Showing posts with label thegame. Show all posts
Showing posts with label thegame. Show all posts

Thursday, November 6, 2008

More Games!

With the highly anticipated Ghost Patrol coming up this weekend, it was quite a pleasant surprise to get an email for a game being planned for Fall 2009. Orange Snood will be running a Muppet Movie game and will be blogging about it. I'm always interested to see how other GCs work and what their philosophies are on various elements of games. Especially after Red's posts on the NMS Forum, I'm very curious to see Orange Snood's approach to games.

Tuesday, August 26, 2008

Fan Service

Many of you (for some definition or "many", "of", and "you"), my dear loyal readers, have asked me repeatedly just how sharp an X-acto knife is. Since you have all made this blog so enormously popular (for some definition of "so", "enormously" and "popular"), I feel I am forced to do your bidding (for some definition of "do", "your", and "bidding"). It is for this reason that I decided to test (for some definition of "decided", "to", and "test") an X-acto knife upon my thumb. Unfortunately, I mean the common and universally understood definitions of "upon", "my" and "thumb".

On a scale of 1 (does not cut my thumb at all) to 10 (cuts the tip off my thumb), I would rate the X-acto knife's sharpness as 5 (cuts the tip of my thumb half way off). At the given depth, I'd estimate that if the cut had gone twice as far laterally, I'd be posting something philisophical asking whether it can still be called the tip if it's laying on the floor (see Steven Pinker's The Stuff of Thought).

Incidenatlly, when I say that coed astronomy pours it's blood, sweat, and tears into the Iron Puzzler BANG (and all the games we run), I don't mean that metaphorically. If your start clue has red stains on it, you'll know where they're from.

Well, ok, I threw out the piece of card stock I was currently working on, and the rest were protected in envelopes (unlike my carpet), so there was blood, sweat, and tears involved, but it's just the pouring that was metaphorical.

Monday, July 28, 2008

Ghost Patrol -- We're In!

With 47 applications for 20 slots, I feel quite privileged that coed astronomy made it in. We put a ton of effort into our app, and while I thought it turned out well, it's difficult to really judge one's own work. Our video is funny to us because we know what we were going for, but you never know if it'll fall flat with a real audience.

There's been much discussion on the_game mailing list about how to handle the popularity that games have been facing lately. The two main suggestions--encourage the running of more games by weighing GC work heavily in the app process, and run games over two weekends--really fall flat for me. The first seems somewhat infeasible to me, and the second really cheapens the parts of the game that I like.

BANG died because everyone who wanted to run one did. Despite a tremendous growth in popularity, the number of people who wanted to run BANGs simply did not scale linearly with the number of people interested in playing in them. I fear it is the same or worse with big games. Planning a game usually takes a year or more, and most of the people "hardcore" enough to do that have already been playing in games. Trying to force people to run games will only result in a bunch of crappy games. You have to be really dedicated and interested to stick it out.

Where I think we can pick up new teams who would run games is the fresh-out-of-college/grad student crowd. coed astronomy and XX-Rated both fell into this category when we started. Both teams were willing to run both BANGs and big games, and the likely reason we weren't on this bandwagon a lot earlier was that we were undergraduates/not in the bay area/too busy with school/etc. To give props to a friend, Jesse Young's team CRANEA is one of the teams I'd put into this category. It's unfortunate they didn't make it into Ghost Patrol because I think it just prolongs the time before Jesse inevitably runs some sort of game (be it BANG, a day game, a puzzle hunt, or whatever).

The problem with simply running more games is that every team wants to play in every game. And to do that, you need to accept more teams or run each game twice. Neither is particularly appealing to me. A lot of the charm and the magic of the game for me comes from the clues and clue sites that place the biggest restrictions on the number of people. The entirety of Hogwarts (my favorite game of all time, even though I only playtested it) would never have worked with 30+ teams. And frankly, I don't know many people who have the stamina to run an all-weekend game more than once.

