10,000 Matching Annotations
  1. Apr 2021
    1. I admit I'm biased, having bought this game for fifty cents at the time I did. I also have a general love of mouse movement-based games, and find other options in the way of gaming, Steam and otherwise, underwhelming in supply.
    1. We can imagine "CORONA NERVT!" in all languages ​​and countries. Since the card text is targeting topics from Germany and that gives our Game its charm, we didn't want to make a multilingual version. All players should find themselves in the game. So if you want to publish a version for another country, get in touch with us.
    1. Three billion human lives ended on August 29th, 1997. The survivors of the nuclear fi re called the war Judgment Day. They lived only to face a new nightmare: the war against the machines. The computer which con-trolled the machines, Skynet, sent two Terminators back through time.’

      I'd like to take this opportunity to compare Skynet to its inspiration, AM. AM is no stranger to the rhetorical sublime - the game begins with a shot of a monument of his hatred, engraved upon which a fragment of his hatred for humanity which he narrates for his captives. The opening words of a game are as important as those of a film, if not more so, because their implications have longer to play out, and the interactive medium tends to key players in more to such implications.

    1. For these reasons, games can be regarded as emerging from two important aspects of fantasy: “I wish . . .” and “What if . . .?” The very nature of interactive games makes the latter personal, becoming “what if I . . .

      This question, "what if I...?" is important in any kind of interactive system, but especially in I Have No Mouth and I Must Scream. The story is framed as a game within a game, a game that AM ostensibly has complete control over, and an assumption he is invested in the player (as the characters) maintaining. However, if the player thinks outside of AM's pessimistic box, they can find that there are paths that AM did not anticipate (although the actual game developers certainly did), and as such, the player saves humanity through ingenuity rather than power.

    2. First Person Shooters (e.g., Doom, Quake, Half Life (2001), Half Life 2 (2004), Halo Combat Evolved (2001), Halo 2) are regarded as a genre by players and categorized as such in reviews, as are Third Person games (Unreal II (2003), LegoStar Wars (2005), Gears of War), Real Time Strategy games (Starcraft (1998), Emperor: Battle for Dune (2001)), Role-Playing games (Fallout (1997)), and God/Management games (Sid Meier’sAlpha Centauri(1999)).

      A glaring omission here is point-and-click adventure games, the genre to which I Have No Mouth and I Must Scream belongs. This genre relies on simple inputs from the player, usually clicking on an item in the inventory and then clicking on something in the environment to use it on to produce some kind of favorable effect. The relatively slim number of variables in such a game make them great vehicles for interactive narratives, and so I find their absence here strange.

    1. ideo games also offer other rewards than the powerfully amplified outputs they give. \½en I was enticed to put in effort on The New Adven-tures of the Time Machine, new compelling elements quickly arose, beyond those connected to my real-world identities and the amplification of input I experienced. I discovered that this game, like many other good video games, encourages new ways of learning and thinking for an old baby boomer like me. I discovered new powers in myself. I felt the dawning of a new identity growing, one to be added to my other real-world identities. Of course this is true of all good learning-we gain a new valued identity that gives us new powers; it's the final hook where the repair work is fi-naJly done.

      I think this is the charm of the game. In the process of the game, you will get corresponding rewards or other forms as rewards, which will make people feel more enthusiastic and passionate. Correspondingly, it is the same in our learning process. When we get good grades, it will also stimulate our motivation.

    2. First, there is a virtual identity: one's identity as a virtual character in the virtual world of Arcanum-in my case the Half-Elf Bead Bead.

      I feel like that in games there isn't any real boundaries, so when they say they pick pocket people in the game, I don't imagine them in real life doing that (they could, but I'd like to think they don't). It's games that allows people to do what they normally can't and what makes gaming so fun when you can try all these things; because it's a virtual identity, it's not really you(?).

    3. He can even re-alize that his former Catholic inhibitions will not let Bead Bead take up a madam's offer of a free trip to her (female) brothel.

      This reminds me of a game I play called Divinity Original Sin 2 with choices like this. The relationship between virtual and real-life identities that cause us and our characters to make these choices is very interesting.

    4. n my projective identity I wony about what sort of "person" I want her to be, what type of history I want her to have had by the time I am done playing the game.

      Honestly, I think the relationship between the 3 identities ties up very nicely ending with projective. Both virtual, real-life and projective identities go hand and hand and form a neat connection. The author does a good job showcasing this identity through Bead-Bead.

    5. A second identity that is at stake in playing a game like Arcanmn is a real-world identity:

      I thought that this section was interesting because I've heard some different perspectives about how people like to represent themselves in games. Some people like to pick a character that represents themselves, but others like to pick someone that does not represent themselves, but rather a character they would like to work with in the game.

    6. First, there is a virtual identity: one's identity as a virtual character in the virtual world of Arcanum-in my case the Half-Elf Bead Bead.

      One of three identities for Gee while playing a role-playing game.

      bis236

    1. How do you know? How does the game tell you these things? I think you’ll be surprised by how much you’ll be able to determine.

      I think this is a very interesting point because out of all the games that I've played that have not had definitive backstories, I've never really thought about thinking about what the history of the game might be. I oftentimes just accept what is happening and just play the game for what it is.

    2. The game randomizes certain dialogs and key moments. This forces you to come up with a story in your mind and ascribe meaning to your journey and to the space. The filling in of narrative gaps is entirely in your mind. This process is not adjacent to play; it is an essential part of play itself.

      An essential part of engagement with a game is the things that happen inside a player's head. The narrative gaps between dialog, objects and key moments that happen in a game get filled in with a player's imagination.

      bis236

    3. Next time you leap into a game, consider taking a moment ask where you are, what that place is, and what the history might be. How do you know? How does the game tell you these things? I think you’ll be surprised by how much you’ll be able to determine.

      With Alexandra pointing these out, I can recall times where I unintentionally ask myself these questions about a game. Like in Stardew Valley. I think about how this could connect to the real world and what state my farm might take place in.

    1. ETH is ultra sound money

      Okay, so there was never a definition of security.

      The sound money definition was actually a skewed version of hard money, that with an inelastic supply curve.

      Fees were misidentified as drains to the economy, when in reality, since they happen in a free market for a service, they are win-win and a big net positive for the economy, increasing value dramatically.

      Issuance with a fixed cap is different than without. Which a fixed cap that is unassailable like bitcoin, all 21 million were created at the genesis block and only released with mining.

