Autopilot.

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Rain, Steam and Speed – The Great Western Railway (1844) by J.M.W Turner (reproduced from Wikimedia Commons). I love very few paintings, but this is one of them. For me, it captures the deeply ambivalent way in which the future emerges from the past, the hard definition of the present breaking its way out of the smeary fog of memory.

 

Hello everyone. This post is going to be very personal indeed, and I must begin by apologizing for writing such a long digression from my usual subject matter. Which is not to say that I will not be discussing videogames, I will be, however I will be talking about the darker side of their presence in my life.

 

Continue reading “Autopilot.”

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Autopilot.

Liberté, égalité, fraternité : A HoI4 Counterfactual History.

20170111220558_1The Hearts of Iron series might be the most ambitious series of videogames ever produced for a general audience. What they attempt to do is compress the largest and most complicated war in human history into something which can be controlled and directed by a single person.

All aspects of the war effort are at the player’s disposal, from the direction of production and research to the disposition and command of troops. The level of simulation is impressively deep, although understandably occasionally somewhat skewed. HoI is the closest that videogames come to being a doctoral thesis on the reasons that world war two was won and lost.

From my armchair I have directed campaigns all over the world. From the Sahara desert to the jungles of Borneo I have shepherded troops into battle, carefully laying plans for their supply and upkeep, assessing the enemy’s strength and pressing their weak points. Map of the world is remade into a canvas for imperial conquest, heroism and the struggle for democracy. I have never played a game of Hearts of Iron that did not leave me with a story to tell, a strange new history to examine.

Today I would like to present you one of these strange histories. A history of WW2 that diverges from our own, starting with a what-if that I played out in a game of Hearts of Iron four; what if France had stood up to Germany in 1936? This is part one of my (somewhat embellished account) of what occurred.

Continue reading “Liberté, égalité, fraternité : A HoI4 Counterfactual History.”

Liberté, égalité, fraternité : A HoI4 Counterfactual History.

Living a Lie : The Secret World

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The Secret World
2012 MMORPG Developed by Funcom

 

The Secret World (TSW) is in many ways an unremarkable MMORPG. If one has played almost any MMORPG in the last fifteen years, much of its design will be familiar. The game is essentially an amusement park, split into a series of themed areas which are chock full of creatures to kill and quests to pick up. What makes The Secret World stand out is its setting and its story. Its setting oozes character, is packed with a library full of lore, and its fiction is bound together with its gameplay by an impressive (for an MMORPG) internal logic.

One’s character is an ordinary person living an ordinary modern life. What makes them special is that one night they are picked, seemingly at random, to be the host for a powerful and otherworldy entity called “The Buzzing”. The Buzzing manifests itself as a swarm of glowing bees, one of whom crawls into the player character’s mouth while they are sleeping. So far so creepy. The Buzzing turns your ordinary joe’s world upside down, making them effectively immortal and giving them superpowers. Post beeception one is thrown into a world where every urban myth, every ancient secret and every conspiracy is true.

If some of this is sounding familiar that is because TSW’s setting resembles White Wolf’s famous “World of Darkness” setting in many ways. Indeed, the friends who got me into the game sold me on the idea partially as a digital imagining of the World of Darkness setting. When I first started playing however, I bounced off the game almost completely. In this piece, I should like to tell you a little bit about why that was. Doing that involves a discussion of a most interesting topic, roleplaying in videogames.

Continue reading “Living a Lie : The Secret World”

Living a Lie : The Secret World

The Iron Horse : Railroad Tycoon 2

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Railroad Tycoon 2
1998 Management/Train Simulator, Developed by PopTop Software

 

This week I am going to continue down memory lane with another game from the nineties.

I love games from the nineties. There is a certain atmosphere to most of them, a grunginess in the sprite art. There has been something of a renaissance of this style in recent years, so clearly I am not the only one who is nostalgic for the visual styling of games like the Marathon Trilogy (in fact anything put out by Bungie in the 90s), Age of Empires and (the subject of this article) Railroad Tycoon 2.

Continue reading “The Iron Horse : Railroad Tycoon 2”

The Iron Horse : Railroad Tycoon 2

Tripping The Dark Fantastic.

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Escape Velocity and Escape Velocity Nova
Space-faring game 1996/2002 both developed by Ambrosia Software

 

In the mornings, early before school, I used to creep downstairs and turn on my parent’s old Apple Mac. It was an ugly old thing of a 1996 vintage, a time when a nicotine shade of cream screamed of the heights of computer technology . After it had run through its five minute boot up sequence I would click through to my object—Escape Velocity. There has never been a game that has taken me away to another place so completely as Escape Velocity. It presented a world of possibility, an almost endless expanse of black space in which to project my imagination. I had no elite, I was born too late for that, and Free-Space passed me by, but Escape Velocity was there to fill the void.

I wonder sometimes if there is some special effect that space-faring games, especially those with an open structure, have on a young mind. It seems to me that that space of infinite freedom and possibility is perfectly calibrated to take an overactive imagination and have it fill those voids to the brim with adventure. In this piece I should like to tell you a little about Escape Velocity, to explore why it was so important to me and to explain why it can no longer hold my interest.

Continue reading “Tripping The Dark Fantastic.”

Tripping The Dark Fantastic.

Other Places I do Stuff

Hey,

If you are wondering why there has been less content on the site of late it is because I now write reviews for a website called Ordinary Gamer. You should check it out, it is pretty cool if I do say so myself.

I am still trying to work out how to balance writing, life and playing stuff interesting enough to actually say something about, so content might be a touch slow around here for a while.

That said, I have some stuff in the pipe that should be ready soon. So, if you are interested, follow me on Twitter (@KnowThyGameBlog) and that will keep you informed.

Thanks!

Other Places I do Stuff

10 Things I Know About “Flight Rising”

Recently my fiancee and almost all my friends have been getting into a browser game called “Flight Rising”. This is what I have gleaned about it by being in the same room with people who are playing it:

1) It is a game about dragons.

1a) You win if you have the prettiest dragon.

1b) If a dragon is not pretty enough, it loses and must be sacrificed to the Dark Gods.

2) Some dragons are potatoes.

2a) Of this class, there is a subclass of “sweet potatoes”. These are the most powerful           and delicious of all dragons.

3) Dragons sometimes wear waistcoats.

3a) Potatoes sometimes wear waistcoats.

4) Dragons can have familiars.

4a) Familiars are trusting and intelligent creatures who you must speak to every day in         order to keep them happy.

4b) After a familiar’s trust has been gained and you are friends, the next thing to do is to      take them to a dark magician and melt them down for spare parts.

5) Dragons can breed and have babies.

5a) When two pretty dragons mate, their babies are almost certainly horrifically ugly.

5b) Ugly baby dragons must be named, cared for and then quickly sacrificed to the Dark        Gods in order to prevent the spread of their contagion.

5c) Dragons are terrible parents and have no emotional connection to their children.       Their faces are expressionless when their children are taken away to be sacrificed.

6) Dragons can be genetically modified in exchange for gold.

6a) This is expensive, and in order to afford the treatments, dragons are made to fight          other creatures.

7) Dragons are sentient, they have thoughts, feelings and emotions. Dragons are not human, therefore dragons are not people.

7a) Thus when players trade dragons, they are technically not engaging in “slave       trading”

8) Flight Rising is neither addictive nor compulsive.

9) People who play flight rising exercise their free will by staying up late into the night playing Flight Rising.

10 They just want to have their dragons pit-fight for long enough to afford their         plastic surgery. They will come to bed soon.

10 Things I Know About “Flight Rising”