OffTheGrid

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  • Off the Grid reviews It's Alive!

    by 
    Scott Jon Siegel
    Scott Jon Siegel
    12.13.2007

    Every other week Scott Jon Siegel contributes Off the Grid, a column about card games, board games, and everything else non-digital.Oddly enough, it's a very appropriate time to review designer Yehuda Berlinger's debut game. In its original incarnation, It's Alive! was a Chanukah-themed title known as The Menorah Game. Upon being picked up by publisher Reiver Games, however, the theme was changed to something a bit more universal: building monsters from the remains of the dead.Aside from the bizarre re-skinning, It's Alive! remains mechanically identical to its holiday-oriented ancestor. Two to five players compete to be the first to assemble their monster by collecting the eight different types of body parts required. It used to be candles, and now it's body parts. A simple transition.More than just a monster game, It's Alive! is hand-published by Reiver Games, with care and attention given to the game's presentation. From the stellar illustrations, to the individually-numbered editions, It's Alive! embodies the indie aesthetic of non-digital games, and that alone is most definitely worth something.

  • Off the Grid reviews Ticket to Ride

    by 
    Scott Jon Siegel
    Scott Jon Siegel
    11.29.2007

    Every other week Scott Jon Siegel contributes Off the Grid, a column about card games, board games, and everything else non-digital.Alan R. Moon's Ticket to Ride is widely considered to be one of the greatest board games of the last decade, but the reason for this may elude players at first. After all, Ticket to Ride is deceptively simplistic, with a weak fiction to justify a gameplay mechanic that's little more than connecting dots on a board. Players who invest in the experience, however, can quickly find that Moon's award-winning game is greater than the sum of its parts.The original version of Ticket to Ride takes place in North America at the turn of the 20th century. Players compete to travel around the U.S. (and parts of Canada), claiming various train routes between cities in order to earn points. The game would like you to believe that it's a grand race across the country; even the back of the box states that the objective is to travel to the most cities by train in just 7 days. Unfortunately, the rules and gameplay don't really justify this grandiose storyline.

  • Off the Grid reviews Zombie Fluxx

    by 
    Scott Jon Siegel
    Scott Jon Siegel
    11.15.2007

    Every other week Scott Jon Siegel contributes Off the Grid, a column about card games, board games, and everything else non-digital. I'm a little late for Halloween, but that shouldn't mean I have to miss out on all the spooky fun. Luckily, Looney Labs have sent along Zombie Fluxx, a standalone expansion to their ever-popular card game with the ever-changing rules.Zombie Fluxx isn't just a clever re-skinning of the original, but rather a new set of rules and cards built on to the existing mechanics. The base game remains the same: 2-6 players amend and append the game's starting rules, while attempting to win by collecting Keepers to meet the conditions of the goal, which is constantly in a state of, well, you know.This time around, Looney Labs have included some new mechanics to spice up the gameplay. Zombies enter the fray as "Creeper" cards. Unlike the helpful Keepers the Creepers can actually prevent players from winning, as some goals dictate that a player needs to be zombie-free to claim victory. Unlike all other cards, Creepers go immediately into play once drawn, rather than into the player's hand, making every draw from the deck a possible immediate zombie encounter.

  • Off the Grid: Out of country (part two)

    by 
    Scott Jon Siegel
    Scott Jon Siegel
    10.25.2007

    Every other week Scott Jon Siegel contributes Off the Grid, a column normally about gaming away from the television screen or monitor. I got a lot of interesting comments in response to last week's piece on gaming while abroad. More people empathized with my situation than I had originally expected, and had their own unique solutions to the problem.Overwhelmingly, most expat gamers seem to rely on portables to keep playing games internationally. Some gamers took the full dive and purchased new consoles for their new region. Still others suggested using VGA cables and computer monitors, or reminded me that most modern televisions sold in Europe support NTSC signals, nullifying the problem entirely.But I'm not going to buy a television, because they're bulky and I don't feel like it. Instead, I invested in a tiny, tiny piece of hardware that lets me play my console games on my laptop. It's called the Elgato EyeTV Hybrid and, irony of ironies, it's for Macs only.

