Friday, December 28, 2012
Les Miserables Report Card
Spoiler warning, if it's possible to spoil a 150-year-old book or a 30-year-old musical.
Pretension warning: I never write like this or talk about movies this way. Beware my crude attempts at artsiness.
My Les Mis Movie report card, more or less in order of appearance:
Hugh Jackman: B- (thought he would be better; ok singing, acting consisted of staring slightly to the left of the camera)
Russel Crowe: C+ (but better than I thought; mediocre singing, good acting, especially towards the end)
Anne Hathaway: A (better singing voice than I expected; suitably tragic. You should get your hair back in the afterlife.)
Little Cosette: A (good voice, good acting, ringer for imagined child version of Amanda Seyfried)
Sasha Baron Cohen: B- (he did fine, I suppose, but I hate the character; I did laugh at a few of his jokes)
Helena Bonham Carter: C+ (like i said, I hate these characters. WTH with the John Lennon glasses?)
Samantha Barks: A+ (when she first came on, I remember thinking, "wow, the first one who can really sing" - head and shoulders above the others. But I'm a sucker for Eponine, too.)
Gavroche kid: A (I normally dislike this character and am almost happy when he buys the ferme, but this guy was surprisingly affecting and sang well)
Amanda Seyfried: A- (better singing voice than I expected, although seemed to be singing in a different style from the others. I've always wished the character had more guts and more to do than merely obey her dad and moon about over Marius)
Eddie Redmayne: B (Marius is such a lightweight character; he did OK, but I thought he blew it on Empty Chairs)
Aaron Tveit: B+ (Pretty inspiring, noble death, sang pretty well, but goofy hair, even for 19th century France)
Tom Hooper: B (Could we ever get a scene that's not mostly a face-on shot of somebody singing?)
Overall: A- (really enjoyed it; would have been better with a stronger JVJ)
It was really interesting to see the show as a movie rather than a musical. I caught parts of the story and character motivations that I'd missed in multiple versions of the stage production. Jean Valjean's progression from desperate thug to flawed man trying to do right while saving his skin to placing others truly before himself.was far more clear here than in the stage productions I've seen. Also, the focus was totally different - you're focused on each character and can see facial expressions and reactions - the acting becomes as important as the singing, which I found surprising.
Unexpected punch in the gut: Javert pinning the medal on Gavroche in the row of dead revolutionaries. My daughter said that was counter to Javert's character from the musical; I agree, but I found it a welcome change; it very nicely bridged the gap between Jean Valjean showing him mercy and his suicide, especially after his admission that he grew up poor on the streets. I thought it was very well done by Crowe.
Unexpected non-punch in the gut: Empty Chairs and Empty Tables - This song leaves me crying in my beer even when Brianna plays it night after night while washing dishes. It was sung kind of wimpily, and I think it needs a stronger interpretation. Also, the destroyed bar wasn't the same for me as imagining him in the same bar intact but with his friends gone.
Awesome scene: Defeated revolutionary pushes through armed soldiers to stand with (and be shot with) his leader. Totally badass.
Scene that was way awesomer in the movie than they could ever do on stage:: Revolutionaries kidnap funeral procession. Also badass.
Monday, December 3, 2012
Planetside 2, SOE, and fraudsters...
I played a little bit of Planetside 2 over the past week. It's an interesting hybrid of MMO (but without quests) and FPS deathmatch (but with strategic points), and because it's free to play, it's got a bunch of enticing content and powerups that you can't really afford without playing forever or shelling out some cash. I really enjoyed Tribes Ascend when I played it a few months ago, and this feels a little bit like that, but with slower, less frenetic gameplay, a different, more complex equipment system (though Tribes has lots of options) and longer protracted battles. And no jetpacks. I think Tribes is a better FPS, and there's no beating the jetpack play, but the strategic elements of Planetside (terrain control, the potential for coordinated vehicle/infantry/air assaults) are pretty cool.
With the end of my semester coming up, I thought it might be fun to play some more once grades are in. So, I tried buying a month pass. As a shareware author, I very much think I should support the games I like, so I threw some money at Tribes also. But in this case, I entered my information, but my card was declined when I tried for the payment. I tried entering again, and it didn't even let me enter the information. I had to call the credit card company to get my card returned to service.
