DASH 5 Prep

I can’t believe it’s finally DASH time again!  Pretty much since the moment DASH 4 was over, I’ve been ridiculously eager to play again.  Not only did we have a great time last year, we also had a lot of areas where we knew we could do better and couldn’t wait to try again.

I feel like my puzzler’s toolbox must have grown a lot since last year, and I even have an MIT Mystery Hunt under my belt!  But I’m definitely expecting DASH to throw some new puzzle styles at me.  And a lot of our flaws last year had nothing to do with puzzle solving!  Luckily, I wrote down last year’s experience in meticulous detail, so it should be easy to gather all my thoughts and make a game plan for doing our best at DASH 5.

Since we’re in Seattle now, we’ve had to leave our old teammates behind (sadface) and start fresh.  We had a few friends here who were interested, but they all had other plans come up.  Nick and I were certainly willing to play as a two-person team, but it seemed like it would be better if we could find a few other people to join us.  We reached out on the Seattle Puzzlers Facebook group and found Keith and Rachael who wanted to play but hadn’t formed a team.  We met up at Puzzled Pint last night and seemed to do well solving together!  It seemed like we were pretty well-matched as far as experience goes, while still having a variety of skills and specialties between the four of us.  I think we’re going to make a great team on Saturday!  (By the way, if you’re in need of any cool camping/outdoor equipment, Keith’s company has got you covered!)

Now, at long last, I get to go into DASH planning mode!  I’ve re-read all of my re-cap posts from last year and taken detailed notes about the things we learned.  Here are my plans for DASH 5!

 

Objectives:

This year I have two main objectives for DASH.  The first is to have fun, of course.  The second is to finish all the puzzles and the meta within the time limit.  Last year we failed to complete all the puzzles in time, and that was kind of a bummer.  It would be great to have a loftier goal (such as solving 5 minutes under par for each puzzle), but I think just finishing is both realistic and attainable.  The best kind of goal!

 

What to Bring:

Some things were more useful than others last year.  Here’s what I’m definitely bringing again:

  • Sunglasses – I know we’re in Seattle, and it’s probably going to rain, but the sun might still show up!
  • Umbrella – I know we’re in Seattle, and nobody uses umbrellas, but it’s worth keeping the puzzles dry!
  • One Backpack – I was surprised we only needed one last year, but it really was sufficient.
  • A million pens and pencils – In the heat of the moment, it’s impossible to keep track of your writing utensils.  This year, they’re going in every pocket of the backpack.
  • The Binder – My trusty green binder was invaluable last year for keeping puzzle materials corralled and maps easily accessible.
  • Notebooks that double as writing surfaces – Loose paper is pretty useless.  Small, ringbound notebooks are great.  (Some graph paper is good to have though)
  • Dry erase markers and clear folders – I was surprised we used these last year.  They turned out to be perfect for a puzzle where we had to fill in some shapes but did it wrong the first few times.
  • Camera – I swear I’m going to take more photos this year!
  • Tissues – Apparently I got the sniffles last year from the cold temperatures in the morning.

 

Morale / Team Dynamic:

I don’t remember running into any morale/energy issues last year, but they are always a threat!  I’ll do my best to try and make sure everyone is having fun and not feeling stressed.  I think Nick and I have become a lot more aware of when we’re suffering from “hunger grumps,” so we should be able to spot it before it becomes a problem (though I think adrenaline carried Nick straight through lunch and dinner last year!).

Last night, we talked briefly about our attitude as a team.  Our priority is to have fun, but we also like to do our best.  Keith says he has a bit of a competitive streak, and I think that will mesh well with us.  But we should probably agree upon a hint policy before Saturday.

On the topic of having fun, I think it’s important to try and make sure all team members are equally involved.  In my eagerness to do better this year, I’m afraid I might be prone to taking over the puzzle, or not hearing out other peoples’ ideas (a bad habit of mine, and the other person’s idea almost always turns out to be right!).  I want to do my best to take it easy, stop panicking, and approach the puzzles as a team.  Rachael is new to puzzle hunts, and I definitely want her to have a good time and feel that she contributed (though I’m not too worried after watching her crush a logic puzzle at Puzzled Pint last night).  One thing I am good at is delegating, and that happens to be a good strategy for puzzle solving and keeping teammates happy, so hopefully I can keep myself focused enough to make sure everyone is involved.

 

Time Management:

Our biggest downfall last year was TIME MANAGEMENT.  I failed to manage our time in a wide variety of ways!