So what do we do about this? I don't really know, and that's why I tried to kick off discussion on the mailing list. The real innovation in the game happens when people run one, however, so I hope to be pleasantly surprised sometime next summer when some team steps up with a game format which attempts to solve these problems. Even in the short few years that coed astronomy has been around, we've seen some pretty big changes in how games are run, so I'm quite hopeful for the future. =)

Friday, July 25, 2008

Ghost Patrol App

Well, coed astronomy has applied to Ghost Patrol. I was going to wait until we knew whether or not we got in to post a link to our app, but everyone's been discussing app videos on the_game mailing list anyway. So here it is:

http://www.coedastronomy.org/GhostPatrol/

I'm sure you can guess which segment is mine. Bonus points if you can tell me where each of the sounds comes from.

Monday, February 25, 2008

All Quiet on the Puzzle Front

It's been quite a while since I last posted here, and I think that's largely due to a lack of puzzle events that I have either been playing in or working on. The lack of BANGs has largely meant there are no puzzle events in the "off season". Fortunately, things have been starting up again with Iron Puzzler a few weeks ago, a Midnight Madness themed game in early April, and a BANG-esque game from coed astronomy coming later that month.

Iron Puzzler

Iron Puzzler was a blast, and despite initial worries about changes to the scoring system, I think it actually improved the quality of the puzzles we saw. Despite having no direct penalty for making a puzzle that was way too hard, the double-counting of fun scores assigned by other teams gave a strong incentive to make puzzles that most teams would solve. 4 teams actually finished all of the puzzles before time was called, despite having 2 more puzzles than last year.

coed astronomy did quite well in the event, and we used our winnings to obtain some quality merchandise from Endgame. But, what made me most happy was that both of our clues did so well in the fun category. "Funness" is always so difficult to measure, but it's something we always strive for in our clues.

I'm always amazed at what my fellow puzzlers can come up with in 24 hours. Since only 7 teams were fortunate enough to play in Iron Puzzler, Greg is thinking about using the puzzles in a future event. Unfortunately, this means I can't talk about them, but there were some real gems in there.

San Francisco Game

coed astronomy will be running a walking game in the city on April 19th. I probably won't be too involved in this one due to wedding planning and whatnot, but it should be fun. More details to come later.

Midnight Madness

Midnight Madness, an *awesome* movie, as well as Michael J. Fox's debut film, is also the catalyst that started the game. Or not, if you believe wikipedia. Anyhow, an anonymous team will be running a Midnight Madness themed game on April 5th, and I know I can't wait to play. More info can be found on Curtis' blog.

Saturday, June 30, 2007

BATH3

This summer has had a lot of games crammed into a short time. Or maybe it just feels that way because we were so busy with NMS. Anyway, coed astronomy recently played in BATH3 on June 9-10 and the Google Puzzle Hunt on June 23-24. Here the write-up for BATH3.

BATH3 (Picasa Album)

BATH3 was a Pirate themed all-weekend game (yes, everyone said "Yarrrrrr"... a lot...). There were several major differences between BATH3 and other weekend games, however. First, the majority of the puzzles were written by other teams, rather than by GC. Secondly, we were asked to bring tents and sleeping bags, and we actually camped over night, rather than solving clues non-stop. And lastly, there was this weird point based side-economy for bartering for hints and help.

The Clues

Each team playing had the opportunity to write a clue. The benefits of this were that during the application process, you had priority over teams who didn't write a clue, and then during the game, you basically got to skip a clue for free. It was an interesting idea, though not one that coed astronomy would ever be likely to consider. It's all of the painful stuff (logistics and site scouting) with non of the fun stuff (clue writing)!

I'm curious to know how this worked from a GC perspective, since it meant less work, but I'm sure it was also much more difficult to ensure quality control on the clues. There was also an incentive for teams to make their clue as difficult/time consuming as GC would allow, and I'd be curious if GC had to deal with this issue at all.

