Showing posts sorted by date for query Minecraft. Sort by relevance Show all posts
Showing posts sorted by date for query Minecraft. Sort by relevance Show all posts

Friday, October 3, 2014

Lost in Minecraft

There are flowers everywhere, in this biome

Version 1.8 of Minecraft was recently released, and since it's been a couple of years since I last played it, I've really been tempted to start a new game.

However, I'm already busy with Wasteland 2 and Dwarf Fortress, among other games, and I play Arma 3 with my friends several days a week. So I really couldn't start a new game of Minecraft, could I?

Or could I? I've been building an above-ground fort in Dwarf Fortress, and screenshots just don't do it justice. So I thought I might build a copy in Minecraft, just so I could show it off here.

Well, that was the idea, anyway - supposedly. But if I wanted to do that, I should have started the game in Creative mode, rather than Survival mode. And when I did install the new version, I ended up with some problems with the graphics.

Most of them are fixed now, but I'd turned the game to 'Peaceful' difficulty, so I wouldn't have to worry about monsters while I was struggling to see stuff. Meanwhile, I've been looking around for a location similar to my Dwarf Fortress embark site.

And now I'm hopelessly lost. I started next to a vast ocean, and I thought I'd take a look to the south, along the shore. So how could I get lost? But now, I can't even find the ocean, let alone my respawn point.

You see, I thought I'd circle around to the west, then go north and east again. Well, that's what I thought I was doing. But now I'm completely mixed up.

I did find a place along a river which might work for my Dwarf Fortress construction. It's grassland, rather than tropical woodland, but there are forested hills nearby. And if it's not very far above the river, at least the surface is relatively flat.

Now, there isn't any marble in Minecraft, but I figured I could make that part of the fortress out of sandstone, which is at least light in color. There's a new stone in the game which would work lots better, but I wasn't sure I could find enough diorite. And I've never played Minecraft without having a vast sand desert nearby.

Except for this time, apparently. In all my wandering, I have yet to discover a desert biome. (Again, this would be no problem at all if I'd started the game in Creative mode, since then you're given unlimited resources for building. And if I'd enabled cheats, I could have always switched to Survival mode later.)

So I still don't know what I want to do. I was already lost by the time I found that grassland site, so I just kept going. After that, I did mark my way with torches, along the rivers I traveled. (Going out, torches are on the right, so they'll be on the left coming back.) So I can probably find it again, even if I can't find my respawn point.

Bunnies, too (one right in front of me; another in the top of a tree).

Afterwards, I discovered this beautiful area just packed with flowers. Really, the screenshots don't do it justice. (Still, click on them to see the full-screen version.) There's a flat plateau nearby, too, so I could build something on that, if I wanted. But that wasn't the point of starting up Minecraft.

And I'm enjoying looking around on 'Peaceful.'  Days last only ten minutes real-time, so nights are a constant interruption if I have to contend with monsters. However, unless I have a plan in mind, there's not much point to idle wandering, either.

One thing I might do is build a gravel path straight east and west, and north and south, from that grassland area. There's a ton of gravel on that plateau, near the flowers. Well, it wouldn't last long, doing that, I know. But maybe I could keep from becoming even more lost than I am. :)

***

Speaking of Minecraft, I want to point out that Microsoft has just bought Mojang, the game's developer, for 2.5 billion dollars.

Only Mojang didn't actually develop the game. Markus 'Notch' Persson developed the game on his own. He created his small company after the game became successful.

Here's what I said about it four years ago:
According to this, Markuss Persson is selling one copy of Minecraft every three seconds. That's about $15,000 per hour - for a downloaded game, still in alpha, developed almost entirely by himself alone. Apparently, he's reached $350,000 in a single day!

Minecraft made 'Notch' Persson a millionaire. Now, it's made him a billionaire! Not bad for a one-man indie game developer, huh?

Dawn, on the other side of the plateau

And what is Microsoft getting for its billions? Well, not Persson, apparently. The developer of the game isn't staying with the company. (I don't know what he plans to do, but billionaires can do pretty much whatever they want to do, can't they?)

Four years ago, I also quoted this from an article in the Escapist:
One guy, alone, has made a game which is more interesting, cheaper, and has better replay value than games that took an entire studio full of pixel-pushers and codemonkeys to produce. It's also amazingly popular despite having no marketing behind it at all. And the game is profitable even by AAA game standards. This is exactly the kind of thing you can't pull off when you're enamored of buying development houses for hundreds of millions so you can then spend tens of millions of dollars to make sequels of clones of games that were getting old a decade ago.

Think about that. Then consider that the money managers at Microsoft are spending $2.5 billion to buy a four-year-old game that's already been wildly successful. How does this make sense?

It's not even a story-based game, so a sequel would be nonsensical. Spending millions on graphics would do nothing for Minecraft, either. The pixelated graphics are part of its charm. And they're not even buying the developer of the game!

But for big corporations, it's always about the money. With enough money, you can buy anything, right? I suppose they think that, if they're spending $2.5 billion on it, it must be a valuable property. (Either that, or they know a lot more about what they're doing than I do, which - admittedly - wouldn't be too surprising.)

I'm just glad 'Notch' Persson has made out so well. And I hope he turns around and creates another great game, just in his spare time. :)

Tuesday, September 2, 2014

Minecraft 1.8 tutorial - how to survive your first night



I thought I'd post this, since Minecraft version 1.8 has just been released. I haven't played this version yet, but the very beginning hasn't changed much since I first blogged about the game here. (This video isn't much different from the one I posted then, either.)

If you've never played the game, this video will get you started. He plans to continue the tutorial series, too, or you can just check the wiki whenever you've got a question.

Note that, if you do want to follow this tutorial, you can enter 2905400373399475580 as the world seed, and you'll start in the same world in the same place. Or you can leave it blank and create a random world (as he did when he created that world).

Minecraft is a great game. I haven't played it in two and a half years, I guess, so I'm really tempted to give it a go again. But right now, I've just started a new fort in Dwarf Fortress, so this is going to have to wait.

___
Note: Check out my posts about this, and other computer games, here.

Sunday, December 29, 2013

Minecraft (How Video Games Changed the World)



This is a brief excerpt from How Video Games Changed the World, a recent two-hour special on British TV.

I haven't seen the show and likely never will. I've heard different things about it, good and bad. But this brief clip about Minecraft was very interesting.

I've never thought of Minecraft as a children's game. But then, I don't have kids. And I've never played it multiplayer. For me, it's always been a single-player survival game. And sure, building elaborate structures is a huge part of the game, but there's elaborate and there's elaborate.

I've seen very elaborate structures, sure. And I knew that some people play in shared worlds, where they both compete and cooperate in building the most incredible things. But that's been a part of the game I've never investigated. And I never really thought about how easy it would be for children to express their creativity in Minecraft.

