Tuesday, February 25, 2020

Coordinate Transforms, Again

Back in 2015, I had attempted to explain coordinate transforms in terms of matrices. In 2016, I started over, trying to focus on coordinate transforms without matrices. That didn't work the way I wanted either, and I wrote a blog post about that, saying that I was going to focus on game cameras. I started that, but lost motivation. The last line of that blog post is: Well, I failed. I lost motivation to work on this so I've put it on hold … again. I think I may take a long break from tutorials.

I did take a long break. I joined a game company as a consultant, mentored people making interactive articles, improved my existing pages, and also worked on lots of other things (2017, 2018). I'm reasonably happy with how things went. I've continued doing these things, but my attempts at making new tutorials have failed. Several times I tried to make a tutorial about differential heuristics for A*, but lost motivation. I tried to make a tutorial about common heuristics for A*, but lost motivation. In both those cases, I realized that it's hard to write a tutorial when I don't really understand the topic nearly as well as I thought I did. I also run into scope creep: I start with an idea but keep adding more topics to the page faster than I can actually write them.

I don't know where that leaves me. Will I ever write a comprehensive tutorial again? I don't know.

For the past few weeks I've been revisiting coordinate transforms. What am I doing differently this time? I'm keeping the scope small. Instead of all topics related to coordinate transforms, I've picked a style of game and limiting myself to the transforms that make sense for that style of game. All other topics I can tackle later.

Here's the rough outline:

  1. Show a side scrolling game with some cool camera effects.
  2. Introduce world coordinates vs screen coordinates.
  3. Solve the problem of scrolling: subtract an offset.
  4. Introduce transforms. (may need to be later)
  5. Introduce inverse transforms, for mouse clicks. (may need to be later)
  6. Introduce cameras. More complicated than offsets, but can do more.
  7. Show some cool effects with cameras. (may need to be earlier)
  8. Introduce chaining transforms.
  9. Show some cool effects with chaining.
  10. Demo showing all concepts together.

In parallel with implementing the interactive diagrams, I'm working on the narrative structure. The standard textbook style is to start with definitions and then give examples. I think that can be unmotivating. But it's also hard to talk about an example without knowing what the concept is. I'm still trying to figure out how to best arrange these sections. This part is often harder than implementing the diagrams.

If this page works, I can then add another style of game to introduce vertical scrolling, and then another style of game to introduce rotation or zooming. With enough examples, I think I'll understand the topic well enough to be able to write a reference that covers translate, scale, rotate, skew, etc. But even if I don't get that far, the first page can be useful on its own.

The "first page can be useful on its own" also served me well for the A* page and the hexagon page. The A* page was originally intended to be one part of a much longer series about pathfinding. The hexagon page was originally intended to be one part of a set of pages that covers all grid types. Those pages became useful on their own, and I haven't written the rest.

Sunday, February 23, 2020

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Friday, February 21, 2020

WHERE TO GO FROM HERE?


When we last lest off on this rather rambling discussion, we had addressed the issues regarding manufacturing plastic miniatures, the costs involved and some of the challenges a small manufacturer faces, regarding time to market, the supply chain, the customer base and profit margins. 

You can view the other conversations here:



This is part 4: Where to go from here.

This is the last in that series of rather frank discussions. This conversation will be about the direction DreamForge will take and how I would like to handle new releases and how to keep the train rolling as much as possible while limiting delays as much as possible.

Where have I been since my last post? Working on prints, testing a few theories about mold manufacturing with an eye to efficiency, repeatability and quality.

Where to go from here…. Well, that is a rather large question with some fairly complicated moving parts. I love doing what I am doing but at the end of the day, this is a business and all paths forward must be manageable, efficient and profitable. With the other conversations behind us I can address my path forward.


  •  Production will be moved in house, for cost, quality control and to allow for ease of movement from one product to the next. Should one flop, the investment will be minimal, and the next release more easily moved into, as I will be controlling the manufacturing aspects and it facilitates a far more inventory on hand friendly option. Manufacturing just what you need when you need it keeps 'dead stock' issues to a minimum. The obvious down side is that this does impact my design time as I am elbow deep in the manufacturing process.

  • I will be releasing product in waves, making enough for the anticipated first product push and not returning to that product until there is a production slot open to deal with the extra run. This may cause issues where the supply does not meet the demand, but it is a necessary evil. Every kit setting on a shelf, is money tied up, money that could and should be used for the next release.

