TFChess

So, I’m not good with segues…

Jeffool's TF Chess

Players choose their class and wage war! The VIP (King) starts on each players ‘fortress’, marked here:

Each player attempts to capture their opponents Fortress with their VIP. If your VIP takes an enemy’s Fortress for three turns, you win.

If your VIP is checkmated, then he is placed back on your fortress (or the nearest open square of the taken VIP’s choice.)

If a VIP is checkmated by a VIP while on his Fortress, he loses.

Choose any of the classes to begin, and set up your side appropriately!
Demoman

Engineer

Medic

Pyro

Sniper

Soldier

Scout

Spy

And that’s not all! The Scout and Spy have some ‘special abilities’!

Scout
The Scout can move any two pawns forward one space (or diagonally to attack) in the same turn by audibly shouting “Bonk!” If the players are not playing in real time, Vent, Skype, or some other method of audibly getting the point across is required. If the opposing player doesn’t have speakers or headphones, the Scout is screwed.

Spy
The Spy starts with the exact same setup as the Soldier, but has a very special ability. At any time the Spy can reveal that any of his pawns is in actuality the ‘VIP’! If this is done when the VIP is attacked, the attacking piece is killed! When the VIP is revealed, the VIP and pawn must switch places to reveal their true nature.

More special abilities to come in future expansions! :D

Hrm. Wonder if I could find an online chess engine that lets players define rules…

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Jeff Freeman is dead.

I’ve been on vacation this passed week; away from the internet too. I checked in the other day to find out that Jeff Freeman was dead. He committed suicide, actually, back on September twenty-fourth. And I’ve no doubt that everyone who reads this knows (or doesn’t care,) but I just wanted to write some stuff out. Jeff Freeman was a game designer “who some of you may remember as the lead designer behind the hugely unpopular changes in the Star Wars MMO,” as the news stories go, but why stop there? Refering to him as that seems odd to me. I didn’t know the man. To avoid confusion let me repeat: I did not know him. At least not in the sense that you ‘know’ anyone you consider yourself ‘knowing’. I read his blog. He (apparently) read mine (he commented on separate occasions,) and we exchanged emails a few times over the years.

(It’s important to note that his brother posted this on the net, and said that his suicide had nothing to do with his work, and was apparently in relation to personal problems.)

Working in journalism, I understand the need to frame information in a way that allows people to understand why they should care, but I much rather would’ve had news stories refer to him in ways that people didn’t know as well. Take the moment to read his blog a bit and realize that he had a great sense of humor. Mention that he was a parent who lampooned irresponsible parents (here, “I can’t stop my little children from playing 37 hours a week of Baby-Killer 3, because I don’t understand this little letter on the box it came in!”) or even an Army Reservist.

Of course, his blog immediately got comments with people saying they hoped he burned in hell, largely because of the Star Wars thing. Thus goes gamerdom… A bunch of assholes. The additional shame there is that it’s not like he ever got to make the game he wanted to make. He was just a guy with a job.

Of course the irony is painful; he really came across as the kinda guy most gamers would have absolutely loved. Just read this, written by a guy who actually DID know him. Chances are you’ll say “Damn, I wish I had a chance to know that guy.” That’s what I’m saying right now. If he’s going to be remembered as something to do with games, then why can’t he be “the guy who solved server over-population problems with a simple blog post:” http://web.archive.org/web/20050323233508/http://mythical.blogspot.com/ (You’ll have to highlight that first post. For some reason the Internet Archive fucked up the color.) Or the guy who said (something to the effect of) “To have a good MMO, you have to start with a world that would be interesting even without players.” Why can’t he be a guy who knew that better things were possible and fought that on the front lines?

Man, gamers are assholes.

Bah. Well, here’s his blog: http://mythicalblog.com/. I’m going to see if I can find some nuggets of wisdom left behind. Y’know, I recall him saying something along the lines of “you guys are tired of me talking about my game ideas all the time” once, but I can’t find it. I completely disagreed with that statement.