Now, that's not how I play Minecraft. For me, Minecraft is a survival game, where I've got to find shelter before night falls and the zombies, skeletons, and creepers come out. For me, Minecraft is also a game of exploring and digging and crafting and, yes, building, but there's always danger. I don't play it as a pure building game, and I don't play it multiplayer.

But the neat thing about Minecraft is that it's open-ended enough to be anything you want. If you just want to build, if you just want to be creative, you can set it up to do that, without worrying about any of the rest of it.

Child-friendly or not, Minecraft has had a huge impact on indie computer games. This was a game developed by a single person, with no vast corporate resources behind him, which has sold more than 33 million copes, so far, in just the last three years or so.

And although Minecraft took a great deal of inspiration from Dwarf Fortress, it's a lot easier to play and a lot more appealing to the general public. So it's probably done more than Dwarf Fortress to make crafting and building and mining cubes a part of other games, too. Certainly I see a lot of games these days which have been inspired by Minecraft, as unique as they might be otherwise.

Sunday, December 15, 2013

Starbound

Busy deforesting another planet :)

Here's the problem with Starbound - it's still in development. And sure, it runs great, and it's lots of fun. But when I went into the game the other day, intending to take some screenshots for this article, I discovered that there'd been an update (automatic on Steam) and my first game was gone.

OK, it's not a big problem, but that's why I don't normally play games which are still in development. I frequently buy them, but I don't start playing while they're still in beta - early beta, at least. Usually.

In this case, I'd just finished exploring a prison complex I'd discovered, and that was pretty neat, so I really wanted to get a screenshot. Plus, I'd found a really good weapon. But with the update, I never got a chance to use it (plus, the update really nerfed the starting weapon, which made the game a lot harder).

Anyway, I suppose it's time to stop whining, huh? Heh, heh. Yeah, it wasn't a big deal. But this is why I like to wait until a game is nearly finished. (Beta-testing is a very good thing, just not for me.)

If you've ever played Terraria, you'll know exactly what Starbound is all about. Starbound is just Terraria in space. And if you haven't played Terraria, think of a two-dimensional Minecraft. It's side-scrolling combat, plus digging and dungeon-delving and lots and lots of crafting. (My screenshots are from the very early part of the game, but you can build quite fancy structures, if you want.)

I was terrible at Terraria, but that was OK. It was still fun. I never got very far in the game, because I couldn't defeat the boss monsters - not one! But I tend not to play games for long, anyway, so the early part of the game was still likely to be the only part I'd actually play.

My starting spaceship

Starbound, as I say, is very, very similar. However, you start in a spaceship - a spaceship which is out of fuel, orbiting a procedurally-generated planet, different on every play of the game. You can teleport down to the planet and back up again at any time. (But only from the surface of the planet. If you're underground, you can't teleport to the ship. However, wherever you are, if you save the game and quit, you'll start it again inside the ship.)

You start with a melee weapon, a few torches, a few seeds, and a matter manipulator which you can use as almost any kind of tool (but is very slow, compared to the tools you can make). One of the first things you'll do is cut down a tree for wood and dig up some stone. With a workbench (which you'll make from wood), you can use those resources to make a stone axe and a stone pick, with will make your resource gathering far easier.

Of course, there are dangerous animals on the planet (and some which aren't dangerous unless you attack them). When I first started the game, I had a pretty good weapon, and the creatures didn't seem to be especially dangerous.

As I say, I'm bad at this stuff, but I didn't die too many times. (If you die, you just reappear back on the spaceship, with all of your stuff, except that you lose some of your accumulated 'pixels' - money. It's not a big deal, at least in the early game, when you don't really need money.)

The update, though, changed things (but maybe not permanently - this is still in beta). When I started a new game, my beginning weapon was very weak, and the creatures seemed much more dangerous (especially the birds). I had a much harder time staying alive and a much harder time accumulating pixels.

Sleeping next to my farm

But it still wasn't a big deal. It was slower starting, but far from impossible. I had to be more careful, is all. And the first weapon I found was an improvement. It wasn't a great weapon, but it felt like an advance. Furthermore, I've found a lot more minerals in this game. Ore can be smelted into metal, which is used in crafting, so that was a real help.

You see, you don't just explore the surface of the world. There are caverns underground, and you can dig, too, with your pickaxe. As you go deeper, minerals become more plentiful, and you have a chance to find better treasure. Of course, the creatures become more dangerous, too (and the environment, as well - I fell into lava in my first game, though the fall itself might have been enough to kill me).

As I say, it's very much like Terraria. But in this game, when you've had enough of one planet, you can refuel your spaceship and head to another one - either in the same solar system or elsewhere in the galaxy. Planets are of different kinds and have different difficulty ratings, so there's a natural progression. As you explore more dangerous planets, you'll find better stuff, too.

And yes, as in Terraria, there are boss monsters in Starbound. Or so I've heard. I have yet to find one, but I suspect that I'll be just as bad at fighting them as I was in Terraria. But we'll see. I doubt if that will make much difference to me, anyway. The game is fun, but I've got lots of other games to play, as well.

And Starbound is only $14.99 on Steam. I'll have no problem getting my money's worth out of that, whether I get to the late game or not. Really, it's lots of fun. But since there isn't a tutorial, I recommend watching the beginning game on YouTube - there are plenty of people playing the game there - to get you started.

___
Note: See here for posts about other computer games.

Sunday, November 18, 2012

Another Minecraft milestone


I mentioned Minecraft the other day, when I was talking about procedurally generated content in games (well, I've blogged about it often enough before then, too). Anyway, I thought I'd note that it's become the ninth best-selling PC game ever, with more than eight million copies sold.

Keep in mind that this is pretty much the product of one person, 'Notch' Persson, who created and distributed the game (over the internet, of course) himself. After the millions of dollars (and other currencies - Notch is Swedish) started to roll in, he started a game development company and hired a couple of people, but this was entirely his baby.

Impressive, isn't it? I don't mean my simple little Minecraft house, pictured above, but the numbers. Most independent game developers don't hit it big - certainly not this big - but it can happen.

Monday, November 12, 2012

Procedurally generated content and Kickstarter

Ever since Daggerfall, I've been enthused at the promise of procedurally generated content in computer games. The idea, as Wikipedia explains, is to generate content algorithmically, rather than manually.

This means that you don't need an artist to design every bit of your gameworld individually (though some parts can still be hand-made). Rather, much of the world can be created by the computer, often in real-time. Thus, every installation - even every play of the game - can be different.

Keep in mind that much of our real world is procedurally generated. I mean, our houses are generally built with the same kinds of parts, and there are certain basic requirements essential to all of them, but that still results in an almost unlimited variety of homes.

And it's not just landscape and buildings that can be procedurally generated, not necessarily. All human beings have similar requirements - including food, shelter, clothing, families, social activities, etc. - which imply certain behaviors. Yet, despite our similarities, we're still individuals, because the possible variations are nearly unlimited.

