Showing posts with label List. Show all posts
Showing posts with label List. Show all posts

Friday, 31 October 2014

10 books that have stayed with me

I know this meme has probably been and gone and had its day in the internet sun (which is like our normal sun, but made of cats), but I thought it would make an interesting enough blog post (read: I’m light on content this week, but still wanted to put something out there). 

Because brevity is the soul of basically tolerable writing, I’ll restrict myself to three sentences on each at most, and not my normal kind of Inspector-Gadget-super-extendy sentences. 

In no particular order:

Ancillary Justice – Ann Leckie
A sci-fi tale told from the perspective of a former ship’s AI, the core conceit and narrative structure make for a very entertaining read as the reader pieces together the context from flashback and wide-reaching senses. Ancillary Justice received a lot of attention (and awards) last year, too much of which focussed on its approach to gender which, while interesting, was not what made the book so good. It surprised me that a character who, on one level, you would expect to be so clinical could be so compelling.

The Secret History  Donna Tartt
My long-time favourite book, despite the fact that I have only read it fully once, and not for some years. Maybe it stuck with me because it was a tale of classicists in a classic ‘greek tragedy’ style ; maybe it just made us seem clever, if not good. Regardless, Donna Tartt spins an intriguing, alluring, and rather distressing tale (as, I gather, many are now finding with The Goldfinch—I am yet to read it) that haunted me for a long time after.

Use of Weapons – Iain M Banks
Not even my favourite Banks book, but, like many others on this list, possessed of a haunting characteristic that won’t quite leave you alone ever again. A rougish type is hired by a highly advanced civilisation to do their dirty work. On one level, it’s a space opera romp where he displays his impressive and devastating capabilities, but it takes you to some dark and unexpectedly revealing places.

On Writing – Stephen King
This is one of the most-recommended texts for writers, but it it was far from what I expected. As time passes and I spend more time trying to improve my writing, the lessons it sets out (plainly and directly) increasingly click into place. The reasons come clear in and of themselves and I suddenly understand the 'why' behind them and wonder why I couldn't just bloody well heed them in the first placebut the points are all the stronger for being learned in this way.

The Left Hand of Darkness – Ursula K Le Guin
Sci-fi that adopts an intricate and interesting stance on gender (Ancillary Justice owes Le Guin more than a little in this regard). Above all else, it was a deeply revealing story about humans and the way we are. I only read it last year, and I long to read it again and again.

Smoke and Mirrors – Neil Gaiman
I can’t pinpoint the exact moment that I fell in love with Neil Gaim—errrr, fell in love with his work *cough*, but it was probably while reading Smoke and Mirrors. A catalogue of wonders and horrors, his spinning of fairytales (both in spirit and more literally) cemented my love of his work and was probably the first time I really saw the beauty of the short story in all of its glory.

Watchmen – Alan Moore, Dave Gibbons
Watchmen felt like the first time I had read a comic in real depth, and I see more each time that I read it again. There were things I encountered before it which merited as close a reading, but it was Watchmen that actually opened my eyes to this. It’s a timeless classic for a reason, and it deserves its place in the literary canon.

The Dark Knight Returns – Frank Miller
Another graphic novel, and one of the greatest Batman stories, despite the fact that exists outside the main canon. Bruce Wayne returns from retirement to save a city sliding into near-future chaos, confronting all the logistical challenges a long retirement from a demanding (*cough*) job brings. An examination of the concept of Batman as a ‘fascist’ vigilante. A classic in narrative and form.

The Neonomicon – Alan Moore, Jacen Burrows
A disturbing, horrible, and horrifying tale that marries the mythos of H P Lovecraft with Alan Moore’s brilliant, twisted storytelling. Dark, really dark, but darkly compelling.

The Gift of Fear – Gavin de Becker
I used to see this book talked about a lot, but it doesn’t seem to be as oft-mentioned these days, but something I think everyone would benefit from reading. The warning signs and precursors to violence, how to recognise them and, hopefully, avoid them. It may help you understand people better.

Atonement – Ian McEwan
A decent if too-long book that, as is the case with most books one studies at school, we did rather over-read. Still, the feelings of anger at injustice that the book inspired are surprisingly strong even now.



The thing that surprised me the most was how many of these are books I first read in the last two years. I am not sure whether that constitutes a better record/memory of what I've been reading, or a better ability to select good books.

What are some of the ones that have stayed with you?