  • Off the Grid: Out of country

    by 
    Scott Jon Siegel
    Scott Jon Siegel
    10.18.2007

    Every other week Scott Jon Siegel contributes Off the Grid, a column normally about gaming away from the television screen or monitor. I'm breaking from tradition to answer a nagging question: What happens to a gamer when he moves to another country?And I'm not talking about board and card games here. I'm talking about the console and portable gamers. In the face of voltage conversions, video signals, and region-locking, how does an invested gamer stay on the grid?I ask the question because I went through this same problem very recently. Two weeks ago, I made the move from the east coast of the United States to the south of France. Being invested in games not only casually, but professionally, I was concerned that I wouldn't be able to bring along my consoles, and therefore be out of the gaming loop for the entirety of my European residency.Luckily, however, I was able to devise a feasible solution, and my American-born consoles have been operating overseas without any problems. So, waving a temporary bye-bye to the non-digital gaming focus of this column, I'd like to share my recipe for international gaming success.

  • Off the Grid: Travel edition

    by 
    Scott Jon Siegel
    Scott Jon Siegel
    10.11.2007

    Returning from hiatus, Scott Jon Siegel contributes Off the Grid, a column on gaming away from the television screen or monitor. What happens to a gamer when he moves out of the country? Well, for one, he loses his group of gamer buddies -- the people he could call up to come over and play a cool new card game or board game with him. He also loses a lot of his games; those hefty Carcassonne and RoboRally boxes are a bit too big to fit in his already-stuffed luggage.But before he arrives in his new country of residence, our traveling gamer first has to get on a plane, prepared for many, many hours of recycled air and the same crappy film over and over again. What's our gamer to do?Well, if he's smart, pull out his DS or PSP. But if our gamer is trying to keep it off the grid, or if he forgot his portable, then it might be time for some travel-sized game choices. It's a good thing he reads Off the Grid, huh?

  • Off the Grid reviews Chrononauts

    by 
    Scott Jon Siegel
    Scott Jon Siegel
    08.23.2007

    Every other week Scott Jon Siegel contributes Off the Grid, a column on gaming away from the television screen or monitor. Looney Labs -- makers of Fluxx and those bizarre Icehouse pieces -- are once again in their element with Chrononauts, a time-traveling card game that is almost too clever to work. Almost.Unlike other games, it's the complexity of Chrononauts that saves it from mediocrity. With a heady central "timeline" mechanic, and a 44-page booklet of rules that reads like an operations manual for the Flux Capacitor, it would be pretty easy for the crunchy game to fold under the weight of its own ambition. Luckily for Looney, time travel was never meant to be easy, and it's too damn fun hopping through history to allow a little bit of complexity to get in the way.

  • College teams compete for eco-dominance in the Solar Decathlon

    by 
    Joshua Topolsky
    Joshua Topolsky
    08.10.2007

    This summer, teams of college students have amassed on their school campuses to create solar-only, off-the-grid, self-powered homes, which will eventually compete in Washington D.C. for the Department of Energy's 2007 Solar Decathlon. To build the houses, students are limited to currently available, off-the-shelf technologies, and must also focus on design, comfort, and market viability. The groups will move their eco-friendly homes to the National Mall in D.C., where the "solar village" of houses will be open for touring by the general public, and will be scored by judges for architecture, engineering, and energy balance, amongst others. The whole shebang is sponsored by heavy-hitters like Sprint and BP, but it's unclear whether the winning team receives prizes beyond the knowledge that their solar home crushed the others in head-to-head combat.[Via CNET]

  • Off the Grid: Franchises, classics, and homogeny

    by 
    Scott Jon Siegel
    Scott Jon Siegel
    08.09.2007

    Every other week Scott Jon Siegel contributes Off the Grid, a column on gaming away from the television screen or monitor. Oh Barnes & Noble, what happened to you? Less than a year ago, your halls were flush with all the greatest board games, in honor of National Games Week. You carried Carcassonne. You sold Settlers of Catan. You retailed Robo Rally. Now, any semblance of that respect for the non-digital medium has gone out the window. Pictured above, witness the horror that is the Barnes & Noble "board game" selection.The larger Barnes and Noble locations have always been more than happy to stock a few shelves with board games. The problem is that they're wary to stray from what will absolutely, positively sell. The result is an odd mix of familiar faces: Monopoly, Sorry!, Scrabble, Life, but also Spiderman, Transformers, Shrek, Friends, Grey's Anatomy. It's the worst kind of franchising: the kind that leads to an utter homogeny. It's clear that Barnes & Noble needs a gaming enema. Let's dig a little deeper to figure out hot to do it.

