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Thursday, August 16, 2012

Star Wars: The Old Republic Review


The final verdict on BioWare's gigantic MMO.


From the moment you first log in, Star Wars: The Old Republicputs you in the mindset of a star-hopping badass. The opening cinematic, where the Sith appear out of nowhere and reclaim Korriban, introduces you to the conflict between the Empire and the Republic. Then you choose which faction you're going to play for, and another cinematic sets the tone of your alignment. For Empire players, the focus is on power, control, and anger. The Republic cinematic portrays a need to take back what's lost through planning and tenacity. The cinematics are spectacularly compelling and make me wish Blur, the creators, were contracted to do a feature-length film. 

Then you're kicked back to a menu screen to create your character. The creator is quite flexible, with a wide range of customization options unique to each race, but you're limited only to strictly humanoid races and a few rather similar body sizes (males at least get a "fat" option – female characters don't even get that). For a universe with a vast number of established intelligent races of all shapes and sizes, this feels limited. You can't, for example, play as a Jawa or a droid. In the grand scheme of things, it's a minor annoyance though. 

The classic scrolling yellow text of the films begins immediately after you've created your character, accompanied by the Star Wars theme. There is, in my mind, no better way BioWare could have kicked off your adventure. The text briefly explains who you are and in what context you're entering the galaxy. It's unique to each class and, along with the cinematic that follows, sets you on your way to making a name for yourself. This is where inexperienced players will hit a figurative force-field. 

The Old Republic has no structured tutorial. Rather, there's a tip system that offers help about an aspect of gameplay whenever the context calls for it. In any other MMO, that would probably suffice, but the moment you set foot in The Old Republic you are faced with quest-givers, future quest-givers with grey quest icons, class-specific story areas that you can't enter, vendors, dialogue trees, half a dozen abilities and hostile NPCs who will attack on sight. That's a whole lot to take in within the span of about five minutes, and while many of the systems that The Old Republic uses are familiar to MMO players, I can't help but think how overwhelmed I was by my first MMO, and just how much more The Old Republic throws at the you from the get-go. 

But BioWare gives you an incentive to get over that initial hump by giving you a sense of purpose and the opportunity to breathe personality into your character. In the amount of time it takes to get through the first dialogue bit, you may be tempted to proudly announce to anyone nearby that you're "the most evil Sith ever," or "a Bounty Hunter with a heart of gold and an eye for credits." From there, BioWare gives you hundreds more opportunities to reinforce your identity (or flip-flop entirely). This makes learning the complex game systems feel like more of a side-effect of role-playing your character than a requirement to move forward. 

The complex game systems won't seem so complex if you've played an MMO in the last decade. Combat is based around selecting a target and using an ability to attack it. The Old Republic sets itself apart from many MMOs by removing the auto-attack that initiates when your character is set to beat up a target. Instead, each class has a basic attack that has to be activated manually whenever you want to use it. It requires no class resource, and in the case of the Jedi Knight and the Sith Warrior it actually helps build the resource, somewhat similar to Rage for the warrior class in World of Warcraft. 

This quest on Voss is one of the best on offer.
This quest on Voss is one of the best on offer.

I'm not a huge fan of the system. While it does away with the passive gameplay of the auto-attack, it introduces the problem of forcing you to fill every gap between cooldowns with a basic attack, and to constantly pepper it into every attack rotation. The attack doesn't do anything unique – even the Knight and Warrior get other abilities that add just as much resource – and the damage scales with gear at the same rate as other abilities, except abilities get significant bonus damage and usually a secondary function. For some classes the basic attack might trigger another ability, but invariably there are other abilities that act as triggers as well. So the sole purpose of the basic attack is to add a slight amount of damage to gaps in an attack rotation, or to give you something to do while you wait for your class resource to regenerate. It doesn't make for more fun gameplay in the long run and just means you'll be pushing a single key a whole lot. 

