Posts tagged multiplayer games
ALA Open Gaming Event & free stickers at ALA
Jun 8th
FYI, the largest gathering of gaming-in-libraries personalities from across the country will be at the ALA Open Gaming event on Friday, June 25th at 7:30pm in the Renaissance Ballroom at the Renaissance Hotel. You can RSVP on facebook here. It is an official ALA Annual Conference event hosted by the Games & Gaming Members Interest Group and sponsored by Neal-Schuman and Information Today.
The 8bit team will be in attendance handing out 8bitlibrary.com stickers and promoting the message that “games in libraries = good”. JP & Justin will, in fact, be handing out stickers everywhere we go, from Thursday night before conference to the very end of the conference on Tuesday, so track us down :)

So what if aren't the PRETTIEST bloggers in libraryland?! We're handing out free stickers!
Fight, race, shoot, rock with party games
May 21st
Elias presented Party Games for Libraries at the NJ Library Association conference last month. Mine this for a lot of good content on what platforms and games to use for lib programs. We had a short discussion on good DS games after!
Pokemon running around the library!
Apr 15th
Hello, 8bitlibrarians! I’ve written so much about Pokemon in libraries that I have ignored how cool it is to see libraries actually using Pokemon! So here’s some fun Flickr finds:
Here are some youngins at a Pokemon card trade-off at Wilmette Public Library in Wilmette, Illinois.
Some older folks playing Pokemon at St. Joseph County Public Library in South Bend, Indiana.
Here is an eye catching awesome advertisement flyer for a Pokemon Rumble program at the Lester Public Library in Two Rivers, Wisconsin.
Here we have a fun display of Pokemon manga at the Ridgedale Library in Monnetonka, Minnesota.
Some adults playing Pokemon Monopoly.
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Here we have Gaming-in-Libraries guru and author of Gamers…in the Library?! The Why, What, and How of Videogame Tournaments for All Ages, Eli Neiburger, running a Pokemon event. Pulled off the American Library Association Flickr account!
Is your school or library including Pokemon? Let me know! jp@porcaro.info
R.I.P. to online play for Halo 2
Apr 14th
Well, 8bitlibrary.com, this is it. The last day to play Halo 2 on Xbox Live.
We would love for you to leave a comment in the comment box. Memories? The good times; the bad? Was this the first game you spent considerable time playing online? Do you remember where you were the first day you ever went online with Halo 2? How about your very first online frag in Halo 2?
And for those of you who really aren’t vested in the game, the main character was featured on the cover of Library Journal in 2005. My own personal analogy for how important Halo 2 was to online console gaming: Halo 2 is the Super Mario Bros 3 of online play.
On behalf of everyone here at 8bitlibrary.com, Thanks for the memories, Halo 2!
Open “Gaming Stations” in the Library
Mar 30th
Hey all,
Justin has really been killing it on here with his great posts on gaming programs, and I felt inspired to share an experience of my own.
In 2005, in my previous job as head of a public library children’s department, I had the opportunity to try out something that I suggest every public library at least try for a month, if not implement permanently. If you own a console, take out/open your TV, turn on the TV&console, and let your library users play the games all day. Whenever you are open.
The concept is simple: you allow books to be read and checked out all day. You allow your computers to be used all day. Same goes with other media; newspapers, magazines, etc… Your library spent a small but good amount of money on the console and the games, let your library users play with them! It doesn’t only have to be for programs. Similarly, open gaming doesn’t mean that you still won’t get a chance to run programs!
My experiences were very positive. I had multiple age groups constantly collaborating and sharing information in a way that is unique to the gaming medium. Users who would have in other circumstances had no reason to even speak to each other at the library are now sharing tips and becoming friends (oh, and hopefully talking trash on each other, :-p).
Open gaming also fosters a new way for libraries to include multiple age groups in activities. Public libraries traditionally segregate people based on age (“Children’s Room”, “Teen Room”, “Adult/Reference room”, in NJ we have a growing amount of libraries with “Senior Rooms” thanks to the work of Allen Kleiman et al.). I don’t think that there is anything wrong with age segregation in libraries; it HAS worked and CONTINUES to work for libraries. But there’s also nothing wrong with mixing everyone together, and in my experience with open gaming, this is THE BEST WAY to get every age group engaging / sharing information & experiences together.
