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	<title>Defective Logic</title>
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	<link>http://www.defectivelogic.com</link>
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		<title>Modern Warfare 2: Infinity Ward Cracking Down on Cheaters</title>
		<link>http://www.defectivelogic.com/2010/02/10/modern-warfare-2-infinity-ward-cracking-down-on-cheaters/</link>
		<comments>http://www.defectivelogic.com/2010/02/10/modern-warfare-2-infinity-ward-cracking-down-on-cheaters/#comments</comments>
		<pubDate>Wed, 10 Feb 2010 23:03:07 +0000</pubDate>
		<dc:creator>Ben</dc:creator>
				<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.defectivelogic.com/?p=148</guid>
		<description><![CDATA[Today, I noticed something spectacular on fourzerotwo.  It seems that Infinity Ward is going to be suspending all players that gained experience via glitch, as well as instituting a ban on all 10th prestiege &#8220;salesman&#8221;.
If you have an XBox360 and you&#8217;ve been playing Modern Warfare 2, then you&#8217;ve undoubtably been receiving unsolicitied messages day and [...]]]></description>
			<content:encoded><![CDATA[<p>Today, I noticed something spectacular on <a title="fourzerotwo" href="http://fourzerotwo.com/">fourzerotwo</a>.  It seems that Infinity Ward is going to be suspending all players that gained experience via glitch, as well as instituting a ban on all 10th prestiege &#8220;salesman&#8221;.</p>
<p>If you have an XBox360 and you&#8217;ve been playing Modern Warfare 2, then you&#8217;ve undoubtably been receiving unsolicitied messages day and night going something like this:</p>
<p>&#8220;Message to all friends and recent players, we&#8217;re doing a 10th prestiege glitch lobby in about 10 minutes.  1600 microsoft points.  No scam.&#8221;</p>
<p>To my heart&#8217;s delight, these little bastards are all getting <a title="EAT IT BITCHES" href="http://forums.xbox.com/31081766/ShowPost.aspx">banned</a>.  That&#8217;s right, banned.  All persons who received an illegitimate 10th prestiege ranking will be suspended.  I don&#8217;t think I&#8217;ve ever read news that made me happier.  This is like my generation&#8217;s moon landing.</p>
<p>I&#8217;m not saying that all glitchers and cheaters are bad people, what I <em>am</em> saying is that if they all happened to fall prey to some kind of <em>final solution</em>, would anyone really mind?</p>
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		<title>Making Board Games Fun Again</title>
		<link>http://www.defectivelogic.com/2010/02/08/making-board-games-fun-again/</link>
		<comments>http://www.defectivelogic.com/2010/02/08/making-board-games-fun-again/#comments</comments>
		<pubDate>Tue, 09 Feb 2010 02:52:05 +0000</pubDate>
		<dc:creator>Ben</dc:creator>
				<category><![CDATA[Hobby Gaming]]></category>

		<guid isPermaLink="false">http://www.defectivelogic.com/?p=69</guid>
		<description><![CDATA[
There are a lot of adults I know that haven&#8217;t found board games enjoyable since they were very young.  These are the guys you see with their girlfriends begging them to play Monopoly.  A lot of grown men can&#8217;t stand board games, and I&#8217;d hate to say it, but I&#8217;m no different.  Having to sit [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.defectivelogic.com/wp-content/uploads/2010/02/no_monopoly.jpg"><img class="size-full wp-image-120 alignright" title="no_monopoly" src="http://www.defectivelogic.com/wp-content/uploads/2010/02/no_monopoly.jpg" alt="" width="284" height="254" /></a></p>
<p>There are a lot of adults I know that haven&#8217;t found board games enjoyable since they were very young.  These are the guys you see with their girlfriends begging them to play <em>Monopoly</em>.  A lot of grown men can&#8217;t stand board games, and I&#8217;d hate to say it, but I&#8217;m no different.  Having to sit through <em>Monopoly</em>, rolling dice and landing on random spaces while money haphazardly gets passed back and forth between players, well, that just doesn&#8217;t sound fun to me.</p>
