite, and the next round begins.
Points are accrued from scores on the cards, matching pairs or groups, the commendations of others for a fantastic pitch, and alliteration. So while you may score fewer points by building a Colossal Cactus Burning Bee Booster than an Alarming Albatross Attracting Ape Automaton you may still recover some ground by describing the method by which your huge device might hold back the bee extinction by immolating cacti, compared to the guy who’s mechanical gorilla has led to an albatross infestation.
I love draft games as a format, it’s been a while since I did a Magic: the Gathering draft, but I still love a round or two of 7 Wonders every couple of months. Drafts tend to leave you completely oblivious to begin with, and madly desperate towards the end, so adding the draw step gives Great Scott a little bit more freedom to build an invention you can be proud of, but doesn’t give you sufficient support to make the game too easy.
It’s a sign of a good game that round by round players end up with very similar points, and by the end of Great Scott the point difference between first and last place is quite narrow. There’s a good balance of random and tactical play, and it always leaves you with an invention that is sheer chaos to try and pitch to the crowd. However, it’s this mechanic that does cause a few issues.
For those without a very creative mind, trying to describe their inventions can be difficult, especially for those who perhaps don’t know the less common words like Bitumenising, meaning that points accrued in the commendations phase are often lost. The Aspect cards break down into animal, vegetable, and mineral, and it’s entirely true to say that animals are funnier than most rocks and plants like Diabolite or Elm; there are a few shining examples like arsenic and dynamite, but it’s still a bit of a struggle to derive humour from Bauxite for example.
Really that’s an issue with target market. I still rate the game very highly, it’s good quality daft fun that kills an hour without effort, and even comes with a set of baggies that are slightly too small for any single deck in the box. Ah well, still a nice consideration.
Chris covered some of the RPGs on show in his article last week but while he covered what was on the shop floor, I wandered the Hilton, who had mostly filled their rooms with tables equipped with DMs, GMs, Storytellers, and enough rulebooks, character sheets, dice and assorted other accoutrements to keep dozens – maybe hundreds – of people entertained all weekend. As someone who is obsessive over tabletop roleplaying it was amazing to see so many games going off at once, I mean just look at this:
Most of these photos may look like identical rooms, honestly it’s just the decor and layout. People were flooding into the sign up room, and I had to edge my way around the queue to get a photo inside.
Competitions and Tournaments
One of the NEC main halls was given over fully to competitions for the more popular games, on a national and international level. Wandering that hall I think I heard as much German, French and Polish cast around as English. There were games I expected, like the Magic tournament, the Pokemon tournament, I even fully expected to see people competing in the X-Wing miniatures skirmish game, but I wasn’t expecting to see Infinity or Dropzone.
I already talked about what these guys got up to, here’s a few images from the guys over at the Living History Camp, and the time they went to war against a pillaging horde of small children:
Yeah, the best part is just wondering around wherever we pleased (up to a point at least). This has only been my second occasion as a member of the press so I’m still never certain what I can and cannot get away with, but dammit if I’m getting all-access I’m going to work hard for it.
It was incredible wandering the hall before and after the horde joined us. The difference was simply astounding, the freedom to walk the floor reduced to swimming through a crowd; strange echoing silence turned to a cacophony of voiceless sound. These events are made by hard working people who put their livelihoods out on trestle tables to be judged, exhausted staff and volunteers fighting to keep every moment organised and controlled for the good of everyone involved, and by the people who keep coming back year after year to make it all worthwhile.
Here’s what we saw:
Pictures will be on Facebook soon enough, if you see yourself, tag yourself. In the mean time, so long UKGE, see you next year.