  1. I didn’t keep us on any kind of schedule.  We only referred to our solve time vs. the GAST, but those moments in between (and minutes over par) really added up.
  2. I was unaware of the passing of time while solving (I was shocked at one point when an hour had passed, despite Nick’s efforts to keep me informed).
  3. I constantly felt panicked and rushed, which actually ended up wasting our time (when I glossed over some vital flavor text, for example).
  4. I let us waste time on unimportant things, like the wordsearch that showed us the next location and the collaborative puzzle.

This year, the first thing I’m going to do when we get the GAST sheet is write down a timetable that converts those par times into deadlines to meet.  It’s too easy to spend a few minutes over par on each puzzle and then end up behind.  If I can see that we were supposed to start puzzle 5 at 2:00pm, and it’s already 2:30, then I’ll know we need to ask for a hint pretty early if we’re having trouble getting started.  I might even set some alarms to really keep us on the ball.  Last year, Snooze would start a stopwatch whenever we started a puzzle, which was really helpful.  I think I need to wear a watch this year, cellphone isn’t cutting it.

I’m also going to try and keep calm during the event.  It’s fun to get caught up in the excitement, but going past that and into panic-mode is no fun for anybody.  If I am calm, collected, and aware of our time, we can always adjust our schedule, start asking for hints early, and get back on track.  If I’m freaking out and trying to rush, I’ll lose my awareness and start making bad decisions across the board.

 

Puzzle Strategy:

And as for some general puzzle strategy, I think there is a lot we can do to improve:

  • Slow down.
  • Read every word of the flavor text.  It might save you 10 minutes of trying to guess the encoding method.
  • Assume the puzzle is elegantly designed.  Trust the designer.  It’s a lot more probable that you’re just missing something than a heavily playtested puzzle is broken or unfair.
  • If you’re stuck, make sure you’ve accounted for all the elements of the puzzle.  Did you have leftover letters somewhere?  Have you used all the parts of the puzzle yet?
  • Take note of any work you do that seems “off.”  If that connection or answer felt like a bit of a stretch, it might turn out to be wrong.  Good to check back on when you get stuck.
  • Larry‘s advice from last year:
    • If you’re watching someone work on a possible solution and you don’t understand, watch and learn.
    • If you’re watching someone work on a possible solution and you understand and you can help, then help. (E.g., “Hey, while you work on it from the beginning, I’ll work on it from the end so we crank through it twice as fast.”)
    • If you’re watching, you understand but you can’t help (“Aww, we already have three people crowded around the list of country anagrams, I can’t even see it”), try to guess at the next step.
  • Backsolving can save time and confirm the work that’s already been done.
  • Perform sanity checks frequently.
  • Watch out for tunnel vision.  Step back and look at the big picture.

 

Food Strategy:

Eating is important!  Last year we had a big brunch before the event and that really helped carry us through to our late lunch (and then late dinner).  It’s earlier here on the West coast, so we’ll probably have breakfast at home beforehand this time, and hopefully we can have a proper lunch at a reasonable time.  If possible, it would be nice to take the longest puzzle to lunch and be able to sit, eat, and get out of the rain for a bit without wasting any time.  (Though I guess this depends on there being a place to eat near that puzzle location).  Or maybe we’ll be moving along quickly enough this year that we could actually be safe taking a lunch break?

(Pro-tip:  Make sure any restaurant you choose to solve in isn’t going to close any time soon!)

Having snacks in between puzzles is also a great mood-lifter. =)

 

Organization:

Things got a little messy last year.  I want to make a habit this year of stopping after we turn in each answer and organizing our materials.  Maybe finished puzzles go in the back of the binder, and any pieces we collect will go in a bag in the binder.  Used scratch paper gets torn out or flipped over to a new page.  And so on.  I’m also going to make sure that the GC-provided map goes on the front of the binder, and anything else that needs quick access frequently (like last year’s Mayan calendar) goes on the back.  GAST schedule goes inside the binder, but front and center.

 

Other Preparations:

Studying a map of the area really helped me keep my head on straight last year.  I’m going to do that again.

Last year, there were some non-puzzle materials in the opening packet.  I want to make a point of making sure they get read and filed properly, as last year we kind of just stuck them somewhere and then forgot about them.

 

That’s all I’ve got in mind for now.  Who else is going to DASH this year?  Are you doing anything to prepare?  What do you want to improve upon from last year?  How is your weather looking?  (Ironically, the forecast here in Seattle is almost identical to DC’s last year!)  Are you playing with new people or a well-oiled machine of a team?  Are you unreasonably excited??

