Sometimes When We Touch

My heavily-biased review of the HP Touchsmart tm2 Tablet PC

touchsmarttm2.jpgI’ve wanted to get a Tablet PC for years; in fact, thanks to the internet, I can tell you exactly when I started jonesing for one in earnest. Apparently, it was November 11, 2002, when I read this Penny Arcade entry and realized that it was actually possible for real humans to draw directly on a magic screen with millions of colors and infinite storage and a way to instantly undo any mistakes.

They’ve always been out of my price range, though, and I never could rationalize getting an expensive new computer instead of a $10 pad of drawing paper and some colored pencils. And I was certain that Apple would eventually release one — a real one, not a third-party mod that charged $1700 to take away your keyboard, so I could wait a few years. This year there was finally a perfect storm of incentives: first Apple let me down and made it clear they just weren’t into they stylus in that way, and a decent-powered tablet finally broke the $1000 price barrier. So I decided to take the leap, defect from OS X, and order a HP TouchSmart tm2.

Spoiler alert: I ended up returning it. I couldn’t find a demo model in a store, so I had to order one to try it in person; being able to get some hands-on time with one would’ve saved me and HP both a lot of time, money, and effort. That Mobile Tech Review site has a lengthy review and three great video reviews of the computer, but they’re comparing the machine to other Tablet PCs, and they’ve already gotten used to the quirks of tablets and Windows laptops in general. (Plus, even video reviews as exhaustive as the ones they made can’t give you a perfect idea of what it’s like to actually use one).

I’d been hoping to find a review of the computer written by someone with closer to my background — a longtime Mac devotee and amateur artist wanting to take a stab at drawing on the computer but too cheap to shell out for a Cintiq. Hopefully, this will give more info to anybody else who’s in the same boat. For the record, the specs of my machine, straight from the order form:

  • Intel(R)Core(TM)2 Duo SU7300 (1.30GHz, 800MHz FSB) w/512MB ATI Mobility Radeon(TM) HD 4550 Graphics
  • 4GB DDR3 System Memory (2 Dimm)
  • 500GB 7200RPM SATA Hard Drive
  • 12.1″ diagonal WXGA High-Definition HP LED Widescreen (1280×800) with Integrated Touch-screen

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Bottom's Up

If you want to get excited about games again, play The Misadventures of P.B. Winterbottom.


Lately I’ve been reading about games more than actually playing them, and it’s been easy to get discouraged by the number of discussions about interactive narrative or authorial control or “redefining the nature of ‘fun’” without seeing many concrete examples of an innovative game idea actually working.

So it’s great to see The Misadventures of P.B. Winterbottom turn the “experimental game” idea into something really fun and exciting. In concept, it’s similar to Cursor*10 and Time Donkey: you solve puzzles using “clones” of your character that have been unstuck in time.

But comparing this game to other games (which is going to be inevitable, unfortunately) is just shorthand for explaining how the game works; this is still a genuinely novel project. The tutorial is seamlessly integrated with the rest of the game, so you dive right in and start playing and most importantly, having fun while you’re figuring out how the game works. Presentation throughout, including the art and especially the music, are excellent. And the puzzle design is genuinely clever, forcing you to combine everything you’ve learned how to do instead of rote repetition of a concept. It’s just a fantastic idea well executed: it doesn’t sacrifice production values for “experimentation,” it doesn’t let itself get pretentious, and it doesn’t sacrifice fun for intelligence. I love it.

The game was started as a project at USC, and the creators are now calling themselves The Odd Gentlemen and have released it on Xbox Live Arcade through 2K Play. (And it’s only 10 bucks!) As much fun as I’m having with the game, I’m even more excited to see a project that went from idea to execution to publishing without anything getting lost along the way.

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No hands!

Open question on how to design traditional games for the dystopian future of closed computing.

kennyrogersgambler.jpgEven though it doesn’t sound like it, my official stance on the iPad remains “undecided.” But back when I was going on about the vast potential of the thing, I said that an obvious and interesting first step would be translating traditional games — card games and board games, to start with — to a touch interface. It’s still intriguing to me: it’d make them more “intimate” than network-based multiplayer games, and more tactile than local multiplayer games.

I’d bet that plenty of people saw the problem with that immediately, but it took a while for it to occur to me. I’m not talking about the most obvious problem of paying 500 bucks to play chess or poker; I’m assuming that the simpler traditional games will quickly give way to fancier projects, like variants on Magic: The Gathering-type games or Real-Time Strategy or tabletop roleplaying or that global war game that Bond played against the bad guy in Never Say Never Again.

The more interesting problem is that almost every card and board game I can think of requires you to have a hand that the other players can’t see.

Even games like Settlers of Catan, where most of the action takes place on a shared game board, has an element of strategy in what you hide from the other players. When Big Huge Games did their Xbox Live version of Catan, they assumed that everybody counts cards anyway (obviously they’ve never seen me trying to count cards in a game), so they made that information publicly available. But as far as I can remember, the number and type of victory cards each player has is still kept secret.

A cooperative game like Pandemic would be an obvious candidate. And from what I understand, D&D campaigns have players cooperating against a dungeon master. (I’ve been writing this blog for six years and I’ve finally used the phrase “dungeon master.” It’s been a good run). But cooperative games are a niche category even for board games.

Now, I admit that it did occur to me that players could view their private info on an iPhone or iPod Touch, and use the iPad as a central game board. And I do admit that the idea of that gives me a geek boner like you couldn’t imagine. But it still feels deeply, fundamentally, morally wrong to even suggest such a thing.

So two questions:

  1. Are there any existing competitive board games that don’t require players to have a “hand” that’s kept secret from other players?
  2. Using a shared device like an iPad or a big touch-sensitive video table, what would be some good ways to keep player-specific information hidden from other players?

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