  • Off the Grid plays with Icehouse

    by 
    Scott Jon Siegel
    Scott Jon Siegel
    07.30.2007

    Every other week Scott Jon Siegel contributes Off the Grid, a column on gaming away from the television screen or monitor. Just so we're clear, Icehouse isn't a game. Well, technically that's not true. Icehouse was a game, designed by John Cooper of Looney Labs in the late 80s. Now, Looney Labs uses the term "Icehouse" to refer to unique pyramidal game pieces invented by Andrew Looney to play that game. So to call this a review of Icehouse wouldn't be inaccurate. Except we're not reviewing the game today; we're reviewing those pointy pieces. From the same people that brought us Fluxx, the Icehouse pyramids are small, plastic, stackable pawns grouped in sets of three from largest to smallest. Each set of three can be nested like russian dolls -- with one inside another inside another -- or they can be stacked in inverse order, making adorable little christmas tree formations. The pieces have a unique aesthetic for gaming, but looks can only get you so far. What really matters is how they play, and that depends on the game.

  • Off the Grid interviews Cheapass Games' James Ernest

    by 
    Scott Jon Siegel
    Scott Jon Siegel
    07.16.2007

    Every other week Scott Jon Siegel contributes Off the Grid, a column on gaming away from the television screen or monitor.We've been paying a lot of attention to James Ernest over the past few weeks. As the founder, president, and lead game designer at Cheapass Games, he's responsible for a slew of analog games, including Diceland, Enemy Chocolatier, Kill Doctor Lucky, and many others. Despite his busy schedule, Ernest was able to answer a few questions for Off the Grid, and allow us to pick his brain on a variety of topics.Let's talk a bit about your history. How did you start doing game design? What brought you into the field?There's probably a fine line between "designing" and "making up" games. I've been making them up forever. In high school I actually designed a chess variant as a key plot element in a fantasy novel. It's not so much a chess variant as a "game you can play with chess pieces," since all the pieces have different moves and different names. I was so interested in making sure the game worked that I spent most of my time testing the game, and not much time working on the novel. I eventually published the game as "Tishai" through Cheapass Games, first as a stand-alone title and later as part of a Chief Herman collection. The novel is, well, pretty much nowhere.From what I understand, you left Magic: The Gathering publisher Wizards of the Coast to start Cheapass Games. What sort of work were you doing at Wizards, and what prompted the change? I did work for Wizards of the Coast in various jobs from 1993-1995, but it was never the job I wanted. There was a round of layoffs in 1995 and I volunteered to be among them. At that point I'd designed one CCG that Wizards had optioned (they never published it), and I was building up a collection of original games that I was pretty sure I'd never sell, either to Wizards or anyone else. So I took some of those games and a couple of new ones, and started Cheapass Games in 1996.

  • Off the Grid reviews Diceland

    by 
    Scott Jon Siegel
    Scott Jon Siegel
    06.29.2007

    Every other week Scott Jon Siegel contributes Off the Grid, a column on gaming away from the television screen or monitor. Continuing our love-fest with the games of James Ernest (we'll be moving on to other designers soon, I promise), we've come to Diceland, a unique two-player tabletop title that's been the opening game of every PAX Omegathon thus far. So, you know, it must be doing something right.What makes Diceland so unique is its game pieces: large, eight-sided paper dice that the players assemble themselves. In the standard game, players select a team of five dice, each representing a different character. Rather than play cards or position miniatures, the placement of characters is accomplished by literally rolling them onto the table; where they land is where they are. From there, players take turns repositioning dice, rolling new ones, or aiming to take out their opponent's. Points are scored for each defeated enemy die, and first to 50 points wins.

