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About Papy

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    Chopper Commander

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    Montréal, Canada

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  1. BGG rankings should always be taken with a big grain of salt. As for Patchwork, hard-core gamers tend to dislike it, but it's highly popular with couples. There is a bit of competition to get some of the good pieces, but not enough to cause frustration. I'd say it's a "Zen" kind of game and people who like it generally don't care much about winning or losing.
  2. I'm guessing you are talking about The Goonies for the NES. Take a look at The Gonnies for the C64. This is a completely different game and, in my mind, this gameplay has a lot more potential as an Amico game. (And coming from a guy like me who is not a fan of remakes, this means a lot! LOL)
  3. (Yes, I'm quoting myself. That's what happens when people are going crazy staying at home.) Although I'm not a big fan of the remakes (yes, I know, no need to flame me), this is one of the games where the Amico controller could make the game much better than the original as we could be able to move the ship with the disk and simultaneously aim with the touchscreen.
  4. Intellivision : Sea Battle. Colecovision : The whole game library (apart from Carnival). Maybe Turbo was the one that I wanted the most, although I played with Lady Bug the most. Videopac G7000 (Odyssey 2) : Computer Intro! Commodore 128 : Programing my own games (it was in competition with the Coleco Adam, but the C128 was cheaper). No game in particular. Amiga : Multitasking and the 68000. No game in particular. PC : Ultima Underworld. Sega Saturn : Virtua Fighter (although I ended up playing Sega Rally the most). Nintendo DS Lite : Nothing in particular. I just bought one to try and I didn't like Sony much. X-Box 360 with a Kinect : Dance Central. I bought a Wii for my mother for Wii Sports, but she didn't like it.
  5. I tried to find his chat with Tommy. His Mac crashed and the chat was lost. Doh!
  6. I believe this view of socialization is superficial and somewhat erroneous. The first aspect of socialization is the creation of trust relationships with people around us, which leads to the creation of ingroups. In the case of children, as they create more and more of trust relationships (mainly friendships), they realize the benefits of these trust relationships and therefore they seek to create more of them. Because of this desire to create trust relationships, children try to adopt strategies and develop abilities to achieve this goal. These strategies and abilities are the "social skills". One of the things that I lament is that knowledge of human nature is more and more academic instead of being personal and based on "wisdom" (knowledge from personal experience). Many people now trust more an academic in his ivory tower (and influenced by his own ideologies), rather than their own experience. The result is we now tend to view strategies and abilities to help us create trust relationships as something universal, not as something personal. Because of this, instead of helping children develop strategies and abilities that correspond to them, people in education try to impose a "universal" model, as determined by some academics. Instead of helping children "become who they are," people in education try to mold children into the academic's ideal. In theory, sending children to school is better than home schooling because that way they'll be able to create many trust relationships with their classmates. However, since many educators now ironically pretty much deny individuality, there are many children who end up being forced into adopting "social skills" that are not appropriate for them. The result is that school often hinders socialization rather than helping it. As for the Amico, yes, it is potentially a great tool for socialization. However, this is not that simple precisely because people create trust relationships in different ways.
  7. I do agree that children should spend time a lot of time with adults, but I strongly disagree with the idea that they need to hang out with their mother and father as much as possible. Children need to be around all kinds of people to understand the world.
  8. I agree. Ultimately, memorization is unavoidable, but the trick is to gamify this memorization, which will allow the player to associate this memorization with emotions. For example, imagine a game to learn a new language that start by depicting you as a victim of a shipwreck. You wake up on a beach and a character comes to you speaking the foreign language you want to learn (let's say French). The character starts by communicating both with her foreign language and signs. The character (pointing at herself) and says : "Mon nom est... Lea... Lea." The character then points at you and says : "Quel est ton nom?" The player then has to guess he must say its name to the controller. The character then smiles, points at her again and says : "Mon nom... Lea." Then points at the player and stays "Ton nom..." (and says the player's name with her voice). The character would then make a gesture asking the player to follow her and say : "Viens avec moi" and wait for the player to follow. It doesn't matter if the player has no clue what the character is saying for now, simply listening to the language is enough. As the player go on an adventure, the character starts to name things that the player sees during this adventure in her own language, asking the player to name the same thing in his own language (to allow the game to verify that the player understood the word). After that, if for example the player was shown a hammer and learned that it was a "marteau", another character could ask the player to retrieve a "marteau". If the player brings the right object, he's rewarding with a smile. If not, the character asks the player again. Learning like this is obviously slower than simply trying to memorize a list of words. However, it's certainly more engaging and I'm pretty sure those memories are much more persistent.