While it can get a little annoying having to babysit a single button that doesn't add any true depth, the rest of the skill set makes up for it. The nature of the Advanced Class system means that two very different style of character will share many of the same skills, but by virtue of the skills they don't share, they function in wildly different ways. The best example of this is the Sith Sorcerer, a ranged damage dealer/healer versus the Sith Assassin, a melee damage dealer/tank capable of going into stealth. They both split from the Inquisitor, so they both have Overload, which knocks nearby enemies back. As a Sorcerer the skill is a powerful means of getting some distance on an attacker, while an Assassin can use it from stealth to completely disorient an enemy player or get them way out of position. 

While these abilities certainly do their job against an AI-controlled enemy, against a player in one of The Old Republic's Warzones is where they really shine. This is true especially of Huttball, a deranged version of American football mixed with rugby, with acid pools and plumes of fire scattered across a multi-level arena, is the most original and compelling PvP map I've seen. It's the only map that currently allows two teams of the same faction to fight against each other, so for servers with population imbalances it's also the most frequently played of the three Warzones and according to in-game chat and forums, people are getting sick of it. I'm not one of those people. Huttball's emphasis on teamwork, communication, planning and clever use of the environment set it apart from Voidstar and Alderaan's emphasis on straightforward combat.  

Regardless of the Warzone, The Old Republic has a brilliant method of making every class role viable. In traditional PvP, tanky characters – usually a central part of PvE group combat encounters – become little more than a free, albeit slow, kill for damage-dealing classes, or a flag-carrier in capture-the-flag modes. It's the only role in PvP that has traditionally struggled to find its niche. In The Old Republic, besides being excellent Huttball-carriers, tanks are able to redirect an ally's damage to them and reduce the damage an enemy deals to everyone but the tank himself. This can make a massive difference to the lifespan of squishier characters and makes tanks an important part of a solid team's makeup. 

The Old Republic takes note of the reduced and redirected damage in the background, along with the amount of damage each player deals and heals, the number of kills they are involved in, and how often they are involved in attacking and defending objectives, and allocates Badges to players whenever they reach a certain threshold throughout the match. Badges are turned into one of the game's many currencies at the end of the match, rewarding those who contributed to a battle. In my experience, the system rewards performance well, and I've only seen one person standing idle in dozens and dozens of matches, which to me reflects that the Badge system is effective at encouraging players to participate instead of trying to rack up the meager default rewards. 

Early speeders look like giant noses and lawn-mowers. The later ones look much nicer.
Early speeders look like giant noses and lawn-mowers. The later ones look much nicer.

Class roles in PvE group encounters are much more simplistic, and the encounters themselves – at least prior to the level cap – fairly standard. The more interesting ones take place primarily in Flashpoints, which are instanced and heavily scripted. The first Flashpoint for each faction is a particularly excellent showcase of BioWare's signature branching storylines. Later Flashpoints don't emphasize story as strongly and play more akin to instances in other games, which makes repeated runs less exciting. 

That's not a big deal, though, because you'll get plenty of storytelling through questing. The quality of the story is very good – you get opportunities to threaten, extort, maim and murder, or be totally nice and live and let live. Light and dark side options spring up regularly, and occasionally foregoing the obvious light or dark side choice early on in a conversation will reveal an extra opportunity. Force-alignment is mostly cosmetic (you can get equal or better gear through different avenues) but can influence what your companions, AI-controlled allies who aid you in battle, think of you. 

Companions are essentially pets from other MMOs, but with more abilities. They also each have a full set of gear slots, so they can be customized almost as much as you can. They grow to love or hate you (mostly love, though) based on your choices in conversation. As their affection grows, you unlock quests which give you some insights into their character. I like that the system exists, but its execution is pretty lackluster from what I've seen. I courted one of my companions up to the maximum amount of affection and completed her chain of quests, and was rewarded with a few awkward kissing sequences and an a couple items in the mail. 