Yet mainstream developers ended up taking a different path. Continually improving computer hardware allowed for better graphics and spoken sound support, which have been very popular with consumers - and understandably so. Mainstream developers have generally competed on fancier and fancier graphics and with ever more lines spoken by expensive voice actors.

(Note, too, that those features also had other implications, other downsides, making destructible terrain more difficult to include in a game and requiring developers to predict player actions, right down to making sure a player couldn't do anything too unexpected. There are downsides to nearly everything.)

It was left to independent game developers, who couldn't afford to spend hundreds of millions of dollars on fancy graphics and voice actors, to continue working on algorithms for procedurally generated content. Most of these efforts, like Dwarf Fortress, were very popular within a relatively small fan base, though a game like Minecraft tends to make everyone take notice.

Still, these were just independent game developers. Both of those games were products of one person, pretty much, rather than the hundreds working on blockbuster mainstream games. But the internet has really opened up independent game development (if also creating fierce competition among them). And now, along comes Kickstarter.

If you're not familiar with Kickstarter, you can check out my post here. For now, just note that it's a way for new projects - computer games, but not just computer games - to get funding through crowdsourcing (crowdfunding, actually).

Anyway, to (finally) get to the point, I've been very pleased to see procedurally generated content showing up in Kickstarter projects. For example, here are three current projects which sound appealing:



Sui Generis has been getting a lot of attention lately, though not as much funding. Partly, that might be because the funding request is in English pounds, not dollars. But it was also that, as much as this technology wowed gamers, there wasn't much information about what kind of game they'd create with it.

They've been remedying that with recent updates, and they're almost one-third of the way to their £150,000 goal, with 17 days yet to go. Now, if you're truly a graphics whore, you might not be impressed with this, or with any indie game. Personally, I'm more concerned about whether I'll be able to play the game, as bad as I am at 'real-time' combat.

But I'm really impressed with their technology, and I'll probably end up supporting them. After all, I do want to see more procedurally generated games. And this is how we'll get such things, by supporting games like this.



This next game, Sir, You Are Being Hunted, has already reached its Kickstarter goal, with 19 days yet to go. Admittedly, their goal was less than a third what Sui Generis is asking for. (And note the stretch goals. The more money pledged to the game, the more content they plan to include.)

But it's pretty easy to see why this one has been successful on Kickstarter, don't you think? How could it get any better than being hunted across the British countryside by aristocratic robots?

My only problem with this game is similar to my problem with Sui Generis: I'm just not sure I'll be capable enough to play it. (I really am pretty bad at this stuff.) But I love the imagination here, and I'm really happy to see what they've managed to accomplish with procedurally generated graphics. That's certainly worth a £10 bet, I'd think.

And finally (at least, of the games I've seen recently), there's Maia:



According to that video clip, Maia is a "space colony management simulator," with a clear nod to Dwarf Fortress. That sounds right up my alley. Unfortunately, there's almost nothing about the actual gameplay, especially for someone who hasn't played Dungeon Keeper or Theme Hospital.

So it could be the greatest game in the world, but unless he does a better job of telling other people - people who aren't already his fans - what the game is about, I don't know how he's going to get funded. Still, he's almost half-way to his £100,000 goal, so what do I know? (Funny how it seems to be the British invasion all over again, huh?)

Still, I'm intrigued by the whole idea of a space colony management simulator. And his description includes the fact that it's a "2km x 2km x 2km" procedurally generated world (which is why I've included it here). But this is one I'll have to pass up, unless he posts an update that's a little more specific than what I've seen so far.

Of course, I don't suppose I have to play every game ever made, plus pledge to support every new game, too, huh? Admittedly, that seems to be what I've been trying to do. :)

I'm sure there are more game projects on Kickstarter than those I've seen. Believe it or not, I don't actually go looking for them. (I saw these at Rock, Paper, Shotgun.) And I don't seem to get a lot of readers who are gamers.

But if you are a PC gamer, I'd be interested in other examples, either on Kickstarter or elsewhere. As I say, I've long been intrigued by the possibilities of procedurally generated content in computer games.

Sunday, March 4, 2012

UnReal World



This is the first video clip in a YouTube "let's play" of UnReal World, a survival game set in Iron Age Finland. This clip is just the introduction and character creation. Actual game-play starts in clip #2. (The whole playlist is here.)

I've only watched a couple of these - I just stumbled across these videos this morning - but I thought I'd post the first one here, because I really love this game. Note that it's one of those games being developed by one guy, who's already been working on it for years. He releases a new version every so often, kind of like Dwarf Fortress.

Well, there are many similarities to Dwarf Fortress - and to Minecraft, too - but it's still a very different game from both of them. It's a graphical rogue-like, a survival game in a very dangerous environment (especially in winter).

You'll die often, and death is permanent. But unlike most rogue-likes, it's also a game where you can build pretty much everything you need. In fact, you can start with virtually nothing and have to really struggle to survive your first day. There are plenty of dangers, but the biggest might be cold, hunger, and thirst.

Note that it's a complicated game, so I recommend checking out the wiki.

Well, this "let's play" series will give you a good idea of the gameplay. It's not a very fancy game, but it's great fun. You can download the demo for free here, and you can buy the game for as little as $3 here.

I'd love to get back into it again, myself, but I'm struggling to even find enough time for Dwarf Fortress. Unfortunately, there's never enough time for everything, is there?

Sunday, February 26, 2012

Dwarf Fortress: Summitspear 251

(click image to embiggen)

This is the start of my new settlement in Dwarf Fortress, since I had to start over last week. If you're looking for a tutorial, you might check this out. The wiki is a big help, too (maybe even essential).

I'll be posting annual reports - from my dwarves' point of view - until... I stop. Yeah, no guarantees. I love the game, but I tend to get bored and move on. That's the case with all games, in fact (if you're wondering what happened to my last Minecraft game).


In the spring of 251, seven bold dwarves from the Fence of Dreaming set out to create a brand new outpost for dwarvenkind. Calling ourselves the Rhyming Towers, we confidently followed our leader, Urdim Lovedmetal, as she led us to our new home... a hot, humid jungle.

Standing there in the rain, panting from the heat, swatting flies and mosquitoes, we were all a bit dismayed. This didn't look much like a home for dwarves. Our flock of sheep hardly looked as badly out of their element as we did.

But Urdim insisted, and we had confidence in her leadership. The river to our north poured over a cliff, and the rocks below showed signs of silver and iron. And it did look defensible, if we just burrowed into the cliff-face.

But that's when Urdim surprised us again. We would dig, of course - that's what dwarves do - but we'd dig down from the top, in the middle of the jungle. And we'd create not just an underground dwarven lair, but also a sizable structure above ground, something to demonstrate to the other peoples of Ospazslzgo - humans, elves, and goblins - that we were here.