  9. If you can have a chat with Tommy, can you get more info about educational games? I know very few people are interested in those games, but I am. Just a few questions that I can think of on the spot : Will math fun be limited to practicing mental calculation or will it also teach maths (geometry, algebra, etc.)? What subject is in the work other than maths? Is there a possibility of non-traditional subjects like electronics or even weird subject like survival skills? (For those who are wondering, I'm a fan of Primitive Technology YouTube channel, so I think a game like Minecraft but based on real primitive technology would be fantastic.) Will educational games use a known IP (Carmen Sandiego, Dora, Rayman, etc.) or will they use a new IP based on the Amico mascot (if there is one)? In what way they will be different from games on PC? Will those game be targeted at specific age group or will they try to reach the broadest audience possible? Will education games use the leaderboard too? If yes, will the leaderboard be divided by age group? I guess I could think of many more question, but I will let you do your own interview... 😉 BTW, for those who think educational games are just for kids, I remember a program written in Prolog that I used in my philosophy 101 class to learn to manipulate logical propositions and to construct valid reasoning. To some degree, Zachtronics made games that could be classified as educational, not only to learn programming, but also in the case of Kohctpyktop, to learn circuit design.
  10. I know this is not the right place to talk about this, but since I know of no other places to ask questions... I just stumbled upon a video that I found very interesting. I won't name the YouTuber for two enormous reasons (she's a Chinese engineer/entertainer mainly known for her videos on 3D printing), but here's what she said in one of her videos : I believe she's a 100% right. 20% of Amico's library is supposed to be educational products. However, up to now, apart from a few exceptions (like some of the Carmen Sandiego titles), these products have failed miserably. Parents buy them for their kids, and those kids never play with the games. Many months ago, I said I was looking for "Math Fun" (or whatever the game will be called). I said how I used to participate in mental calculation competition in my school when I was a teenager. I said I was eager to play Math Fun with my niece. So here's my thought : if Amico truly wants educational games to be a success, those games should first be designed for adults and tested with adults. Math fun should first be designed for a man like me, and then be adapted so kids can play the game with their parents. If Math Fun doesn't interest me because it's designed as a game for kids, then I won't play the game. And if I don't play the game, then my niece won't play the game. I should be the target demographic for Math Fun (and other educational games), not my niece. So Tommy, what's your thoughts on this? Do you agree or disagree?