In an open gaming situation (vs a set-times-for-gaming situation), I’ve found that parents/teens/seniors who otherwise wouldn’t have picked up a game are now having fun “playing” with kids/teens/parents/grandparents/babies. It’s really an amazing, unique-to-libraries experience to see a two-year-old kid playing video games with their grandparent and an 8-year-old kid they’ve never met. Where else could you see that same 8-year-old become friends with a 15-year-old? Or a 20-something couple walk in the library for a book and end up sharing a really good time with a bunch of teenagers they’ve never met before? And in a school library situation, you’ll see teachers and students engaging in a way they’ve probably never engaged before, and students will build friendships with students they may have never even met before.
Libraries aren’t only about information, they are also about valuable human experiences, and gaming is the best of both worlds: a modern information media as well as an all-ages platform for fun interaction.
You’ll notice I didn’t go over any “problems” you may run in to. It’s 2010 now and the idea of open gaming probably isn’t as “new” as it was in 2005, so I think it’ll probably be easier for you to try something like this in your library. There’s always 1,000,000 reasons not to do something; don’t let those reasons stop you from trying this. Let me know your experiences if you do this in your school / library!
Review: Halo 3
Mar 25th
[JP's note: Let's welcome 8bitlibrary.com's newest contributor, Brandon, who's reviewing one of the best games of the modern gaming era.]
WHAT? Arguably the flagship game of the Xbox 360, Halo 3 is the conclusion of the much-loved Halo trilogy that began on the original Xbox and is one of the most-played online multiplayer games in existence. In the single-player campaign, gamers take on the role of Master Chief Petty Officer John-117, a Spartan super soldier born and bred to combat the theocratic Covenant, an army of alien races who believe they are on a holy mission to eliminate humanity. The real draw for this series, however, is the highly-competitive, fast-paced multiplayer, which pits players against each other in armed combat on some of the most well-designed maps ever seen in a video game. Gamers who aren’t very competitive need not worry about being left out; up to four players can work together to finish the game’s campaign mode.
WHY? The Halo universe is one of the richest, most engaging fictional universes out there, rivaling that of Star Wars and Lord of the Rings. Even gamers who aren’t fans know the story of Master Chief and his unending fight against the Covenant. The multiplayer mode sees over a million unique players a day. Unless your library has a definitive hard-line policy against M-rated games, not having Halo 3 on the shelf is akin to not having the Twilight series, the Harry Potter series, or anything by Stephen King in your fiction collection. As for programming possibilities, you could spend an entire gaming festival around Halo 3; there are so many game modes for both “lone wolf” and team play, you’ll never run out of ideas.
WHO? The elephant in the room is the M rating; the ESRB has determined that this game is inappropriate for anyone under the age of 17. You’ll want to keep that in mind as you circulate this game and plan programs around it. Also, this is definitely a hardcore gamer’s game: you’ll probably not want to set this up beside Wii Sports and Guitar Hero, games which are more relaxed and tend to draw new gamers in, not scare them away. Halo 3 gamers are competitive and dedicated, so be prepared to possibly entertain a bit less of a laid-back social crowd than you are accustomed to. It’s not all about the pwnage with Halo 3, however. The rich fiction in the game has spawned numerous books, comics, and even an anthology of short animated films; it’s an exercise in multimedia advisory all by itself.
Video Games at the Library on Tour
Mar 12th
One way to get the word out about gaming in libraries is to take your program out on the road. Hearing about gaming is one thing, but users will start to see just how important gaming can be in literacy and libraries once they get their hands on the games themselves.
I saw some kind of magic happen when I took my game night program out on the road in the Summer of 2008. Sure, we had the hardcore gamers that just wanted to play coming to the program. But something else happened as well. I saw older folks getting really excited about sharing the experience. I had never seen this before. I thought the cut off age for anyone to like video games was 30. Boy I was wrong.
While it may not be the most exciting video in the world, I really think this video sums up what I was trying to accomplish with this program. Gaming is for all ages to share and enjoy. The experience is what counts. Getting people together to have a positive experience like this does two thing. It gets them understand that gaming is a good thing and it also shows the value of the library.
Here’s how I approached the program: Think of yourself as a traveling rock band. Pack up the van with your gear, gather some bandmates, and head out onto the road for an exciting (yet tiring) week of gaming with your library patrons. At the end of the week, not only will you have more library users interested in gaming but you’ll finally understand exactly what Bob Seger was talking about in “Turn The Page“.
(a brief glimpse into Game Night on Tour from the Cape May County Library)
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Review: Street Fighter IV (PS3)
Mar 3rd
WHAT? It’s back. The game that changed how we look at the fighting game genre returns with Street Fighter IV. Now before you go on complaining about how this is just another rehash of the series (for you non-gamers out there: There’s been what seems like 70 different versions of Street Fighter that have come out over the past 10 years. Most updates just add new characters, stages, and tweak game play dynamics), I say SHHHHH! While the game keeps true to the Street Fighter dynamics we’ve all come to love, it adds a new layer and welcomes a new generation of players to the amazing series.