  • Off the Grid reviews Enemy Chocolatier

    by 
    Scott Jon Siegel
    Scott Jon Siegel
    06.14.2007

    Every other week Scott Jon Siegel contributes Off the Grid, a column on gaming away from the television screen or monitor.I never wanted to be a candyman. Gene Wilder's take on the role of confectionaire extraordinaire gave me the shakes, and Johnny Depp's recent attempt at the part just gave me a migraine. After playing Cheapass Games' Enemy Chocolatier, however, I feel a new sense of respect for the sweetest industry in the world. Just no Oompa-Loompas for me, thanks.Enemy Chocolatier is a strategic board game of urban planning and secret recipes. Two-to-eight players act as rivals to the world's most beloved candy-maker, and take turns buying up property around the boss-man's factory in order to accrue the favor of the town's population, as well as the ingredients necessary to make the next big thing in sweets.The game succeeds in being easy-to-learn, and pretty fun to play, but ultimately falls short due to an extensive list of required materials, and a runaway game mechanic that upends the level playing field in no time.

  • Off the Grid reviews Give me the Brain!

    by 
    Scott Jon Siegel
    Scott Jon Siegel
    06.01.2007

    Every other week Scott Jon Siegel contributes Off the Grid, a column on gaming away from the television screen or monitor.James Ernest's games are nothing if not creative. Give me the Brain!, from way back in 1997, is a card game set in a fast-food joint, which just happens to exclusively employ zombies. Oh yes.Each player acts as one such undead employee, as all players compete to be the first flesh-muncher to leave at the end of the workday. At first glance, it's a simple card game concept: the first player with no cards remaining is the winner. The catch is the brain -- there's only one of them between all of the players, and you're going to need it to get a lot of the jobs done.

  • Off the Grid reviews some Cheapass Games

    by 
    Scott Jon Siegel
    Scott Jon Siegel
    05.17.2007

    Every other week Scott Jon Siegel contributes Off the Grid, a column on gaming away from the television screen or monitor.As a consumer, my biggest gripe with games like RoboRally and Carcassonne is the price of admission. Non-digital games often depend on the "shiny" factor to get them off of retail shelves, and we the buyers end up paying more for the boards, bits, and boxes than we do for the rules themselves.Thankfully, game designer James Ernest perceived this problem in 1996 when he founded Cheapass Games, a tiny little non-digital developer which emphasizes design over dazzle, and encourages players to root through their old games for pieces, rather than paying time and again for identical dice, tokens, etc.In the spirit of minimalism, I'm going to review three of Cheapass's "Hip Pocket Games" -- The Very Clever Pipe Game, The Big Cheese, and Light Speed -- which range in price from $3 USD all the way up to five.

  • Off the Grid reads McKenzie Wark's Gamer Theory

    by 
    Scott Jon Siegel
    Scott Jon Siegel
    05.07.2007

    Every other week Scott Jon Siegel contributes Off the Grid, a column on gaming away from the television screen or monitor.In the spirit of the book - and of Off the Grid's focus on the disparities between digital and non-digital formats - I'm going to concentrate less on the content of McKenzie Wark's Gamer Theory, and more on the differences between its web-based and treeware versions. Marshall McLuhan would be proud.Wark - a writer, scholar, and academic - first published GAM3R 7H30RY in 2006. The text, produced with the Brooklyn-based Institute for the Future of the Book, appeared as a specially-designed, collaborative website. Divided into chapters, with each chapter divided into notecard-like sections, the "book" encouraged its readers to leave comments/criticisms on the material covered. Once moderated, comments would then appear alongside the sections. The site itself is beautifully designed, and allows users easy access to any of the 225 pages of content within three intuitive clicks of the mouse.After collecting enough comments and feedback, Wark and the IFB closed down the response-system for GAM3R 7H30RY Version 1.1. In mid-April, they introduced Version 2.0, now called Gamer Theory, alongside a non-digital book of the same name, published IRL by Harvard University Press.

  • Off the Grid reviews Fluxx

    by 
    Scott Jon Siegel
    Scott Jon Siegel
    04.19.2007

    Every other week Scott Jon Siegel contributes Off the Grid, a column on gaming away from the television screen or monitor. Rules are awesome. If you're a fan of games, this is an inescapable truth for you. Every game you play is comprised of a set of rules, ranging from elementary to near-incomprehensible. If it's a digital game, the rules are there; you just can't see most of them. If it's an analog game, though, it becomes your job as a player to know the rules. How else are you supposed to play?Certain clever game designers have recognized the sheer importance of rules in game design, and have even recognized design itself as a sort of game. The result is games that are about rules – games that make and break their own rules as they're played. The most well-known of these rule-based games is Richard Garfield's Magic: The Gathering. But we're not dealing with that right now.The most accessible of these rule-based games, however, is a little family game called Fluxx, designed by self-proclaimed hippy Andy Looney over at Looney Labs.

