The Problem With Reality Is It Is Too Much Like Minecraft

Minecraft is not a game for me, but I am impressed at the kind of experience it can provide. Not only did my lego-mad friend build a house with a waterfall/waterslide on the roof, but he also went for a very real-feeling explore which he writes about below. “Real feeling” is indeed the power of Minecraft, I think. Unlike the Sims or other things, there’s very few trackers for success. No goals, no points, just stay alive, and add value that you see fit. And since the “from behind” view doesn’t work well, it’s all first-person. Add the mad, nigh-infinite discovery of an open-world without the roleplaying of being in the Old West or Thedas or Skyrim, and it feels soul-crushingly real, in both senses. In the sense that it is incredibly immersive, and in the sense that it is as philosophical self-defining as our own world.

And as such, perhaps best left to those who appreciate the journey as much as the results…

(In this quote, Tom and Miranda are his kids, who like to watch him play various games)

So, on the assumption that we’re going to ditch the current map, I decided to have a bit of an adventure.  Miranda and Tom wanted to watch, so I set off east with some tools, stone and my bed. I found the desert, then the sea, then turned aside to find some huge overhanging caves.  After three nights of making myself a small cabin each sunset to sleep in I stumbled upon some Jungle ruins, some kind of Incan style structure full of traps, red stone, gems and gold.  I sacked, um, archaeologically investigated the place and stayed there that night, and then determined to head back home.  Then I got hopelessly lost.  I’d left my bed somewhere so I had to take out some sheep, much to Tom’s distress (for the rest of the game I was vegetarian, mostly).  I wandered for several days, with Miranda getting very anxious each time the night approached, but I always managed to put together a simple shelter.  But I had absolutely no idea where I was.  Then eventually I stumbled over a fortified village.  I was near starving due to Tom’s aversion to slaughter, but luckily one of the villagers was willing to trade 9 cooked chickens for one of the gems I’d found.  Another villagers said if I had 7 gems he’d give me the eye of Ender, (I only had 2).   I spent the night with these lovely people and set off in the morning with renewed determination.  I decided to try to find the X,Y co-ordinates 0,0.  Then, after a day, I realised that Y was height and I should be looking for the X,Z co-ordinates 0,0.  I thought that might be our initial spawn point.  Turns out it wasn’t, but it did happen to be pretty much the exact spot of one of my little huts!  I felt like Arthur Dent.  That put me less than a day from home, which I did in double time, bringing back the spoils of travel, including cocoa beans (which I used to make chocolate biscuits).

Five Reasons You Should be Playing Conclave

Yeah, so I’m writing everything in lists now, because that’s where the money is. Sue me. Also, for context it’s worth pointing out that I don’t like most computer games. As in, find them literally unplayable. So when a computer game makes a dent in that, it’s a big deal. Context.

Conclave is an asynchronous D&D-inspired fantasy RPG in the mould of the old SSI games. You can find it at http://www.playconclave.com and you and three (maybe four?) buddies can team up and play through a pretty awesome fantasy campaign on any device that can run the internet – it doesn’t even use java. If you’re yearning for some old-school RPGing in your life but are worn down by the tyrannies of time and distance, this could be your port of call. But it’s not just Tiny Adventures all over again. It’s much, much better than that. Here’s why.

1. It’s free, for real

Tiny Adventures and other social media type games are free but they don’t want to be. They want to go viral and sell numbers, so they want all your friends to play. Others want to sell you microtransactions, to get all the extra goodies. Conclave doesn’t have any of that. You can pay for it, but it’s a single (cheap) transaction to get the full version, but so far we haven’t seen a need to. What’s more, if just one person in your team pays, the whole team can unlock things. Not only does this suit my budget (and everyone’s budget) this fact filters through every aspect of the game design. It also makes it easier to sell to your friends: it’s not going to cost them anything, and it’s not going to drive all their friends on facebook mad asking them to join.

2. It’s team-based but asynchronous

The game can be played solo, but it thrives in team play – the classes are nicely complimentary (see the below for more), and the text chat supports conversation, as does the cool voting system when the story branches in different directions. This is, as mentioned, an artifact of being really free – facebook games want all your friends to play with you, which could never work for hundreds of them, so when you’re playing Marvel Heroes, you’re always alone. But in Conclave you’re very much both a team of heroes and a group of gamers, sharing an experience, which pulls it closer to the D&D feel. But unlike linking up to play Diablo or D&D online, this is asynchronous. Once everyone has had an attack (or a vote on a story choice), the game will start a new round, and if you’re a bit late getting back on line, your friends can just act before you that round (although that might not be tactically sound). Got a friend who can’t play at your rate? The game will automove you if you are offline for more than 24 hours. Going away for a while and don’t want the game to do that? Set it to vacation mode to wait for you to return. It can accommodate all paces, so you can all share the fun.

