Games

Broken Poker

2025-03-28 humor poker

Some friends and I have played a friendly, low-stakes Texas Hold ‘Em poker game for years. One player wanted to play a night of silly, rule-breaking poker for his birthday.

FTL: Simulationism Lost

2012-09-18 FTL game design roguelikes

All weekend I’ve been captaining a series of (mostly doomed) Trek-like starships in FTL, a new indie game. The gameplay is mostly derived from time management and roguelike games (more on that later), as you juggle crew between tasks, shift power between systems (straight up “more power to the engines and target their shields!”), and balance exploring the galaxy with fleeing from an ever-advancing plot device that’s too boring to describe.

Timing

2011-08-12 Allabrilyn Fantasy Adventure Game P so play we all

Luke, who writes backwards like DaVinci did some more game design with help from #bbg (on irc.freenode.net - anyone’s welcome to drop by to talk browser game development, it’s a great place). Reading his note photo, it looks like he’s breaking cards down into Settings, Characters, and Monsters. There’s not a lot more info, just that he’s spending his hours planning out his game.

Breakdowns

2011-08-06 Allabrilyn Fantasy Adventure Game oaqn so play we all

When Jim asked me how many hours I could put to So Play We All this week, I said “Negative three”. That turned out to be pretty accurate, as I managed to drop on the floor all but the three most important things for my week. Unfortunately, Oaqn didn’t make that top three so I sent $20 each to Jim and Luke. So, let’s look at what I funded this week.

Keeping Jim Busy

2011-07-18 Allabrilyn so play we all

Oops, got totally distracted by flying back to Chicago and forgot to write my So Play We All response post on time, so there’s $10 each to Luke and Jim. Late but not lost, here’s that response. (Luke didn’t post an update this week, so I’m only responding to Jim.)

SPWA Week 2: Funding and Forms

2011-06-11 PHP satisficing so play we all templating

So Play We All is partly a motivation hack, with teammates/competitors and penalties to make sure we each put in time towards our games. Luke’s job sent him to a conference for almost all of the week, so he didn’t get to do any of his hours. He’s paying us both $20. To keep anyone from falling behind, we’ve tweaked the rules to say that anyone who pays the penalty for missed hours can make them up when they have the time.

Athenge Ops Playtested

2009-06-03 Athenge game design playtesting

Over the weekend Snarky dropped by for some ribs and playtesting. I think of early playtesting as scientific experimentation and had a specific question I wanted the session to answer: is the design of the core gameplay, op combat, any fun?

City of Heroes as a Pastime

2009-05-27 City of Heroes David Sirlin Mission Architect NCSoft elder game min-maxing muds player-generated content

Last month NCSoft added Mission Architect to City of Heroes, a tool for players to build and share missions that become part of the game. Opening the doors to player-created content — especially that gives an in-game benefit — is a huge risk that I think the world of them for taking. Muds have struggled with this for years and I’ve only seen the muds without strong advancement and power mechanics (usually none at all) allowing players to build areas.

These Elves are People

2007-10-04 Club Penguin Habbo Hotel MetaPlace Washington Post World of Warcraft gaming journalism media mmorpgs online gaming puzzle pirates virtual worlds web web 2.0

It’s important for journalism address virtual worlds because they’ve become the “third place” after Home and Work that Starbucks has been trying to fill for the last decade and change. Adults go online to hang out instead of the bar; teenagers go online to try on new personalities instead of the mall.

Flash Gaming

2007-05-11 Flash wasting time

Hey, it’s Friday. Stop being productive. Here’s the games I’ve been consistently returning to the last few weeks.

Compressing Sudoku

2006-02-15 math

person solving sudoku in a book At least a few times a week I see someone playing Sudoku while commuting on the L, and it’s always annoyed me. The problem is that Sudoku is a small 9x9 grid with 10-20 numbers on it, and a book is a chunk of dead tree. How inefficient! There’s a tiny amount of very compressable data in a large, uncompressable phsyical object. I can’t do anything about the book, but I could imagine one with a grid on the back, a dry-erase marker in the spine, and two dozen puzzles per page in some kind of notation. I’m not going to start publishing specialty books, but I’d like to know what that notation will be.