      Issuance without a fixed supply is distortive to the economy. Added to the anchor on activity that fee burning has showed in practice and in theory, this is a recipe for dramatic wealth concentration, and a slow grind in economic activity, especially with great alternatives to all use cases on ethereum today being found in other networks and even Liquid on bitcoin.

      PoS with fee burning has been tried on Bitshares in 2014, it is not new or effective. It skews the game into who can rent-seek the most efficiently as a staker. They end up selling everything anyway. You can also make money shorting to rinse and repeat attacks on PoS.

      I could go on and on. Cheers.

    2. PoW miners fight to more efficiently produce hashes for Bitcoin, in the hopes that their efficiencies mean that they have to sell less BTC than their competition. PoS validators compete in their bullishness on ETH, by pricing out lesser-bulls out of ETH rewards. 

      This whole section is a pump-fest with little serious arguments. Here are two we can look at.

      First PoW miners attempt to be more efficient. This is typical in a free market system that is cost sensitive. Reducing cost and increasing revenue is the name of the game. A little weird to say that's a bad thing. They are providing a service and they are paid for it. Everyone wins.

      Second, if you really want to compete on your bullishness for ETH you'd go 5x long with your stash. Staking is not the most bullish thing you can do, in fact it is relatively lame returns. The amount staked should be viewed as the lack of other dynamic low risk opportunities in ethereum. Why wouldn't you invest your ETH for 5% instead of 1%?

      Just like 0% 2 year interest rates in the fiat economy is a remark on how bad the economy is that there are no other better opportunities out there.

    1. The "real-life" activities of EVE community members are a striking example of when a game begins to evolve into another type of simulation. In this instance, the metagame becomes a kind of political simulation that starts to manifest itself more off the screen than it does within the virtual society. For instance, many council-members discussed how they often engage in physical player meetings in order to discuss in-game policy. As a more independent representative, Sug discussed this in some detail: "I spend hours having group and personal discussions. I do monthly open chats on a public communications server run by one of the educational corporations. I do interviews, I have gone to player meetings locally as well as the yearly CCP sponsored gathering in Las Vegas."

      this sounds

    1. Ethereum secures itself

      Ask this question, "is issuance was secures the dollar? or is issuance necessary to secure a centralized system?"

      This focus on issuance misses the fact that it is primarily secured by decentralization itself. Securing against a 51% attack is different than securing the system as a whole. There is plenty of game theory behind why a 51% attack is not fatal to the system.

      And if it is predictable issuance that secures Ethereum, ethereum is extremely insecure today, because it changes issuance often.

    1. a game system is designed just so that playwill occur

      I have never explored the area of game design. But I am wondering if educators are involved in that process? For example, when Warcraft was designed, were educators involved in the process?

    2. The free play of a steering wheel is the distance it can move withoutengaging with the drive shaft, axle, and wheels—the more rigid utilitarianstructures of the car.

      This analogy is great. Within the rules of the game, we are allowed to play freely in video games. So within the structure of our lesson, students should be given opportunity to explore in multiple ways freely.

    3. how gameplaying and game design can be seen as models for learning and action inthe real world.

      How the world looks like from the point of gaming, or how can we see gaming as models of learning is the question I have never thought about. Just gaming to "create meaning" described as "gaming literacy" is somewhat abstract to me mainly because I was not exposed to playing video games with a goal to learn.

    4. As a game unfolds through play, metaplay, and transformative play,unexpected things happen, patterns that are impossible to completely pre-dict.

      In most first person shooter games, the AI is very predictable and if you pay attention, you can use a specific set of moves or actions to defeat them. However, against a human opponent/groups, players adapt to techniques or strategies. As a result, their opponents either emulate or innovate to defeat them. So the play transforms and changes.

    5. Increasingly, complex infor-mation systems are part of how we socialize and date, conduct businessand finance, learn and research, and conduct our working lives.

      I knew my time spent on my NES and PS4 would pay off dividends! If you look at the first "open world" game, Zelda everything resets once you get far enough away or after a certain amount of time passes. In comparison to modern open world games such as Skyrim, the game tracks your decisions and your interactions and you develop a "reputation" that either helps or hinders your options through the game.

    6. match begins, your friend suddenly becomes your oppon-ent and bitter rival—at least for the duration of the game.

      I have noticed with the high level competitors I train with, that there is a powerful on-off switch in which they emotionally de-personalize the competition. I have never really been able to do that.

    7. game creates its ownmeanings (blue means enemy; yellow means power-up), but also trafficswith meanings from the outside (horror film music in a shooter meansdanger is coming; poker means a fun evening with friends).

      This reminds me of Cope and Kalantzis' "Grammar of Multimodality."

    1. It was a showcase of ideology as much as sporting achievement. The main venue was Moscow’s Central Lenin Stadium, now better known as Luzhniki, which also held the soccer World Cup final in 2018. The Soviets and their allies held up sporting successes as a validation of their political systems.

      The game was boycotted. The Olympic Games in the 1980s were used to share the beliefs of nations, not to participate in sports competitions.

    1. Bill McKibben's The End of Nature  (Penguin Random House, 1989) followed

      Some 30 years after the publication of The End of Nature, McKibben reflects following the publication of Falter: Has the Human Game Begun to Play Itself Out?

    1. he is presuming a deterministic response is necessary thus beginning the discussion with a circular and often confounding game of question begging.

      Nope.

    1. Graceful Explosion Machine is the gaming equivalent of empty calories. It's pretty to look at, super smooth, and has some interesting weapons, but there's no real hook to keep you sustained beyond the act of moving around and blowing up aliens.
    1. I really like the ideas in this game: the theme, what it's trying to accomplish (explore the problems with imperialism, if I understood correctly), the game board, the game in general. I want to like it.

      but, I don't think I would like this one enough due to the luck and relying on other players' whims (trading) mechanisms:

      • Dice Rolling
      • Push Your Luck

      You can risk a lot getting an expensive estate, but if you push your luck too much, your risk/gamble won't pay off and you'll permanently lose that [pawn] and those victory points.