Wednesday, 8 October 2014

Fill your ear-holes

One of the things that I like to ask people, particularly when discussing reading or technology—though sometimes just by accosting random strangers on the street—is: what do you listen to (or: WHAT'S THAT IN YOUR EAR-HOLES, PERSON WHO DOESN'T KNOW ME)?

While I'm clearly lying about one part of that, it is something that interests me. I'm pretty much constantly wired in and listen to a whole range of podcasts, audiobooks, and music. When I start looking into something new, one of the first things I do is find some podcasts relevant to that field. But I know that not everyone is such a fan of any or all of those.

So, two things for this post: first—DISCUSSION TOPIC! What do you listen to and when? Walking, working, doing chores; are you into podcasts, audiobooks, just straight-up music? The sweet sound of silence(/the deafening drone of the vacuum cleaner while the cat tries to climb the nearest wall to escape the Evil Beast)? Furthermore: what, specifically? Sound off below.

Second, here are a couple of my favourite podcasts, in no particular order:

TWiT (This Week in Tech)
This is the podcast that basically got me into tech. They have a whole host of shows on the network to suit just about any specific tech-based interest, and I dip in and out of them week to week, but I'm a long-time, habitual listener of their flagship show with the same name as the network. A great roundup and analysis of the week's tech news.



Friday Night Comedy Podcast (BBC Radio 4)
This is the podcast that got me into podcasts (and probably the one that was most decisive in my stopping listening to the radio). I don't think I've missed an episode in...I don't know how long. Six years? Maybe more. It repeats the 1830 comedy slot from BBC Radio 4 (nearly always either The Now Show or The News Quiz, with a few intermittent others) in podcast form.

The Bugle
John Oliver's been getting a lot more attention thanks to his run hosting The Daily Show and now his own HBO show, Last Week Tonight (rightly so—it's bloody fantastic), but The Bugle his long-running podcast with Andy Zaltzman, dispensing a weekly dose of hilarious political satire with a healthy(?) amount of fatuous bullshit on top. Their schedule has been a little patchy over the last six months or so, but can't recommend this one enough.

Värvet International
This is a fairly recent discovery. I don't normally go for interviews in a big way (at least not more than a one-off, or for some very specific people), but what I've heard of this series has been really great so far. Two highlights: Caitlin Moran and David Fincher.

There are more I listen to each week, but these are mostly long-running favourites. The one problem I have with podcasts is I currently subscribe to too many, leaving very little time some weeks to make progress with audiobooks...

Wednesday, 2 July 2014

Top 5 Tabletop Games to Play in the Pub

One of the hardest things about games is finding the time to get everyone together in one place. This is particularly difficult if you need to assemble everyone in someone's house or flat - apart from being a pain in the proverbial, travel also eats into valuable gaming time or makes the whole affair untenable.

So great indeed is the game that you can play in the pub (or equivalent dispensary of jollity) with your friends. Sadly, there aren't that many establishments where you can get away with whipping out large box and battling for supremacy over Westeros - if nothing else, the giant throne tends to attract attention. That said, if you're based in London, check out the nascent 'Drafts', or any of other UK board game cafés, such as The Thirsty Meeple in Oxford, etc. In a regular pub, though, it's all about finding the right game.

Here are some of my favourites. Criteria for success are having a small footprint (no big boards or the like, which is why you won't see Forbidden Island on here, despite it being both portable and amazing), compact and portable, and as simple and light-hearted as possible, while still remaining interesting.

So here they are, in no particular order.

Fluxx




Fluxx is almost as simple as they come. Every turn, draw a card, play a card. At first, that is. The catch is that some of the cards change the rules as you go along, meaning it might become something different, like 'draw four cards, play three' every turn.

It comes in all sorts of flavours, such as 'Star Fluxx', 'Zombie Fluxx' and 'Chthulu Fluxx' (because what tabletop game can't be improved by adding 'space', 'zombies' or 'fhtagn'?).
Just look at him - doesn't he just scream fun?
It's not exactly what I'd call 'strategic', though, since the extremely high randomness and variance make strategic execution somewhat ...tricky. Normally, that's precisely what I dislike about Fluxx - it's essentially 'prescriptive', lacking many meaningful excision points - but in the pub, where people are already impairing their ability to follow an ever-changing set of rules, it seems more fun.

Play if: you want your game to move as erratically-but-amusingly as that man trying to find his way back to the bar.


