Monopoly
by BrentoBox
Posted on Sunday, November 1, 2009
If you were born in America, chances are you have played a game of Monopoly, and for a good reason. Monopoly is probably one of the most fun games to start out of any board game you can play. Every player starts out with 1,500 dollars, which is quite a lot in the city/country/world/universe of Monopoly. The board is open, every property is unowned, and you have the chance to literally own a part of the game board itself (A feature not present in almost any other board game). That reason alone may be why Monopoly is so iconic, and one of the most successful board games of all time. But despite that fact, it suffers from a glaring and fairly well known design flaw; Monopoly has no end game.
Or to be more specific, Monopoly has a terrible end game. As you reach the end of Monopoly, the game shifts from a dynamic playstyle of spending money, owning properties and building houses, to a static game of rolling dice and simply gaining or losing money. While this is could be an interesting end to the game, the shear fact of how long this process takes ensures that very few players ever choose to see a Monopoly game through. By the end of the game, the board has been set. Properties have been bought and developed. Money is no longer as much of a resource as there is nothing left to buy. Instead, it becomes more similar to Hit Points, serving only to keep alive you in the game until you are bankrupted. All that is left is watch the odds play out. It can take hours.
And that is really where the problem lies. Once all options for the game have been exhausted, the game should be finished. Monopoly lacks a simple and decisive way to determine a winner, and instead deteriorates into a game of attrition. No competive player will ever give up a property that will allow his opponent to gain a monopoly or put themself at a disadvantage. So the board and odds stay set, and you are forced to bleed your friends or competitors dry. Much like real life finances. But damn it, this is a game, and it should be enjoyable to people who aren't sadists, masochists or that have severe autism and enjoy focusing intensly on boring things.
Great games tend to give players options and remain dynamic throughout the entire course of play. Games such as Chess and Go can be decided very early on with little chance for a comeback, but players are is still responsible for maintaining their leads and countering their opponents moves. In games like Street Fighter, each player has the same amount of options, and there is constant potential for comebacks throughout the entire match; regardless of the amount of life or rounds lost. In both of these instances, players are able to earn leads over their opponents without the gameplay becoming limited or stagnant.
So what is the fix to Monopoly? Although there are a lot of options, changing to much of the game or making to complicated is pointless, so a less instrusive way is probably best. One possibility is to add a system similar to blinds in Poker, where stakes are continually raised to bring the game to a close. It would maintain Monopoly's current rule set and allow for the game to end quickly. Games could finish fast without interfering with the classic rule set, and messing with what is arguably a very successful formula.
A second option, which is a lot more interesting, would call for an ammendment or addition to the current rules, and would be the equivalent of creating an alternate version of the game. That is a topic a little to big to explore in this post, but it would definitely be a fun idea.
For people who are committed to playing Monopoly, the current rules are probably something they wouldn't change. Players who play a game competitively often understand a game on a different level and enjoy it for all its flaws. But for the rest of the world, a small change could do a lot to make Monopoly a game that doesn't take the entire night to finish.
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Or to be more specific, Monopoly has a terrible end game. As you reach the end of Monopoly, the game shifts from a dynamic playstyle of spending money, owning properties and building houses, to a static game of rolling dice and simply gaining or losing money. While this is could be an interesting end to the game, the shear fact of how long this process takes ensures that very few players ever choose to see a Monopoly game through. By the end of the game, the board has been set. Properties have been bought and developed. Money is no longer as much of a resource as there is nothing left to buy. Instead, it becomes more similar to Hit Points, serving only to keep alive you in the game until you are bankrupted. All that is left is watch the odds play out. It can take hours.
And that is really where the problem lies. Once all options for the game have been exhausted, the game should be finished. Monopoly lacks a simple and decisive way to determine a winner, and instead deteriorates into a game of attrition. No competive player will ever give up a property that will allow his opponent to gain a monopoly or put themself at a disadvantage. So the board and odds stay set, and you are forced to bleed your friends or competitors dry. Much like real life finances. But damn it, this is a game, and it should be enjoyable to people who aren't sadists, masochists or that have severe autism and enjoy focusing intensly on boring things.
Great games tend to give players options and remain dynamic throughout the entire course of play. Games such as Chess and Go can be decided very early on with little chance for a comeback, but players are is still responsible for maintaining their leads and countering their opponents moves. In games like Street Fighter, each player has the same amount of options, and there is constant potential for comebacks throughout the entire match; regardless of the amount of life or rounds lost. In both of these instances, players are able to earn leads over their opponents without the gameplay becoming limited or stagnant.