But at least the vocal performances were good. In fact, the voice-acting throughout The Old Republic is consistently strong, a true feat considering just how much of it there is. Each quest giver exudes personality in just a few sentences, and the tasks they dole out to you usually make sense in the context of the setting. You want me to disable mines along that road? Of course you do! It's a battlefield! 

The quests themselves don't really deviate from the kill-and-collect affair that MMOs have come to be known (and often maligned) for, they're just wrapped up in a much more appealing skin. Collecting mines with interesting context is still just collecting mines. Most quests have several phases and it's not always necessary to return to the quest-giver between phases. Instead, the next part of the quest will just open up, often pushing you deeper into enemy territory, giving you the sense that this is a complex, multi-tiered military operation and not just something some guys wants you to do. A lot of quests end with an encounter with a strong enemy, which makes the whole process feel like a mini dungeon run. 

Whether you're questing, running Flashpoints or PvPing, like other MMOs in this vein, the ultimate goal is to acquire better gear. Gear floods towards you at an almost constant rate. Quests usually give you several item choices, and PvP throws commendations at you like crazy. Each questing planet also supplies you with commendations, which can be traded in for a totally sweet tattoo. Just kidding! They'll give you more gear. Certain item types can have their stats completely modified, which means if you are particularly fond of the look of an item you can feasibly hold onto it indefinitely. Because companions have their own set of gear slots, you'll also have plenty of places to put all the items you get. If you love chasing better gear (and who doesn't?) then The Old Republic will leave you satisfied. 

High-level gear cements each class's visual style nicely.

The visual appearance of the gear – arguably the most important reason to even get it in the first place – is very loyal to the Star Wars source material. Bounty Hunter gear harkens back to all sorts of famous characters without ever copying them exactly, and Inquisitor and Warrior gear is appropriately dark and ominous. Jedi have robes. They're brown! 

Most of The Old Republic's settings share the same loyalty. Nar Shaddaa is a sleazy Las Vegas in space, Taris, a ruined, war-torn and now overgrown world. Tattooine is appropriately sandy and dome-filled, and Hoth is as frozen-over as you'd expect it to be. Actually, there are a lot of snowy planets. They should consider sending some of that ice to Tattooine. While the layout of some of these planets makes getting around tiresome at times, often broken-up and unreachable by any means but a taxi, it's never so bad that you'd rather abandon your task and grind a level out somewhere else. The stand-out planet for me was Voss, not because of aesthetics or layout, but because it contained a few of the most interesting quests in the entire game. That, and the Voss race is just very cool. 

Some games suffer from a lack of content at launch. The Old Republic is not one of those games. If anything, there is too much content, with most planets containing entire bonus-sets of quests for players who want to stay there a little while longer. Between questing, PvP and ship combat (which is disappointingly simplistic once you get over the nice visuals) there will never be a time prior to the level cap of 50 when you have nothing to do. And even once you hit the level cap, hard modes of old Flashpoints open up, as do Operations (Flashpoints for larger groups). There's also the planet of Ilum, a hybrid PvP/PvE location that supplies some nice rewards.

Unfortunately, quite a lot of the latter-half of the leveling curve is plagued with bugs. Most are cosmetic – weird cinematics, attack animations lingering endlessly – but every now and then you'll hit a nasty one, like instantly dying after using a transport or getting stuck and becoming unable to move (even after using the unstuck command) indefinitely. Patches have become more frequent than they were initially, but there are still a lot of issues floating around weeks after opening up public access.

There are several aspects I haven't mentioned here, and others that I didn't go into great detail for, that I have in the Star Wars: The Old Republic Review Journal. If you want more detail about any aspect of the game, or just want to kill some time between Warzones, please check it out.
CLOSING COMMENTS
I can say beyond a shadow of a doubt that The Old Republic is a stand-out, wonderfully crafted MMO. The story elements deliver on every front, the vocal performances are excellent, and some genuinely clever innovations have been applied to PvP combat. There’s also a massive volume of content to keep you hooked for a long time. But it’s important to keep in mind that The Old Republic doesn’t stray too far from standard MMO mechanics. If the target-attack style of combat and the repetitive quests of other MMOs has thrown you off in the past, then extra consideration needs to be taken. Even then, though, The Old Republic is worth a try. The characterization and settings are superb, regardless of what you think of the genre. BioWare has a lot of room for improvement and expansion, and I’m really excited to see where The Old Republic goes in the next few years. You should be, too.