  •   New kits and re-issues of older kits will be in resin, the costs to tool and run the product are far more manageable and I went over in the previous paragraphs, it allows me far more financial freedom and the ability to tailor my production and keep a more fluid release schedule on hand. Having a 500 unit minimum and a 4-6 month lead on restocks simply does not work for a company my size.)       The plastic kits are limited to stock on hand, if you want them, you might want to pick them up   while they are available, once they are gone, they are gone. They will be replaced by the resin versions in the future. The infantry will not be discounted as the supply is very limited. Any kit in stock that has too much excess inventory will see some great sales until the stock levels reach a minimal level.

  • I know some of you may not have had stellar results from resin kits, I will do my best to control quality and have been experimenting with a few techniques to minimize the gate and vent size down to 1/16" (about 1mm) to help get rid of the issues with massive cleanup and destroyed details due to overly large pour gates. This process does have some drawbacks. The resin I use cannot be fast setting, which means a mold may not see more than two casts per day. To address this issue, I have worked out a means to make many copies of the same molds, quickly and efficiently. There is simply no way to match the production speed of injected plastic but considering its tooling costs and the lead time needed, it is not an option within this niche market where the 'new shiny', it what sells.  I much prefer being able to continually release great products than hope a kit has staying power to pay for the initial investment.


Would I ever consider a plastic release? Yes, given the right kit, it is still a better means of production. Having the experience, I have gained so far, I have a good feel of what will and what will not survive a long release, the only questions is whether the community will have moved on to the next game/product in the meantime.

 So, now you know the direction… What's next?

Hover StuG!
I will be doing a bit more mold testing and refining of process and then the initial run of the StuG can begin. The initial run will be 200-300 kits 

Here you can see a pre-production test!






Shadokesh!
Ferals and troopers, really cool kits, fun as hell to model these, but without a game or other driving force to push sales and no obvious 'counts as' the sales on these may be a little soft. I will keep my initial run fairly small while keeping an eye on my customers reactions.

The Ferals are shown here with all five poses, the Shadokesh trooper is one of the five, just working on the prints for the other four.





Re-Release 
Panzerjager!
These have been OOS for some time and will be the first re-release, followed closely by other infantry lines. The re-releases will be roughly in the same format, separate arms and chests, etc, but I may join up some components that were split to ease manufacturing, assembly and part count issues.

After that? The Protectorate! Honestly not doing these in plastic is a blessing and a curse. I know they would sell with enough initial volume but the freedom of not needing to respect the 'direction of pull' of a hard too means I can start to really flex some modeling muscle and make them as cool as possible.
And after that? Buildings, terrain, other vehicles, races, etc.…..

My intent is to get far more interactive with the community regarding those future releases, asking for feedback and taking critiques to make every kit the best I can. The re-releases, StuG and Shadokesh are basically done from the modeling aspect, so, they are what they are…. But I look forward to flexing the old grey matter with all of you for the future lines. Its going to be fun, its going to be cool and I hope to see many of you helping to shape the products you want!

Realms Of Arkania: Blade Of Destiny: Summary And Rating

        
Realms of Arkania: Blade of Destiny
Germany
Released in Germany as Das Schwarze Auge: Die Schicksalsklinge
attic Entertainment Software (developer); Fantasy Productions (German publisher); Sir-Tech (U.S. Publisher)
Released 1992 for DOS, 1993 for Amiga
Date Started: 13 November 2019
Date Ended: 7 February 2020
Total Hours: 38
Difficulty: Moderate-Hard (3.5/5)
Final Rating: (To come later)
Ranking at Time of Posting: (To come later)

Summary:

First in a lineage based on the German tabletop RPG Das Schwarze Auge, Blade of Destiny is a gem waiting to be cut and polished. A party of six, comprising familiar races but original classes, stops a horde of orcs from razing the city of Thorwal by finding a legendary sword that defeated the orcs in the past. In an effort to offer a computer game that adhered closely to tabletop rules and gaming style, Blade perhaps errs too much towards obtuse statistics, lengthy character creation and leveling, myriad spells, and exhausting tactical combat. Yet the developers managed to create a large, open game world and populate it with interesting encounters of a variety of length and difficulty, thus feeling a lot like a series of tabletop modules. Nothing in the game--first-person exploration (in Bard's Tale style, but with an interface drawn from Might and Magic III), paper-doll inventories (looking a lot like Eye of the Beholder), axonometric combat (clearly inspired by SSI), dozens of skills and spell skills--works badly, but almost every part of the game needed a little tweaking, editing, or tightening. I enjoyed it more as I became more familiar with its conventions, and it left me looking forward to its next installment.

