Category Archives: Games

I’m on a boat: This isn’t a book; it’s a time machine

I’m on JoCoCruiseCrazy 2, and I’m taking an Internet vacation until I get home. So every day while I’m gone, something from my archives will post here automatically, for your entertainment. I had a lot of fun picking these different things out, and I hope you enjoy them again, or for the first time.

This isn't a book; it's a time machine.

Originally published March 2009.

This is how I go to my happy place.

This is where it all began for me: the D&D Basic Rules Set. When I opened this book in 1983, I had no idea that it would change my life. Back then, if you told 11 year-old me that I'd be 36 and wiping tears from my face because reading it brought back so many joyful memories, he would have called you one of the names the cool kids called him for playing it. (Don't judge him too harshly; he's only 11.)

My original D&D Basic set was a garage sale casualty, but the book in this picture is a first printing that I bought at a game store about ten years ago. It's perfect in every way, except for a missing character sheet in the middle, which I printed from the PDF copy I bought from Paizo last year.

The Keep on the Borderlands module beneath it belonged to someone named Randy Richards, who wrote his name and phone number (as we so often did in those days) on the cover. I don't know who Randy Richards is, if he cares, or if he'll even read this, but if he does, I want him to know: your book is in very good hands, Randy, and its current owner loves it as much as anyone could.

I've been on a real D&D kick lately (blame the Penny Arcade podcast, and how much I love 4e) but I hadn't actually gone back to the beginning and read the Basic Rules for a very, very long time. So late last night, after my family went to sleep, instead of watching TV or reading blogs, I went to my bookshelf and grabbed the Player's Manual you see in this picture. I read it cover-to-cover for the first time in over 20 years, and played the solo adventure, which was the very first dungeon I ever visited. I named my fighter Thorin, just like I did when I was a kid. I made a map on graph paper, rolled dice on the floor, and felt pure joy wash over me. I scared off a Giant Rat and killed the remaining two before I failed – like I did when I was 11 – to solve the riddle of O-T-T-F-F-S-S, losing all my treasure. I tried to talk to the Goblins … before I killed them and took their treasure: 100 sp and 50 gp. I battled the Rust Monster, who was just as tough and unreasonable an opponent for a first level fighter as I remember. Thorin eventually managed to defeat it with some … creative … trips back to town to replace his armor and weapons, just like he did a quarter century ago. Luckily for him, the Rust Monster didn't heal between battles … just like the last time he faced it. I decided to leave the skeletons for another time, and walked back to town with my 650 gp and 100 sp. When I calculated my XP, I had earned 1084 … not too shabby. I closed up my book, and went to sleep happy.

When I was a kid, the D&D Basic Rules Set was never just a game to me; it was my portal into a magical, wonderful world that I still love. Now that I'm an adult, it isn't just a couple of books to me; it's a time machine.

The world I live in is filled with uncertainty and occasionally-overwhelming responsibility, but for an hour or so last night, I was 11 years-old again, and I went back to a world where the biggest problem I faced was trying to save up for a Millennium Falcon. When I read "You decide to attack the goblins before they can get help…" I could hear my Aunt Val tell me “That’s a game that I hear lots of kids like to play, Willow. It’s dragons and wizards and those things you liked from The Hobbit. The back says you use your imagination, and I know what a great imagination you have.” I could feel the weight of my Red Box, which I carried with me pretty much everywhere I went, and how huge the thing felt in my tiny arms. I could feel it get heavier as I added modules and characters, and my own dungeons, drawn on graph paper. I could hear the snap of the thick green rubber band I eventually had to wrap around it, and I could see the yellowing scotch tape I added to the corners.

I enjoyed it so much, I'm going to reread the Dungeon Master's Rulebook next, and run the Group Game adventure it contains, "for use by a beginning Dungeon Master." Then, it's time to go back to the Keep on the Borderlands, using just the Basic Rules, where Magic-users can't wear armor, Fighters have 8 HP, Dwarf and Elf are classes, and everyone dies at least once before finally taking a character to second level, because that's where it all started for me, and sometimes you just have to go back to your roots.

