Skip to main content

Belated Things

Belated Worlds

I finished patching up EverQuest 2 and Vanguard and quickly discovered that the magic was gone. Both games are too big -- way too much world. You can't just throw a bunch of players in there and expect the problem to be solved. They'll just get bunched up at the best places, and unless you happen to be "in the know," you don't know where to go and how to get there.

I'm not "in the know," and I don't care enough to get there. I'm not going to pour over message boards and harass people or join a guild. I just don't care enough to jump through those hoops to find a way to enjoy myself. To get me to play these games, they really need to consider cutting out a lot of the unnecessary geography so players can congregate. Alternately, perhaps just route me directly to where the most fun is to be had - I'm not asking for them to kill the open-ended aspect, but is a signpost so much to ask?

Of course, I should shoulder some of that burden myself. I'd be more willing to tolerate these problems if I weren't such a repeat MMORPG burnout. Instead, I returned to rolling alts in Neverwinter Nights 2. Also, Assassin's Creed arrived via GameFly, and that's been fairly awesome...

Belated Creeds

I haven't got too far into it yet, but I finally had a chance to see what got people so excited about Assassin's Creed.

Basically, it's taken the early crusades, rendered it in beautiful open-ended Grand Theft Auto-esque fashion, and put you in the role as a freely roaming assassin with more moves than the Prince of Persia.

That in itself is a winning recipe. The "future genetic memory" backdrop (and no, that isn't a spoiler seeing how they drop it right in your lap before the game even starts) was probably a little unnecessary, but the added layer doesn't really detract from it too badly. People with more closed minds than mine may disagree with that assessment.


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…