Go team Rather Dashing!

Spring Forward

lilly

Glorious spring is here!  It’s (apparently unseasonably) sunny and mildly warm here in Seattle, and it’s awesome!  There is a lot going on this spring.

 

My JavaScript Game
Well, May 1st has come and gone and I did not even come close to “finishing” my tiny JavaScript game!  I had a lot of other, “more important” projects and tasks come up over the past two weeks and just didn’t stay committed to completing my burndown.  Lately I’ve been feeling like I’m doing too much at once while simultaneously feeling like I’m not doing enough (to get everything done that I want to do).

But there’s no use feeling bad about it, it’s better to look ahead and see what I can do to finish what I started. I have a few deadlines next week, so I don’t think I should set myself up to fail by scheduling anything before May 13th.

This week I tried out The Pomodoro Technique for time management, and so far it’s really working well for me (though it’s a bit hard to tell because it seems like my workload has doubled lately, so I don’t feel as effective as my “done” list says I am).  I’m starting to comprehend the “pomodoro” as a unit of work time (25 minutes of uninterrupted work, followed by a 5 minute break), and it seems totally within reach to commit one pomodoro per day to working on my game.  I can do it!

 

Events!
Springtime means puzzle hunt season is here!  Here’s what’s coming up, see more at Puzzle Hunt Calendar.

Saturday, May 4th – New issue of Puzzles & Answers Magazine
We played our first P&A Magazine last month (feels like ages ago!) with some local puzzlers.  It was enjoyable, but tougher than I was anticipating!  The new issue comes out tomorrow.  (Unfortunately we’ll be busy with no small amount of errands and (fortunately) the Seattle Reign FC home opener!)

Tuesday, May 14th – Portland, OR and Seattle, WA –  Puzzled Pint
Been looking forward to the next puzzled pint!  We took some friends last time.  It was their first puzzle experience and we all had a good time =)  Frustratingly, this is the same night as the So You Think You Can Dance premiere which I’ll be tempted to stay home for (but the first episodes are just auditions, and I can catch up on that later!).

Saturday, May 18th – All over! – DASH 5
It’s almost time for DASH! It’s almost time for DASH!!!  I’m unreasonably excited!!  I’ve been eagerly anticipating DASH 5 since we turned in our answer sheet for DASH 4!  I can’t wait to give it another go and see if our solving and racing skills have improved over the last year.  A good friend of ours from college is also planning to join us (his first puzzle experience!) so it should be a great time all around.  Expect a big DASH prep post!

Saturday-Sunday, May 25-26 – Richmond, VA to Warm Springs, VA – Great Virginia Race
I don’t live in Virginia anymore, but if you do you should go enjoy this weekend-long Ravenchase game!  There is even a beginner track for new players.  Should be a great time!

Saturday, June 1st and June 8th – Bay Area, CA – Shinteki Decathlon 8
I am super pumped to play in my first Shinteki event in June with Boneless Chicken Cabaret.  From what I hear, they are expertly run and a super fun time.  We’re playing the June 8th run and going down early for Escape from the Mysterious Room as well!  There are also some rumblings about a puzzler/gamer meetup/dinner after, which would be great for putting some faces with names of people in the community I’ve become acquainted with/aware of over the past year.  I don’t think I could be more excited about this weekend!

Sunday, June 2nd – Washington D.C. – Post Hunt
I am pretty bummed that we’ll be missing Post Hunt this year.  It was starting to become a reunion of sorts with friends in the DC/NOVA area.  I had a really good time last year despite the frustrations of the hunt itself.  There’s something strange and mysterious about Post Hunt.  They have the means to do really cool stuff (like build giant structures) so you never know what you’re going to find.  And then the electricity of the endgame is like nothing else (even though it usually shorts out pretty quickly when you miss one of the many plausible connections).  You always feel like there is this potential that you, out of those thousands of people, will be the one who “gets” it, who scoured the magazine and noticed just the right detail, who sees the light and follows the path to victory.  Sigh!  Maybe I’ll have a friend re-cap the event for me as dramatically as possible over the phone!

Saturday, June 15th – Brooklyn, NY – Come Out & Play Jam
Come Out and Play is hosting a live-action game design challenge/jam day for teens.  They’ll get to work with professional game designers to create and present a live-action game by the end of the day.   Two games will be featured in the festival in July.  Sounds so cool!  Too bad I’m not a teen or in Brooklyn.