<p>What I&#8217;ve come to realize in recent years is: If you think board games are boring, you&#8217;re playing the wrong ones.  I, myself, bore easily.  It takes a greater level of involvement and strategy to get me interested in a board game.  I am not content to play <em>Monopoly</em>, <em>Sorry</em>, or the <em>Game of Life</em>.  As a child, I was partial to <em>Clue</em>.  However, I find my adult self scoffing at the premise.  You&#8217;re searching an old mansion for clues to solve a murder. In the end it could turn out that you were trying to solve a murder YOU committed. I don&#8217;t know about you, but if I just bludgeoned some poor bastard to death in the ballroom with a candlestick, I wouldn&#8217;t be poking around the crime scene trying to figure out who did it. I&#8217;d be in Mexico sipping margaritas and trying to figure out how to legally change my name from Professor Plum to something cool like Xander El Durado.</p>
<p>So what game should you play?  It just so happens I have a list&#8230;</p>
<p><span id="more-69"></span></p>
<p><strong><em>Settlers of Catan</em><br />
</strong>3-4 players, ages 10 and up<br />
<strong><br />
</strong></p>
<p>If you haven&#8217;t played <em>Settlers of Catan</em>, boy are you missing out.  This is what a lot of board-gamers that I have met consider a &#8220;gateway boardgame&#8221;.  In other words, this is the game you buy if you are trying to convince Milton-Bradley board-gamers that there is fun in games they have never heard of.  I&#8217;m mentioning this game first, not because it is the best, but because it is the first game you buy if you are branching out into the land of board-games-worth-playing.</p>
<p><a href="http://www.defectivelogic.com/wp-content/uploads/2010/02/Settlers-of-Catan.jpg"><img class="size-medium wp-image-80 alignleft" title="Settlers-of-Catan" src="http://www.defectivelogic.com/wp-content/uploads/2010/02/Settlers-of-Catan-300x300.jpg" alt="" width="300" height="300" /></a><em>Settlers of Catan</em> is easily the most popular of the lesser known board games.  It contains a simple strategy, trading system, and is based on dice rolls of chance which &#8220;regular&#8221; board-gamers will be instantly familiar with.  This game is loads of fun for even the most skeptical of your family members.  My own father refused to play <em>Catan </em>for almost two years because he caught sight of the little houses and immediately thought of Monopoly, he then (I&#8217;m assuming) threw up in his mouth a little.  After being stuck with us for a solid week on a family vacation at the coast, we finally coaxed him into playing a couple of games.  And though he&#8217;ll probably never admit it, I can tell he liked it.</p>
<p>Players play colonists; building settlements, roads, and cities on their way to creating the largest civilization on the board.  Victory conditions are set by players, so there is no problem making the game shorter or longer as you wish.  Dice are rolled every turn, and this determines the resources that are gained by all players that turn.  Players are allowed to trade resources on their turn, in an attempt to get the resources they need to continue the advancement of their civilization.  This generally leads to no one trading with whoever is in the lead.</p>
<p>The base game is 3-4 players, but an expansion can be purchased to extend the game to 6 players.  After you get the basic game down, there are expansions available that add elements to the game and up the complexity.</p>
<p><strong><em>Pandemic</em><br />
</strong>1-4 player(s), ages 10 and up</p>
<p><em>Pandemic </em>is easily one of my favorite board games.  In <em>Pandemic</em>, each player is a member of a team trying to stop a world-wide outbreak of diseases.  <em>Pandemic </em>is unique in the fact that all the players are working together against the &#8220;board&#8221;.  Unfortunately, in my experience, nine times out of ten the board crushes you and your co-players and the world becomes a disease infested orb of death.  The apocalypse aside, this game is a blast.  It&#8217;s even possible to play all the roles yourself against the board in a sort of solitaire mode.  Of course, it is much more fun with friends.</p>
<p><a href="http://www.defectivelogic.com/wp-content/uploads/2010/02/Pandemic_board.jpg"><img class="size-medium wp-image-84 alignright" title="Pandemic_board" src="http://www.defectivelogic.com/wp-content/uploads/2010/02/Pandemic_board-300x219.jpg" alt="" width="300" height="219" /></a>Each player is given a role card, which determines that player&#8217;s special skill for the entire game.  Once role cards are passed out, the players collaborate to figure out the best strategy to containing the viral threats while at the same time spending their actions to cure the disease.  Since roles change every game, no two strategies are alike.</p>