3. The system is very good

Some might say this is a no-brainer, or that it’s most kept invisible, but the system the computer is running is a really solid RPG system – so much so it would definitely be worth playing off-line. It has the D&D 4E cleverness of making every ability interesting, but without going over the top, and of focussing on status effects, but not being crippled by them. Like 3E and WFRP, it breaks down into minor and major actions, some of which have the 4E conceit of only triggering once (or twice) per encounter, or only when wounded or acquiring some other status. In the few cases where it might get as fiddly as 4E with all the effects, it doesn’t because a) the computer is doing them and b) they’re almost all elegant and simple, just a single modifier or such. Yet in this simplicity the choices are extremely meaningful, especially because you can’t win an encounter (in fact, you must restart it) if even one party member dies. This nicely balances out the advantage of having extra party members and keeps the tension high and the tactical choices extremely weighty. Sometimes, who moves precisely when will change everything, and that’s fantastically engaging.

4. The character building is strong

Characters have a familiar race/class build, but both options are strong and have options within. Niche protection is high, and the standard roles of 4E/MMOs are present, but in a way that has a new feel to it. Clerics (Buffers) are now Beacons, which means their role as a “leader” (as it was in 4E) is built into their in-setting explanation, and provides them with Warlord-esque ways of leading others to greatness. The fighter is the Vanguard who is basically the tank, but not in such a way that he can sit on the front lines without thought, especially at low levels. The rogue, runecaster and truebow are the striker-types: high damage, low squish, but in different ways from each other. Extra skills unique to each class add to make each feel distinct, as does weapon access. It is hard to make a pole-arm vanguard as a result (Beacons have that option) but you can respec if you go down a dead-end and with a simple but decently sized trait list, no two Beacons need to feel the same. Races too, are strong archetypes but with a new twist: the lumyn and the nix are mostly just high elves and gnomey-halflings, but then we have the chameleonic stealthy lizardmen, the satyr-esque wood-elf-sort-of-trollish trow and the gigantic living furnaces of the forgeborn (not like warforged; more like klingon-Azers)

5. The writing is fantastic throughout

I’ve played Mass Effect and Dragon Age and Guild Wars and more, and this is the best writing I’ve ever seen in a CRPG. The world design is elegant and clever: for hundreds of years, empires have fallen, one after the other, until only Bastion was left, the last free city, which just so happens to be where your characters come from. Why they’ve fallen and who caused it is still becoming clear; the game does not make the mistake of doing infodumps about the world but reveals it in elegant inches, as you explore and gain allies and respect, but at the same time never makes you feel small. One lovely twist is that whatever force of darkness is out there has taken away the ability to dream – except in rare, magically important situations: a perfect macguffin to draw your PCs into the story, and to trigger lovely subplots (like the cult that develops around another Dreamer who believes his nightmares have made him a messiah).  It’s not just the structure and world that are well written though: the characters and language are vivid and direct, and each quest or scene introduced with short, clear vignettes that deliver powerful emotion and clear goals in the minimum of words, then vanish – just like a good GM should do.

And that’s the real glory of Conclave: it is the best D&D game I’ve ever been in, including all the ones I’ve played on the tabletop, because it feels like a tabletop game, and what’s more, one being run by an excellent GM. Here is a CRPG that hasn’t tried to reinvent the wheel but rather taken all the best lessons on good GMing from the table, and implemented them as elegantly as possible on computer, and then stepped aside to let you fill in the blanks. It’s not, of course, an RPG. You don’t get to act in character or make any choices you want. On the other hand, if you do that in the textbox, it is as much an RPG as anything Gygax ever wrote, and certainly as much as anything from SSI was, or even Planescape: Torment was. So-called narrative control and on-screen dialogue does not necessarily the RPG experience make, and if you’ve found things like Dragon Age to be glorified adventure games that don’t feel anything at all like gathering around a table to match wits with hideous enemies in dungeons foul, then all is not lost. Conclave is here, and it is OFF THE GODDAMN HOOK. If it was any more D&D, it would make cheetoes shoot out of your screen, plus you can play it on your goddamn phone, even if your buddies are at the North Pole.