****
      
I grew to enjoy Blade of Destiny more as the hour grew later (the opposite of what usually happens), although the game never really did manage to solve some of its early weaknesses. In the end, I'm struck at how much it reminds me of Pool of Radiance, the first attempt at a serious adaptation of another tabletop system. Both feature the standard party of six. In neither game do the party members have a direct, personal connection to the main quest. In both, the main quest is somewhat low-key--the fate of a city versus the fate of the world. Both keep character leveling in the single digits, and both err towards keeping faith with their tabletop roots, even when it might have been best for the computer game to improvise a bit.

I don't know whether to blame Das Schwarze Auge or the computer game for my chief complaints, most of which can be rolled up into three words: combat is exhausting. Combat is a major part of any RPG, so you don't want your players doing things like reloading to avoid it, which I did a lot. I abandoned entire dungeons because I was sick of all the fighting, so it's a good thing I didn't need an extra character level to win. The primary issues are:
           
  • The axonometric perspective doesn't work well for combat. It's hard to separate the characters and enemies from each other and particularly hard to move to a specific tile.
  • Everyone misses too often.
  • Attacks don't cause enough damage.
  • Spells, which would make the whole thing go faster, eat up so many magic points that you can rarely cast more than three or four before needing multiple nights' rest to recharge.
         
In light of these things, the "quick combat" system was a good idea. Unfortunately, combat is hard enough (at least until the end) that you can't really use it until there are only a couple enemies left. Even then, quick combat isn't really "quick." (To be fair, I guess they don't call it that; it's something like "Computer Fight.") You still have to watch the computer take all the actions and monitor your characters' status. It just means you can watch a television show at the same time.
           
If you can make out individual characters in those blobs, your eyesight is better than mine.
         
The spell issue had more consequences than just a difficult combat experience. The developers took the time to put several dozen spells into the game, and I never used more than about 5 of them. I kept meaning to find a good place to save near a known combat and then just keep reloading and experimenting, but I never identified an ideal position for this. Most of them would have failed anyway because the nature of the spell skill system means that you can't possibly specialize in more than half a dozen. When I play the sequel, it will absolutely be my priority to more fully investigate the spell catalog.

I had a few lingering questions after the last entry, such as what happens if you try to kill the orc champion with a weapon other than Grimring, and what happens if you don't honor the rule that only your champion fights. Unfortunately, the final save prompted me to overwrite the save game I'd taken just before the battle. My next-most recent save was from before exploring the orc caves and getting the message that led to the endgame. I'm not willing to do all of that again, so we'll have to leave it a mystery unless someone has some experience with it. But I was able to check out the alternate "bad" ending, which I would have experienced had I lingered for extra year in the quest. As I typed the rest of this entry, I had my party sleep at the inn for batches of 99 days until the game woke me up with the fateful message:
             
So the orcs are the "Vikings" of this setting.
            
Overall, I felt that the time constraint was generous enough that it wouldn't have impacted my approach even if I'd been more eager to explore every trail and sea lane. This is a good thing because there was quite a bit more to find. I took a look at a cluebook for the game, and among entire dungeons that I overlooked were a "wolf's lair" between Ottarje and Orvil, a six-level "ship of the dead" that I would have found if I'd taken more boat trips, and a three-level "dragon's hoard" on Runin Island. This latter location sounds like it would have been especially lucrative, with an option to do a side quest for the dragon and receive four magic items as a reward.

But I've always been fine with missing content. It's practically necessary in modern games, lest you exhaust yourself before the end. It also enhances a game's replayability. It's nice to see the number of titles with such optional content growing.

Let's give it the ol' GIMLET:

1. Game World. I didn't find the Nordic setting terribly original, but I enjoyed it just the same. The backstory is set up well, and as previously mentioned, I liked the low-key nature of the main plot. The main quest did a good job encouraging nonlinear exploration of the large world. The problem is that the game itself doesn't quite deliver on the backstory (or the tabletop setting in general). The various cities and towns are too interchangeable, the NPCs too bland. Score: 5.

2. Character Creation and Development. Well, I can't complain that it doesn't give you enough options. The leveling-up process in Blade of Destiny is probably the longest in any game to date. Not just longest, but most frustrating, with the caps on the number of times you can increase a particular skill per level (even if you neglected it in the early levels) and frequent failures as you try to increase. The caps in particular make it feel like the characters are never really getting stronger or better. (I think the final battle could be won by a Level 1 character.) Hit points and spell points, in particular, are almost imperceptibly slow to increase.
         