So what is the fix to Monopoly? Although there are a lot of options, changing to much of the game or making to complicated is pointless, so a less instrusive way is probably best. One possibility is to add a system similar to blinds in Poker, where stakes are continually raised to bring the game to a close. It would maintain Monopoly's current rule set and allow for the game to end quickly. Games could finish fast without interfering with the classic rule set, and messing with what is arguably a very successful formula.
A second option, which is a lot more interesting, would call for an ammendment or addition to the current rules, and would be the equivalent of creating an alternate version of the game. That is a topic a little to big to explore in this post, but it would definitely be a fun idea.
For people who are committed to playing Monopoly, the current rules are probably something they wouldn't change. Players who play a game competitively often understand a game on a different level and enjoy it for all its flaws. But for the rest of the world, a small change could do a lot to make Monopoly a game that doesn't take the entire night to finish.
Sins of Our Fathers
by Zen
Posted on Friday, October 9, 2009As an avid reader of German philosophy, I so often find myself at the mercy of translators to properly understand the material. Even if I, like Heidegger, refuse to concern myself with fidelity to the philosopher's intent, a poor translation can obfuscate or even completely cover over useful nuances and enlightening tricks of meaning. This problem is as much present for novels and music as it is for philosophical works, and I've found it applies to video games as well. Masterpieces like 7th Saga, Final Fantasy V, Secret of Mana (Seiken Densetsu II), Chrono Trigger, and even parts of Final Fantasy VII suffered from having poor to nonexistent translations that hid their greatness from view.
Fortunately, Japanese publishers started to catch on that not everyone in the US is a drooling moron around the time the original PlayStation came out. Instead of dumbing down hard games and not even releasing games that were too complicated, Japan discovered that gamers in the US were thirsty for true works of art. For me, the turning point was a game called Castlevania: Symphony of the Night, and after the opening scene I knew things would never be the same again.
What follows is an annotation, a sort of recreation of my own thoughts as I relive these precious moments today. You are encouraged to click this YouTube link first, so that you can appreciate these lines as I first did all those years ago.

Fortunately, Japanese publishers started to catch on that not everyone in the US is a drooling moron around the time the original PlayStation came out. Instead of dumbing down hard games and not even releasing games that were too complicated, Japan discovered that gamers in the US were thirsty for true works of art. For me, the turning point was a game called Castlevania: Symphony of the Night, and after the opening scene I knew things would never be the same again.
What follows is an annotation, a sort of recreation of my own thoughts as I relive these precious moments today. You are encouraged to click this YouTube link first, so that you can appreciate these lines as I first did all those years ago.

Richter: "Die, monster! You don't belong in this world!"
We see here a desperate and crucial line being drawn, a dualistic boundary with foundations in Plato that has, much like Dracula himself, endured (some might say thrived upon) the millennia of strife human beings call history. The irony foreshadowed here is that not only does Dracula belong, but this world is contingent on another dualism that he represents. He cannot be banished from this world, because without him there can be no world. Koji Igarashi is arguing here that one cannot banish value, cannot operate outside of it, and cannot simply eschew the uncomfortable and macabre. This becomes important later, but for now one can simply appreciate the claim that worldliness comes after value.
Dracula: "It is not by my hand that I am once again given flesh. I was called here by... humans who wish to pay me tribute."
Richter: "'Tribute'?! You steal men's souls, and make them your slaves!"
Dracula: "Perhaps the same could be said of all religions..."
This famous exchange at first seems to contradict Dracula's opposition to the value of Goodness, but he is not trying to equivocate. He is in fact highlighting his nature as the opposite, that he behaves the same but in the other direction. There is a note of sadness to be discovered here by the perceptive: there is no hate in this exchange, as though Dracula mourns the fact that his foe, whom he respects more than he can ever let on, could just as easily have been his most trusted ally and friend. The futility and contingency of it all throws the attentive player into an authentic experience, fully appreciative of the arbitrariness of the very distinction the series represents. This irony is one of the most compelling moments in video game history, and is possibly the main reason for the fondness so many gamers have for this title.
Richter: "Your words are as empty as your soul! Mankind ill needs a savior such as you!"
Dracula: "What is a man? A miserable little pile of secrets! But enough talk... have at you!"
Who knows what secrets lie hidden, deep within a man's heart? Does Dracula? Is it his lack of a soul which clouds the deepest truths of humanity from his vision? Or is it perhaps the very thing which allows him the keenest vision of all, a pure and objective view of humanity which is the source of his contempt? In this beautiful passage we see the heart of Castlevania's meaning, the foundation and culmination of all of its themes. Dracula--dangerous, powerful, timeless--displays a kind of insecurity. Unable to relate to anyone but his greatest foe, he is quick to dismiss the subject. Could he abandon his position, see if the world could survive without his chaotic influences? Best not to think about it. The last time he let himself see humans as anything more the results were too painful to bear. Best to end the discussion and do his duty. Best to go on forgetting, go on hating. It's the best for everybody.
