Results tagged “book games” from The Gameshelf
I have not played Agricola due to its length - it takes at least a couple of hours, and I haven't been able to spare that for games lately. (Please don't ask how many half-hour games of Race for the Galaxy I've burned through lately.) During the time I have been not playing it, though, it's managed to knock Puerto Rico from the number-one spot on Board Game Geek's rankings. I discovered this today, and it's a real shocker; "PR" has been the top game for the several years I've known about that website.
As I understand it, the main conceit of Agricola is that it ships with around 300 cards, each of which alter the game rules in some way - but only a handful of these cards appear during any single game. By itself, it sounds like a gimmicky way to tap up replay value (I mean, that's how CCGs work, right?) but I'm informed that it's actually pretty cool. I look forward to trying it myself, sometime.
I have not played Dwarf Fortress because I get to the first screen where I can actually make something happen, and then I sit there going duhhhr. I think that fully reading through the documentation and figuring out all the keystroke commands would take at least as long as a game of Agricola. Its UI is of the Nethack / Angband lineage, complete with graphics built entirely out of animated text characters, and learning to play one of those properly is practically like learning a new programming language.
But I really want to play it someday, because its two game modes include a Rockstar-style sandbox game and a Maxis-style simulation game, both set in ye olde Tolkeinesque fantasy world. The simulation game has you commanding a gaggle of dwarves to construct and maintain the titular fortress, and has a reputation for usually ending in not just total disaster, but hilarious disaster. Indeed, I heard of the game by reading friends' oh-my-god-you-guys blog posts telling the story about how their fortress ran out of alcohol and then burned down and now their last starving dwarf has gone insane and is wandering the woods attacking elk with his fists or whatnot.
For now, though, I can only describe it as a vast piece of work that's crying out for a tutorial mode.
I have not played Freeway Warrior: Highway Holocaust because... well, it's a bit silly, isn't it. Here's another digitized version of a Joe Dever-authored solitaire RPG book from the 1980s; we've linked to a digital version of his "Lone Wolf" series before. This book was the start of Dever's attempt to turn the game mechanics he developed for that series towards a Mad Max theme.
To play properly, you're meant to do up a full-on character sheet for your dude. In its original format, this was printed on one of the back pages, and you could pencil it up all you wanted. Now you can print it out in order to carefully manage your character's inventory, hit points, and food rations. You can even print out the random-number page that you're supposed to close your eyes and poke at, in lieu of die-rolling, in order to resolve combat and other chancy situations that pop up during the story. But I find it just as satisfying to click through the pages and enjoy the perfectly nostalgic text, which contain both Dever's writing style (which I enjoyed as a tyke) and the undiluted 1980s imminent-nuclear-holocaust gloom.
I was impressed to find a simple number puzzle in the story, whose solution was the page to which you were to turn - that's something I don't remember encountering during any other period work. So, yes, despite the title of this post I must admit to kinda-sorta playing this game. So that's as fine a note as any to go out on.
Not so much with the posting lately; a new (game-related!) project that I can't talk much about yet has sprouted in my middle of my life like a delicious and fecund springtime mushroom. You see what it's done to my sense of metaphor? You don't want to see my writing right now, anyway.
But for now, it's time to close some tabs!
The Waxy.org fellow got his hands on an ancient hard drive from the offices of Infocom, the long-defunct (but Cambridge-based!) publishers of the most well-known text adventure games in the 1980s. He shares some details from "the best parts", including design notes and swirling, dramatic internal emails regarding a never-released sequel to The Hitchhiker's Guide to the Galaxy.
Because this received so many links from more timely game-news blogs (cough), a lot of the Infocom alums mentioned in the story showed up in the attached comment thread to flesh out the details personally, and one of them's apparently been move to pen his own view of the saga for Wired magazine. (See? There is an advantage in waiting a week to link to it. Mm-hmm.)
Lost Cities is out for XBox 360 now (as a US$10 download), and here's a video (using some whackjob MS-proprietary format, sorry) about the team adapting the tabletop party game Wits & Wagers for the platform. Word on the street that the numba-one game on Microsoft's "Live Arcade" downloadable-game service is not any sort of action-fighty game, but Uno, which has put away around 1.5 million copies through it.
So, yes, Microsoft has thrown down and put forward this console as embracing the world of tabletop games that are more obscure to American audiences than Risk. The examples I've gotten to see so far have been fairly decent and faithful adaptations, so I cautiously salute this.
Archaeologists in Iran have indentified some grid-shaped rock carvings on Khark Island as being the play surface of a millenia-old board game. No word on what kind of game it was, though the article seems to imply that it could be some relative of Backgammon. No additional commentary from the original designers this time, sadly. Anyway, an interesting antidote to the last time Iran showed up in this blog.
Andrew at Grand Text Auto describes another interesting never-was game from the 1980s, an Atari VCS game where you had to program an on-screen robot to complete tasks, such as navigating a maze. Yes, it looks like a totally bomb-ass cool version of Secret Collect. I would have loved this. Apparently the original designer is releasing some homemade cartridges with the game software on it; see article for details.
Via Play This Thing, we see that several of Joe Dever's Lone Wolf pick-a-path adventure game books from the 1980s have become free downloads. I played and enjoyed these as a kid, and as Greg notes in that post, they're an important evolutionary step in the development of single-player role-playing experiences, even though nobody(?) is publishing books like them nowadays.