WHY? “Don’t call it a comeback, I’ve been here for years” -LL Cool J. The series may have not been in the public eye much over the last few years (Street Fighter III was made for the more hardcore fan, in my opinion), but the shadow of Street Fighter has been felt in the countless other fighting games released. Street Fighter IV arrives at the perfect time, ready to reclaim the throne.
Plus, look at those graphics. BEAUTIFUL!
WHO? Street Fighter IV is the perfect blend of all the best qualities the game has offered over the years. It’s easy to pick up for those new to the series and regulars will feel at home with the game play. Street Fighter experts will also get a new challenge with this title. New characters, the addition of focus attacks, and more will give them something new to master.
As a longtime fan, I’m happy with the balance that Capcom has achieved with Street Fighter IV. Libraries should not hesitate this title to their collection.
Why Nobody Plays Second Life.
Feb 24th
For me, it all started out with role-playing games. This kind:
I would get together with friends and play Dungeons & Dragons (or similar games) until the wee hours of the morning. At its most basic, tabletop role-playing games like this one are made up of random die rolls and statistical number-crunching. You meet a Bugbear, it has 30 hit points. Your sword does 1-10 points of damage. Roll a ten-sided die. [roll] You roll a 7. The Bugbear has 23 hit points left. Lather, rinse, repeat.
But tabletop role-playing games were always more than just a numbers racket for me. Sure, you can play any of these games, and get a great deal of enjoyment from just rolling the dice until the monsters drop dead. But most nerds (like me) play this games with just a little more panache.
“Foul beast!” said I, “Thou willst taste the steel of my mithril blade before sunrise!” and with that I swung the sword of my father at the creature’s fanged visage. Next to me, I saw the elf-mage Karislok assume a steadfast pose and mutter the arcane words of an ancient binding spell. I knew that the monster would not defeat us this day …”
For my friends and I, the game was not about rolling dice, it was about the storytelling. We would get together every Saturday night for the social interaction and the immersion. Rolling dice and doing arithmetic was not our idea of a good time. Running through forbidden forests and vanquishing dragons was what got our blood pumping.
As time went on, however, it became more and more difficult for us to get together for our Saturday game nights. We went away to college, met actual girls, got married, some of us started families. Keeping up the old contacts just became more and more difficult.
Sometime during the mid-90s, I discovered Massively Multiplayer Online Role-Playing Games. Most people just call these (MMORPGs) The first one that I experienced was EverQuest. The user (that’s you) would create a character and enter a 3-dimensional virtual online world. It was just like playing any other fantasy-based video game, but in this environment, you could interact with other players. If you saw a monster that was too tough for you to fight alone, you could team up with a few of your friends and gang up on the poor thing. Then you split the treasure and go on to the next monster. The monsters were all controlled by the computer, so there was none of that tedious die-rolling or statistics. You just click on “Attack” and your character keeps swinging. If you want to do something fancy, you click on a spell, or an item, or some kind of specialized attack. But at the end of the day, you get to virtually spend time with friends while hacking monsters into little tiny bits.
But even in these new online virtual world, gameplay was not limited to depopulating the region of monsters. Games like this allowed people to have social interactions as well. If you play at the same time every day, maybe you start to see a few familiar faces. Maybe that Dwarf Paladin you keep seeing in Freeport would like to help you take on the Crushbone Orcs this Saturday. You start to build friendships, you get to talking, and the next thing you know, you’re actually building a social connection with someone you’ve never met in person. People would have virtual weddings and funerals in Everquest. I’ve had friends who would go online just to sit around and chat with other people. Monsters would be running rampant as players would have a heart-to-heart conversation in the middle of a forbidden swamp. In newer games, such as World of Warcraft and City of Heroes, some people form lasting connections to the people that they meet online. Despite being some of the most popular games ever played, much of the enjoyment that people get out of these MMORPGs has little to do with gaming.
Second Life was an attempt to re-create this kind of virtual world from a purely social standpoint. Rather than construct a world full of monsters and magic, the creators of SL just cleared a lot of open space for users. Immersing yourself in Second Life was not meant to be a “game” by any stretch of the word. Even now, many of Second Life’s most strident advocates cringe at the word “game” in reference to their beloved virtual environment. Second Life allows people to create their OWN world. Through the use of simple building tools, you can build your own house, design your own clothes, and even animate your own monsters. Your in-world “avatar” is not limited to such quaint genotypes as “Elf”, “Human”, or “Halfling”. You can literally look like anything you want. The designers of this gam- … er, environment-, encourage player- … I mean residents, to create their own spaces, and to interact with the many other denizens of this virtual space.
