jp
Home Talks and Slides My GameLog Research and Projects Publications Resume Teaching
GameBreadth Project  //   Game Ontology Project  //   GameLog

My GameLog

A person who is seriously interested in games, game studies, and game design should play a lot of games.

To the right you will see the latest GameLog (diary) entries I have recorded for the games I'm currently playing and my thought and feelings on the game, the experience of playing it, and so on. If you want to see all the games I'm playing, or the ones I'm no longer playing you can follow the "List of Games I'm Currently Playing" and the " List of Games I've Finished Playing".



GameLog Logo

During the summer of 2003 I started a little project to keep track of the videogames I had been playing. I also wanted to keep track of my thoughts as I played them. Thus, GameLog was born as a blogging tool for gamers. If you are interested you can hop on over and register. I personally enjoy reading about other people's thoughts on the games they play and the more the merrier!  www.gamelog.cl


Games I'm Currently Playing ] - [ Games I've Finished Playing ]
 

Friday 6 March, 2026   //  My Hero: Doctor (DS)

From the back of the box this game looks like a "western realistic" Trauma Team game - use the touchscreen to do medical stuff like bandage a patient's arm or give them an injection. And it is...sort of? Weirdly every single "case" (mission) I played began with (and sometimes also ended with) a driving section - an ambulance of course. Here you have to dodge other vehicles and obstacles to avoid damage as you travel to a location where something happened or back to the hospital. Roads are full of other vehicles that have no qualms with suddenly changing lanes in front of you and such. You can collect "energy" (not what it's called in the game, but I don't remember the name in the game), and when you have enough you can turn on the siren - and this causes other vehicles to get out of the way (sometimes not fast enough). It's kind of a bizarre gameplay addition - and it doesn't help that the controls are kind of wonky and, from my experience, it really out stayed it's welcome even as the background locations you're driving through change.

I even unlocked a better ambulance (better driving stats)...and there's more to (eventually) choose from. I mean, the game's basic structure is pretty standard, there's cut-scenes with stories (everything so far seems to involve college kids of some sort). It makes me really wonder who the intended audience/age group for this game was. The name of the game would imply children (it's aspirational!) but the story seemed a bit more "grown up" - i.e. adolescent, but the gameplay was also quite simple..skewing younger again in my mind.

The more games of this kind I play (not top-tier first-party DS games), the more I wonder about the conditions in which they were made. Was this a game that was knocked out by a small studio in 6 months?

Monday 2 March, 2026   //  Ni no Kuni II: Revenant Kingdom (PS4)

Decided to quit suddenly because I realized I was just starting to grind for achievements and not actually having fun or enjoying the game. Which, in the grand scheme of things sounds like a bad thing other than I think that I quit in time BEFORE I got super tired and bored. So, leaving on a (little past) the high of the fun experience.

I was grinding the Dream Doors - and apparently there's a nice monster at the end that can be a real challenge - but, I didn't have a sense of WHY I'd want to do that. Here I mean motivation within the game's story. I was hoping for a nice story payoff if anything? It seems like there isn't, it's just a grind for resources and stuff and so...time to bail!

Saturday 28 February, 2026   //  Fabledom (PC)

This one is in the "sim" sub-group "city building" bucket for this semester's critical game design class. I'm generally not a fan of city building games since I find that the simulation part often runs away from me. I think I'm doing well, but then everything falls apart.

This game was surprisingly chill - it almost feels like the game you'd just keep on playing? As in, you start - and then just continue. I'm 6 hours in and I've just hit the point where I should be building palaces and having nobles prancing around. The game is basically a "Sim-City FairyTale Edition", but I've really liked the pace of it. At times things were going wonky, but I just kept going and slowly things have recovered (I took too long to build the hospital, so people died - once it was finally built it was funny to see a huge swarm of sick people mob it).

The economy is rather complicated with lots of different resources and I find it really hard to know if things are going well/poorly - there's time delays on everything of course, I just don't notice when "production" happens and whether or not it is sufficient for the demans of my populace. Basically though, it's always "make numbers go up" and then you run out of people to work - so make houses for them, and so on.

Here's the things I've particularly appreciated in this game's design (or that I thought were neat).

a. People live in houses (and bigger residential buildings), but there's always ONE person who is the head of household. That's their job.

b. When you pay for a new building you basically pay money, and decide where it's going. But you then have to wait for the resources for the building to be delivered/transported there. I often ran into an issue where I paid for a bunch of stuff, but no construction was happening because I didn't have enough planks or something.

c. My village has a cyclops that wanders around making people happy. So much better than terrorizing.

d. In winter, lots of things shut-down, this felt like a "vacation" for the farmers, which I let them have/enjoy.

e. I thought it was funny that Commoner's really don't like living next to peasant homes. So, a peasant home could be super desirable - but only for other peasants. It's the complete opposite for commoner's (highly undesirable). Basically, there's a class system and they don't like each other when it comes to living close by. (I'm assuming the same will apply for nobles, but I don't have any of those yet).

f. A common driver of unhappiness in the people is how far they have to walk to work (you can manually assign different people to different buildings). It makes sense - but this is all walking anyways...but still - distance from home-to-work matters! Apparently this is because workers go home to eat!

g. I liked how you could chop down trees but also have a little add-on forester hut so they grow back.

Wednesday 4 February, 2026   //  American Truck Simulator (PC)

Not my usual cup of tea. But, I'm playing simulator games this semester and I picked this one for the list.

A real positive surprise - I would call this an accessible driving game - yes, it's a giant truck, but you (I) could get by without having to do a million tutorials because there's all kinds of settings you can turn on/off to make it more or less realistic as a simulation of driving a truck.

The game starts in California, Arizona and Nevada - more places unlocked via DLC, which was a bit of a disappointment. But, this was mostly because I was really hoping to drive a truck in Utah. That being said, parts of Nevada (I chose to start in Elko) were basically like Utah...

The game has a really interesting time/space compression thing going on. Drives that are 4 hours in real-life take a lot less, but you never really notice when it scales down the space/time. I think that when you're on the highway/big roads time moves faster (and the distance counts for more miles), but when you're going slow in a town - it seems to go by 1:1.. It's a really cleverly designed system that gives you the experience of having along drive - but without getting bored or tired.

I wasn't expecting an entire business-sim as well, though it's arguably lighter on this end? You take on jobs- get money, eventually buy your own truck. Then more trucks and end up hiring more people who also drive for you..and so on. But, I didn't get that far - there's also a levelling/XP system for you, which for the most part just unlocks perks that make it more profitable/easier to drive. Not in the gameplay/mechanics sense, but rather in that you earn more money, use less gass. So, not like "+1 to top speed" or other unrealisitic stuff.. just unrealistic stuff like "now you can do trips that are longer". For really long trips you need to plan ahead for where you'll re-fuel as well as stopping to sleep!

This was way more fun and interesting than I expected and it made me think that games where you're supposed to drive from A to B, follow roads and laws, are...a rare type of game? I couldn't think of any that weren't truck simulator games... everything seems to either be a race or an openworld exploration sort of thing. Weird, huh?

I have been keeping track of this information for the past 22 year(s), 8 month(s) and 7 day(s).

kudos for original design to Rodrigo Barria