While I love Magic: the Gathering to an unreasonable extent – like a borderline addiction if I’m honest – I’m not under any illusions that the game is not without a rather glaring flaw, and it’s the erratic progression of the resources you have to spend. For those not aware, mana is spawned from land by tapping (turning) the land cards, to spend on the cost of a card, for example to play this card:
Would require the player to tap one each of white, blue, black, red, and green mana. Presumably if a player has built a deck with this card as a central figure they would have a wide variety of ways to either find the pertinent cards from the deck or to otherwise generate the mana through other means. Even so that’s no easy feat, and a lot of your deck has to be devoted to creating a wide variety of mana types. Now most people will build decks around one or two colours to make this job a lot easier but it’s still a possibility to find yourself stuck without enough mana of the right type, no matter how well you proportion your deck.
In short it’s a flawed system, essentially functional, but often as cruel and fickle as dice.
Which brings me neatly onto a game I sampled at UKGE as I was wandering the floor exchanging business cards and quietly gathering freebies. I was handed a carrier bag which I found later had two cards in the bottom for Dragoborne: Rise to Supremacy, they were very simple, immediately understandable, and featuring some truly epic artwork, enough to draw me in and drive me to find the stall again and try it out.
Dragoborne manages its resources far more effectively at the cost of some of the otherwise useful cards. Once you’ve drawn your first card in a turn you then draw a second which you commit to your resource pool. It means possibly losing a good card to resources, but it leaves you with a considerably better increment of resources throughout the game. You won’t be caught with an expensive card sat in your hand while your life slips away, just waiting for the resources to arrive. You always begin the fight with enough of your various resources to play any card you might possess, so long as you can wait a mere handful of turns.
Mojang’s CCG, Scrolls, has a similar incrementation method, where every turn you may choose to sacrifice a card of your choice in favour of either more resources, or more cards in hand, giving you an effective way of managing both key components of your game, and if my experience is anything to go by, leaving you screwed one way or the other.
Resource management is one of the hardest things in any given game to balance and still keep creative. With Magic: the Gathering, it’s something of a contract between players and designers, so long as they can produce cards that help manage your mana supply and we have the presence of mind to build our decks with due care and attention, we have a game. A resource management system gives us limited progression allowing for a game that grows organically and fairly. Making them balance well is a task that can bore you beyond tears, and I respect any game that approaches it with a different method.
I’m back to working on an old game design, spurred on by the many enthusiastic playtesters at UKGE, every one of whom had a full table and a captive audience. Management of resource in my game is going to be easy for the players… once I’ve gotten them balanced across several imbalanced factions. Wish me luck, see you next year.
This is our third straight day of coverage on UK Games Expo, I opened by talking about the entertainment, Chris discussed some of his favourite games, and we’re still a long way from done talking about it. We had a fun weekend. The greater part of my weekend was ambling around taking as much in as possible, not wanting to sit for too long for fear that I might not have time to see it all. Here are my impressions of the best bits: (more…)
Having only reviewed Justice League Dark last week, I’d intended to leave my review for Judas Contract for a little while, and then I watched it. I have mentioned a couple of times how much I enjoy the animated DC films, but one of the more pleasant surprises for me has been the Teen Titans, a super team who might actually be more fun to watch than the Avengers. The Judas Contract is their second outing in the series, following on from the team of teens taking down the Justice League, but that doesn’t make this adventure a down-grade.
The young and the superpowered work together under the tutelage of the alien princess Starfire and the first Robin turned Nightwing, Dick Grayson. Amongst their number you have Raven, a young girl who bears a crystal that imprisons her demonic father; Blue Beetle, a boy whose symbiotic relationship with an ancient egyptian killing machine is still unexplored; current Robin and recovering assassin Damien Wayne; Terra, a girl with personality problems and the power to move mountains, and Beastboy… who will probably be fine.
The Spoiler Free Bit
One thing I must credit the animated films with is not wasting time on origin stories because they know their market. We receive just enough to get us kicked off and from there we’re thrust into narrative. It’s something that Jessica Jones probably did best, leaving the history to unravel a little more organically throughout the narrative through little expositional moments that lend a great deal of texture to each character. For the more knowledgeable fans it gets you straight through all of the boring “we know already” moments and to business, but even as someone whose knowledge is limited there’s a lot gained from this approach, you’re already engaged enough to want to learn more about who you’re watching.