She called our new  home Kobellokum, "Summitspear." And swinging her miner's pick, she took the first bite out of the admittedly swampy, mucky jungle floor. Well, it was a start.

While Urdim dug into the earth, the rest of us unloaded our wagon, pastured the livestock, and started surveying the site. Our first priority was to dig a moat around our encampment. There were alligators nearby, and who knew what else might show up? Defense was our first concern.

But it was a miserable experience. Even in early spring, it was hot. And it rained pretty much all the time. We had to sleep on the ground - in the mud - and eat standing at the wagon. Well, we didn't expect a grand dwarven hall right from the beginning. But I must admit that we hadn't expected to be settling down in a steaming, stinking jungle, either.

By mid-summer, we'd made a good start. We'd dug the moat and put a couple of bridges over it. We couldn't raise them, not yet, but at least it let us concentrate our defenses. And we were very pleased when ten new dwarves joined us. Our first immigrants!

Truth be told, they weren't a very prepossessing bunch. Half of them were just children. And their parents were hardly more than children themselves. Poorly skilled and poorly groomed, they clearly wouldn't be missed by their former home. But at least they were willing to work.

And their leader, an older dwarf who'd led these youngsters to us, turned out to have some considerable skill at metal-crafting. That should be very useful, eventually, although it might be some time before we can take advantage of it.

In the fall, another young couple showed up, with their three children. What's with all these youngsters having kids at such a young age? Again, they were poorly skilled, but willing to work. And with 22 dwarves now - a full seven of them children - we really needed the labor.

I thought the year was going well enough - slowly, perhaps, but uneventfully - but Urdim became increasingly moody. Late in the fall, she fell into a strange mood, shutting herself up in our mason's temporary shop and refusing to speak to any of us.

As chance would have it, that was right when dwarven traders arrived, with an outpost liaison from the Fence of Dreaming. But Urdim, still in the grip of that strange mood, refused to speak with him, and the diplomat left in a huff. I hope that doesn't cause us problems later.

The caravan, at least, was willing to trade, with or without our leader. Truth be told, we didn't have much to trade them. They brought a lot of goods that we could have used, but we really hadn't had time to do much crafting, ourselves. But they seemed happy enough when they left, so I suppose it was a start.

Winter turned out to be not much different from the rest of the year - hot, humid, and buggy. But Urdim emerged from the mason's workshop with the most astonishing armor stand, made of rock salt and encircled with bands of rock salt cabochons and silver.

She called it Buzat Sanreb, the Twigs of Owning (whatever that means), and it looks as valuable as hell. Oddly enough, she's a miner, not a mason. And she's never given any indication of knowing much about masonry - still doesn't, in fact. But she's back to her normal self again. Whatever that strange mood was, it's over now.

So here we are. It's spring again. We've been here one full year. So far, everyone is healthy and happy, though our water buffalo somehow starved to death, standing in the middle of a lush jungle. The dogs had puppies, the ewes had lambs, and we've got quite a bunch of chicks and turkey poults running around.

We're doing quite well for food and drink, and we've all got decent bedrooms now - if nothing too fancy (but it sure beats sleeping in the mud!). Our dining hall is still pretty rough, too, but we've come a long way.

However, at the end of winter, we were plagued with goblin thieves. We caught four of them in traps. (I'm not sure what we're going to actually do with them.) If there were more than that, we never saw them. I don't think they were successful in stealing from us - certainly, our children are all still safe - but this is only the beginning.

Now that they know we're here, we can expect further attacks. And to be honest, our defenses are still quite limited. Our traps were set up to defend against the occasional alligator or other wild beast. Against goblins,... well, we were lucky this time. But we can't count on that. And if any archers show up, our moat really won't be much protection.

We need to build walls, but there just aren't enough of us, not yet. We need more immigrants - and adults, not children. Skilled adults, hopefully. Certainly, another mason would be really, really useful.

But we'll take what we can get. And if we don't get anybody, we'll still manage. Because we're the Rhyming Towers, and we'll do whatever it takes to make Summitspear a fortress of legend.

___

Note: Part 2 is here.

Tuesday, January 24, 2012

Minecraft fortress

(click images to embiggen)

Note: This is the second dispatch from my latest Minecraft world. The first is here.

This is a cold land, but rich. My crops grow well, despite the occasional snowstorms. My livestock seem to need little care. So I've had a lot of time on my hands.

Too much time, probably, since I've started an absolutely massive stone fortress. It really is pretty ridiculous, isn't it? I can't even claim that it's for protection, since these walls enclose only a small part of my homestead. With the time I've spent building those vast towers, I could have enclosed the whole place with sturdy walls.

Indeed, I'm still having immense trouble with creepers. The other day, one sneaked inside my stone wall and ran up behind me. Only at the last minute did I hear it hiss, and the explosion tossed me clear across the room. Luckily, I've taken to wearing armor, even inside. But I was badly injured, even so.


And I'm still living in a shack, little more than a lean-to against the south wall, while I spend my time creating this monstrosity! It really is pretty ridiculous, don't you think? I haven't even explored this land, not very far, not further than I can see from the top of one of my towers. I've just been laying stone.

Whenever I run out of stone, I head into the caverns below for more - and for more coal, too, which is the bigger problem by far. I've got lots of trees, so I've used some wood to fire my forges, but that seems wasteful. Yes, trees are a renewable resource, while coal isn't. But I still hate to burn wood.

Besides, I need to explore the caverns, anyway. They are really extensive. Previously, I mentioned that deep crevasse that bisects the upper caverns. But I'm beginning to wonder if it's just one crevasse or two. Or more. I don't know. It gets really confusing, as those caverns twist and turn.


I've gotten to the bottom of at least one crevasse, maybe more. The problem is that I haven't been able to walk along the bottom. It's not just the obstacles, but the darkness that's a problem. I can use torches to light my way, but there are countless dark ledges above me, and those ledges can pretty much rain monsters.

Again, creepers are my biggest problem. I've had creepers drop out of the dark almost right on top of me. And I've been badly injured a few times there, too. Again, my iron armor has saved my life, but I've had far too many close calls. Frequently, I've had to stay holed up in the caverns until I recovered enough to limp on home.

For a long time, skeletons were a problem, too. I couldn't seem to find bowstring material, so an archer on a ledge or across a ravine could shoot at me with impunity. It's not that I like spiders all that much, but their webbing can be very useful. Unfortunately, spiders don't seem to be very common in this cold land.


When I got deep enough, I discovered another danger. There's lava just everywhere. Even without monsters, it would be very, very dangerous to explore the depths of these caverns. But as it is, pretty much anything could knock me off a narrow path into lava, if I'm not careful. And my armor wouldn't help me at all, then.