What more can you ask?

Five Reasons Guild Wars 2 Has Great World Design

Looking for a new MMO after City of Heroes closed, I’ve ended up playing Guild Wars 2. It’s mechanics are fairly good, having learnt a lot of important lessons of what actually makes MMOs fun for lots of people. But it is also appealing because its world building is very good, and there is much to be learned from that if you’re doing your own world building. Here’s five quick lessons from things GW2 does very well:

#1: Familiar Faces, New Twists

Races and factions need strong hooks, and the truth is the bucket of hooks is very small. It has to be because hooks are big and bold. They need to be because hooks are exactly what they sound like: they exist for people to grab a hold of quickly and easily. So it makes sense to use archetypes and familiar checkpoints, like having a big strong animalistic race that likes fighting. It makes to have a naturey-race that is all pretty and graceful. People have clear things they like in games and they can quickly latch onto things like this and go “this has what I like and feel comfortable with.” This is why it’s usually okay for fantasy games to have elves and dwarfs, or not-elves and pseudo-dwarfs.

But it’s also important to have new things to explore underneath those hooks. For example, in Earthdawn, all the elves went mad as they tortured their own flesh to stave off the madness of the horrors. That gives them a new kick. In Guild Wars, the wood elf types are a) actual plants and b) the youngest of all races, so they lose all of that ancient-and-wise thing elves normally have. But they’re still pretty and nature-attuned, with a strong hook. The ego and magically-better-than-everyone hook is instead given to the adorable little chibi hamster people, the Asura. The Charr, the big tough cat guys are kilrathi-klingons, but unlike most warrior races they don’t shun technology but embrace it. They are in fact the greatest technologists on the planet because that’s what a military industrial complex DOES BEST. The Norns are basically vikings but their gods are more like those of native American tribes, so they’re a bit more than just not-vikings. The humans are the most vanilla, but their twist is their gods have abandoned them and they are almost extinct. No great glorious human empire.

Twists can be poorly done, or not done enough, or destroyed by protesting too much (Talislanta, I’m looking at you, goddammit), but they are vital to put in to keep things interesting.

#2: Culture Matters

The best way to make races feel more than just archetypes or cookie-cutters is to explore culture. That’s where a lot of the twists above come from: for example, by exploring the ideas of a culture built around war, it is easy to see that they might embrace technology. Likewise, the Asura’s tendency for arrogance and technomagical genius has had a profound effect on their societal design and typical worldview. Everything has become a competition, and their government is full of mad cultists pursuing science at any cost, and nobody really cares. The norns have a deep spirituality which, because this is fantasy, is literally true, and colours everything they experience. The Charr were ruled by the magic-using clan among them, but since overthrowing that clan have a distrust of magic and a need to reestablish themselves post-revolution. And all these things effect the stories you get involved in, the characters you make and the choices you face.

Culture isn’t just more realistic, it makes worlds feel more lived in. You know what the man on the street thinks and feels, not just what he wears or what flag he follows. It can give even the most tired cliches depth, and be a great way to reveal the twists you need to keep things fresh. It is also the best and easiest way to inspire and push stories. Culture is what makes humans human, and so we instantly respond to it. It’s why we travel the earth and study other countries and indeed, play other roles. You can never skimp on it, and the more of it you do, the better.

#3: Everyone’s An Egotistical Jerk

As with hooks, it is important that players don’t have to be total bastards. People who want to be the good guy when they play need somewhere to go. But on a cultural and political level, no nation, no organisation, no group and no mindset should be saintly, and all of them should have reasons to disagree with all the others. This is partly because it’s much more realistic (and it makes your cultures more realistic as a result) but also because again, it drives story. Stories are about conflict, and cultures are at their most interesting when they conflict – and in the real world, they always do.  This works on a micro-level, when the elf in the party hates the dwarf, but also on a massive macro-level, where alliances are regularly forged and then dispelled as goals run together, then drift apart.  Even what appear to be classic tales of white and black have these elements: Bespin tries to be a neutral party in the war against the Empire; the drama of Empire Strikes Back comes from Lando making an alliance with one side to further his own goals. Gondor and Rohan are enemies before Sauron turns up and forces them to unite.