 

I’m on a boat: When the MCP was just a chess program

I’m on JoCoCruiseCrazy 2, and I’m taking an Internet vacation until I get home. So every day while I’m gone, something from my archives will post here automatically, for your entertainment. I had a lot of fun picking these different things out, and I hope you enjoy them again, or for the first time.

When the MCP Was Just A Chess Program

Originally published November 2008.

My extremely active imagination was forged in the playground fire of a childhood spent weak and strange. I read books while other kids played football; I played and wrote computer games while other teens went to makeout parties. While I couldn'’t get to second base on the kickball field at school or in Justine Baker’'s house, by the end of middle school I had taken the One Ring to Mordor, destroyed the Death Star, and designed and populated countless dungeons.

The real world was a pretty miserable place for a kid like me. I did everything I could to find ways to step out of it: one page at a time in a book or one quarter at a time in the arcade, the more immersive the game, the better. I was never a huge fan of Battlezone’s gameplay, but it remains the closest I’ve ever come to actually driving a tank. I always favored the sit-down versions of games like Pole PositionSpy Hunter, and Sinistar. They felt more . . . real . . . than their stand-up brothers, providing a cleaner escape from the kids at Pinball Plus who took pitiless joy in pointing out that my shoes were Traxx from Kmart, not Vans from the mall.

While game designers and arcade owners did all they could with cabinet systems and sound design (I defy anyone to tell me they didn’t want their Slush Puppy “shaken, not stirred” after a particularly rousing round of Spy Hunter, with music blasting behind their heads, their feet jammed down on the gas, and imagined breezes blowing through their feathered hair), it was our imagination that did most of the work of creating the alternate reality, especially on our console systems at home.

The earliest video games didn’t just encourage us to use our imaginations when we played them, they forced us to. Yar’s Revenge, the best-selling original title on the Atari 2600, has simple yet entertaining gameplay, but it was supported by an extraordinarily rich backstory, turning it into one chapter in an epic struggle for cosmic justice. When I was 9, I wasn'’t just chipping away at the shield while I readied my Zorlon cannon; I was helping the Yar extract revenge on the Qotile for the destruction of their planet, Razak IV, as illustrated in the comic that came with the game.

When I was 10 or 11, I arranged a TV tray, a dining room chair, and a worn blanket to make a small tent in front of our 24-inch TV set. I carefully moved our Atari 400 onto the tray and plugged Star Raidersinto the cartridge slot. I flipped the power on, picked up the joystick, and booted up my imagination as I sat in the command chair of my very own space ship. For the next hour, I was a member of the Atarian Starship Fleet. I was all that stood between the Zylon Empire and the destruction of humanity. Through my cockpit’s viewscreen (developed at great expense by the RCA corporation back on Earth) I blasted Zylon starships and Zylon basestars, and I would have defeated them all, if my meddling mother hadn'’t made me stop and eat dinner!

Over the years, I built bigger and better immersive environments for myself, using transistor radios and walkie-talkies to complete a cockpit with a Vectrex as the main viewer. I made maps of whatever jungle I explored as Pitfall Harry and hung them on my bedroom walls. I created star charts and galactic maps for everything from Asteroids to Cosmic Ark. When I copied game programs out of Antic magazine, I dimmed the lights and did it in the dark, because that seemed like something real hackers would do. (This probably explains a rash of headaches suffered by real hackers throughout the ’80s and ’90s.)

In 1984, after cutting my teeth on the Atari 400 and TI-99/4A, I got my first Macintosh computer. While it had word processing and drawing ability like nothing I’'d seen up to that point in my life, it didn’t have any real games, and its programming environment was confounding to the point of uselessness. There wasn’t enough combined imagination in the world to make MacVegas fun, especially when my friends with Commodores and PCs could show off a game like King’s Quest. I was despondent.

My disappointment softened when I discovered Macventure games by ICOM Simulations: DeJa Vu in 1985, Uninvited in 1986, and Shadowgate in 1987. While these games weren’t as technologically advanced or immersive as some in the arcades, they gave me access to worlds that were richer than the ones I'’d visited before. They felt less linear, less finite, and engaged my imagination in ways I hadn’t felt since I built my first Atarian Starship in our living room so many years before. And when I finished them, I got a diploma that I could print out – slowly –on my dot-matrix Imagewriter.