 

Other Stuff

A while back, I wrote about a beautiful and interesting-looking exploration game coming up called Cradle, and it was recently Greenlit by the Steam community!  Alright!  Looking forward to it.

Here is an interesting article about the changing landscape of game design.  Very exciting.

I thought this Reddit post on low tides and high tides was inspiring in a mysterious way.  And this one about unearthing collosseums.  And this one about Panathenaic Stadium, with a comment that had some photos of what it looked like and might have looked like before it was uncovered and refurbished.  What is hiding just below the surface?

 

That’s all for this week!

Making a Game in JavaScript

makingagame

As promised, I’m going to talk about my experience so far learning JavaScript and attempting to make a tiny, tiny game by May 1st.

I’ve gotten pretty interested in game design lately, and it’s something I want to pursue further.  The best way to do that is to start making games!  I don’t know any programming languages, so I’m sort of having to start from scratch here. Luckily, I’m in the unique and fortunate situation of having a husband who is a very talented programmer and eager to teach me everything I need to know.  Private tutoring for free!  The sooner I take advantage of that, the better.

Although I use HTML and CSS to make websites, the only programming language I have any experience with is PHP from working with WordPress, and not much of that.  I told Nick I wanted to make a small game and learn programming basics, and together we decided that JavaScript would be fairly easy to learn (and HTML 5 will let me easily share the game if I ever get it to that state).

I’m aiming to “finish” the game (and I use that term lightly) by May 1st because I work best on a deadline and we’re hoping to start a larger game project together with a friend around that time, so I’ll be wanting to shift my attention there (hopefully I’ll be ready to learn/help more in the programming department).

You might remember that last year I started a point-and-click escape-the-maze type of game in JavaScript and HTML5.  I actually got pretty far with the mechanics (despite only making one post about the game) but I ran into some bugs, got discouraged, and fell off the wagon.  Other reasons for my failure probably include a lack of independence (I didn’t know any programming at all, so Nick had to hold my hand the whole time) and a lack of a deadline/motivation.  I think I was also trying to make it a better game than it needed to be, without having the skills yet to do so.

This time, I just have a very small concept of a chase game where you navigate a Pac-Man-style map (though zoomed way in) and try to find a thief or spy by following the footprints they leave behind.

 

My "concept art" to show Nick what I had in mind.  He implored me to choose the top-down perspective instead of the Earthbound-style oblique.

My “concept art” to show Nick what I had in mind. He implored me to choose the top-down perspective instead of the Earthbound-style oblique.

 

 

The very basics

I think one of the reasons I lost interest last time I tried to make a game was that I was learning way too much at once without any context.  This time around, I decided to try learning the basics of JavaScript first through Codecademy.com.  Codecademy offers a series of free programming lessons that cover the basics of a number of different languages.  They also gamify the experience with points and badges.  (The gamification of some things may be controversial, but I think it’s perfect for tedious work like studying).  So earlier this month, I got started on the JavaScript track and finished up a little over a week later.  I will admit that I found the process boring a lot of the time, but I’m definitely glad I stuck with it.  (And I think Codecademy did a great job finding the balance between teaching and letting me discover and learn things on my own).

 

Getting set up

At this point, Nick helped me make a burndown in Google docs, set up my game environment in Aptana (which is what I was using for my other game), and get me started with a game loop.  It was amazing what a difference going through the Codecademy track made.  Nick was teaching me things he had already taught me back when I tried to make a game before, but I was able to follow so much more this time around.  Before, I would get really hung up on things like semicolon usage, or what a function even was.  It was great to be able to just skip all of that stuff and really comprehend what the code was doing.  We started off using this simple game tutorial as a guideline and then worked from there.  Before long, we had canvas, a sprite that could move with the arrow keys, and some background music!

 

Interaction

Today, I finished implementing collision detection.  Nick helped me write the code for the game to know when my sprite was colliding with (or overlapping in space with) a rectangle that we drew, and I had to come up with a way to make the code interpret that signal in a way that makes it seem like the sprite is colliding with the rectangle.  I made variables for when the sprite is colliding to the right, left, up, and down, and then added if statements to the four arrow key inputs to only move the sprite if they weren’t colliding in their relative directions.  It was satisfying to think of a solution, implement it, and have it actually work!  Nick had to clean things up a bit after me, but it was pretty good at its core.  I feel like it’s the first time I’m getting to problem-solve like this with code, and I’m happy that I’m able to do it (even if I’m at the most basic level).