  • Off the Grid reviews RoboRally

    by 
    Scott Jon Siegel
    Scott Jon Siegel
    04.05.2007

    Every other week Scott Jon Siegel contributes Off the Grid, a column on gaming away from the television screen or monitor. In 1992, Richard Garfield met with a new company called Wizards of the Coast in order to get them to publish a board game he designed with Mike Davis. They liked what they saw, but at the time they weren't interested in board games; they wanted something more portable, a game that "would go over well at conventions." For this, Garfield revisited a card game he'd first designed in the early 80's.The card game became the phenomenally successful Magic: The Gathering, but we're not dealing with that right now. A year after Magic first hit the shelves of hobby stores, Wizards of the Coast published Garfield's clever board game about robots: RoboRally.The premise is simple enough to be appealing. A factory's computer reprograms its robotic workers during after-hours to have a little fun. Robots compete against each other to capture flags placed around the factory, while avoiding hazards like pits and lasers, and each other. Sounds like fun? Well, it is. Eventually.

  • Off the Grid: I was a student scholar

    by 
    Scott Jon Siegel
    Scott Jon Siegel
    03.23.2007

    Every other week Scott Jon Siegel contributes Off the Grid, a column on gaming away from the television screen or monitor. Since I couldn't find anyone to play Robo Rally with me this week, I thought I'd take this opportunity to instead discuss my experience as one of the IGDA's Student Scholars at this year's Game Developers Conference.For the past seven years, the International Game Developers Association has been sending students interested in a future career in video games to GDC. A panel of professional game developers judges all the submitted applications, and each year 25 students are selected to receive free passes to the event. Each student is also paired with an industry mentor, and all the scholars are given an orientation session for the conference, and a tour of a local studio. I was honored to have been chosen as one of this year's student scholars, and found my first GDC experience to be all the more worthwhile as a result.The three-day conference started on Wednesday, so Tuesday morning we met as a group for a special orientation session. A few of the scholars had already met up the previous night, as part of an unofficial pre-GDC get-together. Some of the student scholars were undergrads, but others were graduate students, and the group ranged widely in age. The disciplines and interests of the students varied widely as well, with artists, designers, coders, and audiophiles all equally represented. Part of our orientation had to do with simply meeting each other, exchanging business cards and conversing with peers who might very well be industry bigwigs in a few years; some of them just give off that vibe.

  • Off the Grid: The Metagame at GDC

    by 
    Scott Jon Siegel
    Scott Jon Siegel
    03.09.2007

    Every other week Scott Jon Siegel contributes Off the Grid, a column on gaming away from the television screen or monitor. On the final day of the 2007 Game Developers Conference, Gamelab's Eric Zimmerman and area/code's Frank Lantz organized a one-hour presentation on a unique game concept they'd been developing. Dubbed "a battle of videogame smarts," the Metagame challenged both its participants and the audience to engage in discussion revolving around their favorite games of the last thirty years.Two teams, comprised of well-established industry personalities, made their way around the virtual game board, attempting to qualify statements such as "Lemmings is more strategic than Civilization 3," and "Guitar Hero is more culturally sophisticated than Parappa the Rapper."The red team consisted of game designer Jonathan Blow, industry veteran Warren Spector, and Tracy Fullerton, currently an assistant professor at the university of Southern California's Interactive Media Division. The blue team was made up of ludologist and videogame theorist Jesper Juul, Ubisoft lead designer Clint Hocking, and game designer and industry veteran Marc LeBlanc.During a turn, each team moves its piece on a projected board; a web of classic games like Doom, Zork, Myst, and more contemporary titles like Rez and World of Warcraft. Each space represents a particular game, and the space that the one team lands on creates a comparative statement with the second team's space, formed by cards like "has better audio than" and "is more violent than" on a second projected screen.