Thursday, September 27, 2012

Belle of the Ball at the UnPub Protozone and plans for Prototype M

belle
Image from dicehateme.com

John Moller just posted his thoughts from UnPub protozone at the Escapist Expo, including his playtest of Belle of the Ball at the Escapist Expo. He had this to say:

"I finally had a chance to sit down with Daniel and play Belle of the Ball. It was a good experience. I really like the interactivity of the game. You get to take actions based on the actions that other player’s choose. There’s a lot of strategy to that, and I didn’t plum the depths of it as much as I could have. The theme is original and really fit what was going on within the mechanics of the game, which is always a plus. It’s a game about mingling at a  Victorian party. Your cards are guests and you’re building sets by grouping and grouping. Belle of the Ball is a little more complex than I first gave it credit for being, and definitely a game to note and watch for."

The UnPub event was a very productive experience. I actually think it was in John's game that the term "caller" naturally emerged in reference to the active player calling for everyone's actions.

One of the things I'm also learning is to keep my prototypes in a closed beta for a little while longer before releasing them for public view. There were some really nice changes to the game based on UnPub feedback, but unfortunately I had already ordered printed cards from an earlier prototype a few weeks prior. D'oh!

Well anyhoo, Prototype M is gradually trickling out to a select group of volunteer playtesters. It's not released to the public yet. There are some significant updates so far.

  • The game supports up to 6 players.
  • Every player begins with a set starting party of four guests. Each guest has one basic charm, so everyone has the same basic options in the beginning of the game.
  • The basic charms call for simultaneous action, a la San Juan. The revised basic charms are
    • Invite: The active player draws a card, then each other players may do the same.
    • Announce: The active player brings a guest into play, then the other players may do the same.
    • Group: The active player may group two guests (or add a guest to an existing group), then the other players may do the same.
    • Excuse: The active player may move a guest out of a group, then the other players may do the same.
  • Three bonus charms (Extra Invite, Extra Announce, Extra Group) allow you to do the noted action an extra time. Those charms are passive. As long as they're somewhere in your party, they are in effect, even when you're not the caller.
  • The other red-bordered charms allow more mid-game scoring for the active player, like Delight (score 1 point per group in play) and Mimic (score any group in play as if it were yours). Other red-bordered charms are more offensive, like Steal (take a single guest from an opponent's party) and Lure (take a group from an opponent's party.)
  • Group scoring is much simpler. All you have to do is match suits within the group. Each matching common suit is worth 1 point. Each matching uncommon suit is worth 2 points. Each matching rare suit is worth 3 points.
  • Removing the "special guest" Belle bonus. It's too random and often doesn't actually decide a victory.
  • Basic Belle bonus is revised so that you're trying to collect a third of the guests with a particular suit. So, 8 of a common suit, 6 of an uncommon suit, and 4 of a rare suit. I removed the Belle seeking 8 "Chat" guests, since they're all assigned to be a player's starting party. That leaves a total of 12 basic Belles, one focused on each suit.
  • Endgame is triggered by the deck running out.
  • Redesigned cards so groups can be arranged vertically, for more efficient use of table space.

But I'm going to wait for further playtesting and we'll see how long these changes last. For what it's worth, the game feels about 90% baked. It's been a long year of development, but I think what will emerge is a nice, elegant game.

Emotion, logic, and dishonesty

Over the course of the discussion of female solipsism, the distinction between dialectic and rhetoric, and between logic and emotion, has repeatedly come up.  Two things have become obvious as a result, which is that 1) men have no choice but to accept the observable female inclination for solipsism, rhetoric, and emotion, and 2) women have to accept that those men who strongly prefer objective perspectives, dialectic, and logic are never going to look favorably upon women's rejection of those things even if they accept the fact of the female disinclination.