<p>The cities in which the diseases begin to break out are determined by chance through a deck of cards.  If a city that has been infected goes too long without being acted upon by the players, that city begins to infect the surrounding cities.  Since each player is only given four actions a turn, and diseases are spreading at the end of each turn, the clock is running against you.  This game has no dice, and as such, the resulting outcome of the game is determined by player choice alone.</p>
<p><strong><em>Agricola</em><br />
</strong>1-5 player(s), ages 12 and up</p>
<p>In <em>Agricola</em>, each player is a farmer.  <em>Agricola </em>is unique in that each player is given their own personal game board and is essentially affecting only their own play area until the game is over and scoring occurs.  You are not safe from competing player sabotage, however, as players may swipe actions you need before your turn occurs.  During a turn, a player has several actions available to them. Since each player is given their own personal game board, if you happen to have an OCD gamer in your group that screams and goes into seizures whenever someone touches his pieces (Hi Troy), this game is for you.</p>
<p><a href="http://www.defectivelogic.com/wp-content/uploads/2010/02/Agricola.png"><img class="size-medium wp-image-85 alignleft" title="Agricola" src="http://www.defectivelogic.com/wp-content/uploads/2010/02/Agricola-300x211.png" alt="" width="300" height="211" /></a></p>
<p>A middle board determines the available actions the players can take.  As the game progresses, more actions become available.  Once an action has been taken, it can not be taken again until all players have had a turn, players are essentially competing for actions throughout the game.</p>
<p>Troy said it best in reference to the &#8220;Gather Wood&#8221; action: &#8220;You lose your sheep because you can&#8217;t house the extras. You lose points for the unused spots on the board. You lose actions because you can&#8217;t grow your damn house to have a kid. All because Tamyria took the fucking wood before I could.&#8221;</p>
<p>All in all, this game is a lot of fun for both OCD and mentally stable players alike.</p>
<p><strong><em>Lord of the Rings: The Confrontation</em><br />
</strong>2 players, ages 12 and up</p>
<p>Let me preface this review by saying that I am not a LOTR fanatic.  I&#8217;ve seen the movies, of course, and tried to read the books in middle school, but somehow have never gotten back around to completing them.  That being said, this is probably one of the best two-player games that I&#8217;ve played.  The game borrows some elements from Stratego, and has a solid gaming foundation rather than relying on the LOTR license to sell the game.</p>
<p><a href="http://www.defectivelogic.com/wp-content/uploads/2010/02/lotr-con-delux.jpg"><img class="alignright" title="lotr-con-delux" src="http://www.defectivelogic.com/wp-content/uploads/2010/02/lotr-con-delux-300x190.jpg" alt="" width="300" height="190" /></a></p>
<p>As you&#8217;ve probably guessed, players play the good characters facing off against opposing evil characters.  Starting piece placement is determined by the respective player.  The good player wins if they get Frodo to the Mordor space or if the player controlling the evil pieces is unable to move, and the evil player wins if Frodo is killed or three evil characters make it into the Shire space.  Each player has to move a character forward every turn, if a character moves into a space occupied by an enemy, a battle occurs.  Players use a hand of cards to influence combat, playing one card each time combat occurs.  Each character piece has a numeric combat value as well as a special ability.  For instance, Gimli instantly defeats the Orcs, Borimir has a combat value of zero and if he is encountered in combat, both Borimir and the opposing piece are removed from the game.  Each piece has a unique ability and strategies each vary.</p>
<p>There is a lot of bluffing and baiting involved in a game where the pieces are hidden from the opposing player.  <em>LOTR: The Confrontation</em> is one of those games where players are eager to start the next game after the prior game ends.  Overall, the only complaint that I have with this game is that it is only two players, making it a game that does not get played much on board game night when there are more than two players present.</p>