    1. We are are continuing our commitment to creating our games that are free and widely accessible anyone that is curious by making our game files available under Creative Commons license BY–NC–SA 4.0. That means we will continue offering a full, free print-and-play kit for Pax Pamir, and later this campaign, John Company! Anyone can use, remix, and share the game, so long as they do not use it for commercial purposes. 
    2. John Company offers players a new understanding of British history in the eighteenth and nineteenth century that reflects contemporary scholarship on the subject and extensive research into primary documents. John Company attempts to put the critical events of that time in their proper context and show how the imperial experience transformed the domestic culture of Britain. The East India Company lurked behind every building of a textile mill and every bit of wealth in a Jane Austen novel.  John Company is an uncompromising portrait of the people who made the Company and the British Empire what it was. It is as frank as it is cutting in its satire.  Accordingly, the game wrestles with many of the key themes of imperialism and globalization in the eighteenth and nineteenth centuries and how those developments were felt domestically. As such, this game might not be suitable for all players. Please make sure everyone in your group consents to this exploration before playing. 
    1. Unfortunately, there is some urgency to this effort. As Shashi Tharoor writes in his book Inglorious Empire (2018), over the past 30 years, there has been a tremendous bout of collective amnesia, espeically in the UK, about the history of empire and its consequences. Into this vacuum, revisionist historians of the worst kind like Niall Ferguson have capitalized on historical blind spots of people living today to make an absurd case for the benefits of empire. This cannot be allowed to happen. Tharoor believes that one of the best bulwarks against this erasure is to do the work of inquiry and to make the history of empire accessible and apparent to the widest audience. It is into this effort that I submit my work. John Company is an unsparing portrait that hopefully will give its players a sense of the nature of empire and the long half-life of its cultural production. It is certainly not the only way to make a game about empire, but I hope that it does its part in adding to our understanding of that subject and its continued legacy.
    1. We, at Cubiko Games, would love for Foundation to reach as many people as possible because it’s such a great game. We hope that the ‘stretch goals’, ’2 x reward‘ tiers and ’voucher codes’ will encourage people to back and share the campaign so that it reaches its full potential.  Then, hopefully, with more backers comes more exposure which, in turn, leads to the ultimate goal..... Foundation gets signed by a leading game manufacturer.
    1. I intend to live forever. So far, so good. Whenever I think of the past, it brings back so many memories. I think it's wrong that only one company makes the game Monopoly. If it's a penny for your thoughts and you put in your two cents worth, then someone, somewhere is making a penny. What's another word for Thesaurus? I used to work in a fire hydrant factory. You couldn't park anywhere near the place.
    1. Just don’t confuse the league’s latest gimmick as some kind of competitive savior for the slog that is this season’s 72-game slate. The NBA’s new wrinkle is supposed to make the regular-season more intriguing by giving more teams the chance to play meaningful basketball for longer and earn official inclusion into the postseason.

      They say / I say

    1. Make in a night what you make in a month (“Erase Your Social”)  — the percussion lands on a cymbal crash aimed at a “you” that is really “us,” the audience, who are invited to voyeuristically watch his performance (wordplay as foreplay), of which the unnamed woman is the desensitized object, but “we” are ultimately the target, the losers in the winner-take-all game of life, the suckers who work for a monthly paycheck who can’t possibly compete with the value the market has bestowed on the speaker.

      https://www.youtube.com/watch?v=_lAY0X0GICE

      Sheek Louche's verse begins at 2:43.

    1. This is a significant step away from the culture of secure communications. Practitioners participating in what can be called security design collectives will agree that ‘it takes a village to keep a tool secure’ and that security is a continuous ‘cat and mouse game.’ But this culture is lost on the campaign sites.

      Co-design is especially important in the context of security design

    1. Work-life balance However, I recently understood that while we were working on the game, I broke the one and only rule I set for the founders of the company: always family first. My wife was expecting our second child and I was working long days at the office, and I became obsessed with making sure the game is as good as possible. The same probably applies to everyone in the team, since we shared love and passion for the franchise.
    1. https://boardgamegeek.com/boardgame/183284/factory-funner/versions

      And now there are two versions with the nickname "Second edition": 2018 https://boardgamegeek.com/boardgameversion/404596/second-edition 2021 https://boardgamegeek.com/boardgameversion/556765/second-edition

      and a 3rd edition published prior to the current/new 2nd edition: 2019 https://boardgamegeek.com/boardgameversion/486693/third-edition

      Confusing all around.

      But I think the bottom line is that the 2021 version is in fact the same game and the newest rules tweaks:

      1. Added a sixth player
      2. Official variant to play without the quick grab element.
    1. Only the Starter Kit is available in this reboot. The Starter Kit is FREE, in order to distribute it as widely as possible. This goal of this Kickstarter campaign is to introduce Clash of Deck to the whole word and to bring a community together around the game. If the Kickstarter campaign succeeds, we will then have the necessary dynamic to publish additional paid content on a regular basis, to enrich the game with: stand-alone expansions, additional modules, alternative game modes..
    1. Stretch goals are mainly game quality improvement we will be able to finance thanks to your help. No extension or extra-scenario still to be designed and playtested that could delay the delivery of the games. Just of few goals to make them event better component wise.
    1. I bought this game and hope it will look like Carcassonne.But, my first impression of this lead me to compare this with Go.At the present, I am teaching to anyone that this game is Go with modular board.Yep, Bought this new and Go was my first thought on this, also. Definitely much closer to Go than Carcassonne.
    2. I strongly prefer this over Carcassonne. It plays faster (I don't want a tile laying game to go for more than 30 mins or so) and I happen to like the limited options. Carcassonne just gets on my nerves because I just don't view selecting between so many placement options to be that interesting. Obviously, YMMV. Ditto the previous statement, it's different than Carcassonne. And that's why I like it.
    3. I enjoy it as a quiet type of game you can play even when you've had a long, tough day. And I don't mind pulling unusable tiles; at least you get to take another one instead of missing your turn. There's just something relaxing about it. After all, lots of people enjoy sitting for hours playing Patience and this is much more entertaining than that.
    4. However, it can be extremely frustrating placing the tiles. Very commonly there will be no position to place a tile in and it will be put to one side. Perhaps someone new to tile-laying games wouldn't find this so odd, but to anyone with experience of Carcassonne it will seem very limiting. In Carcassonne you can pretty much always place a tile, with several choices of position available. Every player I've introduced this game to has looked at me as if to say, "We must be doing something wrong." But no, that game is designed that way. Sometimes it feels like the map builds itself - there is often only one viable placement, so it starts to feel like a jigsaw, searching for that available position. Surely placing a single tile shouldn't be this difficult!

      I don't think I'd find it frustrating. I think I would enjoy the puzzle part of it.

      But indirectly I see that difficulty in placing tiles impacting my enjoyment: because it means that there are no/few meaningful decisions to be had in terms of where to place your tile (because there's often only 1 place you can put it, and it may sometimes benefit your opponent more than yourself) or which tile to place (because you don't get any choice -- unless you can't play the first one, and then you can play a previously unplayable one or draw blind).

