Skip to main content

Charting an expedition to Telon

As my last Blog entry can attest, I'm not feeling hooked on EQ2. I've actually been waffling between alts, further unsettling my vibe there. It's probably not a fault of the game itself so much as the standards of a guy who has been playing MMORPGs as long as I have. Long enough to inflict interesting forms of brain damage. For example, I suspect that if I look long enough, I can probably a way to enjoy EQ2. However, considering I'm not right now, I was vulnerable to the following temptation:

Vanguard: Saga of Heroes has completed its server merges this week.

Now, while I always believed Vanguard had promise, the fact of the matter is that the game was released several months too early for most people to enjoy it. I enjoyed it, maybe because I'm a game-loving weirdo, but I stopped playing it. The reason was mostly because I'm a fickle gamer, but I outlined three things that should be done to get me to try out Vanguard again. With the server merge, Vanguard has met at least two out of three of these criteria.

Still, why now? The real reason is because this server merge is the best thing likely to ever happen to Vanguard. Vanguard was built big, around the idea that it'd support a whole lot of players. Since launch failed to secure that much of a following, this server merge finally lets Vanguard be Vanguard. If there's any reason to get back into the game, it would be to see Vanguard at its best, and that means to play it now, this weekend (before too many players get scared off by the change the merge forces on them).

That said, if Vanguard doesn't hook me, I expect I'll head straight back to EQ2 and pick up my quest for MMORPG nirvana there. Just because madness can be defined as expecting to get different results from trying the same thing doesn't mean that approach never works.

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…