What childhood could a man like this possibly provide? Is it even so different from the plight of any father quaking in the face of the insurmountable responsibility of parenthood? The roles of faith, love, fatherhood, and family legacy all collide here. In this brief encounter with Richter we seem to learn so little of Dracula, and yet one can see his entire person (dare one even suggest a soul?) laid bare in these few lines. It is only fitting that Richter sit the game out, having done his duty: the stage is set for Alucard (Is he his father's opposite? He goes in the other direction, but is made of the same stuff...) to discover his father, and himself. By the end of the game we see not only the purest of good, not only the most dastardly of evil, but the gentle, terrified man who sits precisely between them. And we see the horizon by which to judge him: the balance of all things.
Selective Depth
by Zen
Posted on Monday, September 21, 2009
Fans of 2D games put up with a lot of abuse. Often we find ourselves playing a game simply on the basis of its visual and gameplay sensibilities, while the quality of the game could be worse than quick time events. It's sort of like being a Sonic fan, or driving an American-made car. It's sort of like being a battered spouse.
Still, sometimes being 2D doesn't have to be enough; sometimes Vanillaware makes a game. Now I've only played two of their games, but both have offered a distinctive perspective on action RPGs while delivering the most astonishing visuals I've possibly ever seen in a video game. Odin Sphere was a meticulous and harsh brawler, one where each chapter of its intricate story not only provided new perspective on seemingly clear events but also presented the player with completely new play styles. There was variety to the combat, and each playable character focused on a different aspect in a way that really explored the potential of this variety.In short, it was a masterpiece, although in some ways having a score by Hitoshi Sakimoto could be considered cheating in this regard. When a Wii successor was announced I got pretty excited, since I seem to be the only person who still wants the Wii to work as a platform for more than Gamecube ports, opportunistic shovelware, and kusoge. After playing several hours of Muramasa: the Demon Blade, the 2D gamer in me feels sated without feeling cheapened or insulted.
Like Odin Sphere, Muramasa proves that sprites are still way, way more detailed and beautiful than 3D models. 3D effects are used for complex animations, especially for some of the more enormous sprites, but always as emphasis for actual frame animation. It's a distinctive visual style, somewhat reminiscent of Flash animation, this time given the same kind of Japanese art flavor as Okami. The colors are phenomenal, the backgrounds lively and deep, and the gameplay excellent.Vanillaware action RPGs have a flow of gameplay that simplifies or removes some of the more traditional obstacles, like platforming challenges or fetch quests, and instead offers the same variety and depth of experience in just combat and map navigation. In Odin Sphere this was accomplished with parallel systems of food and weapon experience which fed into each other, along with a ridiculously complex item crafting system that was tied into every single aspect of combat and character progression. In Muramasa the item crafting is simpler, but there are still parallel systems affecting what weapons you use. This relative simplicity is made up for by a much more flexible combat system. Instead of cautiously performing hit and run tactics on swarms of durable enemies, combat happens in quick skirmishes that coerce you into using all your abilities without ever explicitly requiring it.
Basically, the theme for these games is that nothing is wasted. Every action you perform is working double-duty, and every action you perform provides toward a goal elsewhere. This is how a game that essentially boils down to running around a simple map fighting random battles can stay fresh and interesting for so long.
To explain more about why I love the game's combat so much, especially in the face of accusations that it's too button-mashy, I'm kind of a sucker for any combat engine that emphasizes mobility. There are simple ground and air combos if you just mash the attack button, but it's usually a better idea to take advantage of the dash attacks. You hold down the attack button and just aim the control stick in the direction you want to go. Combat feels more like a flow from one enemy to another, punctuated by stationary combos, than a simple round-up followed by an attack combo. Dodging and attacking become the same, and just like everything else in a Vanillaware game no single action serves a single purpose, but everything works double duty.Another feature of the combat, and probably the primary reason people think it's too easy, is the blocking. For the most part (things change in the game's hard mode) you block by attacking while being attacked, which makes sense as far as parries are concerned. The reason this all works is that blocking uses up sword integrity, which is necessary for performing special moves. After a sword breaks it will slowly regenerate, and you can carry up to three at a time, but for the most part you will be more worried about keeping your swords intact than actually taking any damage. Once they all break you're basically dead meat. Think of it like the recharging shields in any post-Halo shooter, only because it's Vanillaware they pull double duty and power special moves, too.
Muramasa has two difficulties, which boil down to Baby and Insane. It's probably better to acquaint yourself with it before going insane, but you can switch at any time. I've found a fair bit of challenge as a baby without wanting to pull my hair out, but I'm looking forward to replaying it on hard mode. I would probably have preferred a GOD HAND-style reactive difficulty system, but that's not Havok Physics ubiquitous yet, so I can't really complain.