In Guild Wars 2, the Charr’s warlike culture forces them to constantly attack the other races. It’s all they know. The norn likewise have a culture built around pride: only those who build great legends go to heaven, so they are driven to prove their superiority. The Humans are fighting for survival, but also have been told by one of their gods that they have a Manifest Destiny to spread across the whole planet. The Asura’s absolute mastery of magic proves they should be running the world and they may have the resources to do it. And the plant-born Sylvari are so young they judge everyone on first impressions, which is usually that they are jerks trying to kill them.

#4: We All Have To Work Together

Sometimes, you can make your factions too disparate and too distrusting. Even if “adventuring types” are the exception, your game can suffer if there are no good reasons for people from these vastly different backgrounds to be thrown together. Vampire: The Requiem made this mistake and the campaign they released with it required a massive amount of justification to explain having one of each clan in the party. You want your cultures to conflict, so you have to squish them together. If everyone is hiding away in Elfhome or the sewers, then conflict won’t happen.

Guild Wars 2 does this nice and simply with geography. When the great dragons returned (see point five) they rearranged the world a lot. The norn were pushed south from their mountain home until they ended up between the Charr and the Humans. The Humans are right next to the Charr, but everything behind them is worse. The Charr need to expand to ensure they don’t become so weak that the magic users of their number come back and crush them, but don’t have enough resources right now to crush the Norns or the Humans, so might actually need allies. And when the Sylvari appeared, they grew like seeds from a newly sprouted World Tree, which bloomed very close to the Asuran Empire. The Sylvari, new to the world, need guidance from the other races, but they also know the most about the Elder Dragons, so everyone really needs their knowledge too if they are going to survive. The Charr need magic support if they are going to hold off their old oppressors, but can’t risk encouraging it in their own ranks. The norns will need to learn more about surviving in the plains now they are out of the mountains. Everyone is holding pieces of a giant jigsaw puzzle and they can’t finish it alone. Wired into the setting are thus ways to drive everyone into co-operation so the conflicts above will occur.

#5: There Are Millions of Things That Need Doing, Right Now

Obviously, the biggest thing driving the races towards cooperation, both indirectly (because of land movement) and directly (because otherwise they’ll die) is the return of the Elder Dragons. These enormous jerks lived below the oceans for milennia, and now are back to end the world, like a whole pack of Midgards. That is a problem that really needs to be fixed, teamwork or no teamwork. So there’s a strong driving goal there. But that’s not the only one.

On a smaller scale, every culture has its own crisis, or crises to deal with, many of which we’ve already covered. Away from their ancestral lands, the Norn spirits are restless and angry. The Charr are recovering from a devastating civil war that the losers would love to restart in a second; the Asura are heading towards a civil war as their culture becomes sicker and sicker. And the Humans are trying to survive, which has also, on a micro-level, forced all humans of different cultures together to unite.  There is so much stuff to do it almost makes you despair – but you can’t, because you don’t have time. Which is the other point: these problems are at a crisis point right now, and could easily tip over. If the Charr can’t hold their city from enemies, they’ll fall back into civil war, and if that happens their race could be wiped out by undead, or ghosts or dragons, and without the Charr, the other nations are screwed, because they don’t have all the pieces of the puzzle (see above). So everything matters, and it matters right now. There’s a quote in Warhammer I always remember: “The Empire is always one-dagger thrust away from anarchy”. I keep that in mind whenever writing settings, because it means that every dagger thrust is always the most important thing in the world.

And it absolutely should be, because that way everything the players do feels important, feels charged with meaning and accomplishment and resonance. It also means storytellers never run out of ideas, and there are always things that must be done. You players will never need to look for motivation because it oozes out of every micron of the setting. So there can never be player paralysis either. Don’t get me wrong, if you want you can pursue your own goals, parallel or tangentially: start a business, join a band, run a city, whatever. But if you want or need adventure, plot or conflict, it is low-hanging fruit, fresh on the vine.

You can see what needs doing, you get a sense of how to do it (those missing jigsaw pieces) but also a sense of what prevents that (everyone’s a jerk), which you know about because culture matters, and which is interesting because of the new twists. So you have a goal to reach, a path to walk, obstacles to encounter, character motivation and flavour to describe. Your setting, in short, has written your stories for you. Exactly as it should.

Genre Eats Design

The more I explore MMOs and video games in general, the more I’m struck by how many huge decisions are determined by genre.