Guild Wars 2


Guild Wars 2 server list revealed


Guild Wars 2 early access starts a week on Saturday ahead of full release on August 28. After all the waiting, it’s almost here. Now, to plan. Which class to play? Which starting zone to explore first? Is it worth starting with a bit of questing, or should you dive straight into World vs. World and start wrecking up castles? Allow me to add another question to that heap. Which server should you play on? ArenaNet have just released the full list of US and European worlds to help you decide. Read on for the full list, and for a few details on our upcoming plans for Guild Wars 2.
There will be a PC Gamer guild, of course, and it will be awesome. We’re still deciding on our base server but will announce the decision next week. Until then, you can join the debate and say hello to our Guild Wars community in the forums, or visit the marvellous new Guild Wars 2 PCG community site,PCGGW.com.
One more thing. Next week is GUILD WARS 2 WEEK here on PCGamer.com. We’ll have loads of exclusive videos and interviews offering extra insight and info on the most anticipated MMO of the year. You should join us. It’s going to be lots of fun.
US Worlds
  • Anvil Rock
  • Borlis Pass
  • Yak’s Bend
  • Henge of Denravi
  • Maguuma
  • Sorrow’s Furnace
  • Gate of Madness
  • Jade Quarry
  • Fort Aspenwood
  • Ehmry Bay
  • Stormbluff Isle
  • Darkhaven
  • Sanctum of Rall
  • Crystal Desert
  • Isle of Janthir
  • Sea of Sorrows
  • Tarnished Coast
  • Northern Shiverpeaks
  • Blackgate
  • Ferguson’s Crossing
  • Dragonbrand

EU Worlds
  • Fissure of Woe
  • Desolation
  • Gandara
  • Blacktide
  • Ring of Fire
  • Underworld
  • Far Shiverpeaks
  • Whiteside Ridge
  • Ruins of Surmia
  • Seafarer’s Rest
  • Vabbi
  • Piken Square
  • Aurora Glade
  • Gunnar’s Hold
  • Jade Sea [FR]
  • Fort Ranik [FR]
  • Augury Rock [FR]
  • Vizunah Square [FR]
  • Kodash [DE]
  • Riverside [DE]
  • Elona Reach [DE]
  • Abaddon’s Mouth [DE]
  • Drakkar Lake [DE]
  • Baruch Bay [ES]

WarCraft III: Reign of Chaos


Oh ye Blizzard faithful, the day of reckoning has finally come!

So WarCraft III has apparently already pre-sold some ungodly number of copies at this point, so it seems almost beyond the realm of my capacity to have any affect on whether or not most of you will buy the game or not. Regardless, it's my job and I'm opinionated so you all get to read it nonetheless. However, unlike any past reviews I may or may not have done regarding other Blizzard titles, this one probably won't warrant the same amount of hate mail flooding into the office. Yes I like WarCraft III! Sorry to those of you who were just waiting for the opportunity to say mean things about my mother, but you're out of luck. Blizzard has crafted a finely tuned real time strategy game here with production values up the wazoo. There's not a whole lot you can seriously complain about with a straight face, but I'll try anyway. I'm a complainer by trade after all. 

WarCraft III: Reign of Chaos is not the same game that was originally presented to us three years ago. It has since undergone both small and rather large changes to become the final product that it is today. In its final stage, it comes to us as a little bit more than an RTS. Some of the little bits are some light role-playing elements that really manage to help the single player game along by connecting you to the main characters that play a part in the story. In multiplayer they can turn the tide of the battle with a click of the button in some cases. The kicker is that in order for them to be of any use at all, you have to get them out into battle to gain experience points. It's a nifty way to do things and turns to a bunch of fun and frustration depending on which end of the stick you're standing. The heroes you'll find in the single player campaigns all represent a type of hero that you'll find in multiplayer. You'll get to learn their awesome set of spells for when you finally get to jump into multiplayer and test out your skills against human opponents. 

