Stick to baseball, 11/9/19.

My ranking of the top 50 free agents this winter went up on Monday for ESPN+ subscribers, before the actual start of free agency and thus the deadline for some player options, so a few players are on there who ended up staying with their teams (J.D. Martinez, for one). I held a Klawchat on Thursday.

Over at Paste, I reviewed Silver, the new deduction/take-that card game from designer Ted Alspach, who set this new game in the same ‘universe’ (loosely speaking) as his One Night Ultimate Werewolf games.

My second book, The Inside Game: Bad Calls, Strange Moves, and What Baseball Behavior Teaches Us About Ourselves, will be released on April 21, 2020, and you can pre-order it now. We’re working on some bookstore events for late April as well, with Boston, New York, DC, and Harrisburg likely in that first week after release.

I also have this free email newsletter, you may have heard about it, it’s kind of cool.

And now, the links…

Might and Magic: Elemental Guardians.

Might and Magic was one of the most important and influential of the earliest wave of computer RPGs, debuting in 1986 and continuing through the tenth installment in the series in 2014. Along with Bard’s Tale (my personal favorite), Ultima, Wizardry, and the Gold Box D&D games, M&M became both a major driver of the popularity of RPGs in the 1980s and early 1990s and helped lay the foundation for later waves of RPGs on the computer, including the Baldur’s Gate and Elder Scrolls series.

So it’s a bit of a surprise to see the M&M name on an entirely different game with today’s release of Might & Magic: Elemental Guardians (iTunesGoogle Play), a free to play game that dispenses with most aspects of traditional RPGs and strips the game down to character upgrades and battles – lots and lots of battles. If your favorite aspects of dungeon crawls were the waves of enemies you had to defeat, then this is perfect for you. I always preferred the storylines and puzzles of the RPGs I did play, so I tired of Elemental Guardians sooner than other players might, but I will say it was mildly addictive for the way the game constantly dangles new achievements or goals in front of you while raising the bar slightly for each battle in sequence.

The main idea of Elemental Guardians is that you’re some sort of mage who will collect and train various creatures to do all the fighting for you, leveling them up and arming them with “glyphs” that increase their powers. Each creature has a main attack skill and two special attack or defense skills unique to that creature type and that can only be used once every few rounds in battle. Some allow the creature to heal itself or another creature in the party; some focus an attack on one enemy and may paralyze or stun it; some spread the attack against all enemies; and so on, with the game giving you enough creatures that you can pick and choose to form your ideal parties.

The battles involve waves of enemies – three waves in the main track that starts with the tutorial, five waves in some of the separate areas with greater potential rewards – that you must defeat without resting to heal your creatures. Part of the trick of Elemental Guardians is figuring out which enemies to attack first in each wave; because of the weird way the game handles initiative, you’re always better off killing one enemy at a time than spreading the attack too thinly across all enemies. When it’s one of your creatures’ turn to attack, an arrow appears over each of the enemies in green, yellow, or red, indicating if that creature has an advantage or disadvantage when attacking that specific enemy. You can also turn on ‘auto’ mode and let the AI do the actual fighting for you, which isn’t as bad an idea as it might sound because later battles against higher-level enemies can get a little long and monotonous.

Aside from battles, upgrading your creatures is the main task in the game, and one I found a little convoluted. Creatures level up automatically from gaining experience points, although you can also spend potions (which aren’t super plentiful) to level them up more quickly. Each creature can wear six of those glyphs I mentioned, and you can spend more energy points to upgrade the glyphs from level one to at least level 12 (that’s as far as I got), although each time you try to upgrade them you run some unknown risk of failure. You also get a bonus if you put three glyphs of the same type on a creature. When a creature maxes out its levels, you can bump it up a rank, from rank one all the way to five, but to do so, you have to destroy other creatures in your troupe, so I found I was adding and leveling up creatures for the sole purpose of destroying them later to level up my main fighters … which is kind of distasteful if you think about it too much. If you collect enough rare artifacts, you can even ‘evolve’ your creatures, but I think doing so would require playing the game for dozens of hours and I never got close to that point.

You can earn points for completing Missions or reaching Achievements, most of which are things you’ll do routinely just by playing the game and fighting battles, and you earn certain points and rewards every 24 hours anyway, so unless you’re playing this eight hours or more a day you’re not likely to run out of the resources you need to keep playing. There’s also an Arena if you want to battle other actual players from around the world, although I popped in there once and found that the potential opponents were levelled up way beyond any of my creatures, which meant it was sort of a waste of time to try to fight them.

The base game is free to play and Ubisoft pledges to keep it that way, but they do allow you to pay to speed up some of your upgrades or to buy what you’d need to play it for even longer stretches. This isn’t quite the Farmville model, where you’re spending money without a point; it’s more like the game is free for a few hours a day, and if you want to play it even more, or to skip the most basic levels, you can drop a few bucks to get to the harder material.

