What I'm Playing: Feb '10
February 10, 2010 In the course of developing a tabletop RPG and transitioning from doing that to being part of the design team for an MMO, it's a fact of the matter and a job requirement that I play a lot of games. I'm not necessarily playing all of the next big things, however. I'm playing things that I find interesting. I'm playing things that have little bits I can learn from or assimilate, things that are object lessons in features I'm working on, or proofs of concept for high-minded ideas.
Doodle Bomb: A fun little physics game for the iPhone. I like the way they pair achievements with each level. I also like the DIY look of the game, which is sort of an object lesson that games (or their parts) are the creations of the people behind them.
Assassin's Creed 2: The only triple-A I'm playing right now, and this has a lot going for it. I like the sandbox of improving the villa, the improvements in gameplay from the first one, the customization options, the way the world lore is presented, and even (mostly) the control scheme. Oh, and that the memory-regression aspect now enhances the play rather than getting in its way.
Canabalt: Another nifty indie, this one with an implied world that I find really interesting (what the hell is going on? Oh, things are really bad.), and gameplay that's exciting and kinetic without being seizure-inducing.
EVE Online: Duh. The ultimate virtual world, even if saying so suggests a bias.
Button Men: A fun tabletop quickie converted to a compelling portable version I can play by myself. I said "play by myself," you pervs.
Final Fantasy Crystal Defenders: It's a spreadsheet with a Final Fantasy skin on it. Sold. A testament to the power of brand, with a nod to the old-school origins of the property.
Lady Blackbird: A coming session with an all-female player group is on the schedule. The rules-light construction and setting sold me on trying to convince my wife to give this a shot, so we'll see where it goes.
Savage Worlds: The engine here felt like the best match for a three-story arc set in a homebrew world that i've been putting together. It might also host my Thatcher-era zombiefest if I want to turn up the cinematics a notch higher than World of Darkness handles well.
Farmville: This has definitely been one that's more research than entertainment, and I'm about done spending time with it. I'd posit that this is a toy more than a game, but I really like the way it encourages people to interact with one another. It makes a clever use of the only resource a player has that really matters (time) by rewarding them with in-game benefits for helping out their friends, and that's a great way to foster return visits and community.
What are you playing? What have you learned from it, enjoyed, or thought, "that's a damn fine feature, and one that I'd like to put my own spin on"?
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