No, not now! I have an appointment in 90 minutes!
         
Still, I like the nature of character classes in the setting, including the use of "negative attributes" and the plethora of skills. I just wish I had a clearer sense of what skills, attributes, and negative attributes came into play in what circumstances, which bits of equipment compensated for them, and so on. The game text is obtuse enough that sometimes it's not even clear whether you succeeded or failed. When it is, it's almost always because you failed. Honestly, how high do I need to jack up my "Treat Wounds" skill before it has a greater than 50% chance of not making the character worse?

Back on the positive side, I think different party compositions would make a considerable difference in gameplay. I think you could have fun with some interesting combinations, like an all-dwarf party or an all-magician party. It's just too bad the different race/class templates didn't have more role-playing implications. Score: 5.

3. NPC Interaction. This was a really wasted area of the game. The developers give you the ability to talk to every bartender, innkeeper, smith, and cashier, but most of the dialogue is stupid when it isn't confusing. I'd blame the translation, but my German readers report that it was stupid and confusing even in German. The few dialogue options are either false options that lead to the same outcome or confusing ones with counter-intuitive results (e.g., asking to see the map makes the NPC give it to you; asking for the map makes him just show it to you). That said, you occasionally get an important hint from your various NPC interactions. I just wish it had been more consistent and that the developers had used the system to give more blood to the game world. Score: 4.
              
This conversation made no sense as a whole, and these individual responses made no sense in detail.
         
4. Encounters and Foes. The game shines, though sometimes with a marred finish, in this area. I really enjoyed the variety of encounters, some fixed, some random, that the party gets on the road and as it explores dungeons and towns. I like that some of them are a single screen, resolved instantly, and others lead you off on a multi-hour digression. In contrast to the dialogue, the text of these special encounters is usually evocative and interesting, and I can even forgive the occasional shaggy dog joke like the "wyvern" encounter. I just wish for a few more role-playing options in these encounters.
           
These diversions and side areas never stopped being fun.
           
Foes were mostly high-fantasy standards with similar strengths and weaknesses that we've seen in a thousand RPGs but at least they appeared in appropriate contexts. We've come a long way from the days when we were inexplicably attacked by parties of 6 orcs, 3 trolls, 2 magicians, and a griffon right in the middle of town. Score: 6.

5. Magic and Combat. Very mixed. I like the combat options, the variety of spells, and the turn-based mechanics. I just didn't like the execution, which was partly due to interface and partly due to the game rules. Either way, combat was generally a tedious, annoying process rather than the joyful one I typically find in, say, a Gold Box game. As for spells, the game really needs some in-game help to assist with them, perhaps annotating the spells in which each class is supposed to specialize. Every spellcasting session and every level-up was a long process of flipping through the manual. It's too bad because the spells are so varied and interesting on paper. Score: 4.
           
I only ever tried about 6 of these spells, which coincidentally is the number of spells I got above 0 in my ability to cast after 5 levels.
         
6. Equipment. Another disappointment. I like the approach to equipment, with a number of slots, but you get upgrades rarely and it's extremely hard to identify them when you do. This is something that perhaps no game has done very well up to this point. I don't mind if it's hard to identify a piece of equipment--if you need a special skill, or spell, or money, or whatever--but I mind if it's annoying. I mind if I have to swap the item around to multiple characters to try different things, especially when the interface makes swapping annoying and time-consuming. I mind when there's no symbol, color, or other mechanism to distinguish weapons and armor with different values. 

Blade offers perhaps the largest variety of "adventure" equipment that we've seen so far, which makes it all the more frustrating that either so much of it is useless, or the game doesn't bother to tell you when a piece of equipment has saved the day. Finally the encumbrance system is geared towards making most characters chronically over-encumbered. The ability to make potions is nice, but again the system is a little too complicated. Score: 4.

7. Economy. Blade almost perfectly emulates the Gold Box series here: money is plentiful from the first dungeon and you hardly have any reason to spend it. My party ended the game with well over 1,000 ducats. Even potions don't serve as a good "money sink" because they don't stack and you have the constant encumbrance issue. A rack of +1 weapons, the ability to pay to recharge spell points, or temple blessings that actually did something all would have been nice. Score: 3.
         
I just donated 999 crowns!
         
8. Quests. Generally positive. Blade is one of the few games of the era to understand side quests, and they sit alongside an interesting-enough main quest with multiple stages. It just needed a few more choices and alternate endings. Score: 5.

