Results tagged “cosmic encounter”

I blogged a while ago about Adventure on the iPhone -- Colossal Cave, that is, not the text adventure. Now Peter Hirschberg brings us the other one: Atari 2600 Adventure on the iPhone. It's a free download.

(As Nick Montfort likes to remind me, Warren Robinett intended his Atari Adventure game to be a port of the text game Adventure. It's extremely stylized, of course, but it's got the mazes and the monsters and the keys and the puzzles... the giant bat must be a reject from Wumpus, however.)

While my back was turned, Fantasy Flight Games got the rights to republish Cosmic Encounter. Great Bird of the Galaxy!

Cosmic was the game of my college years; we played a couple of games just about every Sunday afternoon. It was already out of print from its second publisher, and then (in 1991) reprinted by a third, and I could go on all day about the shortcomings of its various incarnations. And the expansion sets. (I had the enormous luck to find a copy of Eon's original Expansion Pack #8 in a dusty Pittsburgh gameshop. Kickers, kickers were key. I never cared for flares that much.)

Cosmic reappeared in 2000 in a nicely-produced -- but expensive and oversimplified -- box set from Avalon Hill. Then Cosmic Encounter Online, a capable (okay, still simplified) browser-based game which is still going strong. And now the wheel turns again: a new box set. Fantasy Flight's web site says it will ship this month for US$60.

The new edition looks pretty good. The famously complicated turn structure is diagrammed on each alien power card, with the important phase (for that power) highlighted. (Preview examples: Mind, Pacifist, Parasite, Loser, and newcomer Tripler.) No star-system hex boards, but you can make your own if you want the classic experience.

The all-important artwork is satisfactory. (And when I say "satisfactory", I just mean "I will always be wedded to the Eon artwork of my youth.") Kevin Wilson, the game designer in charge of the project, calls the style "retro-futurism", which I'd agree with -- old pulp covers, more than a hint of Frank Kelly Freas.

It will ship with 50 aliens, a decent selection -- handily graded by play-difficulty, if you want to introduce new players to the game. Expansion sets are promised. To be sure, each republisher of Cosmic has promised expansion sets, and I don't recall that any have succeeded except for Mayfair's minimal More Cosmic Encounter in 1992. Hopefully FF's edition will get enough love to keep growing.

Race for the Piggy

Blog regulars will be familiar with my attitude towards the New Hotness in games (of any sort). I hear about something cool, wonder vaguely if I should try it, hear about it some more, get told in strenuous voice that I must play it, avoid spoilers, hear spoilers anyway, procrastinate, and eventually -- after several months, perhaps -- I try it.

It's a secret blogging strategy. By the time I post about something, all the obvious things have been said by everyone else, so I am forced to come up with clever and original observations. (Witness my post about Portal. Hint: I am lying about the secret blogging strategy.)

There are of course exceptions; I have my fanboy obsessions. You will hear Myst news here still sizzling off the griddle. Text adventure technology, I'm pretty good about. (Text adventure games, I'm years behind on.)

Nonetheless, I sat around for weeks while all my friends learned Race for the Galaxy, a card game designed by Thomas Lehmann. By the time I went looking for it, it was out of print. Then it reappeared, and all my friends bought it (except the ones who fanboy-obsessively had bought it on day one). But I still didn't play it with my friends. Why? Because I was on vacation at Worldcon, where, as it happens, my other friends all showed up with Race for the Galaxy, and so I played it a bunch.

Clever and original observation: it's good!

Okay, skip that. How about this: Race for the Galaxy is better than any other game I know at being Interstellar Pig.

Interstellar Pig is, of course, the imaginary game in William Sleator's eponymous science fiction novel. If you spent your teenage years having the crap scared out of you by Sleator novels, you know it. If not, go read it. (Although House of Stairs is more brutal and The Green Futures of Tycho is better.)

The game is described pretty well in the book. Each player is a member of a different alien race, travelling around the galaxy. Each player has the advantages and weaknesses of his species, plus an array of tools, technologies, and weapons -- some in hand, most hidden on various planets. One player owns (or has hidden) the goal object: the Piggy. Whoever holds the Piggy when the timer goes off is the winner. The hunt is on; duke it out.