I think my general reaction to the clues was mixed. There were some really awesome ones in there (Lowkey's crates clue was awesome, and puzzles by Ian never disappoint), but there were also some not-so-great or at least could-have-been-much-better puzzles. For example, I'm usually a fan of origami puzzles, but there's nothing like spending a ton of time trying to get the parrot to fold right, only to find out that you didn't need to have folded him at all. Also, the battleship/nautical flags clue (is that a French pinnace in your pants or are you just happy to see me?) was such a good idea, but it was so hard for more than 2 people to work on it at once.

There was one clue that we got skipped over, and while we were pissed at the time, I think it was probably good in the long run that we got skipped. From NMS, my elements clue may have been "[h]ands down, the worst puzzle in the event", but at least it didn't get peed on by not one, but two pirates! I would imagine that Stanford would be a little miffed by gamers peeing in the hallways of Terman.

Along with the regular puzzles, there were a set of mini puzzles. Since we weren't driving or navigating, Jan and I monopolized most of these early on. They were a nice diversion when we were stuck on the actual clues, or when we were doing something that not all of us could work on. Because they were a lot of fun, it was rather unfortunate that they really didn't matter much at all until the meta puzzle, which I think most teams didn't get to do.

The Camping

So, unlike the members of my team who are frightened of earwigs or don't like the outdoors or whatever, I was actually very excited at the prospect of camping. I haven't gone camping in a long long time, and this game was an excellent excuse, and I thought this was the coolest "innovation" that BATH3 brought to the game. This also meant I was tasked with solving the "tent" clue. Really, it's only like 5 steps to assemble the tent, but when Yar pulled out one of the poles and said "ok, so we put this down on the ground like the foundation, right?", I decided it might be best if I took the lead.

GC provided burgers and hotdogs, as well as soda and chips at the camp site. Given the $100/person entry fee and the likely low budget of most of the clues, we were hoping for something a little better. Having just run our game a few weeks prior, we were very familiar with the costs of various game expenses, and so I think we were a little more critical of things like this than we would have been otherwise.

After dinner, we hit up the mini-carnival for our various dubloons. After looking over the trading game and realizing that it was conceptually mostly the same as my BANG12 trading game (start with a random hand and a limited amount of information, trade with teams for rules or cards, various combinations of cards are worth points), Yar and I immediately sold our whole hand to Ian's team for skulls. This is not to say that my BANG12 game was in any way original, but more that I thought it was such an awesome idea at the time, but hated it afterwards and don't plan on doing anything similar in the future. Trading games are so cool in theory--optimization, limited information, interaction with other teams--but in practice, I simply don't like them.

On the plus side, though we kicked ass on all of the other carnival dubloons. I solidly bested Captain Bloodbath at liar's dice (the Captain really needs to learn to bluff better!), Jan turned in her pirate panda (sword, treasure map, eye patch, and all!), Justin did something involving a canon, and Yar and I wrote a limerick which I will attempt to reproduce here from memory:
Captain Bloodbath was a terrible menace,
He sailed the high seas on his pinnace,
But when he went ashore,
To consort with a whore,
She said "my that's an awful small....... nose"

The actual camping was what you might expect--everyone was smelly, the tent was a little cozy, there was some sort of pinecone under the tent right in the middle of my back, etc. At least there were warm showers in the morning. I thought it was fun enough that I'm trying to organize a coed astronomy camping trip, at least.

The Skull Economy

At the beginning of the game, we were given some number of skulls (50?), each of which were worth a single point. For comparison, a clue was worth 100 points if solved without hints. We were told we could trade the skulls to other teams for any form of assistance. Because the hint system was very restrictive, this generated an entire economy out of the skulls. GC had a bare-bones (har!) staff, and so all of the hints were given to us at the beginning on pages with that silver scratch-off stuff.

As with most pre-made, non-timed hint systems, if you were stuck on the very last step of the clue, you had to take all of the hints telling you everything you did over the past 2 hours just to get the hint that you need. And in the process, you would lose something like 55 points. So instead, teams would purchase hints from each other for 5-10 skulls. It caused unprecedented amounts of inter-team cooperation, to the point that the 3 lead teams solved the popsicle clue together.