The other bits that I originally had thought would be another addition to the RTS mold are the quests. But really they turn out to be added objectives. They are done in a more RPGish manner where they're a little random and off the storyline, but basically are just added objectives that you find in other RTSs as well. The main difference is that some of these are optional quests designed mainly to give you a little more to do in a map and to help your hero level up a little more before the real combat begins. 

The campaigns make good use of the quests, both optional and mandatory, to build up the believable world of WarCraft yet again. While it's certainly not the most original property on the face of the earth (meaning that elves and orcs and the undead get used so much in fantasy it's like watching a dead horse beat itself), the characters and situations managed to be believable enough in a mature enough story to keep me interested. I have to say though that some of what happened during the game and some of the characters seemed to have some weird mirror world thing going on with those in Starcraft. Regardless, it works well. Throughout the game the story will progress in the action and in the cutscenes, both rendered and real time. I actually liked the little interludes in the game that progressed the story, although I can understand how some people might think they go on to long and break up the action. For me they managed to ground me not only in the conflict but in the fact that it takes place in this funny little brightly colored 3D world, which almost ended up making the pre-rendered cutscenes seem a little out of place. 

Before you all start thinking I'm a lunatic, I really did love those cutscenes, even with the change in style from the game itself. They're absolutely beautiful and you'll find yourself watching them repeatedly to take in all of the little details. I've said it before and I'll say it again, when you have little rewards like this to look forward to on a job well done, it's easier to keep plugging away at the enemy until you get that reward you so richly deserve at the end of each campaign. 

The campaigns themselves are laid out well. You'll move from controlling the Humans to the Undead to the Orcs and finally the Night Elves on your way to saving the world from total destruction at the hands of the Burning Legion. Not all is as you might expect when you load up the game. There'll be enough plot twists to keep you guessing, even if you guess right most of the time, and enough moral ambiguity on each of the race's parts to make you wonder sometimes which one of the races are the bad guys. Sure the Undead seem like a good culprit, but really I think they're just misunderstood. 

The levels will be fairly familiar to anyone that played WarCraft II or even Starcraft. Most of the levels will involve you razing at least one outpost while protecting your own. Inside of this major set, you'll have some side objectives to disguise the fact that you're trying to destroy the enemy towns such as gathering 15,000 lumber when Night Elf Tree of Life (the main Night Elf building) is worth 3,000 lumber. Of course you're going to go raze the entire town when you find it, it's just too hard to resist. There are a few of these types of missions like this, which add a little more spice to the immortal RTS equation. You'll also get levels where you'll run through a dungeon killing enemies and saving friendly units that will bolster your ranks as you go. You'll have to find keys and open doors and all of that jazz as well. As you can see, there's not a ton here in terms of main objectives that will be completely new to any RTS buffs out there. But it's done well enough that you either won't notice or won't care. 

Of course, much of that credit could also be given to the excellent unit and race design. Each of the races have been tuned and tweaked and created with a special delicacy in mind. Each of the races has clear advantages and disadvantages from each other. Take the Orcs. Even their small units pack a punch, but they take more food units to keep around so your army will be smaller. Or the Night Elves that have excellent ranged attacks, but little to no melee attacks leaving them open for a serious whooping if enemies get in close. 

The races are all pretty unique from each other in both look and function. The graphics throughout the entire title are truly amazing and really need to be lauded. The races and individual units, from the actual model to the interesting portraits that are almost caricatures of the units, are really alive with personality. My favorite, as usual, is the sickest of them, the Undead. All of them have style in droves however and you'll surely find yourself zooming in on several occasions to get a better look. 
While the looks and feels of each may be unique from each other, they aren't necessarily unique from past games. Blizzard veterans will probably recognize a few gameplay mechanics borrowed from the venerable Starcraft upon playing, such as the Blight, which is the same as the Creep the Zerg used. Night Elf buildings can get up and move around to save themselves. Undead buildings come into being much like the Protoss buildings did so you only need one unit to summon them all. Sure it all comes together a little differently, but is the same in theory. 