Some highlights from the past few weeks of Jeff Freeman’s blog:
Freeman Fights Torture
Freeman on (the lack of) Storytelling and Story Arcs in MMOs when compared to serial TV
Freeman on ‘banning’ players.
On Journalism, Entertainment Journalism, and Game Journalism

Heh, looking at it, he was quite the aggregator of quality media, too. Man, I’m going to regret not buying that buy a beer.

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Why is MK fighting DC?

(Or, Mortal Kombat : 1-3, apathy : every other game of the series)

Everyone scratched their heads when the game Mortal Kombat vs DC Universe was announced. Everyone thought it was pretty dumb. The question I’m asking, and hopefully answering, is ‘why’? Why did we all, myself included, look at this idea, and just turn away? When you think to ask the question, I think it’s pretty obvious, and I don’t mean “the notion of these properties crossing over is dumb,” we’ve all overlooked far stupider things in games and loved them beyond belief.

What I’m talking about is two places where the Mortal Kombat series fell apart for me. Fighting(MK5) and story(MK4.) “Worried about the story in a fighting game?! That’s insane!” Yeah, I know. I’m not trying to say that it was Dostoevsky or anything, I’m just saying that it ‘worked’. But let me tackle the fighting first.

MK5 (Deadly Alliance) was the first to give each fighter a completely different movelist. Prior to this, everyone’s punches was the same, everyone’s kicks were the same, and everyone’s movement speeds and jumping were exactly. the. same. This was wonderful.

In a typical fighting game some characters are drastically overpowered, some are inherently flawed when used against other certain characters, and some are perfectly balanced. Imagine a chess game where each player has a completely random set-up, some have rooks on the front row, some have their king there, sometimes your king is directly across from an opponent’s rook/queen and it’s almost impossible for you to win, and sometimes? Sometimes you start with three queens. It all depends on both who you choose, and wh you’re fighting. That’s a normal fighting game.

Mortal Kombat 1-4 took a far different approach that was much closer to traditional chess. All of the characters had a first row of pawns, for one. That’s to say that all of the non-special moves were exactly the same. On the back row, however, you start with (roughly) similar layouts, but with changes in location. Sure, the ocassional character is a little stronger or weaker than the rest, but it’s not so insanely disproportionate as the previous system, and it’s usually far more obvious due to lack of complexity.

So, yeah, it was limited, but it was, to me, far more fun.

The story? Well, it just seemed to grow more and more disparate and whimsical.

Typically in fighting games ‘stories’ are only a combination of context and character biographies/endings. (I’m not saying that they can’t be better, but this is all gamers require to consider a fighter to ‘have a story,’ is all I mean.) Imagine a series of threads, a few overlapping in places, but conjoining into a common weave for the game’s duration, and then fraying out again with each thread being each character’s ending. That’s how the minimum writing in fighting games usually works.

For sequels the developer traditionally picks one of the ending threads, decides it’s the ‘correct’ one and fashions a new story. This means they have to bridge the initial threads of returning characters (often including elements of those characters ending threads, chosen one or not,) AND tie in new threads introduced in new characters. Then of course they also have to create new ending threads for all of the characters. The fact that each character has his own thread that weaves throughout the game series opens the possibility for mind-numbing over-complexity, and bet your ass that Midway took this chance to wreak havoc with the MK world.

I’m used to reading comics, so when a character that’s existed for forty years says that he got his powers ten years ago, despite the fact that I’ve read his book for ten years, it doesn’t bother me a bit. I ‘get it’. But why the fuck is Noob Saibot really Sub-Zero I? Why bother killing him off and creating Sub-Zero II at all if he’s going to effectively be the same guy? Why go from a kumite in MK1 to an inter-dimensional war in MK3 if all the gods that held the kumite were in on it to begin with? Just declare war from the get-go.

I understand that the large array of characters was, hell, IS a draw, but seriously, wtf. It’s not like DC comics started out with the intent to become so convoluted as to require Infinite Crisis (much less Final Crises.) But MK seems hellbent on taking minimal requirements for storytelling and making me shake my head and just walk away in disgust. In ending, they really just need to reboot the series.

*In Brett’s Footnotes fashion let me note that I fully plan to give more thought to a class-based chess game now. Also, sorry, I lied, this wasn’t about MMOs, but I do have a notion swirling around in el cabesa, it’s just not coming out yet.

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