As given, Interstellar Pig is a lousy game. (No criticism; it serves its role in the story, and Sleator is a writer, not a game designer.) One player starts out ahead, knowing where the Piggy is hidden. Or one player starts with the Piggy, which should be a good strategy -- all you have to do is run away from everyone else. Several card combinations, and at least one single card, are described as unbeatable: if you have the deadly virus and its antidote, you can sit on the Piggy and watch everyone else die.

The use of a timer is all wrong for a strategy board game. Even if you convert it to a more reasonable mechanism -- a fixed number of turns, or some sequence of game events -- the games described are too short. The most a player can do is run to one or two planets to retrieve tools, and then try to get to where another player is heading (if you can guess who knows where the Piggy is). You may not get there in time -- unless you hit a wormhole, which is pure luck, or unless you have the (rare, overpowered) teleport card. If you do get there, you may find the environment unsurvivable with the tools you've got. If the factors do not align, all your play and planning are irrelevant. You just lose.

On the other hand, it's a great fictional game. And it has elements which are undeniably awesome. You get to be an alien, with powers and vulnerabilities which influence your strategy, and make each game a distinct experience. The game has lots of Stuff -- poisons, antidotes, weapons, protective gear, teleporters. The Stuff and the alien powers interact in interesting ways. Also, of course, it's set in outer space.

So if Interstellar Pig, itself, is not the ideal real Interstellar Pig game, what is?

Cosmic Encounter is an excellent choice. You are an alien race with an alien power! You're trying to conquer the universe! There's -- well, there isn't any Stuff per se, unless you count Flares. But I remember wandering through game stores when I was ten or twelve, staring with enormous eyes at the wonderful expansion sets full of alien powers and planets and moons. Now that was Stuff, in real life.

It's a wargame with rule quirks, but the rule quirks -- the alien powers -- are so pervasive that you are constantly thinking in their terms. Your game identity determines how you see every move and skirmish. That's the heart of Cosmic; that's why I played it every weekend during college.

This doesn't mean that other games can't be Interstellar Pig too. The Awful Green Things from Outer Space (as seen on The Gameshelf) is set in outer space; it has alien races; it has Stuff. (Pool cues and fire extinguishers!) It's a wargame clobberfest, rather than a hunt-the-prize game; but then Cosmic is clobbertastic as well.

The Awful Green Things from Outer Space is, most importantly, awesome. Particularly when you're twelve. It's not a particularly awesome game -- lots of room-by-room fighting; I could reasonably describe it as Risk with Stuff. But the theme is so delightfully done, with little cartoon aliens and critters and a three-eyed blue chicken. It glows with personality. It's impossible to pick it up without imagining you're there, pelting aliens in the Ward Room with canisters of zgwortz. It has a comic-book prologue and a CYOA epilogue! Nothing about this is less than awesome, and that's why it is Interstellar Pig.

And that brings me around to Race for the Galaxy. (Which I keep mispronouncing as "Rails Across the Galaxy", because Analog magazine was awesome too when I was twelve. But never mind.)

It's quick. It's in space. There are alien planets; there are technologies to develop, which are Stuff, close enough. It's neither an egg-hunt nor a wargame, but a civ-building resource race, the favoritest genre of discerning modern strategy gamers. And Race is a discerning modern game, designed with a careful eye to balance and strategy. Which makes it entirely unlike Cosmic or Green Things, those gleeful triumphs of the "heave your every idea at the wall and insist they stuck evenly" school of game design.

Why is it Interstellar Pig?

For all the care and finickiness of Race's rules, they all support the theme. Take an bonus card for your brown planets. Reduce the cost of yellow planets by two. Keep an extra card when you draw. Each of these, as you combine them with other powers, evolves into a game strategy. And as you play, each game strategy evokes a story: you are the mining combine, you are the interstellar explorer fleet, you are the technological hothouse, you are the fearless archaeologists amid the Forerunner ruins.

These roles aren't just labels for various suits of cards. Each has a different set of mechanics, and takes advantage of different rules. Theme emerging from gameplay, rather than painted on as "color", do you see? Nor are the roles assigned to you -- you figure them out. Select one, or part of one, or a mix of several; whichever fits your hand and your luck. That has always been the real root of interactive fiction: complicity. You care most about what you do.

Which is why, as someone who hasn't been twelve for a few years now, I think Race for the Galaxy is awesome. Just like Interstellar Pig.

(Although, I admit, not quite. To really be Interstellar Pig, you'd have to imagine that if you don't wind up with the most victory points, then all your planets explode at the end of the game. Now that's awesome.)



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