 

My game so far.  You can't tell, but Fritz there is colliding with that black box!

My game so far. You can’t tell, but Fritz here is colliding with that black box!

 

Next Steps:  Map building, character AI, camera?

Now that I can make my sprite collide with something on the map, I need to actually build the whole map and get the game to know which areas are obstructions.  Nick says this will be easy, but I can’t really imagine how it will work yet!  Since I want most of the map to be off-screen, I guess I’ll also need to figure out how to make the “camera” track the main player sprite (again, no clue!).  Then hopefully we can add in the suspect character that the player will be chasing.  There’s a lot of work to do before May 1st!

 

Thoughts

I’m having fun with the project and I’m satisfied with my learning so far.  It is a bit hard to find the right time to work on it, though.  During the day, I convince myself that there are more important things that need to be done.  And in the evenings, when it makes the most sense to work on it because Nick is home and can help, I usually don’t feel like sitting at the computer anymore since I’ve been doing that all day.  I think I need to find a balance between doing some game work during the day and finding non-computer things to do (chores are all I can think of, or maybe exercise) to keep me from getting burnt out at the desk.

The other big obstacle right now is that I’m an awful student!  This has been the source of many fights between me and Nick.  I’m really impatient, I’m easily bored and distracted, I take criticisms and suggestions too personally, and I’m not as engaged in the learning process as Nick would like.  I don’t know what it is, and this isn’t the first time this has happened.  I think part of it is a combination of not liking being bad at things and being used to learning independently.  I hope that being more aware of this problem will help me catch it and stop it before it leads to any more fights.  I want to be a good student (and not drive my husband crazy)!

Summer of Puzzles

So there are a lot of events coming up that you all should know about!  Here they are:

DASH 5 – May 18th
DASH is a day-long puzzle hunt that takes place in multiple cities around the country on the same day.  This year’s hunt is on May 18th and will be run in the following cities (bolding the ones I care about):  Albuquerque, Austin, Boston, Chicago, Davis, Half Moon Bay, Los Angeles, Minneapolis, New York City, Portland, San Francisco, Seattle, St. Louis, and Washington DC.  I hope our old teammates in/near DC had enough fun last year to go again, I would love to see some fellow mid-westerners make a good showing in St. Louis, and we’ll be competing in Seattle as team Rather Dashing (though we’re only three players strong so far).

It’s only $40 per team, it’s great for beginners, and it’s a whole lot of fun.  Go to DASH!

 

DASH 5 London – May 25th
London is getting its first ever DASH, running on May 25th!  So get on that if you’re in the area.

 

The Eighth Annual Great Virginia Race – May 25th-26th
A Ravenchase race that will take you across the great state of Virginia over the course of two days.  Includes a beginner and an advanced track, so no excuses!

 

Post Hunt – Washington, DC – June 2nd
I’m missing Post Hunt this year, being on the wrong coast and all =(  But if you’re near DC, you should definitely plan on going!  It’s great fun, if a little maddening.  Don’t miss out on your chance to see some really creative puzzles (for free!) and enjoy a fun day in DC with your friends.  I’ll really miss going to this!

 

The Great America Race III: The Quest for the Iron Raven - Pittsburgh to Chicago – August 10th-14th
How does a week-long puzzle road trip sound?  Five days, three states, one victorious team!  The Great America Race is the only puzzle hunt of its kind, running this year from Pittsburgh, PA to Chicago, IL.

 

The 75th Annual Famine Game – Washington DC – September 27th-29th
In case it didn’t show up on your radar, a pre-registration census has been posted for The Famine Game.  If you have any interest in playing, be sure to go fill out the census.  Also, if you’re an individual player looking for a team to join, fill out the census and they will try to match you with other players!

 

In addition to DASH, I’m also officially attending Shinteki Decathlon 8 on June 8th, SEAHOP on June 22nd, and Wartron: Boston on June 29th.  June 2013 will go down as the month I destroyed my brain.

Who else out there is planning on attending some of the awesome events coming up this summer?

State of the Blog 2013

This post will have not much to do with puzzles, mysteries, or games, and probably too much to do with me personally!  But it will give you an idea of what to expect from Clavis Cryptica moving forward, so perhaps worth reading.

It’s been a while!  Almost a month since my last post.  The following Monday after that post, we moved into our new apartment here in Bellevue and I’ve pretty much been wrapped up in the move-in process since then.