While it was an odd diversion, I'm not entirely sure how I felt about the skull economy. It was interesting to see Darcy going car to car pimping out hints, and it did cause more non-contrived inter-team interaction than I've seen previously. However, when it comes down to it, I would have liked to have had a better hint system instead, I guess.

The Route

Oddly enough, we soon discovered while playing BATH3 that they had a very similar route as ours during NMS, for the first day, at least. Coming only 3 weeks after, it's not as if they had any time to change anything after playing our game. Humorously enough, I think we were actually quite happy with their route. Unlike the teams that had played in NMS, I was the only one on our team who had actually seen all of our Santa Cruz sites, and we actually kept hoping they would send us to more of the same sites. Sadly most of coed astronomy still has never seen Blue Ball Park!

Wrap-up

All in all, BATH3 was, as most games are, a great way to spend the weekend. We came in 5th or 6th, depending on whether you saw the stats on the day of or what they posted on their website. We're not sure, but we think the difference may be some shenanigans involving the beach boardwalk clue that we were suppossed to have been given credit for. Maybe somewhere on one of Rich's spreadsheets, we have a little asterisk next to our placing, indicating that under more correct scoring systems, we actually did much better. =)

Thursday, May 24, 2007

Server Postmortem (plus graphs)

Upon solving a clue, teams would call in the answer to an automated server, which would tell them where to go next, assuming they were correct. During the course of the game, the server received almost 2000 calls from 66 different phones. Here are some graphs of interesting data:


The phone load graph is particularly interesting, as you can see when the phone server blew up on the first clue, as well as when teams started to hit the Virus clue or when they left a bonus site.

Note: I am a complete gnuplot n00b, and so if you have suggestions as to how to make the graphs look better or suggestions on other data that might be interesting to graph, drop me an email at offpath@gmail.com.

The System

Well in advance of the game, we purchased VoIP service from VoicePulse Connect. They have a deal that's really nice for planning a game, in that the first 4 channels are only $11/month. This allowed us to work on and test the server for a period of 4-5 months for very little money at all. Then, a week in advance of the game, we upgraded to 8 channels, just in case we got a lot of teams on the Virus clue at the same time.

On our end, I ran a Linux box with Ubuntu, Asterisk, Apache and MySQL. When someone called in, a python script triggered by asterisk looked up their phone number in the mysql database, associating it with their team, as well as the clues they were currently on. All guesses and advancements were logged through the database.

Upon solving a clue, the server would lookup the next site on the route that was neither closed nor marked compromised and move the team there. At two points in our game, we had branches where teams followed different routes to reduce the load on certain sites. The server was able to dynamically route teams based upon how many teams it had sent down which route.

Since we were able to log everything in a central place, unlike a palm based system, GC could tell where all teams were headed at any given time. We were also able to change the route at a moment's notice if necessary. This allowed us to have backup sites in case of rain and to mark sites as compromised if something went wrong. Corey (of The Burninators) had told me how useful this would be, and I don't think it was until we were actually running the game that I realized it.

On the GC end of things, we had a set of mod python psp scripts running on my apache server. This let us lookup the location of teams and add notes every time they called. We also had a giant leaderboard, which for a giant table of very slowly changing numbers, was amazingly interesting to watch.