<p>It may be worth noting that the &#8220;deluxe&#8221; version of this game contains an alternate play version that I have not covered here.<strong> </strong></p>
<p><strong>In conclusion&#8230;</strong></p>
<p>If you haven&#8217;t enjoyed a board game in a while and are looking for some good social time with friends or family, I&#8217;d recommend starting a board game night.  It&#8217;s a great alternative to Movie Night, TV Night, or Video Game Night.  I watched with mute horror as my own weekends were becoming an anti-social montage of Xbox and Movies.</p>
<p>At risk of sounding like a commercial, if you are going to rush out and buy some board games, I&#8217;d recommend purchasing from  <a href="https://www.boardsandbits.com">Boards and Bits</a>.  They consistently have much lower prices than any other merchant I&#8217;ve come across, including the large scale online retailers.</p>
<p>Happy Gaming!</p>
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		<title>SquadBots: XBox Live Multiplayer Completed</title>
		<link>http://www.defectivelogic.com/2009/10/05/xbox-live-multiplayer-completed/</link>
		<comments>http://www.defectivelogic.com/2009/10/05/xbox-live-multiplayer-completed/#comments</comments>
		<pubDate>Tue, 06 Oct 2009 03:08:09 +0000</pubDate>
		<dc:creator>Ben</dc:creator>
				<category><![CDATA[SquadBots]]></category>

		<guid isPermaLink="false">http://www.defectivelogic.com/?p=3</guid>
		<description><![CDATA[Last night I played SquadBots over XBox Live for the first time.  I wasn’t sure ANYTHING was going to work, as this is the first time I’ve written XNA netcode.  But it did, and in grand style. You know, except for all the bugs.
More and more I’m starting believe the old adage “Busy people are [...]]]></description>
			<content:encoded><![CDATA[<p>Last night I played SquadBots over XBox Live for the first time.  I wasn’t sure ANYTHING was going to work, as this is the first time I’ve written XNA netcode.  But it did, and in grand style. You know, except for all the bugs.</p>
<p>More and more I’m starting believe the old adage “Busy people are productive people”.  I had an unvoiced fear that I would not be able to complete sprint 1 on time.  Sprint 1 consisted only of getting the base game, which supported only local multiplayer, to work over XBox Live.  The work pattern seems to be: I estimate 8 hours, push it off for a week, worry about it for four days because I’m not making any progress, then finally pound it all out in three hours.  These results do nothing but encourage my procrastination.</p>
<p>After reading up on XNA net-code, playing with different ways of implementing a network game, I have to say that the most productive example of a network playable game that I was able to get my hands on was the <a href="http://creators.xna.com/en-US/starterkit/netrumble" target="_blank">NetRumble</a> game template from the <a href="http://creators.xna.com/en-US/" target="_blank">Creator’s Club Online Website</a>.  It’s not exactly the type of game we’re making, but it provided more than enough examples of network processing and event responses.  This really helped me break some shit.</p>
<p><strong>What we should be doing</strong><br />
Typically, in a host-oriented multiplayer environment, players will send their <em>intentions</em> to the host.  The host then processes these inputs, determines an outcome, and send that outcome out to all players involved in the game.</p>
<p>In a “host” driven game we can at least assume that if there is a discrepancy between the player’s game information, that the host is always right.</p>
<p><strong>What we are actually  doing</strong><br />
Because SquadBots is only two players, we’re getting away with a few shortcuts.  We’re allowing the active player to do all the normal calculations as he would in a local multiplayer game and simply send the updates to the other player.  The local code calculates whether particular game events need to occur and then updates the local board unilaterally, meaning each client updates it’s own game board based on their own <em>unilateral </em>calculations and we’re going on faith that those results are always the same.</p>
