Small-world syndrome strikes again: Friday night I ran into a co-worker from Transarc (now IBM). His son was bar mitzvah this Shabbat. He remembered me by name; I remembered him sans name (until I sneaked a peak at the program). Everyone I know seems to be much better with names than I am.
We got a call Friday night from a friend who wanted to organize some last-minute gaming Saturday. It ended up being at our house. Since Shabbat was already underway, that posed some hostly challenges, specifically dinner and having drinks/munchies on hand. Fortunately, we had enough drinks on hand (leftovers from another recent gathering), and the friend ended up bringing a main course that I was able to supplement. Maybe next time we can play last-minute games at his house.
Are board games getting visually more cluttered and hard to use, or is it me? We played "Kings and Things" (not a new game), and I was struck by how hard it was to see some of the counters on the board. (Compare this to, say, the first edition of "Cosmic Encounter", or "Civilization".) The board could have been perfectly functional with less "art" and different colors. I rejected "Twilight Imperium" (a newer game) as a candidate because I have trouble seeing the low-contrast chits. I also rejected "Disc Wars" (a recent game) because the important parts of the counters, the stats, are tiny, low-contrast, and buried in busy art. I stopped playing Magic primarily for visibility reasons. (I found that I was memorizing the art because I couldn't read my opponents' cards, and then they both increased the number of different cards by a factor of 4 or 5 and started producing up to four different versions of the art for each common card. That was too much to keep in the cache.) And it happens in computer games, too; the reason I never advanced beyond "Civilization" (I) was that the map and units were too darn hard to see in Civ II. (I've looked at Civ III over Dani's shoulder and it looks like they didn't improve things with that version.)
I got mail from half.com again Saturday night (time to reply: 5 days this time). They are sorry that their seller shipped my DVD nearly a month late without prior communication of any sort, but until 30 days elapse from his claimed shipping date, they can't do anything to help me, like issue a refund so I can go buy the DVD somewhere else without double-paying. So by the time they can issue me a refund, two months will have elapsed from my order. And while the amount in question is not large (about $80), they'll have had use of my money for those two months. Given this experience, I would recommend against buying anything major through half.com. It's likely to be a long time before I buy anything at all from them.
This afternoon, finish transcribing the Rossi piece and then Sunday dinner. (We've missed Sunday dinner the last few weeks, and I'm looking forward to tonight.) If there's time, catch up on some taped TV.
On the transliteration, I finally opted for using the apostrophe to mark a shva. It seems to be what most transliterators use, and there's probably a reason for that. (Last week during services I paid some attention to the transliterated passages in the siddur; that's what they do, and everyone who was obviously reading from translit seemed to be comfortable with it.)
(no subject)
Date: 2003-01-20 05:17 am (UTC)I'm not so sure about board games, but it does seem that as board games try more and more for the mainstream, they become more and more artistic--which isn't always good for play.
(no subject)
Date: 2003-01-20 02:57 pm (UTC)Visual detail actually doesn't bother me much. My main complaint about current computer games is the tendency towards immersively realistic 3D environments. I mean, I have an immersive 3D environment already, called Real Life. If I was intending to play in that, I wouldn't be booting the Playstation, now would I?
Give me an abstract game any day...
I'm not so sure about board games, but it does seem that as board games try more and more for the mainstream, they become more and more artistic--which isn't always good for play.
I'm sure it's a purely commercial calculation. Fancy art equals "professional" in most peoples' minds, and they're more willing to spend more money on something that looks "professional". I'd bet that, all other things being equal, fancier art that somewhat hinders the actual playability nonetheless increases sales...