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Showing posts with the label Electronic Games

D-Pad, Defend, Double Jump

This blog talks largely about the finer aspects of storytelling. Tips on keeping players engaged , to bringing life and expanding our story worlds , and video game tie-ins . Rarely do we focus on a singular character that captures our imaginations. A hero to the masses. Perhaps even someone that may one day define a generation... or perhaps as one history's great villains. Time will tell. Sure, we’ve talked about Tapper , and Bad Dudes like the Nazis , but this week it's only fitting that we focus on someone else. Someone recently in the news even. So sit back a moment and indulge us as we extort the virtues of this particular individual. Appearances At this point, it would be hard to believe if you don't know the name. He's been everywhere! I hear the ladies think he is pretty attractive, too. Sure, he isn’t the tallest fellow at 5’8”, but one would imagine he's still taller than most of his crew . Besides, with the dark hair and blue eyes, I’m sure it's quite...

Comfort in Conspiracy

Look, I get it. I'm from the X-Files generation. I found the series at a perfect age: the cusp of adolescence, when you start to question the Narrative, and X-Files provided something different from  the honest utopian idealism of Star Trek or Doctor Who 's unfocused Bohemian wanderings through funhouse political allegory and theatrical grotesqueries of the British id. The X-Files was set in the shadows of here and now, dragging us with its protagonists into the cruel and hidden aspects of everything American society and its educational system had taught me to unquestioningly venerate - what restless, dissatisfied teenager wouldn't find themselves bewitched? There was vindication in Mulder and Scully revealing ulterior motives of the military, the government, corporations, and (especially in the earlier days) law enforcement - the adults really were lying! I didn't know it at the time, but I was living through the start of a conspiracy mania - driven to some degree b...

Paradise Killer, Cosmic Horror, and the Crimes of Empire

Regardless of its bafflingly incoherent use today, for most of its existence the term "woke" had a very different, and specific, meaning. Coming from Black civil rights movements of the 1920s and 30s, it referred to becoming cognizant of the systems of oppression that exist in every aspect of Western culture, to "wake up"  from the sleepwalk of the blind structural acceptance, and, eventually, involvement in movements to undo those systems. It's a powerful term, implying the sudden collapse of everything one has been taught and accepted as a dream, an enforced fantasy. Coming face-to-face with the brutality inflicted by today's society and acknowledging the centuries of cruelty and destruction it took to build that society is terrifying - often the best we can do is try to push it to the backs of our minds simply to get through the day. Another concept was starting to make its appearance in the 20s and 30s, even if there wasn't a name for it yet: cosmic ...

NSDNY: MMXXV

It seems the New Year has once again caught us off guard. 2024 has been a tumultuous year, for the Never Say Dice crew and the rest of the world, to be honest. We don’t need to go into specifics of the things we’ve gone through in the past year (feel free to insert your own), but the short version is that our other responsibilities have meant less time: less time for gaming, less time for media, less time for storytelling. As we go into the new year, there’s no sign that any of this is going to be slowing down, and will likely get much worse. None of this will keep us from our annual New Year’s Resolutions post, however - it’s simply a factor to consider, for us and for yourselves. It’s going to be tough out there, dear reader, and we all need to remember that every little thing is a victory. Here are some of the little things we’re going to try to do in 2025. - B A : There really isn’t a need to go into what's held us back, or what we’ve accomplished, and certainly I don’t expect ...

Fixed In the Edit

Given the power they exert over film and other visual media, it's no surprise that some editors think of themselves as gods... and when it comes to turning raw, disorganized messes of raw footage into complete narrative products, they might as well be. Not to mention the advice that a (possible) god once told (wannabe god) Bender, that goes doubly for editors: "when you do things right, people won't be sure you've done anything at all." Not to say there isn't flashy editing, of course, the kind of cuts that demand a viewer's attention and acknowledgement through sharp juxtaposition or shifting from one part of a story to another in a manner reminiscent of a page being turned or curtain pulled. But these examples are notable because they're standout exceptions - most editing has the far more mundane, but no less miraculous, task of turning a three-walled set filled with lights, cameras, microphones, and all the people running them into the illusion of...

Columbus the Killer

 " He came dancing across the water With his galleons and guns Looking for the New World And that palace in the sun..." - Neil Young, "Corte z the Killer" (1975) I'm aware that I bring up Ozark Softscape's 1984 game The Seven Cities of Gold rather frequently for a title that's mostly remembered today for its influence later series like Civilization . But it's a very significant game for me personally, not only because it was, for me,  an early demonstration of the medium's potential richness and depth, but because some thirty-six years later, I keep coming back to it. There's the cartographical indulgence Seven Cities foregrounds, of course, and an appreciation of the game's mechanics I wouldn't have had at seven years old, especially since so many are hidden, left for the players themselves to deduce. But there's a reason I kept going back, both as a kid and as an emulator-savvy adult, every Columbus Day: a longing for repai...

Under the Hood

By now, my love of older electronic games should be well-established. Indeed, over the time we've been doing this blog, I've only delved deeper and deeper, more than tripling the number of vintage consoles I have on-hand, hooked up, and ready to go. And while we can look to the pandemic and the money saved by not having to regularly commute lifestyle changes that came with it, the fact is, the propensity was always there - I have always loved older technology, especially if it operates in ways fundamentally different than modern equivalents. And compared to, say, vintage guitar and bass amplifiers (something else I have in... "generous" quantities), consoles are relatively cheap, don't take up much space, and can be used late into the night without risk of noise complaints (provided I'm using headphones). They all have their own quirks, their own histories and unique libraries, and, since they were all released in my lifetime, personal connotations. Each cons...

Not Made for Great Men

It's come a few times, but we here at Never Say Dice have a somewhat unique generational viewpoint as "cuspers" or X-lennials or whatever they're calling us this week. We were the very last students to have our primary schooling take place in entirely the twentieth century, and while they were on their way out, we still received a fair amount of Cold War rhetoric and American Exceptionalism, especially in the earlier years of elementary school. Notably, we got some of the final vestiges of the kind of " Great Man theory " our parents also received, curricula full of flawless figures, sanitized into simple stories for easy digestion by attention-deficient pupils: founding fathers, war hero presidents, tireless inventors... In our region, at least we were lucky enough to cover Martin Luther King and Harriet Tubman, their fascinating lives stripped down to a few selflessly heroic actions that helped solve the crises of their day. They were special, unique peopl...

1-Up Dress-Up

As we've discussed here before, electronic games have a fascinating relationship to “player characters,” with a number of evolutionary paths developing ever since players were first asked to identity as the captain of a spaceship, the spaceship itself, or a nondescript adventurer about to descend into a colossal cave. The only thing that defined characters was their role within the game and the means through which the player interacted to fulfill that role. Anything beyond that was, to borrow a phrase, an exercise for the player’s imagination. It's easy to assume that most people approached these stories as shapes to move around a screen or math problems to systematically solved, but there's also no reason not to think players might have filled out these scenarios with elaborate backstories of their own or (in the case of Star Trek ) connecting them to an established setting, characters, and storyline. Either way, creators had little to work with, given their limitations b...