<p>The risk in this approach, of course, is that if the clients become out of sync somehow (lost packets, etc) we are in trouble.   With this in mind, we&#8217;re using SendDataOptions.<strong>ReliableInOrder</strong> to maximize net message integrity.  This is the most expensive &#8220;packet option&#8221; performance-wise, and therefore, is normally avoided.</p>
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		<title>SquadBots: Base Game Concept Completed</title>
		<link>http://www.defectivelogic.com/2009/09/15/6/</link>
		<comments>http://www.defectivelogic.com/2009/09/15/6/#comments</comments>
		<pubDate>Wed, 16 Sep 2009 03:11:34 +0000</pubDate>
		<dc:creator>Ben</dc:creator>
				<category><![CDATA[SquadBots]]></category>

		<guid isPermaLink="false">http://www.defectivelogic.com/?p=6</guid>
		<description><![CDATA[The team and I had a meeting this week.  We’ve all learned a lot about using XNA and have decided we’d like to call the “base functionality” completed.  What this means to the project is that we’ll be kicking the whole process into overdrive.  We’re putting together a pretty aggressive sprint schedule (that quite frankly [...]]]></description>
			<content:encoded><![CDATA[<p>The team and I had a meeting this week.  We’ve all learned a lot about using XNA and have decided we’d like to call the “base functionality” completed.  What this means to the project is that we’ll be kicking the whole process into overdrive.  We’re putting together a pretty aggressive sprint schedule (that quite frankly scares the hell out of me), and culling out advanced features that would put the completion of a simple “end to end” game in jeopardy.</p>
<p><a href="../wp-content/uploads/2009/08/squadbots.png"></a></p>
<div id="attachment_5" class="wp-caption alignleft" style="width: 310px"><a href="http://www.defectivelogic.com/wp-content/uploads/2009/10/squadbots.png"><img class="size-medium wp-image-5 " title="SquadBots" src="http://www.defectivelogic.com/wp-content/uploads/2009/10/squadbots-300x225.png" alt="The game so far..." width="300" height="225" /></a><p class="wp-caption-text">The game so far...</p></div>
<p style="text-align: center;">Currently, the game is using local multiplayer only.  There is no single player campaign, and it can’t be played over XBox Live (lame, I know).  We’ve put together a product backlog of features we’d like to see worked into the game, and have planned the first few sprints.  Starting, of course, with addition of XBox Live multiplayer.  Hey, what fun is it being on an XBox Live development team if you can’t even play the game against your teammates?</p>
<p style="text-align: center;">
<p style="text-align: center;">
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		<title>DefectiveLogic.com is online!</title>
		<link>http://www.defectivelogic.com/2009/08/14/defectivelogic-com-is-online/</link>
		<comments>http://www.defectivelogic.com/2009/08/14/defectivelogic-com-is-online/#comments</comments>
		<pubDate>Sat, 15 Aug 2009 03:18:16 +0000</pubDate>
		<dc:creator>Ben</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.defectivelogic.com/?p=16</guid>
		<description><![CDATA[Defective Logic is small independent game development group, currently trying to branch out into XBox 360 XNA development.  We are currently working on our first indie game title, SquadBots.  The goal in mind is to have the team create a very basic end-to-end game for the 360 that fully supports XBox Live mutliplayer.  At this [...]]]></description>
			<content:encoded><![CDATA[<p>Defective Logic is small independent game development group, currently trying to branch out into XBox 360 XNA development.  We are currently working on our first indie game title, SquadBots.  The goal in mind is to have the team create a very basic end-to-end game for the 360 that fully supports XBox Live mutliplayer.  At this point we are not concerned with best graphics, or even the best game mechanics.  Just completing an initial release that is fully playable and bug free.</p>
<p>Currently, we more or less have a fully functioning simple local multiplayer game.  We have a full game mechanics POC (Proof of Concept).  There is no game AI and no network play at this point, but as I am on vacation next week, I plan to rectify this situation by adding XBox Live network play.  Below is a random play screen of the game in its current form.</p>
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