The problem is that emotion and rhetoric are both more or less dishonest in discourse, the former intrinsically and the latter practically.  This is not to say that emotions are negative, only that because they are dynamic and the truth is static,(1) emotion-based reasoning is guaranteed to be false at least part of the time.  Rhetoric, on the other hand, does not have to be dishonest, but because it is designed to manipulate and convince those who, as Aristotle pointed out in Rhetoric, "cannot take in at a glance a complicated argument, or follow a long chain of reasoning", it usually has to be at least somewhat in variance with the complete truth because it is primarily designed to appeal to the emotions rather than reason.

Consider the NYT editorial written by a nurse advocating gun control.  Note that I'm not at all interested in a discussion of the pros and cons of gun control here, so don't get distracted by that, but rather considering whether the argument being presented is dialectical or rhetorical in nature.

With the hope of presenting the issue of guns in America in a novel way, I’m going to look at it from an unusual vantage point: the eyes of a nurse. By that I mean looking at guns in America in terms of the suffering they cause, because to really understand the human cost of guns in the United States we need to focus on gun-related pain and death....

[W]e need to stop talking about gun rights in America as if they have no wrenching real-world effects when every day 80 Americans, their friends, families and loved ones, learn they obviously and tragically do.Many victims never stand a chance against a dangerously armed assailant, and there’s scant evidence that being armed themselves would help....

A trauma nurse I know told me she always looked at people’s shoes when they lay on gurneys in the emergency department. It struck her that life had still been normal when that patient put them on in the morning. Whether they laced up Nikes, pulled on snow boots or slid feet into stiletto heels, the shoes became a relic of the ordinariness of the patient’s life, before it turned savage.

So I have a request for proponents of unlimited access to guns. Spend some time in a trauma center and see the victims of gun violence — the lucky survivors — as they come in bloody and terrified. Understand that our country’s blind embrace of gun rights made this violent tableau possible, and that it’s playing out each day in hospitals and morgues all over the country.  Before leaving, make sure to look at the patients’ shoes. Remember that at the start of the day, before being attacked by a person with a gun, that patient lying on a stretcher writhing helplessly in pain was still whole.
The entire piece is nothing but rhetoric and emotion from start to finish.  It is also profoundly dishonest and manipulative.  Let's consider a few of the salient points from the dialectical perspective:
  1. The writer is looking at the issue from the eyes of a nurse.  Why?  What can a nurse say about a macrosocietal issue that a statistician cannot?  Nothing, except for an appeal to emotional authority, which in this case turns out to be a false appeal because the woman isn't even a trauma nurse!  She has little more experience of gunshot victims in trauma rooms than anyone else, moreover, her emotional authority as a nurse has nothing to do with the many victims who are dead at the scene and never go to the hospital.
  2. Who on either side of the debate talks "about gun rights in America as if they have no wrenching real-world effects"?  No one.  In fact, the relatively small number of daily deaths attributed by gun deaths are about the only ones that are ever discussed in terms of their effects on the survivors.  Her point would be much more applicable to daily deaths by falls in the bathroom, traffic deaths or lethal attacks by meerkats.
  3. Contra her baseless assertion, there is considerable evidence that being armed often helps people avoid being victimized by assailants, armed or otherwise, and ironically, the only way for the average individual to have any chance against dangerously armed opponent is to embrace the very concept she is attacking.
  4. She spends three out of 13 paragraphs talking about shoes and then makes a personal request of the reader.  Why?  Because she has constructed a naked appeal to female solipsism.  She is attempting to get the reader to imagine an emotional connection between the gunshot victim writhing helplessly in pain and themselves, and to encourage them to use that connection as a basis for the leap to the irrational conclusion that gun control could somehow prevent them from ever experiencing that pain.  The rhetorical message is "support gun control or you will find yourself in the trauma room".
Now, it would be easy to respond by going methodically through the entire editorial and highlighting all of the logical errors, factual omissions, and material falsehoods in order to try changing the minds of those who found the piece to be credible and convincing.  This is, indeed, how most male gun advocates tend to respond to such pieces.  But, as both the discussion of solipsism and Aristotle have taught us, this is unlikely to be very effective.  One should never make the mistake of utilizing dialectic when faced with a rhetorical audience; ironically, that is a logical error.  Consider an alternative response utilizing a rhetorical perspective.
  1. The response is written from the perspective of a rape victim.  Her emotional authority is considerably greater, and more solipsistically powerful, than that of a nurse who doesn't even see the trauma victims about whom she is writing.
  2. The writer describes how powerless she was to defend herself from her unarmed attacker, her terror and outrage at her violation, and how afraid for her life she was when she was being victimized.   She describes how awful it was to realize that the police were not there to protect her, and how long it took before she saw a single officer.  She talks about the fear she still feels, every day, when going to the gym or the grocery store.
  3. She then describes how she went to a gun range and how powerful and confident she felt when she was firing the gun, and how she doesn't feel afraid anymore as long as she has her gun in her purse.  She regurgitates some statistics about how many times guns are used to scare off rapists and home invaders.
  4. She spends three paragraphs about how she has a whole new social circle at the gun range, how much fun it is to make new friends there, and mentions how she is involved with a handsome man she met there, complete with a sly remark about what a big gun he has.  The rhetorical message is "oppose gun control, buy a gun, and you will meet handsome men, because if you don't, you will be raped and murdered at the grocery store".
Now, consider which of the two responses, the dialectic response or the rhetorical one, you think would be more likely to convince the sort of individual who was convinced by the original editorial?  The need to correctly engage the audience at its preferred level of discourse doesn't only hold true for political or intellectual dispute, but for everyday discussion as well.