    5. There is a tendency in short luck-heavy games to require you to play multiple rounds in one sitting, to balance the scores. This is one such game. This multiple-rounds "mechanic" feels like an artificial fix for the problem of luck. Saboteur 1 and 2 advise the same thing because the different roles in the game are not balanced. ("Oh, well. I had the bad luck to draw the Profiteer character this time. Maybe I'll I'll draw a more useful character in round 2.") This doesn't change the fact that you are really playing a series of short unbalanced games. Scores will probably even out... statistically speaking. The Lost Cities card game tries to deal with the luck-problem in the same way.

      possibly rename: games: luck: managing/mitigating the luck to games: luck: dealing with/mitigating the luck problem

    1. This game is severely underrated. I genuinely do not understand all of the negative backlash it gets. It's a solid scribblenauts game with a ton of replay value and a way to past the time with friends. It's not perfect, as the motion controls do drag it down slightly, and some of the minigames offered are less than great, however it does not deserve the overwhelming hate it gets. It's a solid title in the series.
    2. I truly TRULY do not get the hate of this game. I am in my 40's. Played with 2 boys, 10 and 12. And we all had an amazing time playing the board game version of this for an hour. When it was over, the boys said, LETS PLAY IT AGAIN! The game is deep. Also has original sandbox mode with new levels. When they were about to leave, I surprise them by giving them the game as a gift. They were SO excited (and, I will simply buy another one for myself) I am simply BAFFLED at the hate and negativity for this game. Sure, a couple of the mini-games are not top notch. But there are many great ones within. At $40, solid deal. At $20 sale in most places, you have got to be kidding me. Steal it at that price. If you like Scribblenauts or are new to the Scribblenauts world, just buy it.
    3. Yes, it shares the name and the look of those previous games, but it lacks the all-important creative heart of its predecessors, and ends up being a by-the-numbers affair that goes through the motions in a shallow attempt to turn Scribblenauts' unique premise into a multiplayer party game.
    1. for any digital text, collaborative annotation with Hypothesis puts us all on the same page

      Another bonus, I think, is giving students (and profs) time to reflect and think. Synch video doesn't give that option, and can also discourage deeper thinking because quick talkers are rewarded. It's more like a game show than a discussion.

    1. Constrain ts act as a fil ter o n inten t.

      Constraints influence but work within the bounds (rules) of the State. With two levels of interactivity, the audience (player) is able to stay engaged and potentially have a more positive experience with the model (game) because the model is constantly "shifting and evolving". This will make the audience experience something "new".

      I dont game, but i can understand this concept through the context of digital animation called "moving hold". The objective is make the scene/subject look like its passing through time and not just stay completely still (flat) when the scene is still.They achieve this by drawing the same scene/subject several times and animate it all together. The organic tracing will cause some differences when sequenced together. The outcome is the audience is not interrupted by abrupt stillness, instead they are met with an interesting "still" moment.

    2. If we are novice players, the rules may be writte n on the back of the box the ch ess set came in. Or they migh t be in a book on a bookshelf behind us. Or they might be d isplayed on a computer screen nearby. T he inte rest-in g thing, though, is that unless we are novice p layers the rules w ill no t be consulted during the game. The rules o f chess are written down in millions of locations around t he world, but when you are actually p laying a game of c h ess those physical manifesta tions of the ru les aren' t a part o f t he process. Wh en you are actually playing a gam e of ch ess, the only rules tha t matter are t he rules in your head

      I never noticed this before, but now that I realize it, it is very true. Even other than chess this applies to sports, tabletop games and even work in some cases

      bis236

    3. Interactivity is, by definition, active. It's the g ive-and-take between player and rule system. I press a button on my controller and informa-tion is communicated to the game. Th e game updates the image on the screen, feeding information back to me. This new information provides the context for my next move. My actions influence the game and the game influences my actions in an ongoing chain of cause and effect

      What is interactivity?

      bis236

    4. is taken as a given ,"lithin t he game industry that the major difference between games and other forms of popular entertainment is interactiv-ity. To p lay is to engage in a dialogue-information flows back and forth between p layer and game. With film, literat ure, theater-pretty much everything else- the flow of information is one way only. When you watch a movie or read a book, you aren't engaging in a dialogue; you are listening to a monologue.

      Video games are a more interactive form of media entertainment than other forms of "passive" entertainment.

      bis236

    5. Unlike other shooters that emph asize a "run and gun" style of play, the most effective tactic in Rainbow Six is to move through the levels carefully and methodically, much as a real hostage-rescue team does. A second important difference is a "one-shot kill" dam-age model. In contrast with games in which a character can safely absorb dozens of bullets, each of the characters in Rainbow Six can be killed by a single well-placed shot.

      Didn't think I would see a game I play here haha. This game definitely rewards slower and more tactical play. Information is king, similar to Valorant and it's one of the reasons I like Siege a lot.

    6. T he i mporta n ce of this is hard to overstate. It is customary to think of play-ers an d games as distinct and separate entities. But w hen we ta ke a hard look a t a game such as ch ess, we discover that this d isti n ction is illusory.

      This is definitely an interesting concept to think about. The rules of chess are defined internationally but no one is really stopping someone from moving a pawn 3 sqaures up.

      This reminds of when I used to play YuGiOh card game with friends as a kid. Combining monster's attacks, summoning strong dudes out of nowhere and bending the rules was commonplace and no one can really stop us except ourselves.

    7. But with a videogame, we learn the rules mostly by experimentation.

      In order to play video games, there is a lot of experimentation to figure out the best possible solution to a game. For example in chess, you are looking at the board and testing each possible move and its outcome in your head, in order to play the best possible move.

    8. Think of a chess match in which neither p layer a dvances a pawn to the far side of the board, a n d the rule for pawn pro-motion thus never comes into play.

      I think comparing chess to video games is a great way to show what constraints and states are. The game of chess is very similar to the structure of other video games and comparing the two helped to understand some of the concepts and structures that we see in video games.

    9. Or think of a videogame that has a secret level t hat you never u n lock.

      I wonder if this is like one of those secret areas in a game that's hidden. Like in Mario when you have to go into one of the green tubes to find the gold coin.

    10. But other constraints in the horizon of intent have no external ana-logues. I may avoid doing certain things not because they aren't possible or because they are against the rules, but because I know that they are tacti-cally unwise. I could stand still in the batter's box after getting a hit in base-ball; however, I don't, because t hat would make it easier for an opposing player to tag me out. I could run straight into the maw of a boss during a boss battle; however, I don't, because I know that would get my character killed. My horizon of intent is defined not just by what I believe I can do, but also by what I believe I should do-my internal strategic constraints.