  11. The main reason is that your view of the 20% retro games looks like you're OK with compartmentalizing people and making games targeted to specific groups. Sorry, but I have to give a lot of explanation... When I fist started to play board games with my family, I had only a few Eurogames and they were more or less similar. Everyone loved playing those games, so I bought more games and sought games that were different. I thought more originality would keep the fun. Different games had different results. For example, when we first play Pandemic, it immediately became the favorite game of my sister, but my mother didn't like that game at all. Personally, I use games as a way to socialize, so any game will do. That's why I don't mind playing Monopoly with my niece, even if I find the game really dumb (I'm the kind of guy who played ASL in college). However, I'm an exception. When I added more board games to my collection, everyone wanted to play different games. So no matter what game we ended up playing, there was always someone who was not satisfied, who felt frustrated, who didn't have fun, and this clearly killed the mood. The result is we barely play board games altogether anymore. If with Amico you make games specifically tailored to different audiences, I'm guessing the same thing will happen. People will have their own kind of game they want to play on Amico and they will view other games are inferior. In my mind, if the goal is to unite people, it's not enough to have some games for everyone, it's also important that people do not view the games that are meant for everyone as less fun than other kind of games. Playing those family games should not feel like some kind of chore or an unwanted compromise. - I remember an interview when you said to a woman that she will play Moon Patrol with her mother and they both will have fun together during next Christmas. In my mind, I imagined those remakes would be like the game Overcooked, that is games that are built from the ground up to be multiplayer and with strong interactions between people. After seeing the demos of Night Stalker and Astrosmash, it seems obvious to me this is not the case. Those remakes look like the originals, only with better graphics and more bells and whistles, and the multiplayer aspect of those games seems tacked on. I'm sure some retro gamers will love those games, but without a solid multiplayer experience, I don't see how a teenager, a soccer mom or an elderly could love playing those games for more than a few times. At first, I was saying to myself the lack of a solid multiplayer experience was because those demos were alpha versions, but it looks to me anytime someone raises an objection to retro games, your answer is that it's OK because those remakes will be only 20% of the library. That's what depresses me. It's this 20% justification. Instead of saying those games will focus on the multiplayer experience for everyone (instead of trying to be faithful to the original games), you seem to say that it's OK if they are not for everyone because they are only 20% of the library. I know I won't play board games on Amico. I already have my own board games. So that's 20% gone. I know there's very little chance adults will want to play edutainment games. Another 20% gone. Motion controlled games are great as occasional party games, but apart from exceptions like Beat Saber, they are generally too light to be played regularly. Also, many women tend to not like serious sports games. So do I remove another 10%? Your 20% justification (and the demos of Night Stalker and Astrosmash that I saw) makes me think retro games won't interest many people. So another 20% gone. It looks like the main tool for reuniting the whole family is mainly within the 20% original IP, but original IP doesn't say anything about the gameplay. How many of those original IP will be targeted at kids? How many targeted at elderly people? How many at women? How many at teenagers? I talked about Overcooked. It's far from perfect, but it's still a game that was built from the ground up to be multiplayer. How many games like that will be on Amico? Because if the goal is to unite family and friends, I believe those games should be the majority.
  12. I can agree discussing the influence of societal phenomenon on people's choice of games is more or less taboo because of the political divisions that plague our lives, therefore I can agree on this thread not being a good place for this discussion, but I do believe this discussion is very pertinent to Amico nonetheless. In order to create a game that please a very wide range of people, we have to find something in common with all those people and, to me, the only way to find this common ground is to understand their differences. I'm someone who believes games are the best tool to bring people together. Because of this, I've been trying hard to find games that different people could play together. Unfortunately, this is incredibly difficult. Up to now, I'd say board games are the best tools for this task, but even board games have their flaws. It's particularly difficult to unite adults and children below the age of 8 or 9. I had high hopes for the Amico. All games being multiplayer, the simplified graphics, the simplified controller, and the "Karma" engine made me think every game on this console would be designed from the ground up to be a tool to make people with very different abilities and tastes to play together. I'm now afraid the Amico will end up being a mishmash of different games that people will not really play together and this kind of depress me.
  13. I see my friends' kids. Yes, they all had great fun playing old arcade games with us (I have two MAME bartop arcade machines that I can easily bring with me), but that quickly wore off. It's the same for women (one of my clients asked me to make a MAME machine for them after they saw the ones I made for myself). The female employees had a lot of fun playing Frogger or Ms. Pac-Man with us at first, but it was short lived. It's now almost only men who play with those. Do you believe people here will be interested in the other 80% of games? Do you think they will play with those games as much as the remakes? Because if they don't, if everyone ends up playing their own game, I don't see how you intend to bring families together.
  14. Games on Facebook are generally pastimes that are used as an excuse to maintain the illusions of social contacts. They are not truly for playing games.
  15. What will be the percentage of games that are for "individuals" compared to games that are for "families/everyone" ?
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