So I've had to be very, very careful. There are caverns stretching for miles and miles, lava and waterfalls everywhere, and multiple levels, all the way up to the surface. Even without making a misstep into lava, even without the ever-present danger of creepers and other monstrosities, I could get hopelessly lost at even a moment's inattention.

On the bright side, there are many valuable resources down there. I've found lots of coal and iron, some gold and some redstone, and even a couple of diamonds. And I've only just begun to explore the place. But it's sure been rough on my nerves!


So I think I need a break. I recently built a compass, so I should be able to explore this land without getting hopelessly lost. I think I'll take my dog and explore on the surface a bit, maybe even draw a map as I go.

I wonder what lies on the other side of the eastern desert? I wonder how far this pine forest extends to the west? I stopped at the river's edge to my north, but I could certainly craft a boat without too much trouble. And there are mountains to the south. I'll bet I could get a pretty good view from up there.

And yes, I'm sure there will be monsters, but maybe I won't have to worry that my next step will put me neck-deep into lava. And I could always try taming another wolf or two. At the very least, it will be a break, and I think I need a break. I really, really think I need a break.

Monday, January 16, 2012

A new start in Minecraft

(click to embiggen)

Note: I enjoyed my moss-draped clifftop home (here and here), but I wanted to try something different, and I couldn't find the terrain I wanted in that Minecraft world. I'm sure the perfect spot was there somewhere, but I couldn't seem to find it. So I decided to create a new world, and after a couple of tries, I found one that really seems to fit the bill.

I don't know how I got here. I remember a raging storm, and me in my little boat, but then I came to my senses here, my clothes torn and ragged, no supplies at all, and a big gap in my memory. So be it. I've started from scratch before, and I knew I could do it again.

I decided to settle in this old flood plain. At least, that's what it looks like. There's a river to the north and some hills to the south, but in between, it's flat and heavily forested. In fact, this pine forest extends to the west as far as I've explored, so far.

To the east is a vast desert, and to the south, past the wooded hills, there seems to be a range of mountains. I don't know how far that extends. To the southeast, at the edge of the desert, there's a native village. They seem uninterested in my presence. But then, it's hard to communicate without a single language in common.

So I settled in this pine forest, all green and beautiful in the sun. There was a crust of ice on the pond, which should have given me a clue, but I was still taken by surprise at the first snowstorm. It was a real blizzard, and I was lucky to be inside when it started. The snow still hasn't melted off most places.

One of the more interesting things about this location is the vast hole in the rock just south of my farmstead. I discovered that it leads down into an expanse of caverns - and those caverns themselves are bisected by a deep crevasse. Actually, it looks deep, but I don't know how deep it really goes, because it's too dark to see very far.

And the caverns are infested with monsters. Luckily, most of them seem to be stuck on the other side of the crevasse. But I've kept my underground exploration to a minimum, so far. First things first, and I needed to concentrate on basic survival.

(the NPC village)

So I built a little shack, where I could sleep in safety, and set about building my farm. Despite the cold weather, my wheat is doing well, though I have to go to extraordinary lengths to keep even running water from freezing. And I may end up building a greenhouse for the sugar cane.

There were sheep everywhere, so wool hasn't been a problem. But I had to search to find a few cattle and chickens, and I haven't found any pigs at all. Well, the forest to the west is positively infested with wolves. I've never before seen so many wolves in one place, and maybe for that reason, there's little other life there.

But although I'll definitely miss bacon - ahhh,... bacon! - I can survive without it. And I was able to tame one of the wolves for a pet. The rest of them don't bother me, and I don't bother them.

The monsters are a worse problem, especially the creepers. I've always been rather inept at combat, and I've had a hard time preventing creepers from blowing the hell out of everything I've built here. Still, they haven't gotten me yet, and everything else can be rebuilt.

Nevertheless, I've started building a stone wall around my settlement. Maybe, someday, it will be a real fortress, a vast structure of stone to keep out all possible enemies. Heh, heh. Sure, it's only me, so I don't exactly need such a place. But as long as my crops and my livestock do OK, why not? I've got plenty of time for a hobby.

I'll explore when I get tired of stonework. I'll need to find more coal - and mine lots more stone - anyway. I must say that I'm curious about those underground caverns. I wonder how far down they go?

PS. I don't know how long I'll play this. I've got lots of different games to play. But I'll probably post more again, sometime.

Saturday, December 24, 2011

Inside my Minecraft home


OK, after posting screenshots of the setting of my latest Minecraft home, I had a request to show the inside. My pleasure! :)

But don't expect too much. I'm not particularly imaginative, and it's a small house. As I noted before, I'd intended to build a multi-story structure, but at the top of this cliff, I apparently ran into a height limit in the game. In fact, that's why my house has a flat roof, because I couldn't go even one block higher.

At any rate, this is the front door. (As always, click on the images to embiggen.) There's a small swimming pool in the foreground, and the stairs down to my wheat farm on the right. The stairs are glassed-in on the outside, which lets me look for monsters on the way down. And after first experiencing the torrential rains here, I put a roof over that, too.


This is the master bedroom - just a bed, table, and bookcases. I like a lot of light in the house (note even the glass roof), so there's not much room for paintings or other wall decorations. And although I thought about putting a wool rug on the floor, I never got around to it. Interior decorating isn't my forte.

You can see the back door in that picture, too. It opens to the south, to the bridge which leads to my animal pens. Turning, you can see the other side of the room:


This is my dining room/kitchen. Again, it's more functional than decorative. The cabinet holds my food, with the oven just beneath it. And the stairs to the basement runs along the south wall.

The basement itself is rather empty. There's a crafting area in one corner, but that's about it. Oh, that hole in the foreground contains the ladder leading, eventually, to the top of that glass-enclosed elevator to the docks, which I showed in the first bunch of pictures:


Maybe this isn't as decorative as most Minecraft homes, but it works for me. At this point, I'm more concerned with exploring. First, I want to find a deep crevasse, so I can do some mining. The only one I've found so far is not very deep or very long. But if I can find the right spot, I'll probably build a little home there, too, either hanging onto the side of the crevasse or dug a little bit into it.

I'd also like to find a large, flat area of dry ground, so I can build a more elaborate structure, perhaps a walled farming community, or a fort or something. There are only small patches of dry ground around here, and most of them are on the sides of cliffs! I need to find a continent somewhere, if I can.

Certainly, Minecraft worlds are big enough for everything. My biggest worry will be getting lost while exploring. As it is, by the time I get down a cliff, I usually find myself somewhere completely unexpected. I really need to make a map! (But for that, I need a compass, and for that, I need redstone.)

Thursday, December 22, 2011

My Minecraft home


Here's my latest Minecraft home (click on the images to embiggen). It's on top of a tall cliff - in fact, I was going to build a house with several stories, but the game wouldn't let me build higher than the clouds. (That's something new, I think.)