The game is brilliant and the game is beautiful, but that's not even why I love it, exactly. It's the same sort of feeling I got when I played No More Heroes and felt like I really got to know Suda 51. We're all used to loading up a game and seeing corporate logos for thirty seconds, but you don't even see Vanillaware's logo until after you press Start. It's a unique touch, and it reminds me every time that the people who made the game are a part of the game experience itself. When the cover falls off of House of Leaves you're left with a book written by characters, and it's the author's hope that you forget about him entirely. If the cover fell off of Muramasa you'd still be spending time with George Kamitani, because he puts so much of himself into what he does. Please join me in loving him for it.The New Prose
by Zen
Posted on Sunday, August 23, 2009Building on my previous post about game designers as the new existentialists, I found these words by Rorty rather stirring:
... deconstruction ... needs a clear distinction between philosophy and literature. For the kind of reading which has come to be called "deconstructionist" requires two different straight persons: a macho professional philosopher who is insulted by the suggestion that he has submitted to a textual exigency, and a naive producer of literature whose jaw drops when she learns that her work has been suppported by philosophical oppositions. The philosopher had thought of himself as speaking a sparse, pure, transparent language. The poetess shyly hoped that her unmediated woodnotes might please. Both reel back in horror when the deconstructionist reveals that each has been making use of complex idioms to which the other has contributed. Both go all to pieces at this news. A wild disorder overtakes their words. Their whimpers blend into interminable androgynous keening. Once again, deconstructionist intervention has produced a splendidly diffuse irresolution.
There is something suspiciously old-fashioned about this way of setting up one's subjects. It is a long time since we have had writers who considered themselves in the business of providing pleasure. ... [Essays on Heidegger and Others, p.86]
Many will tell you of the harm Derrida (inadvertently I think) caused to literary analysis, and that phenomenon is the specific target of that passage. Rorty was concerned with the assumptions Derrida's criticisms of philosophical thinking made about both fields, but this came on the heels of his own significant bias toward prose:
As a way of counteracting Heidegger and, more generally, the kind of post-Heideggerian thinking which refuses to see the West as a continuing adventure, I want to put forward Charles Dickens as a sort of anti-Heidegger. If [archaeologists of the future] were, for some reason, unable to preserve the works of both men, I should much prefer that they preserve Dickens's. For Dickens could help them grasp a complex of attitudes which was important to the West, and perhaps unique to the West, in a way that neither Heidegger nor any other philosopher could. The example of Dickens could help them think of the novel, and particularly the novel of moral protest, as the genre in which the West excelled. From this point of view, the interaction of West and East is better exemplified by the playing of Beethoven's Ninth Symphony by the students in Tienanmen Square than by the steel mills of Korea or the influence of Japanese prints on European painters of the nineteenth century. [Essays on Heidegger and Others, pp.67-68]
Heidegger famously elevated "the poetical" in his later years, and Rorty seems hellbent on elevating the morality play instead. Heidegger's distaste for Western metaphysics and its insistence on objective fact appears, to Rorty, to be a distaste for the considerable social and political strides that have been made in the West. This essay was published in 1991, and I would love for Rorty to have been able to draw on the considerable cross-pollenation of Eastern and Western game development instead of century-old paintings inspired by still older Japanese prints. That said, it makes little difference to his point: instead of trying to express some transcendent quality through poetry, one should instead concern oneself with tackling moral and social problems by connecting them with people, with characters.
Still, it's not as though there haven't been games that tried to address these issues within a narrative. Whatever you think of the results, there can be no denying that Hideo Kojima's impenetrable oeuvre makes various comments on (post-)modern lifestyles and political attitudes. I encourage anyone who plays his games to forgive the failure at achieving the impossible task of tying all his games together into a single narrative, and to those of us who started playing Metal Gear games at the outset his turn to the dissonant and absurd is jarring and sometimes revolting. In spite of all this, one can discern a few central threads that he's been struggling to follow to their conclusion, possibly without even realizing it.You can disagree, and claim that Kojima has always been playing the philosopher/poetess game. People seem to think that he's always been courting some kind of recognition from the world of acknowledged intellectuals, or that he really still wants to be a film director. I say that he's failed spectacularly at both, to his benefit. I'm not one for Dickens, but what Rorty claims Dickens can accomplish is something that video games can accomplish tenfold. I don't think anybody can play a Kojima game without being bothered by him. Some people criticize the game, thinking they're bothered by it, but it's always Kojima. It's always Kojima making you look at what you're doing, what you're not doing, what you're ever doing. And he always considers himself to be in the business of providing pleasure.
<2D>
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