More Glimpses into Blizzard Design
About two weeks ago, I pointed out how the Diablo 3 forums are really the place to be if you are interested in Blizzard’s evolving, internal design philosophies. It is not every day that you hear Bashiok come out and say that WoW has been “[…] struggling with how to cope with a skill tree system, which has huge inherent issues with very little benefit, for years.” Nor the disdain that Jay Wilson feels towards PvP affecting PvE game balance. Now there is another nugget of design insight from Bashiok which, while not as bombastic, is still rather interesting:
In some cases though we are purposefully avoiding affixes we just don’t think promote good gameplay, like +damage to X. We want people to play the game and have fun, not feel crappy because they’re in an area full of ‘beasts’ and are stacking +damage to demons. It also encourages a whole host of other divergent gameplay like holding sets for specific types of enemies, or building sets to run specific areas at end-game. Lastly it’s very difficult to make affixes like that compelling, and not necessary. Either it’s powerful enough where people do all those crazy things to leverage the bonuses in destructive ways, or the affix is just de-emphasized to the point of meaninglessness.
Feel free to read the actual thread for the full context, and the full quote for that matter.
I find it interesting because it perhaps speaks towards the larger question of specialization, and what role (if any) that it should play in games generally¹. Is having and collecting a demon-slaying set not fun? I remember back in the Quel’Danas dailies circa TBC how I would typically skip the non-demon quests on my paladin since having Holy Wrath made the impaling-demon-corpses quests that much quicker/more entertaining. Here was a time to flex an oft-neglected muscle in a thoroughly satisfying way!² Of course, the flip side of specialization also in TBC was how paladins were heroic 5m tanking demigods and largely unbalanced garbage raid tanks.
Honestly, Blizzard probably has the right idea here. Specialization with equipment sounds nice on paper, but it also devolves into the D&D-esque “golf bag” problem when you simply “specialize” in everything, and whip out the demon-slaying sword for one fight, and then the beast-slaying sword the next. Similarly, class specialization is usually long periods of underpoweredness punctuated by brief moments of awesomeness… assuming the class is balanced to begin with.
¹ Pun maybe intended.
² Err… no comment.
They Owe Us
There has been a rather interesting conversation going on in the comment section of my Class Warfare post. Essentially, the question is: do game companies owe their early fans anything? According to Doone, the answer is a clear yes.
Just think that each time any gamer says “this game isn’t made for you anymore” they’re making this very case; that game is no longer for the ones who got that developer where they were. […]
Do these companies owe their customers anything? In my opinion …you’re damn right they do. They owe them loyalty, nothing more and nothing less. That doesn’t mean they’ll cater to every whim and idea of their fan base, but that perhaps their games should never “not be for” the audience that brought them success.
I find this argument fascinating for a number of reasons.
1) It legitimizes the “It’s my $15/month” argument.
The only difference between the “It’s my $15/month” argument and the one being presented here, is one of seniority. In effect, you have been paying your $15/month longer than anyone else, therefore you are entitled to catering. No, it’s worse than catering, it’s shackling. Because:
2) Trading value for value enslaves the producer of value.
If you bought Rock n’ Roll Racing or Lost Vikings, Blizzard owes you. Your dollars bought more than a game, they bought a seat at the design table because Blizzard would not exist if it were not for your patronage. In the same way, Apple owes you for buying an iPod, Wal-Mart owes you for your groceries, and the company of your first job owns you to the point that you should never not be working towards their eternal success.
Facetiousness aside, I am more sympathetic to the situations in which a company like Blizzard says one thing and then eventually does another. I remember rather distinctly when they said you would never be able to change factions, and never be able to transfer from a PvE server to a PvP one, for example. If your WoW subscription was predicated on such “constants,” then you have a legitimate grievance of fraud, in my eyes.
That being said, I thoroughly reject the notion of some kind of implied contractual relationship between the producer of a good and the buyer thereof. Someone who bought Lost Vikings was not “investing” in (future) Blizzard, they were trading value for value. In other words, you paid cash for a piece of entertainment. Transaction complete. This is different from actual investors who pay cash now on the hope of a future return.
3) Entitlement vs Indebtedness.
When I pointed out that claiming game companies owe customers a debt of loyalty sounds an awful like entitlement, Doone said:
@Azuriel: There’s a pretty big difference between entitlement and indebtedness.
Is there? Is entitlement not a presumption of indebtedness that does not exist? I suppose that is what we are arguing, whether a debt exists in the first place.