9. Graphics, Sound, and Interface. I know that some readers will defend the game here, but I found all three to be somewhat horrid. Graphics are perhaps the least so. Some of the cut scenes are nice. Regular exploration graphics aren't bad, but the inability to distinguish stores from regular houses is almost unforgivable. Combat graphics are a confusing mess from the axonometric perspective. Any virtues the sound effects may otherwise have are obscured by the jarring three-note cacophony that accompanies opening any menu. And there's no excuse for the interface, which occasionally gives some nods to the keyboard but really wants you to use the mouse throughout.

Aside from my usual complaints about mouse-driven interfaces, the game is full of all kinds of little annoyances. When you find or purchase a piece of equipment, it always goes to the first character. You've got to then go in and redistribute it. It's annoying to transfer equipment between characters, especially if one is over-encumbered. Messages often time out before you're done reading them, or pop up so quickly that you don't have time to read them before you accidentally hit the next movement key, making them disappear. There's a lot of inconsistency, particularly in dungeons, about when you need a contextual menu and when you need to use the buttons on the main interface. There are dozens of other things like this. The developers took the appearance of the Might and Magic III interface but none of its underlying grace.

The auto-map didn't suck. I'll give it that. Score: 2.

10. Gameplay. We can end on a positive note. This is one of the few open-world games of the era, and in between the opening screen and closing combat, it's almost entirely non-linear. The many things that a first-time player doesn't find makes it inherently replayable. And the length and difficulty are just about perfect for the era. I particularly love that you have to lose experience points to save (except at temples), which discourages save-scumming. Score: 8.
               
This NPC seems to think he's living hundreds of years in the past.
         
That gives us a subtotal final score of 46, a respectable total that would put it in the top 15% of games so far. But I'm going to administratively remove 2 more points for an issue that really isn't covered by my GIMLET: a lack of editing that created unnecessary confusion at numerous points in the game. There are numerous places that go unused, such as the tower and "Ottaskins" in Thorwal. NPCs frequently tell you things in dialogue that aren't true. There are numerous false leads on the map quest, and I don't think they're there to challenge you--I think the developers changed things and didn't update the dialogue. All of the NPCs in Phexcaer were clearly written for an earlier game in which the nature of the backstory and quest were quite different. It's common now, but relatively uncommon back then, to find a game released in what was clearly its "beta" stage.

So that gives us a final score of 44, which still puts the game in the top 15%. It had a lot of promise, and I'm sorry that the developers didn't find more time to tweak and tighten it.
            
This is not the sort of game for which you really want to emphasize "conversation."
         
Blade of Destiny wasn't released in the United States until 1993, so Scorpia didn't take it on until the October 1993 issue of Computer Gaming World. It's one of her more ornery reviews. After saying that the English translation of Das Schwarze Auge, "The Black Eye," "might be appropriate," she goes on to spoil the entire plot in the next paragraph, including the one-on-one combat at the end. She found the plot unoriginal and wasted three days trying to figure out how to find the orc cave, noting that there are no clues to be found anywhere. (Remember: I had to use a walkthrough for this.) She hated the failures when trying to level up, complaining that one of her fighters "made no advance in swords on two successive level gains." She noted a lot of discrepancies between the manual and actual gameplay, particularly in the area of spells, and she agrees with me that combat is a "tedious, frustrating, boring, long-drawn-out affair."

She liked the automap, the ability to reload in the middle of combat, and the extra experience you get the first time you face a particular monster. That was about it. I was surprised to see how much she hated the experience cost for saving. She says she wouldn't have minded if the creators had awarded a bonus for not saving, apparently seeing a difference there that I don't. 

But her worst vitriol was for a bug that I didn't experience: apparently, if you quit in the middle of the final battle, you get the victory screen anyway. "This is not just a scam; it is the Grand Canyon of scams," she sputters. "How did the 20+ playtesters manage to miss this one? If they didn't miss it, why wasn't it fixed?" In summary:
            
Those who worship at the mythical altar of Realism often end up sacrificing fun and playability on it. That is what happened with Blade of Destiny. In their attempt to make the game "like real life" (something few players want in the first place) the designers went overboard in the wrong direction more than once. I would not recommend Arkania to any game player, but I do recommend it to game designers as an example of what to avoid in their own products. Let us all hope we don't see another one like this any time soon.
             
Ouch. I don't disagree with the elements she didn't like, but I found more that I did like.