(1) Comparatively static relative to emotional fluctuations, if you wish to be more precise.  Don't even think about bringing up quantum mechanics or Heisenberg; if you're tempted to do that, then you're perfectly capable of following the argument without being a pedantic ass about it.

Worlds of Cthulhu magazine

A few weeks ago I bought a couple of "Worlds of Cthulhu" magazines to serve as inspiration for Strange Aeons and Empire of the Dead games. Got the magazines at a sale for a discount price but even at full price they are as thick as most paperback rulebooks out on the market with roughly 120 pages of great content revolving around Lovecraftian adventures of horror.

The magazine is meant to be used as a compliment to the Call of Cthulhu RPG game by "Chaosium" and the content spans from modern to 1920's, medieval and 17th century stuff. The content is also largely made up by RPG adventures and scenarios, describing locations, monsters, agents and other relevant stuff. The modern and future adventures aren't really what interests me as my preference is in the original Lovecraft setting of the 1920's and earlier, mainly because of the decreased efficiency of weapons and more flavorful settings. Luckily there is an even distribution between all eras..

Also, what really matters the most for me as a miniature wargamer is simply the inspiration the content of these magazines provide. Many of the RPG adventures can be translated to the tabletop with little effort. And even if you don't play miniature wargames or have any interest in the RPG aspects they are often great reading material for fans of all things Lovecraft.

I highly recommend checking this magazine out if this is in your area of interest.



Wednesday, September 26, 2012

Sitting through another season

A faux tweet noted a casting call for CW's stunt gamer Oh Sit a few days ago. So I speculated that maybe a second season was coming. Turns out that we will have another go-round for the obstacle course antics.

My review of the show was lukewarm at best. I actually liked the action on the course. It was all the other stuff in the show that got tedious. Maybe in the new season they can tighten up the pace and concentrate more on contestants spilling and thrilling. That's when the show gets fun.

There's no debut date yet for the new eps. The ratings have been pretty consistent for the show, generally 0.4 in 18-49 with a little under a million total viewers. Hardly a breakout hit but decent enough for the CW.

And there's no news on whether the hosts - Jamie Kennedy, Jessi Cruickshank, and Tanika Ray - will return. I didn't have much use for any of them but thought Cruickshank was the very worst.

DevFest season starts off with a bang

Author PictureBy Phoebe Peronto, Developer Marketing

This past weekend marked the beginning of the DevFest season with 10 local events reaching developers in 6 different countries. Local Google Developer Groups spearheaded these community-organized events, offering technical sessions, hackathons, and code labs across various Google product areas. There was too much excitement and feedback to fit into a post without making it enormous, so we’ve chosen some highlights from both organizers and participants.

