Archive for 'life'

Bonobo “Black Sands” short review

Mar 2010 19 – Filed under art + life

Reposted from my twitter as I listened to Bonobo’s latest album Black Sands.

Listening happily to Bonobo’s latest album Black Sands. I don’t like all of it but the tracks that are good are damned good. 24 minutes ago via Tweetie

I miss Bajka from Days to Come. Andreya Triana is a good singer but she’s almost too smooth with nothing to grab your ear and pull you in. 8 minutes ago via Tweetie

1009 is my favorite song on the album. Chill, yet glitchy and always feeling as if it’s on the verge of rocking the house. [audio embeded below as a youtube clip] 3 minutes ago via Tweetie

BTW for those of you in the Bay Area, Bonobo is playing at the Mezzanine, April 23rd!

Once upon a time we remembered phone numbers

Mar 2010 18 – Filed under life + science

Dave Pell has an excellently written, if slightly melodramatic, post on forgetting telephone numbers, My Head is in the Clouds:

“…My head was once filled with bits and pieces of information like phone numbers, to-do lists, and addresses. I’ve ceded that responsibility to technology. Last summer, I forgot my friend Norman’s birthday. We’ve known each other since elementary school.

…Now, after a few years of this, I realize that when I look up from the screen I know almost nothing. And maybe that would be fine if the absent phone numbers and upcoming dates were freeing space for deeper and more introspective thought.”

telephone dial While the picture he paints is engaging and on the face of it convincing, he needs to get off the hyperbole horse. Seriously, think about it, how many phone numbers, addresses, birthdates, etc. did you use to remember?

Personally, I never had more than 3-5 phone numbers memorized at a time, but then again why would I have to? Pre-cellphone, the only place I’d normally make calls is from home where I had my address book; if I was out and about usually the only number I ever called was home. It’s only since the invention of the cellphone, where every single person we know has a phone number and we call people all the time from anywhere, that we need to have phone numbers with us at all times.

These days the only addresses I remember fully are my work and my home, but this really isn’t any different than before. I still manage to get to places just like I always have without an address, by remembering the street and knowing what their house looks like.

As to birthday’s, well I never had much of a head for dates so I never remembered more than my family’s birthdays and if I was lucky the person I was dating. Pell lamented forgetting his friend Norman’s birthday who he’s known since elementary school. He blames this on the fact that he’s grown used to being reminded of birthdays via facebook/twitter/etc and Norman isn’t as active online. But is this really the reason? When you are a kid, birthdays are huge deals, but when you get older they tend to pass on by. They become less important, with less celebration, and thus less reason to remember them.

Pell speaks of freeing up space like the brain is a computer with a limited hard drive, but this is not how memory works. The fact that we no longer remember phone numbers is not because technology has made our brains lazy—it’s because we don’t physically dial numbers any more. There is no data being off loaded; we are not freeing up storage. It’s just not something we do and without doing there is no memory. If Pell wanted to, he could start remembering phone numbers again by dialing it using the key pad. Just like he could reinforce the memory of Norman’s birthday by planning a birthday party for him next year.

Small World is great story but some pages are missing

Dec 2009 31 – Filed under life

Review I posted on Board Game Geek.

Small WorldI recently picked up the board game Small World. It caught my eye while I was window shopping at Games of Berkeley; upon getting home I immediately began reading reviews here. It seemed to be right up my alley, and it fit a niche in my game cabinet that wasn’t being filled: that of a fun simple war game—or as they say on BGG an “Area Control Game.”

A Bit About Your Reviewer

I always find reviews more helpful when I have an idea who the person is, so let me first tell you what kind of gamer I am: besides classic games like scrabble and backgammon, I own Ticket to Ride, Dominion, Settlers of Catan and a number of various simple fun card games like Chrononauts and Give Me the Brain. I’ve also played a number of other board games, CCGs and RPGs.

When it comes to modern board/card games, I tend to like fun fast games with rules that can be explained easily, but strategy that takes a bit to unveil. I also prefer games with good themes and a nice visual design: I have a hard time playing ugly looking games–sue me I’m an artist. As such, I do lean towards euro games but I’m not stuck on them.

Anyway now that you get an idea of what kind of gamer I am, I’ll get onto the review…

Style & Theme (A)

I love the theme and the style of the illustrations. I mean sure it ain’t fine art, but it’s got that goofy fantasy thing down perfect. It’s the sort of game that you lay out and everyone leans in to look at the pieces, which is great for enticing new people to play. I mean what other game can you play something that is both hilarious and deadly? “Attack Heroic Ghouls! Attack! Oh noz! Commando Halflings have sprung up like gophers in our backyard!

Certainly the layers of illustration can sometimes get so dense that it’s hard to grok the state of the board at a glance—even the die gets lost—but personally I’m fine with that tradeoff.

Components – (A)

Fantastic! The multiple boards is brilliant. The pieces are built of the most thick durable cardboard I’ve ever encountered in a game—I wish the Settlers of Catan pieces were this thick. The box organizer has it’s flaws but it does a decent job, except for the coins which always fall about.

My main gripe is the player reference cards: I mean really did they need to make it the size of a record album? Who has that sort of room on their gaming table? 4×6 would have been perfect, but even letter size would have been an improvement.

Gameplay (C)

What I like

I love how well the game manages to feel vibrant and dynamic without resorting to cards or rolling dice every 5 seconds. The only random elements being the combination of races/powers and reinforcement die that is only rolled on your final conquest. With the exception of a few races (I’m looking at you Dwarves) the game is pretty balanced too. As a result, you feel that you are matching wits with other players rather than battling the game itself.