So that’s a long way of saying that Might & Magic: Elemental Guardians isn’t really my cup of tea, but it’s a good game for its style. Some people just love hack and slash dungeon crawlers, and this game distills the RPG experience to those elements: you fight, you get stuff, you level up and trick out your fighters, and then you go do it all over again. The battles are largely about brute force, and using your special powers every time they become available again, so it’s more about bulking up than any kind of strategy in battle, and the story laid on top of the main path of battles is just window dressing. There are also some areas of the battle map that are greyed out for future expansions, so I imagine they’ll continue to increase the difficulty as players max out their creatures’ strengths. I think I’ve played this one out for myself, though.

Stick to baseball, 12/16/17.

The MLB winter meetings were a bit slow this year, but I did have five new Insider pieces this week, covering:

The Dodgers/Atlanta salary swap and the Matt Moore trade
The Santana and Cozart signings, plus the Galvis trade
The Piscotty and Kinsler trades, and the Shaw/McGee signings
The Marcell Ozuna trade
A quick take on a few interesting Rule 5 picks
The Giancarlo Stanton trade

My ranking of the top ten new board games of 2017 went up at Paste on Sunday evening. My latest game review for the site covers Ex Libris, a fun, light strategy game that’s extremely well balanced, and made my top ten as well.

The holidays are upon us! Stick a copy of Smart Baseball in every stocking.

And now, the links…

Stick to baseball, 9/22/17.

I wrote three pieces for Insiders this week: scouting notes on Yu Darvish, more notes on Aaron Nola and some young Phillies hitters, and my annual look at players I was wrong about. I also held a Klawchat on Thursday.

I’m down to biweekly game reviews for Paste, so the most recent one is from last week, covering the great Days of Wonder-published title Yamataï, by the same designer who won the Spiel des Jahres (game of the year) this year for his game Kingdomino.

My book, Smart Baseball, is out and still selling well (or so I’m told); thanks to all of you who’ve already picked up a copy. And please sign up for my free email newsletter, which is back to more or less weekly at this point now that I’m not traveling for a bit.

And now, the links…

Stick to baseball, 10/29/16.

I wrote one Insider piece this week, a World Series preview, although I also spent some time working on the upcoming free agents ranking. I also held my regular Klawchat on Thursday.

For Paste, my latest boardgame review covers Arcane Academy, a wizard-themed game that isn’t aimed at kids specifically but that I think is a much better game for young players than for adults.

You can preorder my upcoming book, Smart Baseball, on amazon, which now shows the correct cover. Also, please sign up for my more-or-less weekly email newsletter.

And now, the links…

Saturday five, 6/13/15.

For Insiders, my recaps of the drafts for all 15 NL teams and all 15 AL teams are up, as well as my round one reactions and a post-draft Klawchat.

I don’t have another place for this, but I read Michael Ruhlman’s short autobiographical Kindle Single The Main Dish ($1.99) this week, right after the draft ended, and enjoyed it tremendously. I love Ruhlman’s writing in general, but the insight into how he became a writer – he even uses “accidental” the way I often call myself an accidental sportswriter – seems like it would be very valuable for anyone considering a career in prose.

And now, this week’s links…saturdayfive

  • Bill and Melinda Gates have given away over $29 billion, and Warren Buffett is dedicating another $70 billion of his fortune to their Foundation. Buried within this piece: There hasn’t been a new case of polio in Africa in nine months, a remarkable change given the continued violence perpetrated by Boko Haram in northeastern Nigeria. Polio is now only endemic in the undergoverned region that joins Pakistan and Afghanistan.
  • The House of Representatives voted to repeal the Country of Origin Labeling Act that required packaged meat indicate where the animals came from, because it conflicts with WTO rules. I’m of two minds on this: I favor more labeling that tells consumers about what they’re buying, but I also believe in free trade and don’t like the idea of us flouting our trade agreements when we rely on them for fair access to other markets. That said, there’s nothing that says meat vendors can’t tell you where the meat is from … and if you buy local meat, you’re covered.
  • In some local schools in England, teachers are confiscating Scotch eggs from lunchboxes as well as other foods deemed unhealthful. This strikes me as an outrageous overreach, and one likely based on very bad science that holds that dietary fat is bad for us.
  • Comedy writer Ben Schwartz wrote a fantastic essay on comedy and the “PC” response, although much of what he says applies to our culture as a whole.
  • Two great examples of people being misled by statistics, both stories from NPR: One on bluefin tuna selling cheaply in San Diego, because fishermen say it’s plentiful when in reality it’s not; and a possible link between some heartburn medications and heart disease, but from a study that doesn’t explain causation while ignoring potential confounding variables.
  • OK, one more great NPR link: How fad diets are merely pseudoscience wrapped in a veneer of ancient religious memes. I love the fake fad diet piece at the end.
  • Downton Abbey is filming its final season and Maggie Smith is glad it’s coming to an end.
  • I believe I linked to the New Yorker story from last year about Kalief Browder, a man held in Rikers for three years without ever being convicted of a crime. He was eventually freed, but took his own life last week. Browder was 22 years old.
  • I don’t remember the original Chip’s Challenge game, but this story on the arduous process of getting a sequel released was still fascinating.
  • This excellent New York Times profile of Gawker and its founder Nick Denton also discusses the important First Amendment ramifications of Hulk Hogan’s lawsuit against the company for posting a clip of him having sex with his friend’s wife.