DevFest Lille | Host: GDG Lille
“Merci à tous les organisateurs, c'était très intéressant :)” --Rémi Bruyère, DevFest Lille attendee

DevFest Jalandhar | Host: GDG Jalandhar City



DevFest London | Host: GDG London
With over 100 developers in attendance and 10 hackathon entries submitted, DevFest London was a success!  We had nine Googlers giving back-to-back developer talks for the day, on everything from Android to Chrome to Google+, with some Drive and Google TV for good measure. The biggest highlight was our mid-afternoon keynote from Michael Mahemoff with his ten moments that changed the web - from Netscape to Chrome and a special mention of Nyan Cat. -- Mark Lunney, GDG London Lead Organizer
“+Michael Mahemoff 's talk on top 10 moments that changed the web is awesome - it boosts morale for our commitment to HTML5 and JavaScript … The Nyan cat at the end rocks.” -- Shah Auckburaully, London DevFest attendee

DevFest NIT Trichy | Host: GDG NIT Trichy
We had an amazing DevFest here at NIT Trichy yesterday! I feel proud to say that DevFest Trichy was a success and the turnout was wonderful.  The talks by Shannon Behrens and Ido Green were really good and our developer community did find it informative. Abhishek Shrivastava's interactive session on developing hacks and apps using Google Chrome APIs was a hit especially the "How-to-develop-a-Chrome-app-in-30-secs!".  GDG NIT Trichy looks forward to more such events in future. :) -- Jeh Agarwal, GDG NIT Trichy DevFest lead organizer

DevFest Shanghai | Host: GDG Shanghai
With 350 developers in attendance and sessions covering everything from Android and Chrome development, to Golang and HTML5, DevFest Shanghai was a hit.  Check out photos from the event -- Sting Chen, GDG Shanghai organizer

DevFest Gandhinagar | Host: GDG Gandhinagar
The major part of the event was based on Android Game Development and Open Mobile Platform. Dart session by Shannon Behrens was a big hit with the participants. Relive the Devfest experience with GDG Gandhinagar’s event photos. -- Deep Moteria, GDG Gandhinagar organizer

DevFest BITS Pilani | Host: GDG BITS-Pilani
Attendees at DevFest BITS Pilani were excited to engage with Google’s technologies. The entire GDG BITS Pilani team would like to thank Google and GDG for making our DevFest possible. This was a novel event for our attendees and we look forward to the return of an even bigger and better DevFest in the future!  -- Akash Saxena, GDG BITS-Pilani DevFest lead organizer

DevFest Manipal | Host: GDG Manipal
Crazy Day One! Close to 350 people turned up for it. +Soham Mondal was the main Speaker. Day two had full day speaker sessions including one by Ido Green and final day saw hackathon attended by 80 developers. Overall a fun developer event. - Nikhil Gupta, GDG Manipal organizer

DevFest Tijuana | Host: GDG Tijuana
Agradecemos a todos su participacion en el evento #SFD2012  + #DevFest   #GDG   #Tijuana  Fue todo un exito.

Want more details?  Visit the GDG event pages below to catch up on all things DevFest.
Shanghai
Lille
Manipal
Jalandhar
NIT Trichy
Gandhinagar
BITS Pilani
Tijuana
London
Sacramento

And, we’re just getting started.  See below for upcoming events.  
Bangalore
IIT Guwahati
Goa
Surabaya
Auckland
Colombo
Jakarta
Seattle
DC
Kyoto
Amman


DevFest season kicked off on September 21st and continues through November 11th.  Join your local developer community at an upcoming DevFest and discover the magic for yourself.  Visit devfest.info for more details and location updates.



Phoebe Peronto is an Associate Product Marketing Manager on the Developer Marketing team here at Google. She’s a foodie who has a penchant for traveling, politics, and running. Oh, and of course...Go Cal Bears!

