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Lovers’ Quarrels

I used the old image for Persuasion because the Hollandspiele version doesn't fit the frame as nicely. In other words, I'm covering up my deficiencies as a graphics guy.

Who was it that said that every tale is a tragedy, it’s only a question of when the story ends. I bet that person was a real hoot at noon tea. Personally, I think every story is a comedy, provided the punchline is a trillion years of black holes and fading background radiation. (I, too, am fun at teatime.)

It’s been three years since we took at look at Persuasion, the relationship game by Xoe Allred. In the time since, Allred has given us Velocirapture and Vibes, imperfect little games that peel into our assumptions about victory conditions. Now it has two new games out: the Hollandspiele version of Persuasion and the self-published Conviction. Put together, we’re offered a two-act tale about the beginning and (potential) end of a relationship. I couldn’t speak to their suitability over tea, but together they offer contrasting — and sometimes all too familiar — perspectives on what it’s like to chase one’s Happily Ever After.

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It’s Vibin’ Time

game design challenge: MORBS

Perhaps the most appreciable thing about Xoe Allred’s work is that it’s so very human. Yes, even when we’re talking about dinosaurs who would rather play board games than face their impending extinction in Velocirapture, and certainly when considering the desperate correspondents of Persuasion.

Take Vibes. Vibes is about being a teacher who wants what’s best for their students, even when they’re obnoxious goofballs who disrupt your efforts to bring something good into their lives. I can confirm that it’s about as accurate as it gets, teacher-wise, even in those moments when I wish it had gone a few steps further.

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