Skip to main content

Mine Games Runneth Over

One of the benefits of writing a Blog is that you begin to recognize patterns. For example, at about the point where I say, "I'm considering buying...", I've pretty much mentally cut the check. Space Empires V narrowly escaped this fate through sheer ineptitude of its Artificial Intelligence, but Geneforge 4 had no such excuse. (At least I got caught up with my homework... well, most of it.)

The registered version of Geneforge 4 is unfolding nicely. It has 80 zones, each telling a story that makes up a part of the big story. It's not linear, and traveling back to old zones is the only way to overcome certain challenges. At about 20 hours played, I estimate I'm less than half way through the game. I've just unlocked shaping (creating) Drayks, which are like dragons: look out, world!

I'm tired: Warioware Inc Mega Microgame$ has been keeping me up too late at night. Like a good book, taking Warioware to bed is a surefire formula for insomnia. This game has proven a considerable value and, if I can unlock Pyoro 2, I'm "considering" buying Warioware Twisted.

In addition to GeneForge 4 and Warioware, I've been playing snatches of Elder Scrolls IV Oblivion and City of Heroes/Villains. I've lost continuity in Oblivion, but I still play because of the upcoming expansion and also because I've a never-ending plugin project that continually improves it. City of Heroes is feeling good because I've been progressing my highest level hero and not overplaying the game to the point of burning out from it again.

Rogue Galaxy and Twilight Princess have been sitting on the backburner, half-completed, and that's a shame. Perhaps when I "finish" Geneforge 4 (by completing the storyline) and Warioware (by unlocking the last minigame) I'll make more time for them. City of Heroes and Oblivion are never quite finished, the former because its an MMORPG, the later because of my plugin work.

Comments

Popular posts from this blog

Resonant Induction Really Grinds My Gears... In A Good Way

From about 2pm yesterday until 8pm today, I've been dabbling with my latest custom mod mix for Minecraft 1.6.4, which is this time very much Universal Electricity focused.
Aside from the usual GUI enhancers and Somnia, the primary contenders in this mix were:
Calclavia Core - Of course: this is the base of the Universal Electricity system.Resonant Induction - This seems to be largely focused on increasingly more advanced methods of refining ores divided across 4 ages of technological progression.  It also includes some really cool things such as assembly lines.  I'll primarily be talking about just a few blocks out of this mod today.Atomic Science - A mod dedicated to generating more of those lovely universal electricity volts via the power of splitting the atom.  Build your own nuclear reactor!  Deal with nuclear meltdowns!  You maniac!ICBM - A mod dedicated to generating more destruction using those lovely universal electricity volts (and more than a little gunpowder), it cer…

Empyrion Vrs Space Engineers: A Different Kind Of Space Race

In my quest for more compelling virtual worlds, I have been watching Empyrion: Galactic Survival a lot this bizarro weekend, mostly via the Angry Joe Show twitch stream.  What I have concluded from my observations is Empyrion is following in Space Engineers' shadow, but it is nevertheless threatening the elder game due to a greater feature set (the modding scene notwithstanding).

Empyrion is made in Unity, whereas Space Engineers is built on a custom engine.  While this does put Empyrion at a disadvantage when it comes to conceptual flexibility, its developers nevertheless have a substantial advantage when it comes to adding features due to a savings of time spent that would have gone into developing their own engine.  Examples include:
Planets.  Empyrion already has planets and space to explore between them, whereas in Space Engineers planets are in the works but still awhile away (so you just have asteroid fields to scavenge).Enemies.  Space Engineers' survival mode boasts onl…

Greasing The Grind: Adding Lasting Appeal To Virtual World Sandboxes

Game design, being about entertainment, is not as much science as art.  We're coming up with interesting things that the human mind likes to chew on that "taste" good to it.  Different people find different things, "Fun," and a game designer is tasked with coming up with fun, appealing things.  As pertains to virtual world sandboxes, I identified three of them.

Challenge Appeal.

Dwarf Fortress and Fortresscraft Evolved have the same end game appeal preservation mechanic: wealth equals threat.  The more money your Dwarf Fortress is worth, the bigger the baddies who will come for you, including a bunch of snobby useless nobles who do nothing but push dwarves around and eat.  The more energy you make in Fortresscraft Evolved, the more and bigger bugs come to shut down your base.  Rimworld does something a little different based off of which AI Storyteller you choose, but it generally adds time to your wealth accumulation when deciding what kind of threats to throw a…