So, what does this mean? They instantly assume every transaction with Sony Online Entertainment is fraud? I, a guy who buys video games pretty regularly, couldn't even pay for it. That's got to reflect badly on the nature of users of online games, particularly Sony customers, and on the state of credit card fraud. I know, one datapoint and all, but it was definitely a surprise. I wouldn't want to be Sony in this case.
With the end of my semester coming up, I thought it might be fun to play some more once grades are in. So, I tried buying a month pass. As a shareware author, I very much think I should support the games I like, so I threw some money at Tribes also. But in this case, I entered my information, but my card was declined when I tried for the payment. I tried entering again, and it didn't even let me enter the information. I had to call the credit card company to get my card returned to service.
So, what does this mean? They instantly assume every transaction with Sony Online Entertainment is fraud? I, a guy who buys video games pretty regularly, couldn't even pay for it. That's got to reflect badly on the nature of users of online games, particularly Sony customers, and on the state of credit card fraud. I know, one datapoint and all, but it was definitely a surprise. I wouldn't want to be Sony in this case.
Thursday, November 29, 2012
Transatlantic Yoggity
Yoggity is off on its way to Bochum, Germany for the Hippodice competition. The game cost me $20; shipping was $30, and the entry fee was 10 Euros ($15 after Paypal fees). Entering these contests isn't cheap, even though it sort of seems like it is when you get started. Of course, the Hippodice fee is very reasonable for the hassle they go through hosting the contest, and the rest is just my costs.Regardless, I'm happy to do it; Hippodice gives useful feedback, which I haven't found to be the case for many of the contests I've entered, and I really like the way they have the contest set up. Looking over Yoggity again, I was very grateful for Jason Greeno's terrific artwork - I think the game is great, too, but his art and design really makes it much more fun.
Probably won't hear anything until next year - but I'm glad to have the opportunity.
Monday, November 19, 2012
Yoggity makes the cut at Hippodice 2012-13!
I just found out yesterday that the folks at Hippodice have requested Yoggity for their second round. That means I have to get a physical copy to Germany, which is a challenge, but it should be fun to see what they say. They got 150+ entries; I'm not sure how many made this cut, but I assume it's no more than 50 or so, maybe 20-30, because they have to play them all. Pretty neat.
Kickstarter a no-go for stores?
Via Tom Vasel at GameSalute, Gary Ray at Black Diamond Games has put up a pair of posts (here and here), where he says he's not going to support Kickstarter projects for his retail game store any more. He says they just don't sell, at all, so that seems like a reasonable business proposition.It's also a different criticism than Kickstarter game projects usually face. Normally, the knock on them is that they are incompletely tested and of lower average quality than traditionally published "mainstream" games. In this case, Ray suggests the problem is that Kickstarter just works too well. Everybody who would buy a small indie game has done so already on Kickstarter, and often has received special funder awards and bonuses. Nobody goes looking to a game store for such a project.
I think there's a distinction between true indie projects, that is, one-off titles where the creator funds just one game through Kickstarter, compared to companies that use Kickstarter to generate interest and funds for new projects (e.g. Tasty Minstrel and GameSalute). My guess is that companies still have pretty significant testing and development filters in place, and their games are likely to be (on average) of higher quality than the one-offs. However, Ray's point is that it just doesn't matter - because neither of them sell - and his stated policy is now that he won't stock any game that says "KickStarter" on the box.
That's an interesting policy, for a couple of reasons:
- It seems like a broad stereotype; some Kickstarter games can and do have broad appeal, and probably do sell to markets beyond the Kickstarter/game enthusiast audience. But I've done enough work in my shareware business and with large organizations to know that sometimes you need a general rule because the simplicity far outweighs the marginal benefit of making exceptions. That might be the case here, and Ray is in a better position to know it than I am.
- It sounds like it would be pretty dumb to put "Kickstarter" anywhere on a box. That really rings true for me. Anybody who funded your game on Kickstarter already knows it was funded there, and for anybody who doesn't, it's either neutral or negative. In Ray's case, it's negative because he won't buy it. In other peoples' cases, it's negative because there's a perception, right or wrong, that Kickstarter games are inferior to traditionally-published games. So, there's no upside to indicating that on the packaging. Unless maybe the fact that your game made it through a successful campaign some how says it's quality? I doubt that influences many people.