The balancing issues in terms of spells and unit strength are things that will be adjusted for years to come if Starcraft is any example, but they've got a damn good start and have instituted some great checks and balances between the races if you know where to find them. For an easy example, some people may feel overwhelmed by the onslaught of an Undead horde of raised skeletons. But there are plenty of magicks that can unsummon them if you know where to find them. Balance of force is key here for victory. I can't wait to see some of the crazy strategies that will undoubtedly begin surfacing in the coming weeks. There's already quite a few. And when you add in the ability to record and watch matches to see where you went wrong and your opponent went right, they'll be honed down to a science before too long with counter-strategies and theories springing up all over the place. At least one can hope. 

Which brings me to the AI strategies. It seems as though it sometimes still suffers from the same run straight into your base regardless of your defenses strategy, but occasionally, I've been surprised by flank attacks against my army and into my bases by flying units and Zeppelin transports. I also have noticed that units can pick out targets of importance a little better than I'm used to although for some reason, my heroes seem to be down on the line of importance to them. But my healers and spell casters certainly find themselves bleeding or dead during the course of a big battle.

Strangely enough, multiplayer, as fun as I have found it so far, is also where I hold some of my objection. I know that the idea behind this game was to keep things a little more personal. Keep the number of units on the field down to a minimum. Keep things under control and the managing of huge forces from bogging play down. But I like huge numbers of forces. Sure, you're forced into more personal battles where you care more about each unit than you might have in Starcraft where many matches ended up in the hands of an onslaught of Guardians or Carriers. I always loved that part of the game though. There was something about bringing that many units to bear and seeing them falling on your base that was exciting. The lower unit cap now means a huge number of defensive buildings are necessary however if you want to run through the countryside to take care of some of the neutral creeps that are out and about to give your hero some levels up before coming up against the enemy. And while having neutral units on the field is a cool thought, it also means that rushing is almost out of the question, which is another strategy that I was fond of both using myself and defending against. The early stress of deciding which way you want to go with your army was always interesting. 
The gamble of very early expansion is eliminated from the arsenal of strategies as well due to the mobs that hang out in front of unoccupied gold mines. You'll have to have an army before you can claim a new base for your own. It's a bit shortsighted to think that these types of features won't necessarily create new strategies my feeble mind can't imagine on its own, but it also a little sad that some of my favorites don't seem to be viable options for the most part.

But even with those things I consider flaws, I had a bunch of fun with the beta over Battle.net and even more fun with the LAN we've had going around the office here with the copies we received from Blizzard. One quick note to those used to older Blizzard RTSs... There's no spawn option this time, so you'll need your own disk. Sorry.

The final kicker of course, is the world editor, which will add a ton of replayablity. I hate to keep bringing past games into the equation, but if you played Starcraft at all, then you know the amount of solid extra missions that fans created for the hell of it that were a ton of fun. The editor itself will take a little time to get used to simply because 3D is a little more complicated than 2D, but it's a powerful little tool that gives you access to everything, even camera control for in-game cutscenes of your own.