      The strategy in the game is not only what you want to do, but also what you should do. Because there are rules in the game, we should understand what we should do while having our own ideas.

    11. Learning how to play a game is often a matter of internalizing a set of external constraints.

      The game is based on our understanding of the rules to control the role of the game, which is like a small world with a difference. The internal structure of the game is formed through the formulation of rules, thereby constructing a complete game mode.

    12. Consider c h ess, for example. The rules of c hess are a fixed set of constra ints.

      I thought this was a really good example of the difference between constraints and state when in the context of games. This line of thinking can easily be applied to any game if you take the time to compare the difference.

    13. Different games d raw the boundary between inte rnal and external in different ways

      this refers back to the basketball games, figure 2-4. and game interface can be looped by the role of a players. one player or one team can get the score continuous. so, the result is not directly caused by the term of the users played. this is not a reason-lead directed order in another ways, there is not a standrad way for the background to run the data, ( maybe a if loop in insert)

    1. What's the point of playing a game featuring fjords without also including vikings to pillage the other player's lands...I've actually developed two additional tiles for Fjords: The Dragon and The Marauding Hoard. Both do exactly that.(I've play tested them with a friend well over 40 times and we both agree that with an expanded set of Fjords tiles, these two greatly improve the game for us. I'll write the tiles up and post them to BGG... eventually)
    2. you're quite the lucky man. i finally got my wife to agree to play fjords with me last weekend and, after beating me pretty soundly in two straight games, she announced she didn't like the game. turns out she didn't like the puzzle/board-building aspect of the game, the lack of aggressive play ("it would have been better if i could have fire-bombed some of your land") nor all of the 'action' taking place in the last minute or two of the game.drats.
    1. If you'll sell it in the U.S. for less than 3948098 dollars, I'll pre-order. I've been wanting this game for quite a long time.I've got a copy of Fjords, I guess I should list it on the marketplace for 3948097 dollars.Only if you want to get rid of it for such a ridiculously low price!
    1. providing a bespoke game to every backer

      bespoke?

      Ah, I see what they mean below:

      Some of the materials for this game are trinkets and knick-knacks recycled from wherever it is many of these trinkets come from, usually thrift stores and junk stores.

    2. As the project goes along, I’ll be posting some blogs about my design process and thinking around the game, and if you’re interested in my writing about games, I have written for both Meeple Mountain and Dicebreaker.
    1. Production regimes are institutional framework conditions for economic activity (Hall and Soskice 2005). They structure the production of goods and services by way of markets and market-related institutions. The “rules of the game” of economic activities—more exactly, the incentives and constraints of economic transactions—will be formulated through an entire ensemble of institutions, in which economic activity is embedded. The single institutions—enterprise financing, managerial education, contractual relationships between enterprises, interorganizational networks, standardization processes, and interenterprise conflict regulation—together form an interlocked system which tends toward self-regulation.

      I share much of the sympathy with the Varieties of Capitalism approach and would agree that it remains an important framework when analysing the global political economy. However, what seems to be missing here is a plausible argument about why such national Variants of Capitalism have and will survive when companies are more strongly able to choose the legal system that they are subject to. Legally, this relates to the question of how the field of private international law and its related choices for party autonomy and territoriality impact the survival of national variants of capitalism. In other words, once companies may choose the system applicable to them merely by means of the act of incorporation of the choice for a legal system in their contracts, how can this not lead to a certain degree of regulatory competition and the preference for a few capitalist systems (for this critique on the Varieties of Capitalism, cf Bohle/Greskovits, Varieties of Capitalism "tout court", European Journal of Sociology 2009, 355-386. My comment here is not so much about the "survival" of a variant of capitalism as such, but more on the problem of continuing relevance in the face of increased choice by private actors.

    2. Production regimes are institutional framework conditions for economic activity (Hall and Soskice 2005). They structure the production of goods and services by way of markets and market-related institutions. The “rules of the game” of economic activities—more exactly, the incentives and constraints of economic transactions—will be formulated through an entire ensemble of institutions, in which economic activity is embedded. The single institutions—enterprise financing, managerial education, contractual relationships between enterprises, interorganizational networks, standardization processes, and interenterprise conflict regulation—together form an interlocked system which tends toward self-regulation.

      I share much of the sympathy with the Varieties of Capitalism approach and would agree that it remains an important framework when analysing the global political economy. However, what seems to be missing here is a plausible argument about why such national Variants of Capitalism have and will survive when companies are more strongly able to choose the legal system that they are subject to. Legally, this relates to the question of how the field of private international law and its related choices for party autonomy and territoriality impact the survival of national variants of capitalism. In other words, once companies may choose the system applicable to them merely by means of the act of incorporation of the choice for a legal system in their contracts, how can this not lead to a certain degree of regulatory competition and the preference for a few capitalist systems (for this critique on the Varieties of Capitalism, cf Bohle/Greskovits, Varieties of Capitalism "tout court", European Journal of Sociology 2009, 355-386. My comment here is not so much about the "survival" of a variant of capitalism as such, but more on the problem of continuing relevance in the face of increased choice by private actors.

    1. This is a new version of the game and it's actually worse than the one I used to play as a child. Puzzles have been removed, pathfinding is buggier than I remember it to be and you can't aqcuire a specific item at the beginning of the game. It's definitely not worth buying, even for nostalgia's sake.
    1. Could you please elaborate what you mean by this "the libraries used by the game are outdated and incompatible with any visual basic language code post-2007~2010"? Navalia is written in C++ and uses OpenGL for rendering so it has nothing to do with Visual Basic. It needs Visual Studio 2012 Redistribution Package to work, but I have tested the game with Windows 7, 8 and 10 and it works just fine. This package is also automatically installed by Steam. Maybe somehow you don’t have this package? You can install it from Microsofts website.Could you give me the specs of your computer and what windows version are you using?

      .

    1. I have a feeling some of the money framing in the newsletter space is overblown. Some bigger names with pre-existing platforms (and by this I mean exposure, popularity, voices, and other possible media outlets already) have some serious upside to creating paid newsletters. Many of these platforms are trying to not only capture a slice of these pies, they're trying to leverage those same big names to actively make it seem to the average person that they too could have a paid newsletter (see how easy it is...). The reality is that many of these others are going to spend a lot of time and effort to try to garner pennies on the dollar or ultimately fail. This sort of game works much better in the YouTube space where self-hosting the video and doing distribution is a much higher bar. The VC space for newsletters is going to have a dreadful crash when folks realize that there's more competition in the space than they bargained for.