So, is leaving it off dishonest? Not really. People who read reviews and do their legwork (and this probably includes most store owners like Ray) will know that it's a Kickstarter game, but they'll also likely know whether it's a good game or a good fit to their tastes. Casual browsers will buy it or not for the same reasons they do all other games - does the art look good? Is the box copy convincing? Does it look cool? So, I think leaving off the Kickstarter is probably just good business sense.
Also, other companies don't tell you the source of their funding, which could be more cockamamie than Kickstarter. I've seen published games that totally suck that seem to be entirely self-funded, and they don't have that on the label.
Interesting stuff to ponder, anyway - the game market does seem to be splitting between the traditional route (which is growing and expanding on its own) and the Kickstarter route (which is growing and expanding tremendously). I'm not sure where game stores fit in, but I know I love going to them, and I'll often buy something. I'd hate to lose that in a sea of Kickstarter projects, even though I've bought and enjoyed several Kickstarter games already.
Saturday, November 3, 2012
Great software design and visualization - Space Sniffer
OK, this isn't game related, but I just found a really great disk profiler. I realized last night that my SSD is filling up on my main Windows computer, and I was trying to delete things to make more room, but I couldn't find much to delete that made a difference.Today, I figured, there must be some kind of software tool that shows you how your drive is laid out, and I did a search for something. I found Space Sniffer. It quickly scans a whole drive and maps it out for you. On the diagram at right, the beige areas are folders and the blue areas are individual files. Each zone is sized according to its size on the disk, and the hierarchical structure is maintained. Each folder is clickable, and then the program displays the folder's contents in the same way, so you can descend fractally down into your data. The authors say the visualization technique was developed by a professor named Ben Shneiderman, who apparently also invented the highlighted textual link. I will honor his work by linking to him: Ben Shneiderman
Really neat program, and free. Of course, I still didn't find too much to delete - the whole left-most rectangle is games I still play, and the other stuff all seemed important. You'd understand if you saw my basement.
Thursday, November 1, 2012
Hippodice entered!
A user named Yort over at BGDF looked at my stuff and commented that it might be more polished than they were looking for. I got that impression when they looked at Diggity a couple years ago - one of the reviewers said, essentially, "why are we looking at this? we're only supposed to look at prototypes." Of course, it was a game prototype at the time, just printed up nicely via TheGameCrafter, and well within the Hippodice rules which indicate less than 100 total copies.
We'll see how I do - these competitions are always a little unpredictable, but I really respect Hippodice for its organization and standards.
Labels:
Competitions,
Horde,
Yoggity
Wednesday, October 10, 2012
Ludum Dare 24 results
Voting results are in from the 24th Ludum Dare competition. The theme was Evolution, and I made a puzzle game in which little critters gain traits. I've got it hosted here at PlanktonGames.com; the competition page with all the comments and feedack is here at LudumDare.
How did I do? Pretty well, I think; much better than last time. Here are the numeric ratings and rankings:
The #44 overall is really neat; there were 1006 entries, and I have a lot of top 100 or top 50 ratings in various categories. I'm not sure why I'm so much worse with the theme, since I actually thought my adherence to the theme was better this time than last, where it was my highest ranking (#71).
Anyway, a good experience, and very encouraging results. I think I'll try to develop the game further and get it up on Kongregate or somewhere.
How did I do? Pretty well, I think; much better than last time. Here are the numeric ratings and rankings:
![]() | Coolness | 100% |
| #40 | Innovation | 3.83 |
| #44 | Overall | 3.75 |
| #55 | Fun | 3.58 |
| #89 | Humor | 3.15 |
| #145 | Mood | 3.11 |
| #216 | Graphics | 3.34 |
| #242 | Audio | 2.77 |
| #294 | Theme | 3.10 |
The #44 overall is really neat; there were 1006 entries, and I have a lot of top 100 or top 50 ratings in various categories. I'm not sure why I'm so much worse with the theme, since I actually thought my adherence to the theme was better this time than last, where it was my highest ranking (#71).
Anyway, a good experience, and very encouraging results. I think I'll try to develop the game further and get it up on Kongregate or somewhere.
Saturday, September 29, 2012
Bad game design
From The Whitest Kids U'Know. I think a few of my early designs might have shared this flaw.
Labels:
Design
Sunday, September 9, 2012
LOTR: The Fellowship of the Ring
![]() |
| Picture by Tony Mastrangeli, DarkJedi on Boardgamegeek.com |
The good:
- The modular board - fun to put together; fun to reveal different tracks and people as it goes.
