Beating up on Candy Land

 Posted by (Visited 6789 times)  Game talk
Jan 262009
 

The case against Candy Land is a BoingBoing post by Steven Johnson, author of many wonderful books (and fellow roundtable-ee for that Harper’s piece a long while ago).

In it, he points out that many classic kids’ board games are built primarily on randomness, not skill. He even goes after Battleship:

…Yes, at the very end, you might adjust your picks based on your knowledge of which ships you’ve sunk. But for the most part, it’s about as mentally challenging as playing Bingo.

And Battleship might as well be Battleship Potemkin compared to something like Candy Land, which was fiendishly designed to prevent the player from ever having to make a single decision while playing the game. You pick a card from a shuffled deck, and follow the instructions. That’s it.

I realize that games of pure chance have a long history, but that doesn’t make them any less moronic.

A lot of kids’ games aren’t as dumb as they seem — I often cite Chutes and Ladders as a game with a deep lesson in it, though one we learn quickly and then take for granted. (It has a discontinuous map with “hyperjumps” between positions; you could even take it as a training tool for “black swan” events if you want to get lofty about it). 🙂

I think Steven is underselling Battleship a bit; I used it to demonstrate to my kids how well-organized search grids usually destroyed their random selections (I prefer a slanted grid with an interval of 3; I usually spiral it rather than proceed top to bottom). Not to mention that the psychology of estimating your opponent’s skill in ship placement does indeed matter.

But I always hated Candy Land.

New Metaplace interview

 Posted by (Visited 5034 times)  Game talk, Gamemaking  Tagged with: ,
Jan 252009
 

The Metaverse Journal has a new interview with me up. It’s all about Metaplace, the industry (games and virtual worlds), and what my five desert island discs would be. They call me an “elder statesman,” and then comment I probably wouldn’t like that, and they’re right. 😉

In re-reading the answers, there’s one minor correction I want to make:

Lowell: As a writer, has anything recently in virtual worlds stood out for you as high-quality writing?

Raph: To be honest, I don’t think that writing has ever been a huge part of social virtual worlds. It’s had far far more of a presence in the RPGs, where it is really starting to get much better.

That should, of course, be “a huge part of graphical social virtual worlds” — since writing was the key form of expression in the text-based ones! (Also, I am not minimizing the good writing work some are doing — it just doesn’t seem to be a major current in the field right now).

Europe’s security recommendations for VWs

 Posted by (Visited 5723 times)  Game talk  Tagged with:
Jan 232009
 

Spotted on Metaverse Law that

The European Network and Information Security Agency (ENISA) released an interesting position paper on some of the concerns associated with virtual worlds.

A summary of the position paper’s recommendations:

  • Governments and policy making bodies:
  1. An industrywide forum for sharing of info on security vulnerabilities
  2. Fund work on clarifying legal issues around IP and personal info in VWs
  3. Encourage independent dispute resolution for player-to-player issues
  4. New financial procedures to prevent item theft using chargebacks
  5. Investigate the issues around conflicts between legislation & common carrier status for VWs
  • MMO/VW operators:
  1. Deal with item duping, end-to-end secuity, and DOS attacks
  2. Clear privacy policies
  3. Charge a token returnable fee for for all ODR complaints (to prevent false complaints)
  4. Improve user authentication
  5. A standard set of governing documents and terms, built with user input
  6. Provide bootable CD images for critical operations such as online banking
  • Awareness and research
  1. Run campaigns on account theft detection, how to handle bad behavior, in-world property risks, etc
  2. Research future trends with security concenrs, such as content filtering, security and reliability of open world formats, etc

Energy drinks sold as “health potions”

 Posted by (Visited 6969 times)  Game talk  Tagged with:
Jan 222009
 
Looks more orange than red to me...

Looks more orange than red to me...

Hilarious.

The Health Energy Potion promises gamers up to eight hours of energy, elderberry, ginseng, biotin and folic acid, and as much caffeine as two cans of Red Bull.

–New Health Potion Adds ‘+160 HP’ and Ginseng – Kotaku Australia.

Apparently, you’ve been drinking apple cinnamon Red Bull all these years.