What Worked
  • As I said before, the server answered almost 2000 calls. That is 2000 calls that GC did not have to manually answer and gave GC a surprising amount of down time.
  • Both Twisters Gym and the Bank Heist were restricted in terms of the number of people we could have on the clue at a given time. In this case, we split teams across 3 and 2 sites respectively. Handling this sort of routing would have been very difficult manually, but it happened seamlessly through the server.
  • At several points, we had to have backup sites in case it rained or in case we couldn't use a building at Stanford. We actually had to use the backup site, and we had to change site closing times in a few other cases. Each of these actions was pretty easy to do over a web interface.
  • As with most recent games, having an automated system allowed us to use arbitrary words as answers, making it easier to use various encodings, and making clue writing mostly independent of route.
  • Because the leaderboard was a website, it was accessible over the internet and all GC members out in the field with an internet enabled cellphone could see where all of the teams were and how long they'd been there.
What Didn't
  • The server on the first clue. The last 5 teams to leave Plaza Del Sol had to be manually routed because a hoard of rabid squirrels attacked my server. I've poured over the logs generated by asterisk, my python scripts, and mysql, and for the life of me, I can't figure out what happened. Somehow, a runaway mysql process began eating 100% CPU, and for lack of a quicker fix, I had to restart the whole server. After that, it worked fine--go figure. Then I had the fun task of cleaning the bad data that got entered and manually fixing things to route the teams on the server where we had told them to go over the phone.
  • The server basically tied me to my apartment. We had generally planned to have me around GC for most of the game, but after that first snafu, it became clear that I really couldn't leave. Despite being a team of too many coders, I was the only one familiar enough with my code to fix it if it broke. If we had it to do over again, I'd have more actively tried to distribute the server knowledge.
  • There's nothing like 20 teams running through the game to test the code. Obviously, I should have written more tests, but I write code all day, and as much as I love coding, I don't always get home itching to do more of it. Other than the big crash, Here Be Dragons was incorrectly skipped over charades. Fortunately, the leaderboard acts as a manual double-check. I actually got calls from 2 GC members out in the field before I was able to fix this. All I have to say for myself is that 3-value logic is a scourge that should be cleansed from the land.
Wrapup

We really liked the server. It was a lot of work before hand to put it together, but it really paid off on the day of by allowing us to do creative re-routing on the spot and by taking some phone load off of GC. It had it's bugs, but none of them were fatal. I'd highly recommend a centralized server system to other new teams who have a coder or two on their team. It takes a good amount of uncertainty and guess-work out of the route.

No More Secrets Postmortem

Links to postmortem writeups:

  1. Server
UPDATE: Jan has also written a postmortem of our game on her blog. It can be found here.

As you may know, coed astronomy ran a Sneakers themed game this past weekend, titled No More Secrets. Some things went right, some things went wrong, and I'm going to slowly write up a postmortem for posterity and so that I can finally tell friends what I've been doing with the past year of my life instead of hanging out with them.

This is the first major game that coed astronomy has planned (as a team we have done 2 smaller games, and as individuals we have planned or run various other things in the past), and so before I begin to forget the details, I'd like to write out my thoughts on the process we went through. Hopefully what I write here will be useful to any other new teams who are considering running a game. I make no warranties that what worked for us will work for you or even that my opinions are shared by the rest of coed astronomy.

Over the next several posts, I'll take several different aspects of our game and try to go into detail about them and where they worked and where they failed. Since I have a somewhat personal interest in it, and since I can't presume to know how other people felt, I'll try not to comment on how I thought the game went for the players and instead stick to how it went for GC. So without further ado...

Sunday, May 20, 2007

Done!

The game that I spent the last year of my life helping to put together is finally over. I think it went well, but now I have to sleep for the next million or so years. More info later.

Friday, April 27, 2007

Van Eck

When we win the lottery (twice) and run our obligatory game in Monaco, this will be required to solve a clue. That is all.

Wednesday, April 25, 2007

Sleep!

It's kinda sad, but sleeping after a game is just about as rewarding as the game itself some days. I'd been going on ~4 hours of sleep per night for the past week or two preparing for our playtest. And between 8am Saturday and 5:30pm Sunday, I got no more than 15 minutes of sleep at a time while running the playtest.

It turns out, it's just not like it was in college. I can't chug soda and listen to loud techno in lieu of sleep anymore. Caffeine has really started making me feel jittery and hyper in ways that it didn't used to. Maybe I'm becoming an old man. I don't drink soda because it's unhealthy and makes me fat, I don't listen to loud music because I worry that I'll wreck my ear drums, and when I'm not dealing with a game, I actually try to get enough sleep on a regular basis.