Zombie Dice



Another pretty obvious inclusion here. I seem to include it just about every one of my lists. It's simple, it's easy, it comes in a cup, and none of the important components are made any the worse by acquiring beer stains. What more do you want?

Seriously, if you want to know more about it, check out my previous post.

Play if: all this talk of brain-eating isn't going to make you too hungry for a tasty and totally non-suspicious kebab.


Cards Against Humanity



Oh boy, what's left to say about this one? To call CAH 'foul mouthed' would be about as understated as saying the sea is 'quite wet', or that the Tube can be a 'wee bit cramped in the morning'. It's profane and contains some truly horrible concepts, but it has such potential for extreme hilarity.

For anyone not familiar, each turn, a player draws a black card and reads it out. This usually poses a question or 'fill in the blank'. The other players anonymously lay down an answer card from their hand, in a bid to impress(/amuse/disgust) the judge for that round. It's not for the faint hearted, but is genuinely far more funny than it deserves to be. It is, though, best played with drink in hand! to steel yourself if for no other purpose.

The one limitation is that, after repeated plays, you can get to know the cards a little too well, rather taking the edge off. Luckily, there is a slew of expansions to bulk out the material when you need to.

Play if: you want to feel like a bad person, and don't mind if the people at the next table give you death stares as you laugh about Boris the Soviet Love Hammer.


Story War



Story War is part of a crop of 'imaginative narrative games' that have appeared out of Kickstarter in the last couple of years. These are certainly not new (just look at Dixit), but there seem to be more and more twists on this theme.

The premise hinges on a couple of decks of cards, representing characters, such as Frankenstein or the Abominable Snowman, items, such as a magic carpet or a really fast car, and battlegrounds, such as the ice palace or a spooky graveyard. Players or teams then choose their character for the current round from the available cards, and then try to weave a narrative which shows why their choice would win in that fight, using the 'environment' of the battleground and items to assist. One player acts as the judge each round to decide outcomes.

As a game, it has its flaws, and it's not my favourite. Everyone has to be on board with the concept and be in roughly the same frame of mind. A hesitant or sadistic judge can lead to a round vastly outstaying its welcome. But if you have friends with a slightly sideways imagination (and, critically, drinks), this can be a lot of fun.

Honourable mention: there are actually a couple of games in this category that I prefer, but are less suited to such a publican environment. Machine of Death has a cooler premise and a tighter play-style, but has more 'moving parts' - more elks of cars and required components, and can cast a bigger footprint. Dixit cards is too beautiful to sully in a pool of London Pride.

Play if: you have friends who like to spin outrageous tales after they've had a few.


Love Letter



Ah, Love Letter. This one has been round for a couple of years now, but I only got to play it recently, and it's fast become one of my favourite 'quick' games, super simple, but rewarding solid strategic thinking. It requires only 16 cards (and a few tokens, but beer mats will do) to play, and can be explained in about thirty seconds.

If you haven't played this one before, check it out. It's truly elegant, and you can buy it for under a tenner.

Play if: the only courting you want to do this evening is of a beautiful (and thoroughly fictitious) princess.


A quick note to close: in many of these, I put forward that these games are often more fun alongside alcohol. While that can be said of most tabletop games, none of these games are really the worse without it (with the possible exception of Fluxx), so people who do not partake don't need to feel excluded! Sobriety would probably improve your win rate in many cases...

Did you enjoy this list? Check out my list of Top 5 games to play with normal people, and my 'Top 5' worst board games.

Monday, 23 June 2014

Top 5 Board Games for 'Normal People' to Play

'Normal people' is definitely a bit of a hook here; something convenient to fit the title. There's no such thing as a 'normal person', or, at least, I've never met one. What I have here instead is a list, in no particular order, of the five games I consider to be the best to play with people who are not traditionally gamers, games which are much, much better than the boardgames people tend to have encountered during their childhood. A common thread here is that none of these games tend to result in newer players getting shafted due to lack of experience, for different reasons in each case.

Most of these have been featured on Wil Wheaton's Tabletop at some point, so I've included the links below if you want to learn more about the games.

Zombie Dice



This one is as simple as they come. A press-your-luck dice game that fits in a small pot, with rules that can be explained in about thirty seconds. The major part of it is luck, but there is just enough depth to allow for some strategic decision making. It's carries with it the right mixture of the casual and the competitive, and is good for travel, the pub, or just as a nice, low-intensity game that still has the potential to entertain. As a bonus, it's short.