For this reason, many educators and librarians have developed a love for Second Life. It allows you to meet students and/or patrons in a virtual environment that carries none of the limitations of e-mail and text chat. You can “see” the person that you’re speaking to, and interact with them. You can create 3-D models of anything you can dream up. You can create classes online, you can re-create other worlds and time periods, and you even socialize with people from around the globe.
This free-form playstyle of Second Life makes it ideal for people who want to immerse themselves in a virtual world where they can look however they want and meet exciting new people. The problem with this paradigm is that not many people “get it”.
For a gamer, someone who looks for the excitement of slaying monsters and gathering treasure, Second Life looks boring. Most people’s first experience with Second Life is a crudely rendered wasteland with a few buildings looming haphazardly on the landscape. In an environment like World of Warcraft, the cities are created by professional game designers who know how to create an aesthetically pleasing environment. In Second Life, anyone can create an object of any size. Don’t get me wrong, there are some brilliant Second Life designers out there who have made some truly breathtaking creations. But the more elaborate a design, the more it drains upon the system trying to render it. So you often have buildings half-created hanging in the air as you’re waiting for the rest of it to appear. This is called “lag”, and it happens when your computer is straining to process all of the details of the virtual world. In other MMORPGs, you are limited to a single server, and only so many people can sign on to the server at a time. So although lag does happen in these games, it is not nearly as frequent. A video game enthusiast who comes to Second Life sees an often poorly-rendered world with too much lag. When this gamer attempts to find something exciting to do, they are usually disappointed. They need to go find their own monsters to fight, since there are none waiting for them as they log in. :(
For those who are unfamiliar with MMORPG environments, Second Life is a big scary confusing thing. Many library patrons remember a time when the most complex video game environment was Donkey Kong. Navigating a full 3-D virtual world is like learning to walk for the first time. The typical gamer can usually figure things out very quickly, but for non-geeks, the great wide open spaces of Second Life are just slightly terrifying. Being immersed in a virtual world in which at any moment you might be approached by a full-scale winged dragon or an anthropomorphic fox sounds like something out of Hunter S. Thompson’s nightmares. Especially since most non-gamers would much rather just pick up a phone and ask you directly how to find scholarly journal articles. Of course some people feel that Second Life is nothing more than a childish video game, that has no business in the world of scholarly pursuits, but we won’t talk about them. ;)
For all the rest of us, Second Life is wonderful. The people that enter Second Life every day do enjoy the bizarre, whimsical characters that they meet, and the rolling psychedelic scenery. I have become good friends with many librarians purely through encountering them in Second Life, and I treasure each of those friendships. But I understand the uphill battle that many librarians face as they attempt to advocate Second Life among their institutions. The true gamers would rather be playing WoW or Call of Duty. They’re not going to want to mix their gaming with their homework. The non-geeks don’t understand why they need to learn how to play a stupid video game just to talk to a librarian. And anybody ON Second Life is too busy doing their own thing to make it over to the good old Info Archipelago.
Second Life, I love ya, but I think we need to find another way of integrating virtual worlds and library science. What way is that? That way is a subject for another post. :)
Review: Tatsunoko vs. Capcom: Ultimate All-Stars
Feb 23rd
WHAT? OK, Capcom is finally getting weird on us. Taking characters from their own roster and mixing them with the who’s who of Tatsunoko Productions characters (a Japanese animation studio famous for Tekkaman and the original Speed Racer just to name a few), Tatsunoko vs. Capcom: Ultimate All-Stars is another entry in ever popular Vs. fighting game series by Capcom.
WHY? Simply put, Capcom makes the most beautiful and well crafted fighting games out there. Tatsunoko vs. Capcom: Ultimate All-Stars is not an exception. The game manages to keep everything that people love about Capcom fighting games intact while still managed to be innovative and fun. The simplified 3 button configuration for this Wii only release will allow newcomers to adjust to the series. Die hard fans may be taken back by this, but fear not: there are other control schemes you can use with the GameCube or Wii Classic Controller if you want a bit of depth back in the game.
WHO? The not so recognizable cast of characters may turn off some players, but let’s face it. This game was created for the hardcore nerd who understands just how important Science Ninja Team Gatchaman is in the world of popular culture. If you’re not into this kind of stuff, I still highly suggest you give this title a whirl. Not only is it a blast to play, but you may even become a fan of these wonderful characters.
Tatsunoko vs. Capcom: Ultimate All-Stars is a Wii only release by Capcom. Let’s see more of those please, and thank you!