Baldur’s Gate for iPad.

I have new posts up for Insiders analyzing the Nick Swisher and Edwin Jackson signings. I’ll write up the Pirates/Red Sox trade if and when the clubs finalize it and we know all of the names involved.

I’ve never gotten into role-playing games as a genre, even though I think I probably fit the stereotype of avid RPG players, aside from the fact that I never actually lived in my parents’ basement. I tried the pen-and-paper version of D&D in high school with some friends but found it way too slow for my short attention span, and most of the computer versions I tried were too focused on combat (“hack-and-slash” games), which becomes really monotonous over a game that’s expected to take 30 or 40 or more hours to play. I played The Bard’s Tale in high school, but that game was horribly designed (you had to keep fighting the same battles over and over again to make your characters strong enough for the final encounter), and also tried the first of the “gold box” D&D games, Pool of Radiance (bad graphics, some clever subquests, but once I got to the Big Foozle at the end of the game he treated my party like we were the 2012 Astros), but neither of these was good enough to turn me into a fan of the genre.

Baldur’s Gate remains the one exception, and I think the main reason is that its writing is better than those of other games in the genre. It’s a D&D game, both in mechanics and in setting, but contains a fairly well-written central story, lots of dialogue (much of it funny, at least the first or second time around), and enough opportunities to roam outside of the linear core plot (also of the Kill-the-Big-Foozle variety) to give the game some replay value. Most importantly, the game worked: Early challenges are balanced enough to give you a shot even when your character is weak, and later challenges are difficult but don’t require advance knowledge or cheat codes to survive them. I played Baldur’s Gate and its two-part sequel through several times, using different character types to vary the experience slightly from time to time. I’ve tried other games that were supposedly similar, but nothing lasted me more than an hour or so.

A group of the original Baldur’s Gate designers have now reissued the game and ported it to new formats, starting with an iPad versionicon, with good-not-great results. The game looks and feels just like the original, with some enhancements that were either only found in BG2 or that appeared in user-created mods, but retaining the original graphics (looking a little dated), voices, and music (both big positives). Aside from the creation of a few new NPCs, one in the base game and a few available as in-app purchases, this is the original Baldur’s Gate game in every aspect. If you feel a little nostalgia for the original game, you’ll love the reissue.

The story, in brief, is a little cliched for the fantasy genre – you’re an orphan, and you’re being hunted by an unknown enemy for reasons that don’t become apparent until much later in the game, but it turns out you’re something of a Chosen One. That’s all blah-de-blah, but the overlaid story of an iron shortage in the region and bandit attacks up and down the coast give the story some texture beyond the linear who’s-trying-to-kill-me plot that drives a lot of these games. You’ll also get a ton of subquests if you talk to every named character you come across, only some of whom want to kill you or pick your pockets, and the game is loaded with enough non-player characters and special items to allow you significant flexibility in constructing your party however you like.

That said, playing BG on the iPad has its frustrations. Using a touchscreen to play a game that expects the precision of a mouseclick is extremely aggravating – it can be hard to get your party to enter a building or to get a character to attack the right enemy. Sometimes I find my characters are just standing around in the middle of combat while their mates are being disemboweled. (I still don’t know if that’s a game error or mine.) The app crashes way too often, so you’ll want to quick-save (one click on the left-hand bar) as often as you can – and once or twice I’ve crashed while quick-saving, unfortunately. (I also crashed once because I tried to take Boo from Minsc. Squeaky wheel gets the kick, I suppose.) The port didn’t update the graphics, so zooming to try to tap more accurately on the screen just produces a blur. I’ve spoken with one of the designers about the touchscreen issue, which they were already aware of and are working on for future updates. I’ve had to fight certain battles, not just major ones, multiple times strictly because of that one issue – either a character went where s/he wasn’t supposed to go, or I couldn’t get a character to attack the right opponent. I’ve adapted to the latter issue by specifically selecting the weapon (turning its highlight orange) and then selecting the opponent, but that adds up to a ton of extra taps over the course of a game.

The base game app is $10, about the maximum I’d be willing to pay for a port of an older game that is available in a complete four-in-one boxset, with BG2 and the two expansions, for $15 on DVD-ROM for Windows. I’ve played probably ten hours or so in total – I just wiped out the bandit camp, for those of you who’ve played the game before, and don’t act like those little pricks didn’t have it coming – and appreciate the fact that starting and quitting the game is so much faster than it was on CDs when I played it around ten years ago. If it wasn’t so crash-prone, I’d wholeheartedly recommend it, but even with that flaw I’ve gotten my money’s worth out of it even if I decide not to go after the Big Foozle after all.