It scales well too with the multiple boards, and even plays well as a two player game. Not as well mind you as it becomes a bit of a tennis match, but still it’s fun.

The random combination of races/powers also makes for great replayablity. Though to be honest this is a gimmick since once you run through it a few times the races get a tad stale. Of course, there are the expansions which add more races/combos; however, the best games are replayable without expansions because they reveal new depths of strategy every time you play and/or they have a timeless quality to them which makes them fun every time.

The decline mechanic is great. It’s the lynchpin of the game: going into decline on the wrong round can make or break you, and it also really gives life to the game. As players place their races into decline and send new active races to stomp across the board, you really feel that there is a story being played out.

What I don’t like

If there is a history to the world of Small World it is in the Lost Tribes, yet sadly they serve as nothing more than lifeless road bumps at the start of the game. Their very presence almost demands that they be used for something in the game.

Others have obviously felt the desire to pump life into the Lost Tribes and have suggested variants that use them (see Let’s Pimp the Lost Tribes), and I’ve crafted a game variant myself I call Savage Tribes. These ideas also serve add a little spice to the beginning of the game—especially to the 2 player game.

What I really don’t like

Where the story (and game) of Small World really falls flat is the end. After a set number of turns the game is over. That’s it. Done. Count your chips. Ok Player A won. Meh.

It’s like you’re deep in a grips of a rich lively book and find some idiot tore out almost the entire last chapter—all except for the very last page. There’s no climatic victory, no feel of triumph, it just ends and someone is the winner. Not to mention the fact that there is nothing fun about counting coins. Hell, most players never even bothered to count their coins until the end.

Half of this problem lies in the hidden Victory Points (which really should have been called Conquest Coins or something more fitting with the theme). Sure hiding the totals reduces “bash the leader” and kill’em all griefers, but I’m not so certain that’s an issue really since bashing and kill’em actually fits the theme of the game. As I mentioned above, the game is fairly well balanced. You get a sense that there is a lot of back and forth with one player in the lead and then another; however, with the points hidden that fun horse race tension is absent.

Some of the best games also give the players some control over the end game: In Dominion, players can choose to take drain a third card stack to hasten the end of the game. In Ticket to Ride, a player can play lots of easy routes to get rid of cars or save up to use their last cars on a long route for more points. However, there is no such mechanic in Small World—it just ends.

Conclusion (B- with the possibility of extra credit to bring it up to an B+)

There is so much I love about this game, but the end game really kills it for me. During the game, I’m excited and deeply engulfed, and then the last turn hits like a wall constructed of Magical Drywall of Boring (make a saving throw against ennui).

The next time we play, I’m planning on writing scores down on paper for all to see, scrapping the turns, and playing to 100 points: once a player reaches 100 points there is one last round of the game with the player who got 100 points getting the final turn. That last turn will surely be a massive leader bash festival, but that’s loads more interesting than “Ok everyone last turn.

If that (or another variant) savages the end game then I’ll be overjoyed and I’ll likely rush out and pick up the expansions. If, however, I can’t find a way to make the end anything better than a dull exercise of remedial addition, than Small World will likely end up in the BGG Marketplace.

Unlucky at Lucky Supermarket

Dec 2009 06 – Filed under life

I often shop at Lucky Supermarket. Not because I like to but because it’s only 2 blocks from my house. My housemates and I have our own slogan for them: “Lucky Supermarket, your lucky if they have it in stock”. The thing that most gets me though is their “sale” pricing. There is often no rhyme or reason behind it—with items often priced with $0.00 off or oddities.

Anyways, I set up a Tumbler blog just to post the inanities I often find there: Unlucky at Lucky Supermarket

Normalization of early adopter syndrome

Dec 2009 05 – Filed under design + life

Clued in by Daring Fireball about a recent NYTimes article on the Game changing nature of the iPhone App Store. There are a number of good quotes in the article, but the one Gruber pulled was the one that made me think:

“Our goal is very simple: We want to have the best platform for applications that there has ever been on any product,” notes Mr. Schiller, the marketing executive. “We know we’re not perfect, but we know we’re better than anything else that has been and we want to keep improving it.”

He’s right too. Of course the app store has issues—often of the highly annoying and stupid kind. However, it has succeeded to do something remarkable. In the article, Craig Moffett says “The iPhone will be remembered as the first true handheld computer.” However, he’s missing half the story:

The iPhone app store is amazing not because of all the things it allows a phone to do—just ask any iPhone hater and they’ll name a number of features that it’s missing. What is truly remarkable about the app store is how it’s normalized the process of searching for, finding, purchasing, installing, and even upgrading applications.

In the world of computers, it’s only the geek and the early adopter who even thinks about new software. Whereas, the average user seldom installs any new software. Your normal user will often use what’s already installed or what IT (or their son/daughter) installs for them, and they are also often terrified of upgrading anything. The iPhone app store has changed the all this. This is why the app store is a game changer. Suddenly the audience for shiny new applications isn’t just the computer know-it-all, it’s anyone.

Anniversary 11 – Oregon

Jun 2009 22 – Filed under life

We’re back from our excellent Anniversary trip to Oregon. I’ve sorted, titled, tagged, and uploaded my pictures to Flickr. The above shot is one of my favorite shots and it was just taken on a lowly 1st gen iPhone ‚Äî proving the best camera is the one you have. There are a bunch of other nice shots in the set too. You can find the entire set here.

Posted via web from CatCubed’s Random Snippets