Most significantly: most superhero stories actually start in the 2nd act. Don’t get me wrong origin stories are there but a lot of superhero films do it in flashback. The superhero first act is written: hero has traumatic experience that changes him fundamentally, hero decides to use outcome to fight crime, second act begins. The thing I love about CoH is the first act happens in chargen, and the game starts with the 2nd act. The moment chargen is done, you are out there, busting heads and fighting crime as a fully-fledged, back-story complete hero. Partly by game design, partly by genre assumptions. Superheroes don’t need to level, because that’s not part of their genre (much).

Fantasy, in games and literature, has been hoist on the petard of character arc and the Hero’s Journey. It starts with a boy in a village being sent on a quest. This means most fantasy games begin with an old man telling you a story. A cut scene of a bad guy giving you motivation. Even pulp classics like Conan were given backstories in the films. I get it for stories; it makes a familiar arc, but games don’t work that way. We need a backstory for killing shit the same way we need a backstory for Pacman eating white balls. He is the white ball eater. That’s his thing. He is the best at what he does and what he does is EAT WHITE BALLS AND KILL GHOSTS. And he’s all out of white balls.

(This doesn’t have to be dull. Compare the opening scene of Mass Effect 1 to Mass Effect 2. 1 is a briefing about a promotion. 2 is HOLY SHIT THE SHIP IS ON FIRE GET A GUN AND FIGHT TO LIVE.)

In roleplaying, kickers are one way to jump into the action – giving every character SOMETHING HE NEEDS TO DEAL WITH the moment the game starts, but you can achieve the same effect by actually hard-wiring the first act into chargen, and/or the mission into the game’s assumptions. Warhammer, for example, lets you roll the “career you had before you decided to become a psycho for hire”. The career roll provides you with backstory and stats in one fell swoop. This isn’t quite the same as just have a lifepath, of course – because the lifepath is often random and isn’t about an actual first act, but a biography. Those things are different. A first act ends with “and then we fight crime”. And the games I tend to least enjoy are ones where the question arises of “what do we DO?” – because they don’t have a fight crime.

Nobody ever asks what Batman does. Patrol. One of – if not THE – first superhero RPG, Superhero 44, had tables to roll your Patrolling on, kind of like Random Monster Encounters. I think maybe Marvel might have had something similar (old Marvel I mean)? Seems these days we forget that in our RPGs – to their detriment. Mutants and Masterminds is a great system for making a superhero – but it doesn’t encode patrolling into the text ANYWHERE. And yet its default assumptions are comic-book heroes. It’s not like Aberrant where you could make a campaign about being celebrities singers or wrestlers. So there’s no excuse.

I’ll pause here while 99% of gamers have a rant about the bit in the Aberrant Player’s Guide. If you don’t know what I mean, you don’t want to know.

And indeed, a lot of games aren’t about fighting crime. And that’s okay. I just won’t be playing them. I like games like Leverage and Cthulhu instead, where the entire game is written around eating white balls, and there is literally nothing else the system supports. That doesn’t mean it has to be indie or limited, like just about five guys fighting one witch (Mountain Witch) or dealing with one pirate ship (Poison’d); it just means I like certain genres with strong vectors – heists, mysteries, police procedurals. And I like RPGs that learn from those things.

But be careful you don’t learn too much! To bring us full circle, just because fantasy begins with the first act in literature is no reason it should in all games. Likewise, it could be fun to play a Star Wars game that runs on totally different narrative rules to the movies, and an RPG can support that. Some of the best RPGs have that as their virtue – taking a fenced-in narrative world and asking “what happens if we wander around it like it is real?”. And some of the best stories ever come from telling old narratives in new settings or vice versa.

Best example is of course Blade Runner: a classic noir in an SF setting. And I like the title, because it has a clear vector. What does he do? He runs blades. Well, he hunts androids. He’s Buffy the Android Hunter, and it’s RIGHT IN THE TITLE.  We don’t need to know how he became an android hunter.

Skip the first act: it’s not just a good idea for stories, it’s vital for games. And the day fantasy computer games realise this is the day I will actually play them.

