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A Gnome's Ponderings

I'm a gamer. I love me some games and I like to ramble about games and gaming. So, more than anything else, this blog is a place for me to keep track of my ramblings. If anyone finds this helpful or even (good heavens) insightful, so much the better.
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The mysterious fascination of one line

Lowell Kempf
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Alak is one of those strange little games that I find myself playing every once in a blue moon. I only play it online at Superduper Games and I can’t see myself ever playing it in real time or face-to-face. It’s really more of an intellectual exercise than a game, if there actually is a real difference between the two. However, there is something about it draws me back.

Alak, in a nutshell, is a one-dimensional Go. In fact, the game literally did start out as an intellectual exercise as part of the book The Planiverse, which is the spiritual successor of Flatland as a game that the people of a two-dimensional flatland would play.

I have to say, Alak does seem to be exactly the kind of game that would develop under such circumstances. The board is a just a line. There are some rules allowing players to create safe groups without liberties and a rule similar to ko to keep the same patterns from repeating.

Still, when you compare the scope and complexity of a nineteen by nineteen Go board to a one by nineteen Alak board, it’s kind of hard to deny that an Alak board is very limited. And let’s be honest, since Alak is clearly inspired by Go, it’s hard not to compare the two games and there is no comparison.

So why do I ever play Alak?

The brutally honest answer is that it is a very simple and convenient game to play by e-mail. The board and the notation for play are easy to use with my not-so-smart phone’s rather simple browser so I can respond to a move anywhere. The bare simplicity of a one line board means that I can look at the board after even a long break and be able to remember or figure out what’s going on.

I also can’t get away from the fact that the idea of a game that just uses a line as a board that actually works. It’s not a great game but it’s not a broken game either. Even if you love abstracts (which I do), there are much better ones out there. However, my perverse fascination with the concept of the game means I just can’t look away and, since Supersuper Games allows me to play it without the restrictions of time and place, I find myself playing it.
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Subscribe sub options Tue Oct 11, 2011 6:55 pm
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Patrick Carroll
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"If a thing is worth doing, it is worth doing badly." (GK Chesterton)
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You're bringing some interesting games to my attention. First Dicke Dämonen, and now this (not to mention those Russian games you were playtesting). Thanks!

(Now if only I had time to follow up and try them.)
 
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  • Posted Tue Oct 11, 2011 7:55 pm
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Russ Williams
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I should reread Planiverse some day...

It does make me wonder what other 2-D game ideas could be reduced to 1 dimension. Could be potentially fruitful territory to explore!

Patrick Carroll wrote:
(Now if only I had time to follow up and try them.)

That's the beauty of play-by-email! You can do a turn whenever it's convenient and you're reading your email.
 
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  • Posted Tue Oct 11, 2011 8:11 pm
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Behrooz Shahriari
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russ wrote:
It does make me wonder what other 2-D game ideas could be reduced to 1 dimension. Could be potentially fruitful territory to explore!


I'd like to present my tweaked version of the 'Lights Out' games. After changing it to be 1D, I gave the toys 3 states rather than 2. The .swf seems to have some technical issues with the clicking that it didn't when originally published. But hopefully it's still worthy of your attention:
http://www.newgrounds.com/portal/view/347355

I also started an abstract 1D shooter that basically involved shooting when you see enemies and holding fire when you see ammo pickups. It became more like a reaction-based game than a typical shooter that features bullet/enemy avoidance as a key skill-testing element. I considered having enemies moving in a sine/cos wave - the graphical signals would be 2D but the actual active elements would all happen in 1D.

Whilst making these games, I started thinking about the fact that some games (basically rhythm-based stuff) doesn't really involve any toys interacting at all in any space-based dimension and whilst there are graphics to help with the signaling, it's essentially a 0D game to my mind, when talking about space-based dimensions.
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  • Posted Thu Oct 13, 2011 2:03 am
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Russ Williams
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Bezman wrote:
russ wrote:
It does make me wonder what other 2-D game ideas could be reduced to 1 dimension. Could be potentially fruitful territory to explore!


I'd like to present my tweaked version of the 'Lights Out' games. After changing it to be 1D, I gave the toys 3 states rather than 2. The .swf seems to have some technical issues with the clicking that it didn't when originally published. But hopefully it's still worthy of your attention:
http://www.newgrounds.com/portal/view/347355

47 clicks.

The GUI worked fine for me, by the way (in Firefox 3.6.17 for what it's worth).

Quote:
Whilst making these games, I started thinking about the fact that some games (basically rhythm-based stuff) doesn't really involve any toys interacting at all in any space-based dimension and whilst there are graphics to help with the signaling, it's essentially a 0D game to my mind, when talking about space-based dimensions.

I guess it depends also on whether you count time as a dimension?
 
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  • Posted Thu Oct 13, 2011 9:07 am
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Behrooz Shahriari
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russ wrote:
47 clicks.


Not too shabby...

russ wrote:

The GUI worked fine for me, by the way (in Firefox 3.6.17 for what it's worth).


It was the first time I'd replayed it for quite a while. I think it may have been due to a particular thing I was running simultaneously. In any case, glad you didn't have any issues!

russ wrote:

I guess it depends also on whether you count time as a dimension?


Well, I think that the usage of time is something of a given. After all, if the game state doesn't change over time, then it's either paused or not being played...

Although I suppose you could make a case for some purely observation-based games like spot-the-difference or wordsearches but only if you aren't marking the paper (and thus making changes over time)...

I understand that of course rhythm-based games are more obvious and exacting in their usage of time but most videogames feature this and you don't call the original Super Mario Bros a 3D platformer.

Although there is certainly a difference between turn-based videogames/boardgames and realtime fare.
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  • Posted Thu Oct 13, 2011 10:21 pm
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