But I have to ask: why would Blizzard (etc) be indebted to us and not the other way around? Doone talked about the (lucrative) communities that form around these games, the sort of bonus value that send accountants and CFOs into orgasmic comas – the Elitist Jerks, the Thottbots, the Wowheads, the Tankspots, etc. All of these things undoubtedly improve Blizzard’s bottom line. And yet, would these communities exist if not for Blizzard’s game(s)? Are we not indebted to Blizzard and other game companies for having created something worth, say, blogging about? How is an early payment a discharge of our debt, and the beginning of an eternal one for them… instead of the other way around?
For what it is worth, I understand the argument about it not (usually) making financial sense to alienate your “base.” Brand loyalty is worth several times is weight in gold, after all. But just like that old cliche, “If you love something, let it go.” Are we entitled to more than a game we used to love? Is the having of it not enough?
Who is really in whom’s debt?
Old Skool
Until next Tuesday, Steam has a deal on Sega games going on. Remember when Sega made consoles? Feels like forever ago. Anyway, as I was browsing through the catalog, I came across the Sega Genesis Classics Collection, which is about 40 Genesis games for $7.49. Among those pickings, what do I find? Lo and behold, a game of my yesteryears: Shining in the Darkness.
I played the hell out of this game for for about two years straight back in the early 90’s, and never did finish it. And right when the topic de jure is the good ole days of challenging content? It must be fate! So yes, Value, thank you for allowing me to make a $0.74 credit card payment for a game by all rights will probably not hold up at all but I’ll slog through anyway out of twenty years of spite.
Your weekend homework assignment is to blog/comment about what game(s) you actually find/found challenging and wish more games were like. This is about challenging games, not necessarily what were your favorite games (see what I did there?). And there is probably a line somewhere in there between challenging and Battletoads, but I’ll leave it up to you to find it.
In the meantime, I need to get some graph paper…
Class Warfare
Things are getting ugly out there in the MMO blogging realm. Very ugly. I am referring to Syncaine’s “Twit” series of posts. And while the implicit embrace of Gevlon’s M&S generalizations is one thing, this new pernicious brand of thinking is being focused on the one group of people that has nothing at all to do with the “twitification” of the hobby. In so demonizing them, one simultaneously give a free pass to the people actually responsible and reinforce all the stereotypes gamers have all endured for decades.
Syncaine actually started out being reasonable. He identified the problem with the (baited) Twit generation in my MMO post:
But what about those of us with more than a 5 minute attention span? What about those who found the older level of challenge just right? We spend money too, and tend to spend it for longer periods of time when given the chance. Are there countless millions of us like there are Farmville players? No. But we are out there, in the hundreds of thousands at least.
Specifically, there are less of you, ergo you are a vanishingly tiny niche not worth catering to, at least with AAA titles. That is capitalism working as intended. Syncaine does have a point insofar as the MMO mold can only be morphed so far while still retaining the things that make it an MMO, at least by any given definition of MMO. Where things go completely off the rails is when he stages a Tea Party-esque rally of entitled bourgeois to attack the players, instead of the game.
And sadly the twit-generation is not just young kids, but ADD (clinical or not) riddled ‘adults’ that have become so entitles, so expectant, that anything beyond instant gratification is not good enough. (source)
McDonalds makes its money not from starving people without options, but from twits who are too lazy or plan life too poorly to have time for a real meal. (source)
You want to know the difference between you and the entitled, unwashed masses you decry as killing your genre? Not a single goddamn thing. Whine, whine, whine. “I want challenge! I want games built just for meeeeeeee.” You and everyone else.
I have said for ages that there is nothing at all selfish about wanting content designed for your skill level. At the end of the day, that is what everyone wants. And it’s not just about skill level because that implies everyone looks for challenge. They don’t. There are people in WoW who log on, fish for an hour, and log out. That sort of thing is relaxing to them. Judging them based on that is indistinguishable from judging them based on what kind of music they listen to, how much money they make, or you know, the fact that they play videogames to begin with.
I get it. I understand you had this game/genre that seemed to be based entirely around your needs and desires, and now it seems to be slipping away. That’s life. More importantly, that’s business. Blizzard et tal are the ones who decided that they would rather chase casual dollars instead of your small wad of sweaty money. Stop blaming the players who have nothing to do with game design decisions, and blame those that do. Or, you know, don’t blame anyone because game companies exist to make money. And chances are good that the economics team of the billion-dollar game companies like Blizzard have already graphed out exactly how much your high regard is worth, and found it wanting.
