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Dracula and Difficulty

"Difficulty" is a word that invariably comes up in discussion of games of any sort. It's a setting in electronic games. It's a skill check in tabletop games. It's the basis for heated arguments about the relationship between creators and players , between accessibility and experience . But, for all of this, can we really define difficulty as it relates to games? It's a term that can mean all kinds of things in all kinds of situations, but, at its core, it's about the way that audiences engage with stories and their stakes. And speaking of stakes... As I've mentioned previously in this blog, I started reading the original Dracula in October out of some lunatic idea of looking at the Castlevania series as an adaptation of the original novel. (Which may still happen someday, who knows what horrors the future will bring.) Life being what it is, it took significantly longer than I'd originally planned and I only finished the book yesterday. While focu

Never Say Disc: New Year's Eve Edition! (NSDNYEE)

In previous New Year’s posts , Never Say Dice has gathered up the courage to do some self-reflection and spend a little time reviewing and making New Year's resolutions. It might be time to check in on how we did with 2022’s propositions, but this year we’ve decided to take things a bit easier on ourselves. We’ve all had a few rough years, and while we encourage you to make your own resolutions, and will still make some ourselves, we think everyone could use a break. Instead of the pomp and circumstance of New Year's resolutions, how about we take a look at a few things we plan to enjoy in the coming year taking the guise of past media, present media and media yet to come. - A A : Much to my chagrin, Never Say Dice has yet to complete all of the accomplishments I had hoped it would in 2022. I can say, however, that we've made significant progress on those fronts and leave it at that. As far as personal goals, I’m happy to say that I've spent some time playing games wit

Formatted

In last week's post (" Retrogame Therapy ") Bugsy discussed some ways that  playing “retro” video games are beneficial to us. That got us both thinking about the technology and media formats of these games. Do you go with newer digital formats of your favorite games or strive to consume media through the technology it was originally released in? Certainly, there's an ease of use factor with purely digital consumption, but is there something to be said for taking a more involved approach and adopting Bugsy’s aforementioned hydra of gaming systems? The question doesn't only apply to electronic gaming, either, with digital tabletops continuing to increase. To boil it down to a single specific question: how much does the format matter when it comes to games? -A A : To me, the most obvious argument to me that specific format shouldn’t matter is ease of use. Do I need extra cables, to fiddle with settings, to clean any old components, to find the space and time to get

A Terrible, Stupid Catastophe: Loss and Trauma in the the Hitchhiker's Guide to the Galaxy

Douglas Adams would have turned 70 this year, and, over two decades after his untimely death, the impact he made on all our lives and culture, particularly through The Hitchhiker's Guide to the Galaxy, remains largely unknown… just the way he liked it. Adams loved to blend the precisely known with the manifestly unknowable by turning the very concepts on their heads, filling his stories with asides, detours, and commentaries, usually(but not always) for their own sake, even especially when there was no way the characters themselves could possibly be aware of it. He took a shortcut through the entirety of human philosophy and religion by giving us the answer to the Question of Life, the Universe, and Everything... but kept the question itself a mystery all the way up to the end of the series. He never shied away from the very real massiveness and incomprehensible scope of the universe, but addressed the problems of long-distance space travel in some of the silliest (and most imagi

Willy Wonka - Cartoonish Supervillian or Time Lord?

Every spring, in at least some of the religions practiced in the States, brings yet another holiday full of varied confections: Easter. For some reason, perhaps it’s the candy content or the garish colors associated with the holiday here, Willy Wonka & the Chocolate Factory seems to be the movie that most often comes to my mind. While there are other pieces of media that are more “classically Easter” entries, Willy Wonka just seems to belong here. Perhaps there’s something to those giant eggs, as well. Whatever the reason, it’s in our common consciousness around this time of year, and that has had me thinking about a couple of common internet theories. One common thought is that the titular character Willy Wonka is an incarnation of Doctor Who ’s (only semi-titular) protagonist, the Doctor. The other would have you believe that Willy Wonka is a cartoonish supervillian originating in the DC universe, most likely one of Batman’s adversaries. For this post, let’s go over the arg

You Cannot Fast Travel When Plot is Nearby

You’ve probably been there. Trying to get from one part of the map to another. A sound effect cuts through the overworld music , an animation comes up, and the music switches to something a little more adrenaline-pumping. The first time it happens in a game, maybe the first few dozen times, you’re probably pretty excited. What monsters will you face? Will there be materials to upgrade your weapons? Just a little much-needed currency and experience? A surprise treasure box ? Then you get to that fourth dozen time…fifth…sixth? Somewhere in there it becomes a boring monotonous grind just to get anywhere, or maybe to find the last component you need to upgrade your ranged weapon. At best, the ritual becomes a minor annoyance while you pass through as quickly as possible. Would it be better if you could just fast travel ? Zipping between two points without subjecting your character(s) (and yourself) to yet another pointless battle? This can work well in video games, but do you use it at you

Twenty Years of Fellowship

"In the land of New Zealand, in the fires of an editing room, the Dark Lord Jackson forged in secret a master movie, to control all others...." Twenty years ago this weekend, The Lord of the Rings: The Fellowship of the Ring premiered in US cinemas, forever changing how the fantasy genre is seen in the public consciousness, the way movies are made and presented, and, yes, the games we play and the expectations of those who play them. As nerds who were reading, watching, and playing fantasy stories both before and after the momentous impact of Fellowship, we thought we’d take this opportunity to discuss the movie and the effects it’s had on the things we love. - B A: The release of Fellowship was quite the event. In a time when motion capture and the internet still seemed new, somehow everyone knew about and was excited for this movie. Fellowship , and to a certain extent the opening of the Harry Potter film series, marked the beginning of an era. Prior to the popularity of ep

You're Dead! What Do You Do Next?

The spiked mace crashes through the warrior’s helm, the fully charged energy rifle burns a hole right through the smuggler’s chest, the vampire detective lost in the desert, unable to escape the deadly sun, is consumed by flames… if there’s one thing tabletop roleplaying games are good at, it’s finding ways to kill characters. But how often should that actually happen? We’ve talked before about dealing with bad rolls and how you can use to them to advance the story , but sometimes killing a Player Character is the right thing to do. How do you know when that should happen, and what happens after that? In worlds where resurrection is just a roadside temple or replacement clone body away, what implications should character death have, and when should a character be killed off for good? - B   A: Death is a tricky enough subject to deal with in our regular lives, not to mention including it in what are supposed to be our games. If you’re playing a lot of roleplaying games though, characte

Generic Post

Over the years, I've heard many an author, agent, editor, and publisher claim (facetiously or otherwise) that the concept of “genre” exists solely to make it easier for bookstores to arrange their stock, that it’s ultimately a marketing invention to better move product. It’s funny, though, I don’t think I’ve ever heard this sentiment from the people who enjoy said product, jokingly or otherwise, whether they be readers, players, or audience members. A divide of this scale can’t help but lead to questions. Are both groups talking about the same thing? What exactly is a genre, anyway, and what role does it play in the telling and experiencing of stories? I first began to question "genre" in a college creative writing workshop. Until then, I had taken for granted that the categories of science fiction, fantasy, mystery, horror, and thriller had been structured and organized by nature like the Periodic Table. This certainty wasn’t broken by coursework or  some newfound clari