Buy it on Amazon



King of Tokyo

THE KING IS SAD (couscous salad not included)
This one can go both ways - I've had people love and it and not really warm to it - but I guess that applies to everything on this list, really. You each play as a kaiju monster, competing to tear up Tokyo. It's very quick to pick up, and doesn't take too long to play. I love the vibe of this game; it makes you feel like a giant smashy monster, even down to the slightly oversized dice. A different style of press-your-luck dice game, there's plenty to do and plenty of drama that is at the same time impossible to take seriously, a winning combination.

Buy it on Amazon



Ticket To Ride

(Image: Chunky Rice, cc by-sa 3.0)
Slightly further out on a limb for me, since I've not played this one in its true cardboard form, but I've played it plenty on the iPad (Google Play link), and have read and seen enough about it to be happy including it on the list.

Ticket To Ride puts you in the place of a railroad tycoon (not that Railroad Tycoon) trying to build train routes across the continent. The mechanics are fun, and it's competitive enough without being grounds for any fights. One of the big things for me here is that the competition is not based around warfare, the driving metaphor behind many boardgames, and an element I know turns some people off.

Buy it on Amazon



Tsuro - The Game of the Path

In Tsuro, you play as a majestic dragon, swooping around the board, trying to be the last one standing. You are dealt a series of tiles with 'paths' on them, and take turns to place these down before your dragon. Each player with a new 'path' before them moves along it as far as they can. You're eliminated if you collide with another dragon, or are swept off the edge of the board.

It's simple, has great pacing (nice slow start, building to an unpredictable and dramatic conclusion), is quick to play, and is visually stunning.

Buy it on Amazon



Forbidden Island


Forbidden Island is one of my favourite games. You are put in the role of a daring explorer, landing on an island to loot it for its ancient treasures. The island, though, has other ideas, and is gradually sinking into the sea, taking with it its treasures, and, if they are unlucky, any daring adventurers who happen to remain.

It's a cooperative game, which is a plus for some people who don't like competitive play as much. It's simple to learn, though optimal planning and tactics take a little longer to pick up - offset by the teamwork angle. It has a nice set of visually appealing components, second only to Tsuro on this list. Above all else, it's fun, with plenty of depth and replay value, without relying on confrontation or individual tactical mastery.

Buy it on Amazon


Honourable Mention: Pandemic



It feels wrong not to include Pandemic on here. The only reason I didn't is because it is so very similar to Forbidden Island, and I didn't want to have both on here side-by-side. The mechanics are very similar, the play style is broadly analogous, and it is almost equally as fun.

Forbidden Island edged it out for me because a) it's slightly cheaper, b) it's a lot smaller to transport and easier to set up (fitting into a handy tin), and c) I find it slightly easier to sell people on the metaphor ('you are an intrepid adventurer' sounds better than 'you work for the Center for Disease Control'). Not that Pandemic isn't fantastic in every way.

Buy it on Amazon


Monday, 16 June 2014

Top 5 Worst Board Games

Games are, at least in principle, a true joy, something which I have argued before is fundamental to human nature. It's generally a healthy and enriching pastime. But that's not universally true, and there is nothing quite as frustrating as being stuck playing a bad game. So here are my top 5 worst games. It should go without saying that, as with any list like this, this is all ill-informed and fully-biased opinion, and while I've tried to justify my selection in each case, your mileage may vary.

Trivial Pursuit
Okay, I'll admit, this one is a bit of a stretch. I've not got that much against Trivial Pursuit per se, and I do enjoy playing it. The problem is, I feel that quiz-based tabletop games are flawed, and this happens to be the most prominent example. Two of the most obvious flaws are limited replay value, as people get to know the questions over time, and the way in which the questions become dated (though that is a great way to release and sell new versions of your game every year! It's as if Hasbro know what they're about). 

Above all, though, my problem is that this type of game depends entirely on what you bring to the table. While all games to an extent reward learning and repeat play, I think quiz games are not learned activity in and of themselves, nor, really, is there much strategy. It's based on what you have in your head combined with the luck of the questions; there's no room for development within the game itself.

Scrabble
This one definitely comes from personal bias. I've never liked Scrabble, as much as I love messing around with words. However clear the guidelines, I find this is a game that does little more than spark endless small disputes, which take up a disproportionate amount of game time to resolve. A 'casual' game should not require a 674-page book to play effectively! Again though, a good way to sell more stuff (Hasbro again...).