Posted by Scott Knaster, Editor

Chibi Robo + Mine Sweeper as a Board Game?


A while back, I lost two hours to Super Samurai Sweeper, a minesweeper-inspired action game. Naturally, I started wondering if you could do a similar game in a tabletop format.

How would that work? The calculations that make the digital Minesweeper so critical couldn't be done on a table with non-electronic components.

Well, maybe that's okay. There just needs to be another mechanic in the game that works better for the analog format.

Here's the loose idea: There is a grid of tiles laid out 5x5. Each cell contains two tiles, one stacked on top of the other. Each tile has a number 1-10 and icons representing certain resources. In this example, let's just use circles, squares and triangles.

Sweeper

On your turn, tap a stack (here noted in pink). Then you reveal the top tile of that stack and the top tiles of orthogonal adjacent stacks. Then you can choose to tap that stack again or pass.

Sweeper2

If you choose to tap it again, then you must take both tiles from that stack. (Here, noted in magenta.)

Sweeper3

Thereafter, if any player taps a stack whose top tile is revealed, she must take both tiles in that stack. (Here noted in blue.) Otherwise, she may tap a fresh stack as shown earlier in this example.

The game continues as each player taps stacks and collects tiles. Between rounds, players may spend their tiles as currency for special actions, stuff like:

  • (Three Triangles) Peek at a stack without revealing it to the other players.
  • (Three Circles) Steal a tile from another player.
  • (Three Squares) Score a point for each resource x currently in each player's collection.


The game ends when one player has enough tiles to equal N, where N is based on the number of players. (I haven't tested this yet, so I can't say for sure what's a good number.)

Players score 10 points for every complete flush (circle, square, triangle) and every three-of-a-kind (3 Triangles), plus the numbers on their collected tiles.

Clearly this is very abstract at the moment. I'm imagining a theme inspired by Chibi Robo. Players move their little robots around the room, sweeping up clutter and collecting trinkets. It could work!

Autumnal Influence and No Rain In Sight

This is the kind of period that makes local meteorologists feel a bit like the famed Maytag repairman---ready to go, but little to worry about.

Could be a NW meteorologist

 Western Washington has had virtually no precipitation during the past two months, less than a tenth of an inch in total, with dry conditions extending east of the Cascades as well.   During the past few days, temperatures have been near normal as a persistent influx of marine air kept the high temperatures around 70F.

But the sun is weakening and nighttime is getting longer, and the impacts on temperature are being seen.  Nighttime has lengthened from 8 to 12 hours since June. Nighttime temperatures are now dropping consistently into the 40s over much of the region (particularly away from the water and where they are less clouds) and some cool locations, particularly in mountain valleys or east of the Cascades in low spots, are heading down into the 20s.   Frost has returned to the Northwest!  Note that some ridge-top locations are still staying in the 50s.

Let me illustrate.  Here are the minimum temperatures last evening (as of 6 AM).  Dark greens (40s), light greens (50s), aquamarine (30s), light blue (20s).


 The thirties are nearly all east of the Cascade crest...here is the same figure only showing locations of 35 and below:

Will rain return?  Not in the near future.  The latest forecast models suggest a very weak frontal passage, mainly north of Washington, on Friday...perhaps a sprinkle along the coast and over southern B.C.   But then ANOTHER major ridge builds over the region.  Great weekend and the early portion of next week.

Take a look at the upper-level forecast for next Tuesday at 5 PM.  The coloring shows the anomaly (difference from normal) at this level (500 hPa--around 18,000 ft). Major positive anomaly (this means ridging) just off our coast.   Folks...this is a dry pattern for us.


 Looking at the North American ensemble forecast for Seattle shows the story over the next few weeks.  The second panel shows precipitation and the bars indicate the range of the ensembles (running of many forecasts).  Although a few ensembles suggest some very light rain, the overwhelming majority are dry.  This suggests little if any rain through the first week of October. 

Ideal weather for taking that fall hike in the mountains.