Throughout that process, I’ve had some time to think about this blog and what my perspective on it will be going forward.  I don’t really feel like I can, or want to, continue to sustain the 3x/week posting schedule that I’ve maintained over the past year.  I think there are a lot of factors contributing to that feeling, which might include:

  • I haven’t really been doing a lot of puzzley things lately, so I don’t have as much to write about.  (And for some of the puzzle things I am doing, I can’t really write about them.  Top secret!)
  • The pool of new puzzle/mystery/game things for me to discover and write about has become a lot smaller now that I’ve been involved in the community for about a year.
  • I’m realizing that three posts a week is a little ambitious for one person’s hobby.  I have a lot of other hobbies competing for that time.

Or maybe I’ve just fallen off the wagon and it only feels less attainable than it used to be.  There were definitely some months last year when I felt like I was struggling to find blog topics every week, but I stuck it out and always managed to come up with something.  And some of those posts ended up being my most commented-upon.

So if I think I’m probably still capable of maintaining the blog the same way I have been, I have to ask myself whether I want to.  It kind of feels like I don’t want to, so I’d like to explore why.  One reason is that maintaining the blog has become a little bit more difficult than before, for the reasons listed above.  I think another is that I probably have different goals than I did a year ago, and I’ve learned a few things about what I do and don’t like when it comes to blogging.

Read more »

Quick Friday Round-up

Late post today with a few bits of news:

Shinteki Decathlon 8 Registration is Open
The Shinteki Decathlon is an all-day event running in the Bay Area on June 1st and June 8th.  Lots of teams signed up already!  Anybody need an extra teammate or two, or want to form a team?

 

WarTron Boston Application Closes Sunday
This is your last chance to get in on WarTron Boston!  There is still room for several more teams.  I got to do part of the application, and it was a lot of fun!  Could be a fun weekend activity for a group of friends =) You have until midnight on Sunday, go go go!

 

Castle for Sale
There is a great big castle for sale in upstate NY for just $1 million!  Oh the games I would run in a place like that!

 

The Maze of Games Campaign Ends Successfully
The Maze of Games Kickstarter campaign ended this week with 2,630 backers and $171,146 pledged.  Big success!

 

200th Post
This is my 200th post!  Hooray!

Ghost Trick

GhostTrick-cover

I can finally add another game to the short list of video games I’ve actually beaten — Ghost Trick: Phantom Detective! (Do yourself a favor and try NOT to look this up on Wikipedia and spoil yourself.)  A good friend recommended this mystery/puzzle game for the Nintendo DS a few months ago.  You play from the perspective of a man named Sissel who was apparently shot dead just moments ago and has become a ghost.  The freshly deceased Sissel has no memories of who he was or why he was murdered.  He learns that as a ghost, he has special powers that allow him to interact with the real world in certain ways.  Sissel also has the ability to turn back time to four minutes before a person’s death where he can use his new “ghost tricks” to manipulate objects to try and change the victim’s fate.  Sissel’s goal is to solve the mysteries of his identity and his murder before his soul disappears at dawn.

GhostTrick-Sissel

The gameplay mechanic of Ghost Trick involves possessing different inanimate objects and animating them.  You might open an umbrella for example, or roll a ball across the room.  The “puzzle” of each scene is to observe what the characters do at different moments and determine which objects need to be activated in order to change the outcome of the scenario.  This can include distracting characters with sudden noises or movements, getting key objects within a character’s line of sight, or even setting up elaborate Rube Goldberg machines to achieve your goal.

GhostTrick-actions

But in my opinion, this game isn’t really about the gameplay.  The puzzles of what to do in each scene aren’t particularly challenging (your options are fairly limited) or satisfying, and the narrative takes up a disproportionate amount of the game.  If you’re looking for a game to “play,” you’ll just find yourself getting frustrated as you tap tediously through the dialogue and then fly through the actual gameplay.

What this game is about is storytelling, and it might best be approached as an interactive story rather than a game.  The characters are quirky and extremely likable, the dialogue is fresh and fun, the mystery is complex and very compelling, and the story is heartwarming.  This is all complemented by the punchy art style and expressive animation (which is so fun to watch, you almost don’t need another reason to check out the game).

GhostTrick-Lynne

So why is Ghost Trick a video game and not a movie or novel?  I asked myself this question several times as I played through, and by the end I had come to the conclusion that a video game is the best format for telling Ghost Trick‘s story.  The visuals make crystal clear what would be a very confusing jump between the game’s 30 different characters in written form, while Sissel’s lack of a physical form and possession of objects would have been difficult to portray on film.  And I don’t think the ghost trick actions would really make sense in any non-interactive format.