My wheat farm is to the bottom left, and I've got a couple of animal pens to the south, on the other side of the bridge. I started this game on a previous version, when livestock continued to spawn during the game, so I'm a bit short of animals now.

And this part of my world is so full of sheer cliffs that it's hard to lead animals up here, too.


Here's the north side of my home, at night in a thunderstorm (that's why the clouds look black). I probably should have waited for a clear night to take a picture, huh?

At any rate, it shows the glass-enclosed elevator (ladder, really, though it feels like an elevator), leading down to my boat dock. In all of these pictures, you can see the moss hanging from the topmost cliff, since this whole area is filled with marshy terrain.

I wanted a world with cliffs, because I was planning from the start to build a clifftop home. But this area has almost no flat ground, and what little there is contains marsh or desert, with a lot of water everywhere. So far, I haven't found any continents.

But I haven't explored too much yet, and that's something I really need to do.


This is looking at my house from the southwest, still at night, during that same thunderstorm. As you can see, the terrain is nothing but cliffs, pretty much.

I tend to get so involved with building that I forget about exploration. And by the time I get this far, I start thinking about creating a different world. Heh, heh. Yeah, I'm always beginning games, without getting too far in them.

Incidentally, if you're thinking about playing Minecraft for the first time, you might want to check out this video tutorial. Note that there's no tutorial in the game, and this guy starts things out with the most basic stuff.

You'll still need the Minecraft wiki bookmarked, though. You can make all sorts of things in the game if you know how, but it can be frustrating to rely on trial and error. And even experienced players can't always remember everything.

Thursday, November 24, 2011

Minecraft parody - creeper revenge



This is great, if you've played Minecraft. If not, you won't get it, I'm sure. And I don't know if I can explain it.

But note that this is the Minecraft world, more or less. That's part of the humor. The rest is all about creepers.

Creepers are monsters which are spawned in the darkness, but don't burn up in direct sunlight, like skeletons and zombies, and don't become passive during the daytime, like spiders. At any time, they can sneak up behind you and blow themselves up, killing your character and blowing a big hole in the environment - including anything you've carefully constructed.

They're the monster which Minecraft gamers love to hate. We've all experienced sudden, unexpected death from creepers. And it's not just death - after all, your character just respawns - and not just the chance of losing your entire inventory, but also the potential destruction of what you've worked hard to build.

Because Minecraft is very much a builder's game. Those buildings and sidewalks and other structures you see in the video are all constructed by the player from the basic raw materials of the world.

Imaginative players produce some very elaborate and beautiful structures in Minecraft. Did you see that streetlight? I would never have imagined building that, myself, but now that I see how it was done, it's definitely going in my next Minecraft world.

And a creeper can blow it all up in an instant. Of course, you can just build it again. You can even gather up, from the site of the explosion, the raw materials you'd used the first time, as well as your inventory items, if you can get back there from your spawn point quickly enough.

But it's still frustrating - and more than a bit funny. A moment's inattention and... BOOM!

Incidentally, Minecraft was finally released last week. Yup, all this hype, the huge fan base, the millions made by the developer - all that has happened while the game was still in development! Incredible, isn't it?

Markus Persson - "Notch" - started selling the game while it was still in alpha, so he could keep working on it. And the game's popularity is all based on word of mouth, gamers spreading the news to other gamers.

One month after reaching beta status, it had already sold a million copies. That reached 4 million copies this month, before the final game was even released. It's been a real gaming sensation and an inspiration to indie game developers everywhere.

Even though I knew all this, I was positively shocked at how many Minecraft parodies there are on YouTube. I mean, yeah, gamers love it, but... it gets this kind of notice? What's next?

Most of them are rather amateurish, of course, but you might also enjoy this one. It's clearly made by young people, but it's pretty impressive, isn't it?

___
PS. One other game-related note, if you happen to be reading this on Thanksgiving Day: GameStop (formerly Impulse, formerly Stardock) is selling Sid Meier's Civilization V today only for 75% off - just $7.49.

Note that the game runs on Steam, which I hate. That's the reason I haven't bought it before now. But I have bought a few games on Steam, when they get too cheap to pass up, and I think this will be another one. Really, this is too good to miss, don't you think?

Sunday, October 23, 2011

Sorry, I take it all back

I used to watch some Nebraska football - in this state, it's hard to avoid - but I haven't in years. And I've always been pretty dismissive about watching sports on television.

Yes, I'd say, I can understand the interest in playing sports. But sitting and watching someone else play them? It's not just a horrible time-waster, I actually find it hard to see anything positive about it.

But just today, I realized that I've been spending more time watching other people play computer games - in YouTube videos - than I've been spending playing them myself! Suddenly, I realized that I was being a real hypocrite criticizing couch potato sports fans.

OK, you've got me. I hereby apologize for everything I've said about watching football and golf on TV. And yes, even basketball, too. Hockey? Well,... I don't know. I've got to maintain some standards, right? :)

But yeah, I've been busy lately - trying to get some yardwork done while the weather's still nice - and I haven't wanted to spend too much time reading or playing games. But somehow, I've still worked in plenty of time for watching YouTube videos. And most of them have been of gamers playing games.

For example, I've been watching Tales of Lumin as he plays Minecraft, Terraria, and Deus Ex: Human Revolution. I've got the first two games myself, but Lumin goes into them without knowing very much about them. It was especially fun to see him play Minecraft. He brings a lot of enthusiasm to his gameplay.

I've never played Deus Ex - neither the original game nor this sequel - and it really doesn't seem to be my kind of game. But it's still a lot of fun to watch. (Note: for this and the other games mentioned here, click on the correct "playlist" on the right side of the screen at their YouTube channel. If you start with the first video clip in a series, they will usually load in order automatically after that.)

I've also watched Jef Major ("one 'F' Jef") play a number of games, including Mount&Blade, Silent Storm: Sentinels, and It Came from the Desert. I've owned Mount&Blade for a long time, and it's lots of fun, even though I'm really, really bad at it. But watching Jef play it makes me want to play again - or, better yet, buy one of the newer sequels.

Silent Storm is a game I somehow missed when it first came out. I really wish I could find a copy of it, because I'd love to play it. But it doesn't seem to be available anywhere. (The Sentinels expansion is still being sold, but you need the original game to play it.)

And I'd never even heard of It Came from the Desert. I don't suppose I'll ever play it, but I enjoyed the playthrough.

I watched Revocane play Fort Zombie and made the mistake of thinking I might be able to play it myself. Heh, heh. Well, it was only $10, so I wasn't risking much. But it's almost unplayable for me. I'm pretty bad at games like that, and the controls are just terrible. Frankly, it was a lot more fun to watch.

I also watched him play Dwarf Fortress a little bit - and Jef Major, too. But although that's a wonderful game, it doesn't work very well on a video clip playthrough. It's just too hard to tell what's going on. That's really one I need to play myself (and I will, again - sometime).