The MESSAGE: Something Like A Plan

Okay, I think I’m going to take this forward, since people seem generally supportive of the idea. The next step is to hammer out something like a plan and a mission statement about what we are trying to achieve, what we’re not trying to achieve, and how to get there. So here are some general principles of those, to get started:

  1. Stay focussed. There are many problems in gaming and computer gaming, sexism is just one of them. Racism is just one of them. There are a myriad of ways to tackle these issues. Trying to find all the ways to tackle all the problems is not going to help anything. A tight focus means we do our thing well and hopefully we connect it to other things that make a larger difference.www.hyperboleandahalf.blogspot.com owns this image. It rocks. Don't steal it.
  2. Have a defined goal which we can articulate. Still working on that, but the idea is to build a system to encourage men, through a branded tribalist approach of badges and logos and merchandise, to make a concerted effort to not be dicks in gaming environments and to advertise that fact to others (making them want to join that tribe). Here, being dicks means using racist and sexist slurs, and hitting on people, and making sexual attacks, and being horrifically unpleasant and general. The idea being that those who make such identifications can be relied on not to do that, and eventually be selected by people to play with more often, thus encouraging more people to make the same pledge, and generally creating communities of people dedicated to a minimum level of behaviour. Here’s Wil Wheaton talking about what we want to encourage. 
  3. Don’t Be Dicks About It. We are not the moral police. Nor are we White Knights. We’re not here to save anyone, or accuse anyone. While we want people to encourage others to act the same way, this isn’t about giving anyone the moral high ground or turn them into forum vigilantes. That way leads to madness. And this isn’t about anyone’s sensitive ears, either. This isn’t even about women. It’s about being better simply because it’s what we want and think is appropriate. Also, we’re relaxed enough to occasionally say the word dicks, and that’s going to be okay. At least, that’s where we are now. Happy to here weighing in on lines to be drawn. Not literally
  4. Invite Others. We’re all doing our bit to make things suck less. We work with other groups, not against them. Nobody owns a movement or an idea.
  5. Start Small, Start Slow. I am one man with an enormous amount of personal issues, challenges, and dependents. I also have no money whatsoever. Doing it right without killing myself means moving at a snail’s pace, and results will move equally slowly. Before I can even start a website I will need graphics for it, and before I can get graphics for it, I will need money (because artists don’t work for free). Some kind of stepped plan will be important. There will likely be crowd-sourcing for the cash. Recent evidence, like Feminist Frequency making a hundred and sixty thousand dollars(!!!), proves people want to talk about this stuff, and fund people doing things about it.
  6. Do It Well. As mentioned above, we want to do it right, which means making it look right, which is why I’m going to need money, because no GOOD artist works for free (nor should they). Unless they really like this idea, he said hinting.

And yeah, we’re going with (Getting The) M.E.S.S.A.G.E. – Men Ending Slurs and Sexual Attacks in the Gaming Environment.Hilarious wordplay is possible

Comments useful as always.

Diablo 3 and WoW: a financial perspective

A friend I cannot name works for a major Australian bank as an actuary and share-wrangler. One of his jobs is to collect financial info from international sources to track stock market trends. His most recent North Korea report made mention of the dent Diablo was creating in other companies. NCSoft (makers of City of Heroes, Guildwars and Aion MMOs, and Mount and Blade) had sales drop 8% when D3 went live, and added in their report:

 

In its second day of releases yesterday, Korea PCcafe rankings revealed that Diablo 3 market share surged to previously unseen levels of 26%, up from 16% on the first day. Based on our visits to PCcafes yesterday, we think the Diablo 3 phenomenon will continue in the next few weeks placing further negative sentiment on NCsoft, which is expected to release Blade & Soul on June 27. 

Meanwhile, Activision dropped 3%, partly due to resolution of a lawsuit, but also because of Diablo 3 errors. And in a sign of possible desperation, Blizzard was offering a free copy of Diablo 3 to anyone who prepaid for World of Warcraft for a year. WoW is beginning the big decline.

Do the money people know the score? You decide.

Ah, City of Heroes, I love you

Our new thematically-linked superhero team, Not Just For Christmas. They have a linked backstory and origin as well as their own stories, but I won’t bore you with them here. Suffice to say, any game that lets you play dogs gets my attention, and City does so much of MMOing RIGHT – not least of which is maximizing the “dress-up” fun of it all. It was designed and released before World of Warcraft and has consistently done a better job in design and playability in almost every respect, often being light years ahead of the market leader or indeed any competition.

It goes free to play in October, so you may want to check it out.

Games for educating

 

I’ve said it before and I’ll say it again: games – especially games where you adopt some kind of role, whether you do that on a computer, or around a table, with or without dice – are the best way to experience another point of view. Which makes them fantastic for educating people about issues. Here’s another fantastic example – a computer simulation about what it’s like to be a refugee.