As I grew older and came of age in the ’80s, I looked to gaming more for stimulation and entertainment than for escape. I was still attracted to immersive environments, though, and loved games like Defender of the Crown and NeTrek. Around 1988 or 1989, an unlikely game captured my imagination and transported me to another world like nothing had before. Maybe it’s because I was such a huge geek, maybe it’s because I’d been reading Choose Your Own Adventure books since I was in fourth grade, or maybe it’s because I was working on Star Trek every day and my imagination was constantly in an excited state, but Infocom’s The Lurking Horror completely pulled me into its virtual world. It was just green text on a black background, and there wasn’t even any sound, but I was Flynn to its MCP. I spent hours – okay, days – exploring G.U.E. Tech and the nightmares therein. My imagination took the words and created something scary and real. I had finally found the totally immersive game I’d been looking for my entire life in my fragile eggshell mind, where I got to control everything from the sound of a floor waxer to the darkness of the steam tunnels. After I finished it, I played every interactive fiction title I could get my hands on, from Zork to Leather Goddesses of Phobos to Planetfall to The Hitchhiker’s Guide to the Galaxy. (I think I’ll get over Macho Grande before I get over my inability to capture the babelfish without using Invisiclues™.) 

My kids live in a very different world than I did. Their immersive, narrative gaming experiences are the space shuttle to my paper airplane. Several months ago, I showed my 17-year-old stepson some of the classic Infocom games that I loved when I was his age. After growing up in a world where our Xbox 360 is more powerful than every console I owned in my entire childhood, combined and squared, he could appreciate the historical significance but was otherwise unimpressed. (“This is what gaming was for you? That’'s weird.”) I was a little saddened, but it quickly passed. After all, when I was his age, I could only dream of one day putting myself into a living, breathing world like Liberty City. It’s a consequence of progress, I guess, and I’'m sure that one day he’'ll show my incredulous grandchildren these games he used to play that were confined to a television set. (“You had to use an external console, not a wetware chipslot? That'’s weird.”)

As I wrote this column, I got a jones to hop in a bathysphere and spend some time back in Rapture. I already finished Bioshock once, but it wasn'’t the plasmids or the music or the visual design that pulled me back; it was the story. It was a desire to experience Andrew Ryan'’s world once again, to find every single diary and explore every single room, to feel like I was back under the sea in that incredible place.

I played for several hours one day, discovering some new areas and reliving some half-remembered favorites. I eventually found myself under Sander Cohen’'s spotlight, pulled away only when my wife asked me –- for what was apparently the third or fourth time -– to come to dinner. I saved the game and shut down the console. After we ate, I grabbed my controller, and prepared to go back to Fort Frolic.

What I found was worse than a room filled with Splicers: the dreaded Red Ring of Death. To anyone who doubts the narrative power of modern video games, I submit myself: I felt like I was in the middle of a book, only to have it ripped from my hands and thrown into a fire. I felt like I was watching a movie, only to have the film catch and burn through somewhere in the fourth reel. It was fabula interrupta. 

Waiting for my 360 to get back from the gaming doctor and restore my access to Rapture and points beyond isn'’t as bad as one might think, though. I still have all my books and movies and hobby games and other nerdly escape routes. And, I confess, I keep a Z Machine interpreter on my Mac, so I'’m never too far away from an open field west of a white house, with a boarded front door.

If I say that my somewhat extravagant imagination yielded simultaneous pictures of an octopus, a dragon, and a human caricature, I shall not be unfaithful to the spirit of the thing.

Since I started tabletop gaming mumblecough years ago, I've always found storytelling inspiration from the RPGs. From designing my character and developing his back story, to building a world and populating it with allies and adversaries, the games I've played have lived on in my imagination long after I've gotten up from the table and put the dice back in their bag. But it wasn't until recently that I heard Steve Jackson say "all games are role playing games, in their own way", and I realized that there's just as much inspiration to be found in tabletop boardgames as there is in tabletop RPGs.