- The structural parts - the ramp spaces up the mountain are very neat
- The group storytelling - it really recreates the movie pretty well, with major plot points thrown and enacted by the players
- The pieces - the rings and the scoring racks are cool; the cards are very attractive, and the pawns with full-color pictures and art are really neat
- Choice - There's very little meaningful choice for the players. You can pick a different character to activate each turn, and this tells different parts of the story, but all the parts will happen eventually, and there are way more characters than there need to be. They have different statistics, and they can pick up items along the way, but these hardly ever matter much. If you face a challenge that you have trouble with, you just keep rolling until you win, or you bring around another character with higher statistics.
- No replay value - the game will turn out the same virtually every time you play it. There's an elaborate set of 70+ events, but they happen in mostly the same order, and they don't interact much at all except to move people around the board. None change the overall course of the game, which is destined to follow the movie's story. There can be trivial differences in path or scoring based on die rolls, but the game will vary hardly at all from one play to the next.
- Rules - the rules are very short, and they don't really explain all of how the game works. We figured it out, but there were some events right off the bat that used terms (e.g. ring bearer) that were not defined, and there were other times when we weren't sure how to use various pieces and had to figure it out from cards. We still don't know how to resolve Nazgul attacks.
- Scoring - the scoring is a good vs. evil rating that you gain from events on your turn. Most of the good or evil that you earn comes automatically from drawing an event or is randomly generated via die roll. It is very difficult to gain very much evil score. By the end of the game, you will have exceeded the scoring scale in the good direction, and this triggers a crude balancing mechanism - you lose 1-6 points when you come to the end of the track. So, the player whose score gets reset last, or who rolls highest when losing points, will lose the game pretty much every time. This is all essentially random, and takes an hour or more of play to get to.
Friday, August 31, 2012
Ludum Dare 24

I took part in the 24th Ludum Dare competition last weekend and produced a computer game in 48 hours (well, more like 15 hours - I had to sleep, eat, celebrate my birthday, and perform in two improv comedy shows at the Idiot Box). The theme (revealed Friday night at 9pm) was Evolution.
I've now rated around 40 of the other games, and there's a huge variety of ideas, themes, game styles, and choices, and also skill levels at putting games together. I've gotten some nice comments from mine; like a lot of my stuff, art isn't the strong part (especially with only 48 hours to work), but the gameplay is pretty fun. Give it a try if you like; it's at:
http://planktongames.com/ld24
The Ludum Dare page for my game is here.
Saturday, August 18, 2012
BGDF Contest for August - Grow Up!
I'm waiting for the results of this month's BGDF Game Design Showdown, with the theme of Grow Up! I haven't entered much in recent months; the restrictions and themes haven't really fit my interests for a while, and I've been working on my novel and other projects. But this month, the restriction was to include a theme of growth over time and to include game pieces which grew in function as the game progressed, which was interesting to me.
These restrictions were actually pretty tough for me, and although I think I met the requirements in a technical sense, I didn't do so in a particularly inspired way. Reading through the entries, I see that other folks had some trouble with this too. I'll be curious to see how it comes out.
I made a prototype of my game and tried it out with friends and family; seems to work pretty well, and I was able to tweak and balance it some after testing. I was inspired enough by this to go ask on DeviantArt for somebody to make some art up for the game. After re-theming the game towards space/sci fi, I offered up $100 for images for the various buildings and cards I need. I've got some leads; I hope they pan out. I hope to work it up on TheGameCrafter.com in not too long, and if more testing is promising, maybe I'll enter it in Hippodice this fall.
These restrictions were actually pretty tough for me, and although I think I met the requirements in a technical sense, I didn't do so in a particularly inspired way. Reading through the entries, I see that other folks had some trouble with this too. I'll be curious to see how it comes out.
I made a prototype of my game and tried it out with friends and family; seems to work pretty well, and I was able to tweak and balance it some after testing. I was inspired enough by this to go ask on DeviantArt for somebody to make some art up for the game. After re-theming the game towards space/sci fi, I offered up $100 for images for the various buildings and cards I need. I've got some leads; I hope they pan out. I hope to work it up on TheGameCrafter.com in not too long, and if more testing is promising, maybe I'll enter it in Hippodice this fall.
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