On the continent, the game had polarized reviews. Some thought that the designers went overboard in the right direction, or perhaps didn't go overboard, or perhaps only did it once. Whatever the case, the ASM reviewer (92/100) said that he'd "rarely seen a perfect implementation of an RPG that also remains really playable on the computer." PC Joker (90/100) said that it is "only surpassed by Ultima, leaving the rest of the genre competition far behind in terms of freedom of action and complexity." But not all German reviews were positive. PC Player (48/100) recommended that players "close your eyes, put the lid on, and wait for Star Trail."

(At least there were some positives in the reviews for the original game. A 2013 remake by German-based Crafty Studios came out to almost universally negative reviews despite improved graphics, voiced dialogue, and other trappings of the modern era. It was apparently quite unforgivably bugged. Crafty went on to remake Star Trail in 2017.)
             
Combat in the remake. At least you can identify the squares a bit easier.
         
The original game sold well despite a few bad reviews and certainly justified the two sequels, Realms of Arkania: Star Trail (1994) and Realms of Arkania: Shadows over Riva (1996). Together, the trilogy established the viability of Das Schwarze Auge setting, which continues to produce RPGs into the modern era, including The Dark Eye: Drakensang (2008), Deminicon (2013), and Blackguards (2014). Lead developer Guido Henkel would eventually tire of the setting, quit attic, move to the United States, join Black Isle studios, and produce Planescape: Torment.

I haven't attempted to reach out to Henkel, as his work on the Arkania series has been well-documented elsewhere. In his 2012 RPG Codex interview, he explains that the publisher of attic's Spirit of Adventure, StarByte, originally approached the company about creating a series based on Das Schwarze Auge, claiming they already had the rights. The attic personnel were reluctant to work with StarByte after a dreadful Spirit experience ("a horribly crooked company that cheated us and all of its other developers"), so they were delighted to find that the company had been lying about the license. attic managed to get it for themselves, although at such an expense that the three Arkania games barely made a profit despite selling well.

From a 1992 perspective, I would call Blade of Destiny "a good start." I look forward to seeing how things change in the sequels.

*****

B.A.T. II will be coming up next. For the next title on the "upcoming" list, we reach back to 1981 for Quest for Power, later renamed King Arthur's Heir. Come to think of it, the Crystalware titles are so similar and quick that I might try to cover Quest for Power and Sands of Mars in a single session so I can be done with 1981 entirely. Again.

Thursday, February 20, 2020

Why Do You Play Games?

In the first post of this year, I want to share some content from the book I'm reading at the moment: Playing smart - on games, intelligence, and artificial intelligence by Julius Togelius. The author discusses many aspects on how games challenge us and what we can expect from games that use artificial intelligence in the near future.



One of the first points discussed by Togelius is about the question I already brought many times in this site: why do we play games? It's not easy to answer (and we have many different views for this subject) but I think it's essential to gather multiple points of view to create a more solid opinion.

Togelius launches the question: why do you play games? And starts his answer with a very interesting argument that most of the time we are playing games for many reasons but all the time – despite the game we are playing – we are doing an exercise of intense planning.

Below, I want to share this excellent content from his book and recommend the reading for all the followers of this site:

Why do you play games? To relax, have a good time, lose yourself a bit? Perhaps as a way of socializing with friends? Almost certainly not as some sort of brain exercise. But let's look at what you are really doing: You plan. In Chess, you are planning for your victory by imagining a sequence of several moves that you will take to reach checkmate, or at least capture one of your opponent's pieces. If you are any good, you are also taking your opponent's countermoves into account and making contingency plans if they do not fall into your elaborately laid traps. In Super Mario Bros., you are planning wheter to take the higher path, which brings more reward but is riskier, or the safer lower path. You are also planning to venture down that pipe that might bring you to a hidden treasure chamber, or to continue past it, depending on how much time you have left and how eager you are to finish the level. You may be planning to eat the power-up that lets you get through that wall so you can lick a switch that releases a bean from which you can grow a beanstalk that lets you climb up to that cloud you want to get to. In Angry Birds you are planning where to throw each bird so as to achieve maximum destruction with the fewest birds. If you crush the ice wall with the blue bird, you can then hit that cavity with the black bomb bird, collapsing the main structure, and finish off that cowardly hiding pig with your red bird. (TOGELIUS, 2019, kindle edition – position 412)

#GoGamers



Reference:

TOGELIUS, Julius. Playing smart - on games, intelligence, and artificial intelligence. London: The MIT Press, 2019.