If you’re interested in a fun and entertaining (but still thought-provoking) mystery story with interactive elements, definitely give Ghost Trick a try!  It’s available on Nintendo DS and iOS devices.

The Art of Video Games at the EMP Museum

art of video games

We were pretty excited when we first heard about an upcoming Smithsonian exhibit called The Art of Video Games in late 2011.  We were less excited when we found out the featured games would be chosen by online vote.  We were more excited when the curators gave a talk about the exhibit at MAGFest 2012.  And we were less excited again when our friends reported that the exhibit was just okay.

In the end, we didn’t make the trip to D.C. to see the exhibit before it ended in September of last year.  Then, to our surprise, we found that the exhibit was running for three months at the Experience Music Project Museum (a music, pop-culture, and sci-fi museum) here in Seattle!  We were exploring downtown Seattle on Wednesday and decided to go ahead and check out the museum and the exhibit.

The one comment I heard the most about the exhibit from friends who had been was that it was smaller than they expected.  Compared to the rest of the exhibits in the EMP Museum, and in most museums, this one was pretty small.  It was basically a square room with stations around the perimeter that featured four games from each game console.  In the center of the room were 5 stations where you could play Pac-ManSuper Mario BrothersThe Secret of Monkey IslandMyst, andFlower.  There was also a small nook with some concept art, box art, and some videos playing.  That was pretty much it!

exhibit station

One of the stations in the exhibit featuring four games

The stations for each console featured four games that had won the online vote, and were categorized into Action, Target, Adventure, and Tactics.  Each game had a brief, narrated video that summarized the game and sometimes explored what was groundbreaking or unique about that game.

We thought the earlier games were really fascinating because of the limitations the developers had to overcome with creative solutions.  The ones that stick out in my mind are Pac-Man having to be significantly downgraded in order to run on a home console much less powerful than the arcade cabinet’s processor, Zaxxon using isometric perspective and shadows to mimic a 3D environment, Pitfall! featuring the first human character and establishing many of the conventions and mechanics of the platformer genre, and Star Fox for the SNES exploring real 3D graphics and having to ship with its own processor.

The more modern games were less interesting, maybe because we were already so familiar with them.  Yes, we know that Final Fantasy VII has a strong narrative supplemented by full motion videos.  And we know that Shadow of the Colossus explores loneliness through its vast, empty world.  By the end of the exhibit, we weren’t really bothering to watch any of the videos for newer games like Portal and Heavy Rain.  We weren’t really interested in hearing what the exhibit had to say.

So I guess that brings me to my first major impression of the exhibit — it wasn’t for us.  It wasn’t made for people who already have a strong context of games and their history and influence.  Since each game only got a brief video, there was only time to cover the basics.  We weren’t going to be learning anything new.  The exhibit was definitely more geared toward people who aren’t really familiar with games.  Maybe even people who have no interest in or appreciation for games.

(I also think the way the exhibit dispensed information was a major deterrent   The games were split into groups of four, and you had to watch one video at a time while holding a telephone earpiece to hear the audio.  Although video is important in a video game exhibit, I wish there had been more information to read at my own pace (which is faster than a narrated video).  Also, Nick broke the interface several times during our visit and had to wait for it to reset.)

Nick listens in

Nick listens in

Now maybe I can segue in to my real critique of this exhibit, which is the misnomer “The Art of Video Games.”  That title was what really got us interested to begin with.  We’re living in a very exciting time for video games as an art form, and there are a lot of brilliant people doing some great work in that field.  It’s a topic that could certainly fill a museum exhibit.  But what we found was definitely different than what we expected.

This was not “art” as we define it.  This was more like the “craft” of video games, but not even quite that.  Everything was so small and rushed, there wasn’t time to look into what it really takes to develop a game from start to finish.  The creative challenges of the developers and the artistic expression of the designers were only briefly touched upon in specific games.  The concept art section seemed like an afterthought for people who thought the exhibit was going to be the actual “artwork” of video games.

To be honest, I think the exhibit would be best described as a primer on video games — a brief tour through video game history that hopefully convinces the visitor that games are complex and interesting and worth learning about.  The very selection process of the featured games seemed to produce “games the general public should know about” instead of “games that have explored artistic expression through this unique medium.”  One of the criteria for the selected games was “striking visual effects,” which I think most developers would agree doesn’t necessarily have all that much to do with artistic expression through games.