    1. It's as good as online-only, however with noone actually playing you'll find yourself queueing for bot matches (even having to wait for the "other players" to select their vehicles). You want to just race your mate in a local game- nope! Local races are single-player only (apparently the devs couldn't be bothered with coding a split-screen or zooming camera to enable local multiplayer races). Want to play online but specify the map? Nope! Play a game online with a good lobby and want to stick with that group? Nope! Every game forces you to exit after each event.
    1. Secondly, the difficulty ramps up very quickly - once I'd got a handle on things and started getting in to it, it threw me off that the Novice level 7 is just WAY TOO HARD - it's not a game centered on difficulty so it's not like that's an excuse, nor is this a later on level where you'd except difficulty, but having just 15 seconds to do that lap, that needs to be changed to 20 at least!
    1. I like the concept, and I don't want to discourage the developer, but this game is not an alpha. This is a prototype. The game has one functioning game loop right now: gather / farm materials, create potions and either sell them or use them to complete missions (which is basically the same thing). There isn't a goal other than to buy a larger house and a shop. I see he has a roadmap, and it doesn't make any sense to me. It talks about updating the map, adding quests, some kind of helper golem, seasons, other things that seem more like finishing touches. In reality, the developer should be figuring out what kind of game this is supposed to be, testing out new mechanics, and once that's figured out, start over.
    1. With absolutely no means of saving progression in this game I cannot for the life of me understand why anyone would give this game a positive review. It could have been a decent enough game for the genre, however unless you have all day to dedicate to completing the game in one sitting, avoid.
    2. I was going to give this a good review, then I went and read the other reviews about the game not saving. I thought to myself, surely not! This must some sort of smear campaign against the fine developers at jemchicomac?!? Alas, it is my duty to report that there is indeed no save functionality in this game. Tis a pity.
    3. Alright, let me get this straight: the developer decided to create a game that's 60 levels long, which is 5 worlds each with 12 levels, and didn't implement a save feature? We are in a time where save features are a high need for a game. If anything, for a long game, they'd have passcodes, but we're past those times now, so a save feature is what one would expect in a game. Why does the developer ignore the players who want a save feature? I saw in the discussions that what looked like a parent/guardian bought this game specifically for their kids to play. Do you think the kids will be able to play a game like this and complete it in one sitting? No, I don't think so. Those poor kids are now stuck with a game where they won't feel any accomplishment with because they have to restart every time.
    1. Precisely. There are also more technical criticisms to be made here, beyond the scope of what we can reasonably get into. Suffice it to say cryptocurrencies are normally implemented today through one of two kinds of lottery systems, called “proof of work” and “proof of stake,” which are a sort of necessary evil arising from how they secure their systems against attack. Neither is great. “Proof of work” rewards those who can afford the most infrastructure and consume the most energy, which is destructive and slants the game in favor of the rich. “Proof of stake” tries to cut out the environmental harm by just giving up and handing the rich the reward directly, and hoping their limitl

      Proof of work vs proof of stake

    1. Viewing illness as a personal failing is not only morally misguided; it’s also damaging from a public health perspective. Many people don’t want to find out if they are infected, even if they are sick, because they worry that others will wonder what they did “wrong.” Some who are infected even hide their status, for fear that those they’ve been near will be angry at them for putting them at risk.Such fears are entirely rational. Lots of people get angry when they find themselves infected with the coronavirus, wanting to know which person they came into contact with is to blame.We don’t play this “blame game” with influenza, even when it’s an especially bad flu season. But we are doing it with Covid-19

      “Playing the blame game” I really like this because nobody ever wants to take responsibility for possibly coming in contact with the virus or putting themselves into a riskier situation.

    1. What I dislike from the achievements is the "Dialogue Skipper". I really don't like it because you are encouraging people just to skim or even skip it at all and not get interested with the story. I earned this achievement on a 2nd run but I had a friend who just skipped it all on her 1st try.What devs should encourage is for the gamers to have a lot of playing time on their game so they would recommend it to others and not just do it for the cards and uninstalling it afterwards.
    2. Even with knowing that the series would not be going anywhere, I still bought the game and completed it. (Honestly, because I feel like I need to play everything in the genre ...)

      .

    1. unsuspecting childlikeness

      I'd also add [learned helplessness] (https://www.britannica.com/science/learned-helplessness) - the constant need for entertainment is definitely a problem, but if we take a deterministic view of these broader design trends the long-term ramifications are even more disturbing - the rise of Web 2.0 has seen a massive shift towards user-friendly platforms, but in addition to cultural infantilization we are seeing a significant decrease in tech literacy - and sometimes these trends manifest simultaneously. For instance, I'm writing this annotation in Chrome, but if I lose internet access my browser tab would allow me to play the endlessly addictive "Chrome Dino" browser game until my connection was restored - this is a fairly innocuous little easter egg (not coincidentally a term also used by Yelp UI designer Yoni De Beule in one of the articles I linked to above), but it does raise some broader questions about the amount of tech literacy and user autonomy these companies want us to have - features like these suggest that passivity is their preferred state for consumers, which is troubling.

    2. The privacy policy — unlocking the door to your profile information, geodata, camera, and in some cases emails — is so disturbing that it has set off alarms even in the tech world.

      This Intercept article covers some of the specific privacy policy concerns Barron hints at here. The discussion of one of the core patents underlying the game, which is described as a “System and Method for Transporting Virtual Objects in a Parallel Reality Game" is particularly interesting. Essentially, this system generates revenue for the company (in this case Niantic and Google) through the gamified collection of data on the real world - that selfie you took with squirtle is starting to feel a little bit less innocent in retrospect...

    1. You might split the students into teams and call the questions aloud, or you could produce a written quiz for the students to take the next day.

      I like the idea of splitting them into teams for collaborative thinking. Instead of having them do a quiz I could create a Jeopardy game. I feel like this will create a low pressure environment where students will have an easier time learning.

    1. Even with an ever-changing rulebook, moderators are granted only the slimmest margins of error. The job resembles a high-stakes video game in which you start out with 100 points — a perfect accuracy score — and then scratch and claw to keep as many of those points as you can. Because once you fall below 95, your job is at risk.