The draft of the next Scrabble Dictionary.
Photo credit: Jacob Bøtter, Licensed under Creative Commons

Cluedo
Ah, now we get to the juicy stuff, where I get to start stomping on people's beloved childhood games. I know this is a game for kids, really, and that it's supposed to teach deductive reasoning, but it's just so dull. It has relatively little interactivity, player elimination (which in games that can run for longer than an hour is generally a bad thing), and builds to a usually unsatisfying conclusion.

Ultimately, it's a game where you could guess randomly on your first turn and still stand a chance of winning. If you don't do that, it essentially becomes a giant game of Guess Who, with no real lines of play or satisfying strategy. It's a game that I think you could play on your own with almost no loss in quality and tension, treating it as a logic puzzle, which begs the question, why spend your valuable time with friends and loved ones playing this when there are many finer choices?

Also, can we talk about the terrible theme/mechanics matchup is here? You're walking round a house filled with potential murder weapons with an actual murderer, essentially walking round pointing at people, asking 'was it you?', rather than worrying about the fact that there is a murderer in this spooky house with you. What's more, if your character is the murderer, you still win the game by accusing and outing yourself as the killer. In what world does that make sense?



Risk
This will be a divisive one, I'm sure, much like the game itself. I personally dislike Risk, but accept that there are those that enjoy it. The main reason I'm including it on this list is because the length of play is disproportionate to the depth of the game. Even if you enjoy Risk, there are other games out there which can give you an similar-but-better experience and play in about the same time. Game of Thrones springs to mind, whether you're into the setting or not. Heck, even Twilight Imperium would be better if you have 10 hours to spare (and if you were thinking of playing Risk, you had better!). 


Pictured: Actual Risk players.
Photo credit: Tambako The JaguarLicensed under Creative Commons

Those who know me well know that I have no problem with long games (hell, they're usually the ones that I enjoy the most), but I just think if you're going to invest that much time in a game, you want to have enough depth to match, and Risk is a little too one-dimensional and swingy for me, but maybe that's just down to personal preference. Also, for that length of game, I prefer I different approach to player elimination. While in games like Game of Thrones and Twilight Imperium, it is perfectly possible to eliminate other players, doing so is not necessary for the game to end, and doesn't seem to happen all that often. This means that there is more sustained interactivity for everyone who is putting the time in.

This is weirdly apt for the time, but should also 
be the fate of all Risk players everywhere.

Monopoly
This is it. The big one. 

I know I'm not alone in my hatred of Monopoly. It's another one that people often seem to love as a holdover from their childhood. But no, it's a horrible game in just about every way. If I weren't making this list, I could still write a whole post on everything that's wrong with Monopoly and feel like it was time well spent. If you are a parent, or close relative of young kids, please please please don't play Monopoly with them. There is a vast number of more worthy, rewarding, and educational games out there.

Where to start? First, the simple one; as with Risk, the playtime is waaaaay out of whack with the depth of the game. Speaking of depth, here we have Monopoly's big flaw - playing it is absolutely no fun. If you play it 'optimally', it is stagnant - almost entirely non-interactive. You buy every property you land on, do not, under any circumstances, sell them, and only trade them if it's significantly beneficial for you. If everyone's playing that way, it's quite hard to get anywhere. Outside of your turn, there is little or nothing for you to do, leaving you with lots of downtime.

What about strategy? Well, if I told you that the orange properties were the ones which were landed on most often (thanks to their placement in relation to the Jail area), what would you do with that information? Well, nothing really, since you can't control where you land, and you should be buying every property you can anyway. The game is totally lacking in meaningful decision points, which makes it, if you'll pardon the pun, 'strategically bankrupt'.


So say we all...

Then there's the little things. So many variant house rules for this game seem to exist, putting fine money under Free Parking being the most prevalent. Though here's the thing - while that seems like a cool thing to do, making a generally dead space on the board more meaningful, it just makes the game run longer by increasing the amount of money in circulation among the players, and can either bring someone back from a losing position (prolonging the game even further) or further polarise the game by increasing someone's leading position. Way to make a bad game even worse.

I think I've got most of my bile for this game out of my system, for now, so I'll leave you with this gem. According to Hasbro, the longest game of Monopoly every played lasted 1,680 hours. That is two and a third months, or approximately 210 games of Twilight Imperium. Just remember that next time someone invites you to play.

What would you put on this list? Which of these games do you still love? Why do you hate Monopoly? Sound off in the comments.