It’s also important not to delude yourself that the Titans are not exactly for kids. Oh sure, they translate easily enough into a kids show style format, Teen Titans Go being the most current incarnation, but do not show the Judas Contract to young ones unless you want to accelerate their education of “the facts of life”. Here’s why:
Our villains are twofold. The grandiose cult leader Brother Blood holds sway over a deeply unpleasant church dedicated entirely to him, a messiah/living god figure who has acquired various forms of longevity and immortality, sustaining himself with blood rituals and draining the vitality of others. After nine centuries of patience he now has access to a machine that will allow him to steal the superpowers of others, along with their lives, but to bring them in he requires help. Enter League of Assassins reject and one of the scariest villains ever to grace the Arrowverse, Deathstroke/Slade Wilson. Hired by blood as a mercenary to keep the Titans at bay until he’s good and ready.
Between Blood literally bathing in the blood of a reporter beneath the freshly drained corpse, the rather “forward” advances of Deathstroke’s young and curvy partner in crime, unapologetic use of bad language and Starfire’s inability to filter comments about her relationship with Dick Grayson, this is not one to sit down to with the kids unless you’re ready to answer some questions. There are a bunch of teens after all, teens dealing with murderers and lunatics but that doesn’t stop puberty happening. This does all mean that the comedy is just perfect, alongside some superb characterisation, perhaps most of all from Beastboy.
Biggest let down is the action, best summarised by a fight against some gun-drones that politely hold their fire while the team dodge and prep their weapons, or demonstrate some classic storm-trooper accuracy. Blue Beetle’s scarab-armour also seems undecided about its own powers, as I feel he should be more than capable of busting loose of his restraints towards the beginning of the final conflict, even if it was debilitated. I also have a monolithic plot hole I’d like to point out, but there’s some spoiler to get through first…
It’s hard not to guess it before the big plot twist about 30 minutes in, but it turns out the new girl, Terra, is a traitor working for Deathstroke, feeding information for a year back to her boss and lover, hence “Judas Contract”. Honestly if you didn’t guess traitor from that you need to read more, maybe watch more films. You’re almost guaranteed to see the double-cross that comes towards the end when Slade sells Terra to Brother Blood along with the rest of the Titans.
So the plot hole. Following an attempt at grabbing a scientist working on Blood’s life-sucking device, the scientist dies but leaves behind a rather conclusive proof of an insider, detailed profiles of the team and candid photographs, in which only one member of the team is conspicuously absent despite having been a member for a full year. And no one even asked the question? Not even Batman-trained Dick Grayson?
That aside, the whole betrayal narrative gives us some great moments of comic-book self awareness. Banter between Slade and Robin points a huge finger at common villain stupidity, although my personal favourite line comes shortly after Terra glibly discusses how the Titans are all about to die, and Deathstroke says “Urgh, no grey areas with this one!”
This is really just a good quality super-hero adventure. Sadly I can’t speak to accuracy to the comics, although based on past performances I’d hazard a guess at “close enough” at least for those more casually inclined toward comics. It’s engaging enough that I find I’m almost as keen to see the next instalment as I am to see the next Marvel blockbuster.
It’s also incredibly gratifying to see a company who aren’t afraid to plunge a group of plucky teens into a very grim story, after all these aren’t average happy teenagers. They’re cursed, burdened, shunned and alone, pledged to save lives at all costs, trained daily to combat terrible evils and the worst of humanity. This is why I found myself most enthralled with the character of Beastboy, despite one rather stupid moment where he’s presented with a “DO NOT PUSH” button. He wears his suffering plainly, but at the same time is unapologetic in embracing life, simultaneously filled with joy and sorrow and willing to share them both with anyone who’ll listen.
Suddenly I feel the need to buy comics.
If you’re at UKGE at the Birmingham NEC this weekend let us know. I’ll be there with catharsisjelly, getting our fill of board games and geekery all the way through ’til Sunday.