Last but not least, simply because I never found a place for this to flow is the sound. It's impossible to talk about WarCraft without giving a little homage auditory designers. As usual, there's plenty of good voice acting, some so-so voice acting, and very little bad. Unit acknowledgements range from powerful to amusing. You'll even hear some old favorites like "Dabu" and "Zug Zug" pipe up on the Orcs side. Sound effects are once again top notch and fit in well with the rest of the top tier production that made it into the game.
CLOSING COMMENTS
WarCraft III is a finely tuned game and an amazing example of the importance of polish and presentation. Everything in the box, from the game itself to the terrific manual that has tons of info plus loads of extra background story for each of the races, is top notch and adds to the overall luster of the game. If you're one of those that ordered the collector's edition or plan on buying it than you're in for a treat as well if you're a die hard fan of the series. I don't say that very often about these things, but you get a huge book of WarCraft art, a DVD with all the cinematics, the soundtrack, and prints of the art for each of the four box fronts. It's a pretty nice set.
The delays to the game may have been a bit hard to bear at times, but I think that almost everyone will be happy to see the results the extra hours brought to bear. There's nothing less than a sterling real-time strategy game here that fans of fantasy and fiction will enjoy. Now feel free to start speculating on what the inevitable expansion will bring.

Top 5 most popular online games in 2011


World of Warcraft
 – The World of Warcraft will still be a behemoth in 2012.      It is the biggest and most popular game on the market.
Guild Wars 2 – The Guide Ward 2 rise to be similar to that of its predecessor as it takes the number two slot in the top games of 2012.
Star Wars: The Old Republic – The number three spot of online games in the 2012. By 2012, this game will deliver the personal, story-based experience that is supposed to run through MMORPGs.



Final Fantasy XIV – It was released in Japanese, English, French, and German on September 2010 for Microsoft Windows. Final Fantasy XIV online game is a MMORPG and is developed and published by Square Enix.  The developers of this game make sure that the game has long term playability. This game place on the charts in 2012 that came down to three things: the excitement of the game’s fans, the franchise and the developers.

Star trek Online – This is the first MMORPG within the Star trek franchise developed by Cryptic Studios based on the popular Star Trek series that was created by Gene Roddenberry.


Read more: http://www.pinoytechnologies.com/top-5-most-popular-online-games-in-2011/#ixzz23jNXR6yw
 

Top Five Most Popular Traditional Children’s Games in Indonesia


Article written by: Edwin SOLAHUDDIN
ASEAN-Korea blog correspondent, Indonesia

Like any other children in any other parts of the world, Indonesian children love to play games. As an archipelagic country inhabited by hundreds of different ethnic groups, Indonesia is rich in traditional children’s games.

The traditional children’s games in Indonesia are varied, and unlike their more “modern” counterparts, these games are good for the children’s physical  development since most of the them involve physical activity such as walking, running, squatting and others. Traditional games are also good for the children’s psychological development since they teach children how to socialize, make friends, cooperate, compete fairly and many other things.

Unfortunately, like any other traditional thing, the traditional children’s games in Indonesia are fading away fast, since they cannot compete with more “modern” games which are far more sophisticated and entertaining, despite that according to many studies, modern games especially video games have negative effects on children.

In order to remind ourselves of the Indonesian traditional children’s games, followings are top five most popular traditional children’s games in Indonesia:

1.Congklak (Mancala)

Congklak Board
Yosri/Wikipedia.org
http://upload.wikimedia.org/wikipedia/commons/3/36/YosriCongkak1.jpg
Congklak or Mancala in English is one of the most popular traditional games in Indonesia long before the era of electronic games. Congklak has many names in Indonesia since nearly every region has its own name for this board game.

Congklak is definitely a game for girls, despite that it can be played by boys too. This is a two player game who sit on the opposite side of the board facing each other.

Congklak is played on a congklak board using 98 (14 x 7) congklak pieces. In the past, congklak board was made of wood, while its pieces was made of shells (a more modern version is made of plastic)

Congklak board has 16 holes of which 14 of them are small holes, which made up of two rows of seven holes each. Each player has two large holes on the right side of the congklak board. Sevencongklak pieces are placed in each of the 14 holes. The game begin with one player picking up all of the pieces in any one of the holes on her/his side  While moving counter-clockwise, the player deposits one of the pieces in each hole until the pieces run out.

If she/he run into her/his own big hole, she will deposit one piece in it. If she/he run into her/his opponent’s big hole, she/he will skip it. If the last piece she/he drops is in her/his big hole, she/he will get a free turn. If the last piece he/she drops is in an empty hole on her/his side, she/he captures the piece and any pieces in the hole directly opposite. All captured pieces are placed in the respective player’s big hole.