I watched Tanit playing Combat Mission: Shockforce, which got me to buy Combat Mission: Battle for Normandy, which I do intend to blog about sometime soon. It's lots of fun! And watching Box MacLeod playing Jagged Alliance 2: Urban Chaos got me to reinstall JA2, myself. (Ah, so many games, so little time!)

Even that isn't all of them. I've been watching gameplay videos for some time now - from Paul Soares, Jr., PlumpHelmetPunk, GrimithR, and many others. What can I say? It's addicting. Almost invariably, I get enthused and either buy the game or jump back into it, if I already own it. But I seem to spend far more time watching these videos than actually playing the games myself.

So, yes, I take it all back. I guess I understand why you watch sports on TV for hour on end. Of course, those games seem kind of dull to me, when you could be playing - or even watching - Minecraft, Silent Storm, or Mount&Blade. But to each his own. :)

Sunday, May 29, 2011

Terraria



I've been playing the PC game Terraria recently, so I thought I'd post a bit about that. The above video is the first of a whole series on YouTube, and they got me interested enough to buy the game myself. (There are many other YouTube videos about Terraria, too, of course - here is another series I've enjoyed.)

I hesitated, because the game seems to have stolen a lot from Minecraft. Well, we knew that was going to happen, right? And this is a side-scroller, so the gameplay is quite different. Besides, I sort of like to see games borrowing from Minecraft (and Dwarf Fortress, which I've seen happen, as well), since those games contain features which I'd love to see become more common.

I also hesitated, because Terraria is available only on Steam. Frankly, Steam is my least favorite gaming platform. I particularly dislike the fact that I have to start Steam, and connect with their servers, before I can play even a single-player game. But Terraria was only $10, and I figured I'd go ahead and try it anyway.

At first, I thought I'd made a huge mistake. I'm really, really bad at this kind of game. Those videos make it look easy, and it probably is for most people - but not for me. But I did get a little better as I continued, and it is fun. Still, I think I almost prefer watching those YouTube videos of other people playing. Heh, heh.

Well, not really. I won't ever get very far in the game, but it's already been worth the money. I'm easily bored, so I tend to jump from one game to the next, without getting very far in any of them. But if it wasn't fun, I wouldn't do it.

I should, however, note a huge design flaw in Terraria: There's no way to pause the game! Isn't that crazy? Was the game made for eight-year-olds who, presumably, can play entirely without interruptions? For the rest of us, that's nearly impossible, don't you think? Heck, I'm better off than most, since I live alone. But what about when the phone rings, or when someone comes to the door?

But this is still a great game. Like Minecraft, you start on a new world in the morning, and you have to build a shelter before nightfall. So, just like Minecraft, the first thing you need to do is chop down trees to get lumber. You start with a copper axe and a copper pick (for digging through dirt and rock). And you can make everything else you need (again, like Minecraft).

In Terraria, though, you're not safe even during the day. Even when you first arrive on your new world, slimes will come from both directions. They're not actually aggressive, not if you don't hit them. But since this game is entirely two-dimensional, they will hit you - and hurt you - while they're traveling through, unless you actively avoid them.

But you need to kill some of them anyway, since you get gel from slimes, and you need gel to make torches (gel plays the role in Terraria that coal and charcoal play in Minecraft). Torches are needed for light, at night and underground, though they don't stop monsters from spawning (solid walls, placed as a background, do that). And yes, at night, zombies and demon eyes appear.

Terraria is a side-scroller, and you can move right or left along the surface of the world. But the biggest part of the world is underground. You can mine pretty much anywhere, through rock and soil, but you're better off finding a natural cavern. There are caverns extending far, far underground, and they get more dangerous the further down you go.

But there's treasure down there, too. You can find some copper and iron on the surface, but there's more underground. And there's also silver and gold. And gems. And treasure chests. And the monsters all drop loot when you kill them.

For someone as inept as I am, the neat thing about the game is that you can play at your own pace. No, there aren't any difficulty settings. But I can decide when and where to go underground, and I can decide when to leave my secure little home at night. Plus, death isn't much of a setback.

When you die, you just reappear at your spawn point (where you initially started the game, unless you've made a bed and set your spawn point elsewhere), with your entire inventory intact. You do drop half of the coins you were carrying, but you can go back and pick them up again. And if you store your more valuable coins in a chest in your house, you won't lose any of those.

Death is rather common. Well, it's a dangerous world. If you're a long way from home, you'll probably hate dying, since it will be such a long trip back. But it's not all that significant, either. And this encourages exploration. Especially when you're underground, the temptation is just to keep going a little further. That can keep you playing for hours. So maybe dying occasionally isn't so bad, especially if you need to get some sleep at night.

Terraria really is a great little game. I don't normally play side-scrollers or platformers. (That might be why I'm so bad at this.) But Terraria takes from Minecraft two features that really make a difference. The first is crafting. In both games, you can make a wide variety of furniture and equipment. And you can make homes, too. That constructive part of these games is important to me, since I get really bored just killing things.

And second, you can completely re-arrange the terrain. You can dig anywhere and put the rock and soil anywhere you want. You can completely level a mountain, or build one. You can cut down trees and plant them. Minecraft is 3D, while Terraria is more like living in an ant farm. But in both cases, that freedom to re-make the world is a really big part of the gameplay.

There's no demo of Terraria, but there are a lot of YouTube videos showing how the game works. And it's only $10, so it's not a big investment, even if you don't play it much. If you do buy it, you might need to check the Terraria Wiki sometimes (there's a link on the Terraria website, too).

But it's really not that complicated. Pressing the escape key opens up your inventory and shows you what you can make out of what you're carrying. If you click on an item in the crafting area, it will show you exactly what components it will require. And if you stand near a forge, a workbench, an anvil, or an alchemy table, you'll have even more crafting options.

You can see, in most of those videos, gamers figuring out these things. They often miss some things - for example, that a hammer can remove what an axe or a pick cannot - but that's just part of the learning process. If you get confused, just check the wiki. But you probably won't need to do that very often.

I can see why Terraria has become such a big hit. Well, Minecraft was an even bigger hit. That should tell game developers something. Meanwhile, if you like to waste a little time playing computer games, like me, you could do far worse than Terraria.

Sunday, February 27, 2011

One year old!

This blog is one year old today. I started it, pretty much on the spur of the moment, February 27, 2010.

FYI, here's my first post.

I never intended to specialize in anything in particular, so I never expected to get many readers. (That last part was certainly accurate.) I find so many things interesting that I've never wanted to narrow myself (one of the big problems I had in college, and with a career, too).

So how has the past year gone?

When I started this blog, I worried about having enough topics. Heh, heh. As it turned out, that's the last thing I needed to worry about! I can't even come close to writing about everything that interests me. I write too many posts as it is (although the number will lessen once winter is over), without even denting the supply of potential topics.