      The images above demonstrates the particular sentences Facebook Content Moderators would be flagged to remove or keep up. The image is sourced from an article by The Guardian which disclosed information on, "Leaked policies guiding moderators on what content to allow are likely to fuel debate about social media giant’s ethics"

      As a social media user, I would consider all of these sentences to be violent and not pleasant to view on Facebook. This goes to show that the job of a moderator has the opportunity for open interpretation while leaving no room for error.

      An interpretation/further explanation that really resinates with the difficulties of violent language reads,

      "...Violent language is most often not credible until [it] gives us a reasonable ground to accept that there is no longer simply an expression of emotion but a transition to a plot or design. From this perspective language such as ‘I’m going to kill you’ or ‘Fuck off and die’ is not credible and is a violent expression of dislike and frustration.”

      https://www.theguardian.com/news/2017/may/21/revealed-facebook-internal-rulebook-sex-terrorism-violence

    1. Game time, the opposing team calls the play that Maud put the fierce kaput on in practice, and beneath a metal-halide glare that’s also a gauntlet, Maud barrels towards the running back and—BOOM!—lays a hit that sounds like trucks colliding.

      I can really visualize this scene in my head because of the descriptive language used by the author.

    1. An infl uential Wampanoag diplomat, Weetamoo presented a political and cultural challenge to the Puritan men who confronted her authority. Her strategic adaptation to the colonial “deed game”

      That is very interesting to note and shows that native women had leadership roles and help protect their land and territories.

    1. Most of the projects here are the kind that might be fun to make but shortly end up in the trash (like: animals made out of toilet paper tubes, a Paper plate ring toss game, A necklace made of colored plastic straws...)
    1. This looks and feels like an Unreal Engine asset flip, where they slapped together a bunch of assets from the Unreal store and tried to call it their own game. Many of the game assets are very low quality. It's buggy and incomplete. That didn't stop the shady devs or their publishers from selling this in game bundles as a complete product. Extremely dodgy behavior there! Regardless, the (terrible) quality of this "game" speaks for itself. Impossible to recommend.
    1. Everything about this game is as simple as possible, down to the three main leads, their conversations, and even the plot—it may sound super exciting to go on an expedition under the ruins of a temple to find some ancient advanced machinery; but in reality, the whole thing is like a longer Saturday morning cartoon episode.
    1. I would love to ask devs what the ****. It used to be a not bad puzzler with crappy movement, but it had to be at least a bit interesting if my Steam counter shows 5 hours. Now it is a crap.There is nothing left from the previous version - except the fact that the main character is a robot. Earlier the game looked like a bad retro, and now it looks like sweet flood. The robot moves extremely slowly now and, what's worse, it seems that it has the same levels as a game that used to be called "Abrix for kids".Achievements were reset and the new ones are broken, so it is enough to make a step to achieve 1000 steps, move a block one to get a 1000 moved blocks achievement and same with destroying blocks. I think it is even better this way. No one has to play it more than few minutes.It is sad what happened with Abrix. Avoid it.
    2. There is a bare-bones attempt at a game, and they've really tried milking this cash cow as there are multiple variations from the basic game engine they've established. I don't find the game to be interesting, fun, engaging, or enjoyable. I suppose it did generate one solid puzzle for me though. How does it have anything other than negative as its overall review score?
    3. These lazy and/or idiotic hacks uploaded the exact same game to Steam THREE TIMES, charging separately for each, and including microtransactions in each. This appears to be a botched attempt at content tiers, but they all have the same number of levels, which makes this the premium version for true Abrix fans! They even threw in some one time use powerups AND six achievements instead of one, so you really get your moneys worth.
    1. Piano Cat is a challenging rhythm-based platformer game where you [...] jump to the beat [...].No, no, no, just no. This game has nothing to do with rhythm or doing something in sync to the music. If you try to do that, you will fail, a lot. In order to beat the stages you have to mute or ignore the music, ignore the obstacles and only look out for the buttons you have to press. When they light up green, you press the button. This means that you have to press them always too early to the action, ahead of time. If you try to time it to the music, it will be too late and not count. If you are good in these kind of games, this will totally throw you off here.The graphic are nice, the music is ok, but it does a terrible job in having rhythm based gameplay.
  2. readyplayerone.fandom.com readyplayerone.fandom.com
    1. The game consist of many unique elements like a switchable fireball gun / laser switcher, time turning platforms, rotating / sequential lasers, floating ball shooting enemies, wall of death.
    1. Playing the game reminds me of when Han Solo has to maneuver in an asteroid field and C3PO says "Sir, the possibility of successfully navigating an asteroid field is approximately 3,720 to 1!"
    1. We haven’t imported this board game before. Typically there are customs hurdles the first time cargo clear customs officers. While we have extensively planned around these delays and have budgeted for them extensively in our milestones tracker, the fact remains that customs remains unpredictable.
    2. Enter 2020: Matt and Jordan managed to scrape together some illustrations for playtesting, but they weren’t up to the bar of a production game. Fortunately, we connected through friends with Jaehee, and she cautiously listened to the pitch for the game. Once she decided to join the team, the artwork and designs quality improved by orders of magnitude, to the point where we had an experience we felt was worthwhile sharing publicly.
    1. Designed identity is not a term meant to issue blame to game designers, artists, creators, advertisers, or others involved in the video game indus-try.

      Not due to mass media, but an entire culture of consumption and replication. The spectacle.

    1. However, in the case of Red Dead Redemption, this game does more than circulate genocidal narratives; players are sutured to John Marston, taking up his subjectivity and therefore the ideological stance of the frontier Western

      lmao

    1. ee-hunting is another interesting and contro-versial incentives program that has been used inparts of Africa to raise revenues and build localsupport for wildlife conservation. A limited num-ber of licenses to hunt game animals are sold,with a portion of the revenues being returned tothe local communities on whose land the huntingoccurs.

      This is interesting! It reminds me a bit of how moose hunting permits in Maine are sold. Last year, there were only 3078 permits issued out of 65,361 applications. To even get one, you have to enter a lottery where you pay $15 per entry, and the chances you'll actually get one are slim - and then, you pay an additional $52 for the permit itself. If you are not a resident, both of these costs are higher. The funds collected go toward preservation of Maine wildlife!

      If you're a statistic geek like me, you can find more of those numbers here:

      https://www.maine.gov/ifw/hunting-trapping/moose-permit.html

    2. Thus, bald eagles (Ha-liaeetus leucocephalus) in the coterminous 48 states(but not those living in Alaska or Canada) wereadded to the endangered list when their numbersplummeted due to pesticide poisoning

      I had always known that bald eagles were endangered, but I never had known why. Its interesting to learn that the reason is from pesticide poison, I would never had thought of this being the reason for causing it. At least as of now Fish and Game are saying the population is increasing and is one of their least threatened species.

