While my previous article about gamification saw that learning may come through insight, another experience made me understand that sometimes, you cannot hurry to master something. This was my experience with a board game called “Hive”.
game
The Problem of Consciousness in Gamification
Author’s Note: It’s purely my personal rant; nevertheless I welcome discussions.
This year, 2015, was a re-introduction on game for me. It might sound weird, since I played video games all the time, as a gamer and a game reviewer. While it was true, my encounter with board game drew new, fresh gaming experience.
I am fond of any kind of game, both video and board games, but the accessibility of board game was limited in my hometown. The board game issue rose again when I bought “Crimson Shroud” on my Nintendo 3DS. It was a game created by Yasumi Matsuno, dubbing table-top RPG into a digital version, even with dice-rolling. Continue reading
Localisation Jam 2015… Start!
Reading @apricotsushi’s tweet, like, yesterday, today I was interested to know about the link she shared. Found that it was Localisation Jam – the second one – a non-profit video game translation/localisation contest held on late February. It’s something like Global Game Jam annual event (this year, it was held last month), but this one is focused on video game localisation: from English to numerous languages.
And it is my dream to be. Like, one of dreams available. Continue reading
To Kill, To Hurt
On video games: I have played plenty of those games, especially RPGs; thus concerning our role to kill.
It becomes natural that someone gets hooked by seeing a protagonist died/killed throughout the story. You could be sad (Aerith case, perhaps), mourn the death, and so on — but why would we not be sad by killing antagonists? I mean, they’re humans (or if you prefer, characters) after all. So why?
On the matter of that, playing Shin Megami Tensei IV is a really different case. It’s a game for adults for its theme – morals – and its features. Upon battling against a character – and killed him/her – I stopped a while and thought, “Is it a right choice? Am I not taking a wrong path?” Well, the game made me think so by offering choices in battle; picking your ideals, considering moral choices, and so on. Choosing a path of life (or if you prefer, love – love of an ideal) never has been like this in RPG.
The awareness it brings… How do you feel to kill someone in RPG?
Nevertheless, you will never make a clean slate. There will be always someone hurt.
Social Link
Seperti refleksi aku dan Esther dalam The Zahir, hubungan yang baik adalah bak rel kereta api. Lebar rel kereta api dari dulu ya segitu: tidak baik saat ia mengecil atau melebar, karena kereta api yang menggunakan jalurnya akan terguling. Continue reading
Lima Pencapaian Terbaik 2013
Setelah mengklik dan membaca isi tautan tentang lima buku paling menarik di 2013, saya jadi ingin menulis hal yang kurang lebih sama. Ini bukan tentang buku, namun tentang lima pencapaian seorang kelas menengah ngehe selama menjalani kehidupan di 2013 *ceileee*… Lima pencapaian terbaik saya tanpa urutan tertentu adalah sebagai berikut:
Mencekamnya Alunan 20 Tahun Musik Shin Megami Tensei
Benar, ekspektasi saya memang tak salah. Saya akhirnya membeli Shin Megami Tensei IV untuk Nintendo 3DS saya. Jujur, sebenarnya saya tidak terlalu mengincar gamenya. Plot serial Shin Megami Tensei kurang lebih sama, yakni menentukan keberpihakan kita pada Tuhan (Law), manusia (Neutral), atau setan (Chaos). Yang saya incar adalah printilan-printilannya, karena Shin Megami Tensei IV dijual dalam paket Limited Edition seharga US$50. Apa saja isinya? Gamenya sendiri, buku desain dan strategi, CD kompilasi musik, dan slipcase yang mengemas ketiganya.