I’ve been trying some list writing lately, a means of putting dozens of idle and fragmented ideas into some kind of order, and aiming for a nice round number gives me the drive to come up with something new. Things like:
- Ladder leading to a trap door, the mimic strikes when a creature is halfway up.
- Corpse with a gleaming sword in the back.
- Freestanding mirror that gives slightly inaccurate reflections.
- Chest in a shipwreck. Because who’s going to check while holding their breath? AHAHAHAHAHAA ~cough~
- Writing desk with locked pigeon holes, or possibly with a map spread across it.
- Vault door embedded in a stone wall.
- Table or shelf stocked with fresh food.
- Shovel stuck in a freshly turned over mound of soil.
- Music box with key, it chimes intermittently to coax creatures closer.
- Velvet upholstered throne occupying a low plinth.
You get the idea (and feel free to use those by the way). I’ve been spurred on by people like Raging Swan Press or the Hyper Halfling’s Book of Lists, as they’re immensely useful and a great inspiration for any fantasy based game. I’m also trying to write some for sci-fi based games as I can’t seem to find many free resources that aren’t bound to a particular universe – and I have a Borderlands RP under way – and here’s where I’m coming undone.
It’s actually amazingly easy to write for generic fantasy compared to how difficult it is to write for generic sci-fi because there is no generic sci-fi. Fantasy draws from various mythology and the Tolkein stereotypes wrought from old Norse mythology, elves and dwarves, dragons, giants, demons, the gothic horror classics like vampires and werewolves, mages and witches, knights and brigands. Science fiction is broadly missing these fundamentals to fall upon, with every new sci-fi writer bringing in their own interpretations and semi-original concepts.
We covered a few of the old sci-fi stereotypes a few years ago, and I can build upon this a little with the observations of other students of the genre. We tend towards a human-centric universe with common races either representing some aspect of human society, or being copies of fantasy stereotypes. Minbari, asari, vulcans, and eldar can all be accused of being space elves, narn, krogan, and klingons are space orcs, and Warhammer has abandoned pretence and given us actual Orkz. Fall-back phrases to use when creating generic sci-fi resources might include the use of robots, technology, the advanced aliens, the ancient aliens, the militaristic aliens, any form of descriptor that might set a species apart, but even then it leaves you with little to work with, a very narrow foundation on which to build.
For example, I’ve been attempting to write a fairly common list type, 100 trinkets. Now this can’t include anything that might give a character a major advantage, nothing that can be used as a weapon, but perhaps a curio that highlights some of their backstory, or carries its own story. Something that can easily be shoved into a pocket or doesn’t take up too much space in a backpack. Shouldn’t be too hard right? For fantasy it’s not a problem, there are thousands of items between the various lists on my computer or on my bookshelves:
8. A small sea conch with the words “From the beginning” painted on the lip. – Elemental Evil: Trinkets; Dragon+ Magazine, Wizards of the Coast
51. (Dr) Blood and Laughter, author’s name is an unintelligible symbol. A terrifying collection of scenes involving torture victims and gruesome deaths. It is difficult to tell whether the volume is historical or fictional. – Books; The Hyper Halfling’s book of Lists
6. The red flowers painted on this ceramic vase bloom, wilt and die over the course of a day. – 20 things to find in a bag of holding; Raging Swan Press
Well so far I have forty sci-fi trinkets. In the mean time my collected encounter tables, unique treasures, and cruel encounters all keep getting expanded upon. Despite a dearth of sci-fi properties to inspire and steal from I find myself falling back upon tiny single-purpose robots, holograms, galactic curios, and assorted technojunk. Still I persevere because little projects like this encourage creative thought and give me something geeky to moan about.
May comes and May goes, but every month something new for GeekOut Shrewsbury. More new faces, more new games, more new plans for our glorious and shining future! And as we continue to grow you continue to grow with us, making the Shrewsbury Meets yours. Remember we’re always looking for ways to improve and make these events better for everyone, so we want your input on what you want, on what you geek out about, because we’re not just out to play board games all evening.
Not that that’s a bad plan, but it damn near killed some of us this month. (more…)