The game is over when all the seven small holes on one side of the board are empty. The player who still has pieces on her/his side of the board when the game ends captures all of those pieces. The winner is the player with the most pieces.


2. Galah Asin

Galah Asin or Galasin or Gobak Sodor is another traditional children’s game that is popular in Indonesia, especially in 1980s to 1990s. This is a teamwork game which consists of two teams, comprising 3 to 6 members each. In this game, the two teams were divided into a defensive team and an offensive team. The task of the defensive team is to prevent the opponent from entering its base, while the task of the offensive team is to penetrate into the opponent’s base.

Galasin is played in a rectangular field which was divided into three to five horizontal lines and one vertical line. A member of the defensive team will guard each horizontal line, while another member called “halilintar” (thunder)  will watch the vertical line. The offensive team must be able to cross each line until reaching the opponent’s base without being touched by the members of the defensive team. If a member of an offensive team was touched by the members of the defensive team then he/she will be taken as hostage. If all members of the offensive team were taken hostages then the defensive team wins the game, while if a member of the offensive team is able to reach the base the defensive team then the offensive team wins the game.

3. Petak Umpet (Hide and Seek)

Two children play petak umpet
http://permata-nusantara.blogspot.com/2009/02/permainan-petak-umpet.html
Other traditional children’s game that is equally popular is petak umpet. This game is similar to hide and seek game that is popular among European or American children.

In this game, one of the children (designated as “kucing” (cat)) will try to find the other childen who conceal themselves in the environment. The “cat” will stand facing a tree or  a wall, which will serve as his/her base while at  the same time closing his/her eyes and counting until ten. At the same time, the other children will conceal themselves in the environment. When he/she has finished counting, the “cat” will try to find the other players.

While searching for the other children, the “cat” must always stay alert and keeps his/her eyes on his/her base. Because if the other players touch the base then the “cat” loses her/his game and must repeat his/her role as “cat.”

If the “cat” successfully finds the other players, then the first child caught will become the next “cat.”

4. Layang-Layang (Kite)

Layang-Layang Shape
Shizao/Wikipedia
http://upload.wikimedia.org/wikipedia/commons/2/21/US646375.png

Layang-layang or Kite is another traditional children’s game in Indonesia that is still quite popular until today. To play layang-layang game one must have a layang-layang or layangan which was made of wooden/bamboo sticks, a string and a paper. Another string was used to control the movement oflayang-layang in the air.

There are two types of layang-layang game, one is for recreational purpose, in which layang-layangwas beatifully shaped and decorated. The other is for competition or figther kite, in which two kite players pit their kites against each other in order to cut other player’s kite down. To achieve this purpose, a ground glass powder was glued to the kite’s string which is able to sever other kite’s string.



Children play egrang
http://disparbud.jabarprov.go.id/wisata/dest-det.php?id=996&lang=en
Egrang or jajangkungan is a running competition using a device called egrang or jajangkungan which was made of two bamboo poles with a length of 1.5 to 3 meters each, equipped with steps for the feet to stand on.

In this game, each kid will ride an egrang which will make him/her taller than usual. When walking or running with egrang, the player’s feet will rest on the footrests while his hands will hold the upper part of the bamboo poles. Then they will engage in a running competition in which the fastest runner wins the game. Alternatively, the children were divided into two groups and each group will try to bring down the members of other group from their egrang.

References:
http://en.wikipedia.org/wiki/Kite
http://disparbud.jabarprov.go.id/wisata/dest-det.php?id=996&lang=en
http://id.wikipedia.org/wiki/Kategori:Permainan_tradisional_di_Indonesia
http://id.wikipedia.org/wiki/Layang
http://www.kaskus.us/showthread.php?t=5756191
http://palingseru.com/5745/10-permainan-tradisional-anak-indonesia



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