    1. The game was a broker for my historical learning of that time period. Videogames especially helped with my English vocabulary. I saw myself being better and better in English talking to people from all around the world while playing World of Warcraft or Call of Duty. When I understood English, I started turning to other media like YouTube and Twitch. I watched many different English videos and learned different things.

      Great example! This also demonstrates transmedia navigation, interest-driven learning and hints at affinity groups.

    1. Then the last two boys arrive, Coyle and a cousin of his from Mississippi. Anders has never met Coyle’s cousin before and will never see him again. He says hi with the rest but takes no further notice of him until they’ve chosen sides and Darsch asks the cousin what position he wants to play. “Shortstop,” the boy says. “Short’s the best position they is.” Anders turns and looks at him. He wants to hear Coyle’s cousin repeat what he’s just said, but he knows better than to ask. The others will think he’s being a jerk, ragging the kid for his grammar. But that isn’t it, not at all—it’s that Anders is strangely roused, elated, by those final two words, their pure unexpectedness and their music. He takes the field in a trance, repeating them to himself.

      What is the significance of this scene? Why does the author include his memory of a baseball game as his last memory before he dies? Is this the author's way of telling Anders' life story? Could the author mean that childhood is very important, and one's entire life is affected during childhood? Coyle's cousin saying "they is" sparked an interest in words to Anders, and as the readers know, Anders became a book critic (a savage one at that).

    1. By the 1900s, data could be stored and shared so widely, in so many ways, that the wordmedia had many meanings. It could be defined by the type of platform used to deliver it(broadcast, print, digital, mobile, social/interactive, multimedia), its content (news media,advertising media), or its recency (traditional media, new media).

      Huh, it's pretty's interesting that media was named this way initially to mean a broad definition of just something that delivers data and information.

      While news media is still prevalent, I find it interesting how media has become more closely associated with entertainment such as referencing a Facebook feed or a video game pertaining to a form of media.

    1. Rather than an intimate Big Brother that uses murder and terror to possess each soul from the inside out, these digital networks are a Big Other: impersonal systems trained to monitor and shape our actions remotely, unimpeded by law.

      I agree with this statement, in the novel, Orwell conveys certain events that occur excessively about the character's fear of punishment and breaking law. In contrast, for our world now, games like the ones being listed in this page are influencing our actions without us being conscious of the deeper meaning to this. It is quite terrifying how a game that is meant for entertainment would be able to do something else.

    2. Augmented reality game Pokémon Go, developed at Google and released in 2016 by a Google spinoff, took the challenge of mass behavioral modification

      Private information such as location can be given out which is dangerous, especially for kids who play the game

    1. The ‘ultimatum game’ is an experiment, common in psychological labs, in which one player (the proposer) is given a sum of money and told to propose a division between him and another player (the responder), who may accept the offer or reject it. If the responder rejects the offer, neither player gets anything. The experiment has been replicated thousands of times, and usually the proposer offers a relatively even split. If the amount to be shared is $100, most offers fall between $40-$50.

      A psychological study allows one person to split a sum of money and another person to reject so they both get money or refuse so neither gets money. most of the time it is an even split.

    1. The blood when you get the animal to food is really off putting. It doesn't make sense, is the player suppose to be eating the animal once you get it to food? If the dev just removed that it would make this game MUCH MUCH better.
    1. hat is, gameplay is performative, requiring the player to take on a role or multiple roles in a game world. But what if those roles are racist, sustaining white supremacist ideals? Red Dead Redemption enables the conditions through which players can enact such values and beliefs.

      iirc the entire narrative is in opposition to such ideals

    1. These examples have several things in common. For one, they were highly collaborative. Two, they pushed a new technology beyond what anyone imagined possible into something dramatic, whole, and full of promise. Three, they were - fundamentally - not works, but tools. "Space War" was a game, nothing without players, and never the same from game to game. The Aspen Movie Map was not a tour of Aspen; it was Aspen. The tour was what you did with it.

      这些例子有几个共同点。第一,它们都是高度协作的。第二,它们将一项新技术推向了超越任何人想象的可能,使之成为戏剧性的、完整的、充满希望的东西。三,它们——从根本上说——不是作品,而是工具。"太空战争"(Space War)是一个游戏,没有玩家就什么都不是,而且不同的游戏之间也绝不相同。阿斯本电影地图(Aspen Movie Map)不是阿斯本的旅游,它就是阿斯本(Aspen)。游览的是你用它做了什么。

    1. The problem is the 'power-ups' (aka cheats?): the ice cubes, bombs, and especially the teleports. They seem needed to solve some levels (at least for 3 stars completion), but because they are widely available (5 of each / level) they are completely overpowered. Why would you try to solve a level without them, when you can use them? It removes the incentive to actually solve the puzzles the hard way. It breaks the game. Shame.
    1. This is an unfinished/abandoned 2D "diving" game (basically a flyer/"platformer") where you swim through an underwater maze and collect various objects. The game wasn't finished, it's clunky, and lacks polish. The developer dumped it on Steam as a quick cash grab and ran. This should be removed from Steam until completed (if ever). I can't recommend incomplete games,
    1. A Game-design MasterpieceTake one simple game mechanic, and make the absolute most of it – that's exactly what the developers of Jim is Moving Out did, and it worked really well! The core of this game is stunningly simple: a few little boxes (furniture) inside a big box (Jim's house), one or two flying fellas (the players) and a physics engine. Think about the most creative ways you could make this into a game. Anything you think about, this game did it. What if you had to squeeze through narrow holes without breaking too much furniture? It's in the game. What if the room had wheels? Yep, it's there too. What if one of the walls was missing and you had to avoid losing the furniture? The whole co-op is about this. Zero gravity? Yes, even that is in the game.
    1. I must say I am quite surprised by so many negative reviews. To me this little game is pure genius. There's something about it you just can't put your finger on... something strange, hard to define. The premise is utterly simple - roll left or right - but the game keeps adding new possibilities every level. And it doesn't make a fuzz about it. "Here's something completely new, it's there, who cares". The mechanics and physics are spot on and the game explores them brilliantly. Visually it's beautiful and the characters you interact with are strange and fascinating. A feeling of novelty and discovery permeates the game from start to finish.Here's my suggestion: watch some videos of the gameplay and see if it bothers you. If not, go for it, for you've barely seen the tip of the iceberg.