Food Games Fracas

Tonight on GeekNights, with two and .25 plays respectively, we review Fast Food Franchise and Food Chain Magnate. Scott laments a cookie thief, Civilization VI is coming just as we start to get really into Civ V, and the 2016 Spiel Des Jahres nominees are now known.

The GeekNights Patreon is going strong with Rym and Emily reviews, bonus shows, and more!

BYOC 2016

Tonight on GeekNights, we talk in detail about the best reasonable PC one can buy in 2016. Based primarily on Rym's likely new rig, though cheaper cooling options might be employed in the end. Rym's back (mostly) from the flu, and we consider both Intel's potential backing away from the PC market and the data density changes over the years in Google Maps.

The GeekNights Patreon is going strong, and expect a bunch more videos in the nearing future!

Ransomware

Tonight on GeekNights, we talk a bit about ransomware. While you can be mostly safe from it just by having good backups, it's a problem that will only grow with time. In the news, Youtube introduces live streaming 360* video, and Alex St. John epitomizes everything wrong with the games and tech industries in a single loathsome bundle of human expression.

We're live at PAX East THIS WEEKEND! Commentary from the first remastered beta episode of GeekNights (a Patreon backer goal) is free for all! GeekNights Tshirts are on Amazon! Babymetal is performing in New York!

Boat Times

Tonight on GeekNights, we talk about boat times. In the news, Kraft changed its recipe and didn't tell anyone. Lots of fun stuff going on in this episode. Classic GeekNights.

Live at PAX East 2016

We are presenting at PAX East 2016! This will be our 38th lecture or panel at a PAX since 2008, and it's a good one!

Atari Game Design
Sunday, April 24 at 3:30pm
Arachnid Theatre

Game design is a wide subject. The best approach to mastering it is to focus on the fundamentals, and what better place to do that than with Atari 2600 games? Join us for a deep game design analysis of classic competitive Atari games like Outlaw, and how their core concepts extend to modern games. When you can literally count the pixels with your eyes, and the code will fit in your calculator, the core principles of good (and bad) design become starkly apparent.

Posted: Monday April 11, 2016

Designing Game Rules
PAX South 2016

The rules of a game literally define it. In videogames, they are intrinsic limitations. In tabletop, players must enforce them. In all games, players need to learn them. There are good and bad ways to teach a game. From awful tutorials to unparseable rulebooks, elegant demos to hour-long slogs, join us for a mechanical discussion of how game rules are (and should be) written, how players learn games, and why so few people are willing to read a 100 page rulebook (nevermind the appendices)!

Slides

Book Club - The Eye of the World

If and when you go to the book store, you hang in the nerdy sci-fi/fantasy/graphic novel section. That's how geeks do. And in that section there are certain books you see over and over again. Certain book series that are ever-present.

There's the Lord of the Rings. There are all the D&D Forgotten Realms and Dragonlance books. There's Foundation, Earthsea, Culture, Thomas Covenant, Harry Potter, Game of Thrones, and so many more.

They are really popular and famous series for a reason. Now, nobody is going to say that you must read them all, since they aren't all good. But they are all incredibly famous for a reason, so it should be good to know about them, even if reading them isn't in the cards.

And that brings us to the ridiculously famous Wheel of Time series. We knew very little about it other than that the books were very large, and it was a very famous series of fantasy novels. It was thus our nerdly duty to select the first of these books for our club selection.

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