Skip to main content

The Futile Beating Of Dead Things

Well, today's gaming endeavors were a waste. I was bored of my Monk in Neverwinter Nights 2, and so decided to try the City of Heroes solution: roll an alt. One thing lead to another and before I knew it I had pretty much spent the whole day rolling alts. Wizards, Clerics, Bards, even a Rogue/Wizard I was grooming for being an Arcane Trickster.

I'm honestly not sure how those hours disappeared: was it from leafing through the Neverwinter Nights 2 manuals (both the original and Mask of the Betrayer) trying to figure out how to wrestle the missing fun from this D20-inspired monstrosity? If so, I'm sorry to say that my quest has failed. I think the only reason I tried so hard is because I might have liked to have finished the Neverwinter Nights 2 original campaign, if only just to say I did.

Too bad, it seems enjoying NWN2 just isn't possible for me anymore. Even minor inventory clutter pushes my nerves past the breaking point. My problems with NWN2 may have stemmed from protracted playing of the original Neverwinter Nights: bored of the original, then you're bored of the uninspired sequel. It's possible the sequel was a worse game: prettier and with more D20 mechanics coded, but slow and glitchy. Obsidian Entertainment's priorities were in the wrong place, as Neverwinter Nights was always about providing a good platform for a D20 experience, not flashy graphics.

Maybe tomorrow I'll fire up Elder Scrolls IV: Oblivion... but I honestly expect that such a thing would lead to a repeat performance of my NWN2 experiences. Perhaps the ability to be able to dig up and enjoy a game again is unique to MMORPGs or other games that actually change over time? That would certainly make sense. Well, I've no real need to keep playing the same thing over and over again, as I've both a GameTap and GameFly account.

Comments

Popular posts from this blog

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…

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…

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…