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Showing posts from May, 2018

Living Ozymandias' Delusion

I skipped last week's entry, but that's not all.  The last two bizarro weekends were consumed by Conan Exiles.  Sitting here in the aftermath, all I really have to show for this wasted precious gift of free time is a huge, half-completed pyramid. 
While pyramids in real life are monuments to kings, this one is mostly a monument to my procrastination.  When I wonder where all the time went, simple mathematics can retell the tale:
I estimate about 500 blocks were placed in the above screenshot between foundations, ceilings, ramps, pillars, interior walls, and correcting mistakes.I estimate each block required an average of 4 iron reinforcements.Each iron reinforcement cost 2 iron bars.Each iron bar cost 2 ironstone. So 8,000 ironstone was required to make those 500 blocks.  If I pulled 25 ironstone from each resource node in the world, that's about 320 nodes I had to find, hit three times with my pickaxe, drag back to the furnace, smelt into iron bars, and shape into iron r…

Hyborial Rhapsody

After a day spent trying to secure a King Crab in post-campaign Battletech, the rest of the bizarro weekend unexpectedly went to Conan Exiles.
Too well do I know that my own little game is never going to get made if I keep procrastinating, but I can partly justify playing Conan Exiles as research of a cutting edge example of the genre I keep coming back to: open-world, survival, settlement-building RPGs.  An easy perspective in finding what game I want to make is to see how existing games are unsatisfactory.

Given a lengthy early access period, Conan Exiles feels like it was released ages ago, but it was only formally given release status this week.  Word on the 'net is it has underwent considerable improvement in that time, rising from merely adequate to arguably the best of a genre that includes Ark: Survival Evolved and Rust.  (No zombies, though, so 7 Days To Die has nothing to fear.)

The setting in Conan Exiles is neither a strange futuristic dinosaur-world nor a post-apocaly…

Toppling The Grindstone

I beat Battletech's campaign last bizarro weekend.  How suitable that it ends as it begins.  A clever bit of exposition intended to allow the players to roleplay their mercenary company as good or self-interested as they wish.  "When we are gone, stories are what remains."  So ended the campaign.  So ended the story.
So ended any meaningful change in the game.  As much as I appreciate that the game turns into an open-ended Battletech mercenary simulator, as opposed to ending abruptly, it's a somewhat pointless endeavor.  The 'mechs and mechwarriors come and go, your credit balance goes up and down, but nothing really changes, everything stays the same.  As with all persistent world games, you accumulate in an uncaring virtual universe.  I was landed in the inevitable monotony once again.

For those of you new to the blog: I've been trying to solve this problem.

Last week's time in Battletech was mostly because I was stumped, repelled by the would-be…