However, I started out with a bigger variety of posts, I think. Politics and economics were always here, but they've kind of taken over the blog. I still write book reviews - science fiction, mostly - and occasional posts about computer games or science, but not as often as when I started (or does it just seem like that?). And for the most part, I think I've said all I can say about religion - not that that's ever stopped me before.

Other things have changed, as well. I've added a Quote of the Day in the main part of my blog (it used to be along the side, where no one ever noticed it). It's not exactly a quote, but more of an excerpt where I don't add my own commentary. Well, there's a lot of good stuff on the internet, and I want to share as much of it as I can. (This also helps me find these things again, if I need them.)

I've started posting political cartoons every day, too. Well, I've always liked such things, and I think they break up the long, long mass of text that's my usual writing style. Note that I try very hard to include a link to everything I copy from elsewhere. (Unfortunately, the above graphic is an exception. It seems to be everywhere online, and I just can't find where it came from originally.)

(A guy can hope, can't he? - Pearls Before Swine)

I certainly haven't accumulated many fans. With more posts, I get a lot more hits from Google now (especially when I write about Minecraft), but I have few more regular readers than when I started. OK, that's disappointing, but I really didn't expect much different (a little different, perhaps). If I really wanted to attract more people, I'd find a niche and stick to it.

But I'm just not interested in doing that. This blog is mainly for me. It gives me a place to express myself - to rant and rave, frankly - and if you find it interesting or informative, great. If not, that's OK, too. I'd still like to hear what you like and don't like about it. Everybody can use constructive criticism. But my goal isn't, and has never been, popularity.

Good thing, huh? Heh, heh. Well, I'm not sure I even have a goal, if you want to know the truth. I'd certainly like to attract more readers, but that's not why I'm doing this. Still, as I say, I'd appreciate comments and suggestions.


CRPG Addict, who has a young, but very successful, blog of his own, recommends that I change my title and header, since they don't really convey the focus of my blog. Well, I've known for a long time that my title was poor. "That's interesting" is such a common phrase online that a Google search results in millions of hits (hmm,... oddly enough, my blog seems to be near the top, no matter how I do the search).

But I'm terrible with titles, I really am. I gave almost no thought to "That's interesting," but I still haven't been able to think of a better one since then. I'm just not very creative, at least not in that way (maybe not in any way). Heck, just look at the titles of my individual blog posts.

And yes, the header is really vague, but the fact remains that it's accurate. I really don't intend to specialize here. If America ever gets its head out of its butt, I might well post less about politics. And I still intend to continue posting about other things - whatever catches my interest, whatever I feel like writing about, with absolutely no limitations.

I understand that other people don't have the same interests as I do. My brother gets bored to death with my posts about computer games (and probably most everything else, I suspect), but gamers won't find enough of them to keep coming back. When I write book reviews, I sometimes get flattering comments, too, but this isn't a site devoted to such things - or devoted to anything, in particular.


It's just a mixture, a jumble - odds and ends of almost anything mixed into a heavy dose of politics. Looking at the tags, the "labels" on my posts, I'm a bit surprised to see just how many are about politics. Yes, I've got 100 tagged as "religion" and 68 "economics," but often they're about politics too. And I've only got 59 labeled "science," 40 "computer games," 33 "skepticism," 27 "science fiction" (I don't have a general "books" category).

Of course, many of these are videos (199) or cartoons (181), at least in part. But this gives me a very general idea of what topics I've covered. (When I started, I didn't really think about how I wanted to label posts. Instead, it's just... developed, without much thought. Yeah, I suspect that was another mistake. After all, it's not easy to find something using those labels, not at all. Of course, you can just search for a keyword, but then you get every post that even mentions the word.)

Well, I'll try to find the time to actually think about what I'm doing here. Heh, heh.  I think a great deal about the posts I write, but I tend not to think about the blog in general. Maybe that's been a mistake. But I've been happy with it so far, so it can't be too much of a mistake, I guess. As I stated in my first post, this blog was for me. And really, that's still how I think of it.

Tuesday, February 8, 2011

Minecraft and the redefinition of rape



OK, I don't want to post too many video clips today, but this one caught my attention. I posted previously about Republicans trying to redefine "rape," and I've certainly posted about the Minecraft computer game, but... combining the two subjects? That just seemed weird.

But as serious as the first topic undoubtedly is, I had to laugh at her addiction to this computer game, which I've been playing pretty obsessively myself. Yes, it is addictive, and lots of fun. And the fact is, Skepchick - Rebecca Watson - often includes humor in her excellent videos. That doesn't hurt their effectiveness, not at all.

I won't add anything to her message, not this time, except to note that this is the third anti-abortion bill Republicans have introduced since they took control of the House of Representatives, just a few weeks ago.

Despite all the talk about how Republicans have changed, and how this time they really are focused on cutting spending (not deficit reduction - even their own supporters can't believe that, I'm sure), the reality is that these are the same old Republicans with the same old "culture war" obsessions who nearly destroyed our nation during the Bush years.

It's just that they think spending cuts poll better than tax cuts for the rich and loony right-wing culture war issues. (On the other hand, they know that their base demands the latter.)

Monday, January 3, 2011

Dwarf Fortress donations

I was just reading that Tarn Adams received more than $54,000 in donations from Dwarf Fortress players in 2010. That's remarkable, don't you think?

Of course, that kind of money would be a drop in the bucket to a big game company, but we're talking about a lone game developer who gives his game away for free. And yet, his fans keep him going - for ten years now - through voluntary donations. Yes, I think that's quite remarkable.

Note that Dwarf Fortress has ASCII graphics (i.e. virtually no graphics at all). When I play it, I use a fan-made graphics pack which is minimal enough as it is. And the game has a killer learning curve, too. The wiki certainly helps with that, but the game still isn't for everyone, not even close.

Still, there's a reason why Dwarf Fortress fans are willing to donate money, over and over again, to keep the game development continuing. The gameplay is remarkable, it really is. There's really nothing else like it.

True, there are a lot of games out there, but that's kind of my point. These days, unconventional game development is possible. Not everyone has a Dwarf Fortress - or a Minecraft - but there are a ton of games being made by imaginative game developers who don't have to work for a multinational corporation.

And since their games don't cost hundreds of millions of dollars to produce, they don't require that kind of money to keep going - which means that they don't have to appeal to the lowest common denominator in gameplay. This is something like the movie industry. Blockbuster movies can be great fun (or not), but film buffs can find a lot to like in smaller, independent efforts, too.

Computer games are the same, but even more so. There's a game to every taste - a game that won't appeal to everyone, but might just suit you. Big corporations must try to appeal to the single largest game-buying demographic, because they have to sell millions of copies just to break even.

But maybe your tastes are slightly different? Well, thanks to the internet - and to people like Tarn Adams and Markus Persson - there's a game for you, too.