Yes, video games are a unique form of interactive media that combine illustration, graphics, music, sound, video, animation, literature, and storytelling.  Yes, the exhibit sort of got that point across by presenting visitors with a brief summary of 80 of the most popular and renowned games of the past 30 years.  But “cool interactive media” does not equal art.  There is already an ongoing discussion about how games can be an artistic medium, with fascinating threads about how gameplay mechanics themselves can be used to explore aesthetic goals, or how designers must give up some amount of creative control to the end user who will create his or her own experience.  This discussion includes games like Braid and Dear Esther, names like Jason Rohrer and Jonathan Blow.  And it requires more than just a brief glossing-over of the game’s plot and mechanics.

It seems like an oversight to design an exhibit that supposedly looks at the “art” of games without at least acknowledging that discussion.  But maybe not if your goal is simply to justify to the average visitor why video games belong in a museum in the first place.

It wasn’t a bad exhibit by any means, but we definitely weren’t the target audience.

GC Summit 2013

gcsummitseattle

We landed in Seattle on Saturday morning, and there was already a puzzle-related event to attend by Sunday afternoon!  I was worried we’d be a little too exhausted or overwhelmed to make it to the Seattle meet-up for Game Control Summit, but we had a lot of time on Saturday to get settled and Nick knew I would regret it later if we didn’t try to go.  So we made the quick drive down to the Microsoft campus where new friends, pizza, and cookies were waiting for us! =)

I think our side had around 13 people for most of the afternoon.  We joined the Google Hangout which connected our room to home base in San Francisco as well as a small group in Portland and individual viewers like Todd.

The talks included:

The topic of player expectations came up a lot.  This included making sure the players know what they’re getting into (a story-driven, non-competitive game, for example) and “stacking the deck” in your favor by attracting players who are interested in whatever new thing you’ll be doing, making sure the event you actually end up designing matches the event that was originally marketed to the players, the problems with too-humble promotion your event, and how the lack of an established reputation (where players have a hard time forming expectations) can deter players from spending money on your event.

Another interesting topic was GC bonding.  It sounds like it’s exceptionally difficult to start with one person’s fairly fleshed-out idea (or one small group of people’s idea) and then try to sell that idea to other people and get them to join GC.  For Allen, this “pick-up” style of GC resulted in a lack of ownership, loyalty, and interest in the project, which lead to a lack of bonding, motivation, and getting things done.  At first, it seemed like the problem was that these pick-up GC groups didn’t already share the bond of friendship that most GC teams that form from Game-playing teams do.  But with further discussion from other people’s experiences, it seemed that even if the GC is a “pick-up” group of basic strangers, as long as they all share a common goal and start out with a shared feeling of ownership of the idea (brainstorming and fleshing things out together from the start), any previous bonding isn’t really necessary.

There was a lot of talk about how to help new players get involved in the community or try their first event.  One person mentioned the idea that an application process of any kind sends the message that the event is for serious puzzlers only, deterring newer players.  Someone wondered about the need for some kind of medium-length game that is long enough, but not too long to scare away new players.  Sean gave a great talk about how to take a high-level puzzle and modify it to “show” many of the steps to beginner puzzlers and help them just get to the “fun” part of executing the puzzle mechanic.  I feel like I’m really interested in more events that help beginners get into the puzzling community, but maybe only insofar as I’m interested in finding a better way to drag all of my uninterested friends to puzzle events.

Amos, who was part of this year’s Mystery Hunt GC, gave a great talk about all the challenges of designing such a massive event, though I think most of his advice was applicable to events of any size.  Some notes included trying to keep your GC team as local as possible (and meeting in person to get work done), making sure to divide responsibilities and respect that division, trying to avoid letting a few people become overwhelmed with a disproportionate amount of responsibility, and making sure puzzle designers and editors decide together on a set of design goals and pillars for all of the final puzzles.

Overall, I had a good time and learned a lot more than I think I would have just watching from home.  And I’m glad to already feel like I’m a part of the local puzzling community so quickly after moving here!  Thanks to everyone for making us feel welcome =)

Moving Week

I really don’t like taking so much time off from blogging, but being so busy means that not only do I not have time to write good posts, I don’t have time to experience anything worth writing about!  We’re moving out of our apartment on Wednesday and flying to Seattle on Saturday, so unfortunately I’m still going to be on hiatus this week =/

In the meantime, check out The Great Sporcle Puzzle Hunt, a 15-part puzzle hunt built with Sporcle quizzes that was just released yesterday.

Sorry for all the down time here, and I hope to see you all on the other side!