Posts tagged with “Bioshock”

BioShock Monopoly! Would you kindly collect $200 as you pass go?

Hello Fire Hose friends.

Perhaps on Halloween you stumbled across an article on Kotaku about how you, yes you, can play BioShock Monopoly for free. If you did not see it there you might have seen it on GamesRadar, GamePro, or The Escapist . There are other sites that it is appearing on as well….

As it turns out this board game was not made by a 20 something art student in Canada, as some sources are reporting, but was actually created by your’s truly.

It may be hard to believe but I like BioShock.

This is me, dressed as a Little Sister, holding onto Songbird while standing next to Delta across from Elizabeth.

Before coming to work at Fire Hose I taught at a charter school called The Renaissance School for the Arts. There I taught a class about the art of video games. We studied video games and their place in Ludology. As an assignment I asked students to create their own board game versions of video games. The board circulating around the internet was my example to them.

The board was made both for the purposes of my class and in conjunction with a challenge issued by some members of the 2K Forums.

To make the board I spent a lot of time playing BioShock. I wanted to make sure that this was not just Monopoly with art plastered over it, but an experience that would remind players of Rapture. I started by looking at how Monopoly was set up, with the least desirable properties at the start of the game board and the prized tracts of land situated at the end; I sought to mimic this.

People that look at the board will notice that the first properties are BioShock 2′s Limbo Room and Sinclair Deluxe both of which are found within Rapture’s skid row; “Pauper’s Drop.” As you travel the board the properties become more valuable based on their fictional in game location or fan popularity. Some concessions were made, (I wanted Monopoly’s Marvin Gardens to be replaced with Arcadia due to the garden theme), but for the most part the game board mimics the original as far as property values are concerned.

The railroads have been replaced by various scientific ventures. Now you can buy Fontaine Futuristics, Ryan Industries, Sinclair Solutions, or Tennenbaum’s Safehouse.

Waterworks and Electric Company have also been replaced by Raptures two favorite vending machines: Circus of Values and El Ammo Bandito.

No more Chance or Community Chest– now it is Power to the People and Swami. The sites that featured the game board on Halloween mention that there are no cards to go with these spaces….

But I beg to differ. 

The jail space features the officer splicer Ducky, and free parking sports a Bathysphere.

I may have been very thorough with my game board.

Even the money was given a BioShock treatment.

And that is how the BioShock Monopoly was made. It was made by a chick that works here at Fire Hose games.

It took me several hours to make (I would rather not admit how long) and I am very pleased to see that after being on the internet for quite some time people are still enjoying it. ^_^

**Getting back to those Swami and Power to the People cards… The cards clearly do exist and we are going to be posting them on the Fire Hose blog in the very near future!**

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Words of Wisdom: Northeastern Biz Panel and BPM AI Panel

The best AI algorithms ever written were all Connect 4 algorithms. Even the Hall 9000 was just a really, really advanced Connect 4 machine.

So what do you think of the new website? Pretty badass, huh? If you are experiencing problems viewing the page please, PLEASE e-mail us at support<at>firehosegames[dot]com so we can fix the bug. Please include what browser and version you were using when you saw the bug (you can find out by clicking in the top bar on Help, then About to find out what browser version you’re using), and a screenshot would be super useful too. Thanks!

This week has been packed with talks. On Tuesday I was part of a panel at Northeastern on business and making a name for yourself in gaming. Some of the highlights? The most game changing innovation in gaming in the past 5 years has been the advent of social networking in games (and games in social networking), that new UIs will be one of the main changing forces in the next 5 years, and that the iPhone is a complete shit platform for developers without major IP to make real money (although the business model of a 70/30 split with the distributor is a pretty good one). The panel was a bit pessimistic about one’s chances of “making it big” in the games industry given how fragmented and hit driven the industry is, but that’s with good reason! Think how many studios are shutting down nowadays, and how many people try to make games and never get off the ground.

The AI talk at Boston Post Mortem on Wednesday was a bit more technical, and featured a high powered panel of AI designers for major titles like Halo 2/3, Bioshock, and F.E.A.R. . The panelists discussed some of the problems with making “intelligent” AIs (“Ray casting is the bane of my existence”), and there were lots of interesting anecdotes. One panelist pointed out that it is more important for characters to NOT look stupid than to look smart, since people may not notice an AI that is coming up with a neat plan but will definitely notice a character trying unsuccessfully to walk through a wall. Another good point was that many people won’t notice AI when they are desperately trying to survive, but that if you put the game on god mode all of a sudden you can see all sorts of little bugs you might not have normally noticed. The panel was really great, I hope future post mortems are of the same quality!

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