Lately, I've been reading a very exciting book called The Wisdom of Crowds, authored by James Surowiecki. I don't usually write about books here at AA, but this one is just as good as Donald Norman's The Design of Everyday Things, another must-have if you do any reading whatsoever on technical topics.
Good grief. It looks like Bill and I might actually be handing in the completed draft of Vintage Games tonight. Even as I write this, Alyx is finishing up the last few chapters (then we'll need to make the necessary changes). It's been a long, slow, grueling process, but I think you're going to be impressed with the book.
What are your thoughts on Tetris? Is it one of the world's greatest games? Why or why not?
Well, as you can see from the above titles, I'm going to be working on the two games that will appear last in the book. We've still got quite a few chapters left, and the publisher is really pushing us to get this thing done so they can start prepping it for printing.
Whew, I finally finished up Neverwinter Nights 2, a game I've been playing off and on for a couple weeks now. While I don't have time to write a full review of the game, I thought I'd offer some quick points for anyone else thinking of taking this one on.
Check this out: PETZ. Make sure to watch a few of the video ads on the page.
Can anyone possibly explain this to me? I can't even begin to understand the appeal of games like this, if even the word "game" can be used to describe it. If anyone can shed some light on this, I'd greatly appreciate it.
Okay, everyone. Now is the time to sound off about your experiences with MMOs and MUDs!
Ah, yes, it's time to start thinking about the Rogue chapter of Vintage Gaming. Of course, I covered this game briefly in D&D, but want to develop a different sort of idea of the game for this project. We've already covered Diablo in another chapter, so I don't think there'll be a great need to dwell on that relationship.
Ah, Simcity. Yup, that's the chapter I'm currently working on, and learning all kinds of neat stuff about Will Wright. There are tons of interviews with him on the net, perhaps because he attracted so much attention from journalists and teachers.
Hail, brave adventurer! That's right--it's time for me to start drafting the chapter on Ultima for Vintage Gaming, the forthcoming book by your very own Bill Loguidice and Matt Barton. Thankfully, I've already done much of the necessary research for this title for Dungeons & Desktops, but I'd still like to hear your stories about the Ultima series. What is the best Ultima? What is the worst? What do you consider the most important innovations introduced by the series? I can think of several right off the top, such as the focus on ethical decisions and the more personality-driven character creation system of later games. The series is also known for introducing really memorable characters and stories, years ahead of the more character and plot-driven JRPGs. Other factors worth considering are the heavy attention given to the interactive world in Black Gate, and the radical changes made to the engine from game to game.