Wednesday, 11 April 2007

First come, first served.

It's Wednesday, I haven't seen any correct answers, so first one to get it right gets the stuff from now on. I'll post a hint later - probably tomorrow as I have no net access at home at the moment :( I'll probably also add a card or two to the stash.

In the meantime, enjoy xkcd's Labyrinth Puzzle.

Thursday, 5 April 2007

Take your time, don't hurry... Loser!

Apparently American boardgame makers are making games faster to play, so people can cram them into their busy schedules. The article mentions a lot of examples, which I think can be split into two kinds of "speedplay".

First up, there's the games that have been designed or re-designed for the IMPATIENT. Like Monopoly/Scrabble express. I'm not vehemently anti-these, but they do seem to just "cash in" on the idea of playing a game. "Ooh, let's play Monopoly, only not." ish. I don't wish to be militant about it, I just think we should remember that playing a game in itself is something to do, not just a time-filler. Maybe the fact that we're still talking about Scrabble and Monopoly - classics though they are - just proves how "uninnovative" the US/Brit games industry is. Apparently the best way forward is to just churn out sponsored/tie-in versions of these, as seen with the move towards Visa [TM] cashcards instead of paper money, and a hundred bazillion versions of both Monopoly (including making your own, for endless enjoyment) and Risk (hi, PXC players ;)

Compare them to, say, Settlers of Catan or Carcassonne (of course) and it makes you wonder where all the new "classics" are - the ones that you really don't mind spending an hour or two with, because they're fun and novel.

Having said that, there are certainly some games out there that could benefit from some streamlining. Trivial Pursuit often drags on a bit (as does its "sibling", the Perplex City boardgame), and I've even played some games of Cranium that were getting a bit tedious by the end. Good game design is tricky to get spot on.

Second, there's the games that get their fun from the speed. The article mentions "grab scrabble", which I've played variations on, in which spotting things first is of the essence. Set is another example of how speed maketh the game, although Slam/Spit has to be the greatest.

These are a different breed though, and one of the attractions is that you can play a few games, and people have a greater chance of winning at least once. The race aspect gets the adrenaline going - something which merely replacing paper with plastic doesn't aim for.

Despite all this, I know it's always horses for courses (or courses for horses, I can never remember which way round it goes). I like to take an evening to play a game or two, relax into it like Poker. But do you find yourself playing more speedy games, and leaving the "big, proper" ones on the shelf? Do we need to make time to play games more these days? Or is it just the Americans? ;)

Tuesday, 3 April 2007

Competition: Extension. And Some Help.

It's time - high time - for an update on the PXC competition from last week. Tomorrow's the ultimate deadline, and a few entries have been winging in, but alas either I've made a mistake, or you've all been guessing.

So as nobody's got the correct answer yet, I'll offer some hints. "Fortunately" (for some), the PXC Stories site has been delayed until June, so the urgency of sending out keys doesn't have quite the same.. um... urgency. As a result, I'll keep the competition open for another week and a half before turning it into a "first correct solve wins" effort. That means the deadline is now Sunday 15th April, giving you Easter and a weekend.

A hint then? Hmm, ok. Well, the puzzle's a 2-parter (as I hope some of you have worked out...), and some graph paper may help you to expand upon the 2nd part. On one level, you will need to ignore what you see. Finally, if you're new to PXC, the wiki may be of use for identifying characters...

I'm far too kind. Go forth and solve.

Wednesday, 28 March 2007

New ARG-centric t-shirt designs available

Pretty quiet day, so I've added a few designs to the Scribewear shop. First up, there's the tinag-eye designs - with and without teardrop in case you want to choose between showing off your manliness, and proudly displaying your sentimental affinity with nu-literature...



These are both available as normal shirts, cheap shirts (no idea what the quality is like on those...) and ladies' tops.

Then there's the equally-obscure [SPOILER] design on dark blue, available with an opening tag only, or complete with closing tag on back...



Maybe they'll hope to mop up the news that PXC stories has been delayed til June...

Monday, 26 March 2007

Competition Time! Win a PXC Key and other random bits

(Update 3: It's all over! See this post for the winner and the solution.)

(Update 2: Two sets of hints have now been added: see the first and the second.)

(Update: Oops, forgot to set up the e-mail address for entries. Looking through logs, I can only see one entry, but if you sent me mail and I haven't got back in touch, then pleeeease send it again. Sorry about that... [goes off to weep] )

There's nothing better than a bit of altruism, except perhaps for some altruism that's been passed through a puzzle filter and made into a sweaty competition of brains and scissors. So, in celebration of season 1 of Perplex City, the start of season 2, and my feeble attempt to clean out my house before moving, I've decided to hold one of these adrenaline-filled contests. Think 300, but with more clothes and (hopefully) less pits.

This started out as a way to give out a spare key, as inspired by AgentLex, but in the true spirit of "I have too many things", I'm throwing in some other bits that newbies to the ARG may not yet be enjoying. Thus, the list for successful winning is as follows:
  • 1 Perplex City Key, for use very soon over at perplex city stories

  • 1 CD of the Viard album, The Silver City

  • "24 hours in Perplex City", a short tourist's pamphlet introducing you to the city

  • 1 lot of 4 stickers with the now outdated legendary "Lost. The Cube. Reward..." message on

  • 1 copy of "Perplex", volume 0 - "the magazine of Perplex City", with all kinds of fun and games in

  • Most importantly, 1 photo of Coxtin, Idlemichael and Dragonscales DJing at the recent end-of-season-1 party. Take it with you and get it signed by everyone you know!
Oh, yes! I can hear you leaking in anticipation already! So we need a puzzle to get things moving... OK.

Of all the fine people that have appeared in the first season of PXC, which one do these keys hold the key to?

There, that's all you're getting for now. Some handy rules to help you along:
  1. E-mail your answer to ihavethesecret@exmosis.net on or before Wednesday 4th April Sunday 15th April.

  2. You can e-mail me more than once, but only your latest answer will be used.

  3. I'll do a random draw thing on the 16th, and the first one out will get the stuff.

  4. If nobody's e-mailed me the right answer by the Monday, I'll post a(nother) vague and cryptic clue, and make it first-correct-wins, although any random guessing/brute force will be frowned upon...
Right. It's not that difficult. Stop reading, and go get on with it.

Japanese Puzzles 2.0

CNet has an article on the "democratisation" of puzzle-creation by Japanese puzzle magazine Nikoli. The article goes into how people/readers can submit their own, freshly-invented kind of puzzle for consideration, as well as into some history and reasons for why Japanese puzzles came about.

I, for one, welcome any new Slitherlink overlords that may happen to infiltrate us.

Tuesday, 20 March 2007

Get out of *that*!

OK, I admit it, I'm stuck.

Sphere - "Escape from the locked room" - is a simple point-and-click puzzle thing, with the object of the game being pretty clear. You can click on things to interact, use objects you pick up by clicking on them, look at them closely by selecting the magnifying glass, etc. I've got a fair way in (I think) but I've run out of ideas now. Thankfully, you can also save and load your position to come back to it later.

All in all, a great fun little game - very reminiscent of Myst et al, but any hints as to how to proceed would be greatly appreciated... ;)