The playtest really paid off, though. I got 16 hours of sleep Sunday night, and because we had such a big push to get ready for the playtest, I'm able to sleep normal hours again. Sorry I can't say much more about it, but I don't want to spoil anything for the teams who are going to play in May.

Just watch out for the cyborg dragons.

Thursday, April 19, 2007

Allergies or Pot?

That was the question posed to me today by a coworker upon seeing my bloodshot eyes. I didn't have the heart to say, "Well, you see, I'm planning this big puzzle hunt, and I stay up late working on clues and writing puzzles and programming and... this one time... at band camp..."

I'm such a dork. I've tried to explain The Game to coworkers and non-puzzley friends, and they're generally supportive, but when it comes down to it, I really don't think they understand how I can possibly pour so much of my life into this. When they ask what I do with my weekends, I have to tell them things like, "Well I drove around all Sunday looking for places to put clues."

I've done some back of the envelope calculations, regarding our game and our level of commitment to it. We have 20 teams with roughly 6 people per team, and we're charging $75 per person for this game to offset the cost of materials for building and printing clues, renting out space, running a playtest, doing secret stuff that we can't talk about or it would ruin the surprise, etc.

If this were all some sort of elaborate con where we took the money and didn't run a game, it would be the worst con ever, because by my estimates, we'd be getting paid less than minimum wage ($7.50 in CA) for all of the time we've put in! If you're bored, assume there are 5-6 of us putting in the majority of the hours on this, and see how many hours we would have had to put in for this statement to hold... it's enlightening because I really think we have put in that much time.

This is really a labor of love (or insanity) on our parts, but now you know why I'm awake to post this at 4 in the morning. Now if you'll excuse me, this clue isn't going to build itself.

Tuesday, April 3, 2007

No More Secrets, No More Projects, No More Flakiness

So as you might guess, I've been rather busy working on No More Secrets. Running a game is not the sort of undertaking one should get into idly, but then again, I'm the same guy who decided to co-teach a course at Stanford with all that "free time" I had. Unfortunately, all this busyness means I've been a total flake--I don't return emails and phone calls, I stop playing WoW, I don't go rock climbing, I basically just drop off the radar.

That's why, after May 19th, I plan to abstain from taking on any side projects for a minimum of 2 months. That means no planning of any sort of puzzle hunt or game. That means no hacking on my webcomic script. No joining an open source project. No open sourcing my puzzle solving python utilities. No working on my pet programming language. No 20% project at work. No nothing but video games, movies, rock climbing, and board games.

Well, that and planning the wedding... So I guess I can't escape side projects after all. =)

Monday, April 2, 2007

Why I Love Google

I don't really plan to post much about work here, but I should add the following disclaimer anyway: this post (and everything else on my blog) is representative of my own personal opinions, not those of my employer.

It's well known that Google gives us free food, and that it's pretty darned good. So for April Fool's day, someone snuck in and installed a full vending machine in one of the micro kitchens. Some of us even put in money to make sure it worked. I don't think I've ever had a need for money at work before--such a novelty! Sadly, I have no pictures but will point to some if I find them.

Also, randomly, there was an awesome mechanical puzzle just sitting there in the lobby. Sort of like the pool ball machine at the San Jose Tech Museum, but on a much smaller scale. There were knobs on the side that let you control the route of the balls, and you had time some of them just right to solve the puzzle and get the balls to end in a certain place. Found some pictures here, but they don't really do it justice. Really, though, this is the sort of thing that would make for an awesomely memorable clue if there were a way to work it into a game!

Thursday, March 8, 2007

No More Secrets

So coed astronomy is putting on a game May 19-20 called No More Secrets. App deadline is this Saturday, and the apps have started to trickle in. They're looking pretty awesome, and I'm stoked that we're going to have some really cool teams playing. We have spent and are continuing to spend tons of time on this game, and I hope it won't disappoint! =)