I've been playing the hell out of the tabletop and iOS versions of the game Elder Sign. In addition to having a whole lot of fun trying (and frequently failing) to save the world from The Ancient Ones, it's inspired me to dive ever deeper into the world that HP Lovecraft created in the 1920s. I've been reading his stories, listening to their audio versions, and nudging my subconscious toward developing my own short story set in his world. Whenever my mind wanders these days, it veers dangerously close to the Mountains of Madness.

If you'd told me a few weeks ago that a boardgame that takes 45 minutes to play (and its iOS version that takes about 20 minutes to play) would capture my imagination and inspire me to try my hand at writing a Lovecraftian story, I would have thought you'd uncovered a Secret Man Was Not Meant To Know… but here we are.

This is one of the wonderful aspects of gaming, that I think gets overlooked: when we play games, we're using our imaginations to bring cardboard and plastic to life. If we're lucky, that spark can start a fire that burns long after the game has been put away.

By the way, if you're interested in Lovecraft, but don't know where to start, you may want to check out the incredible collection of Lovecraft's complete works that Cthulhuchick put together, and listen to the fantastic Stuff You Should Know episode about the Necronomicon. I can't recommend Neil Gaiman's I, Cthulhu enough. I also found this collection of Lovecraft audio works at archive.org that's pretty comprehensive and very well produced.

The Minecraft Marathon is awesome, made a giant Evil Wil Wheaton, and raised money for Child’s Play

Some of my friends raised money for Child's Play Charity by doing a Minecraft Marathon. I meant to link to it when it was happening, but mumblemumblesomething.

Anyway, here are two of the many amazeballs things they got excited and made:

Minecraft_marathon_8_bit_wil_wheaton

Minecraft_marathon_evil_wil_wheaton_and_codex
(Click images to embiggen at Flickr)

I wish I hadn't mumblemumblesomethingcough, because it would have been awesome to see this happen in real time, but if you like what you see here (and here and here and here), then please consider making a donation to Child's Play Charity.

on the importance of making time to play the games you like with the people you love

In the introduction to my short collection of gaming essays called Games Matter, I wrote: 

Of all the things that make me a geek, nothing brings me more joy, or is more important to me, than gaming. I am the person I am today because of the games I played and the people I played them with as I came of age in the 80s.

Playing games — from video games to role playing games to hobby board games — has been as much of a constant in my life as acting and creating stories. This isn't surprising to me at all, because gaming and acting and storytelling are all interwoven in my life.

About a year ago, my gaming group, who I've played with since high school, suffered a TPK. It's complicated, and it's genuinely tragic, but it's the reality I now have to deal with: getting a group together to play games is, for the first time in my life, much harder than simply sending out an e-mail or making a few phone calls.

I know, I know, #nerdworldproblems.

Still, I miss pulling a huge stack of boardgames out of my closet, putting them on the dining room table, and wondering what we're going to end up playing when everyone gets here. I miss investing in an RPG character I'm playing, or a campaign I'm running, and looking at that day on the calendar when we'll be back in that game's world.

Being a capital-G Gamer, it isn't surprising to me that I miss gaming with some degree of regularity… what does surprise me is realizing that I miss gaming as much — and with the same sense of emotional loss — as I miss acting and writing when I'm not doing those things. 

For the last few days, I've been lucky, and I've had some friends around to play the hell out of a lot of games. We've played Last Night On Earth, Settlers, Ticket to Ride, Say Anything, Small World, Munchkin, Chez Geek, and more.

Last night, as I was falling asleep after an evening of gaming, beers and pizza with some friends, I realized that before this past week, I hadn't played games in so long, I had forgotten how much I need to play them. I realized how much I missed playing them, the way you miss a person you love when you don't see them for weeks or months at a time.

In a weird way, I'm grateful for the sadness I feel when I think about having three bookshelves that are filled with games I probably won't get to play as much as I want to, because when I finally do get to play them, like I have recently, I appreciate it that much more.

So let me close this by going all Voice of Experience on you: Keep playing games. Make time to play games with your friends and family, because it's surprisingly heartbreaking to wipe a thin layer of dust off a game you love, before you put it back on the shelf because the real world is calling you.