Harder games are not some higher, purer form of magic. They are simply different tastes. And if none are being made, or the ones that exist are being “dumbed down,” you may want to start up your utopian commune because the Invisible Hand is flipping you off. That, or you could demonstrate some of that delayed gratification skills you accuse others of lacking and simply wait for some game company to come along and cater to your more refined palette.
Review: Bastion
Game: Bastion
Recommended price: $15 (Full Price)
Metacritic Score: 88
Completion Time: ~6 hours
Buy If You Like: Extremely well designed, short works of action-RPG art.
Much like LIMBO before it, Bastion puts me in the unfortunate position of having to tell you about an amazing game that concludes much too soon. But let’s not get ahead of ourselves.
On a superficial level, Bastion is a so-so Action RPG in the vein of Diablo meets Kingdom Hearts. You move your character around with WASD on an isometric field, and repeatedly Left-Click or Right-Click depending on which of the two selected weapons you want to use. There is also a dodge (Spacebar) and Block (Shift) button, the latter of which can straight up counter attacks completely if you press it at the right time. There are a bit more than a dozen enemy types, only a few of which require tactics other than simply shooting them with a ranged weapon or repeatedly mashing the melee button. You pick up orbs from killing/breaking things to use as currency for upgrades, leveling doesn’t change much beyond max HP and opening new passive ability slots, and… that’s about it.
By the way, the Mona Lisa is just a chick sitting in front of a river, Starry Night is just some swirls, Seurat liked making a lot of dots, Moonlight Sonata is some piano noises, etc etc.
How things are presented is incredibly important, and it is in this way that the designers of Bastion demonstrate a level of mastery that is damn near sublime. Bastion is a game with its own zeitgeist.
One of the first things people mention about Bastion is the narration by Logan Cunningham, who incredibly has never done voice-acting before. Before I played the game, I thought the concept of background narration a cute “gimmick.” By the end of Bastion, I had no idea how I would cope in games without it. The narration is so much more than a workaround for a silent protagonist and a lack of formal written dialog. Yes, it reacts to things you are doing on-screen – “Kid just rages for a while” (when just smashing objects), “And then the Kid falls to his death… I’m just playin'” (when you fall off the edge of the maps). But it solves a crucial problem endemic in most RPGs: how do you succinctly express emotion? Written dialog only takes you so far, and emotive character models generally do not work outside of LA Noir-esque settings, nevermind how that shackles you into a certain artistic style. Obviously Bastion is not the first game to use voice acting to “solve” the problem, but I am coming up at a loss as to what other game nailed it as hard as this one.
The other aspect that unfortunately does not seem to get as much press time are the visuals. It is somewhat difficult to truly appreciate it during gameplay, but this is the first time I have felt like I was playing a literal work of art since Saga Frontier 2. And it is just not that everything looks amazing; everything simply fits. For example, take a look at any of the screenshots. Do you ever really notice the background? In the entire time I was playing, I recognized that there were edges I could fall off of, and yet never once was I distracted by what that abyss consisted of. That doesn’t happen by accident. Also, the elegance that is the ground flying up to form your path is the sort of design epiphany that solves a more mundane problem (how to prevent the player from seeing their isometric path) in a way that makes the game as a whole better. In other words, it felt like an integral part of the experience rather than arbitrary.
Finally, I would be remiss to not mention the amazing soundtrack. It fades in and out at all the right moments, and is of a quality far beyond what one would expect in a $15 indie game. Part Western, part Eastern, part hip-hop, trip-hop, blues, techno and altogether perfect for what it is. I would not go so far as to buy the $10 soundtrack – typically, battle music isn’t what I look for when I want to relax/browse the web – but you might want to check out Build That Wall (Zia’s Theme) and Mother, I’m Here (Zulf’s Theme) and the hybridized Setting Sail, Coming Home (End Theme). Even if you never actually play the game, those three songs alone will likely make their way to the top of your playlist. Mother, I’m Here in particular so perfectly channels a moment in the game, that it creates a feedback loop with your memory of the experience (which includes the song) that results, at least for me, a reaction far beyond what I actually felt at the time. I literally have not experienced this feeling from a videogame song since Chrono Trigger, FF7, and Xenogears.
Honestly, the only thing stopping this game from rocketing its way towards my Top 5 game list is its six hour duration. That is not to say it felt rushed or incomplete; quite the opposite, in fact! Bastion puts its arm around your shoulder, spins you a fantastic tale, pats you on the back and then saunters off into the sunset. For the completists and sentimentalists, there is a New Game+ option that lets you keep your upgraded weapons and adds more gods to the Shrine, which buffs enemies in various ways to voluntarily increase the challenge.
All good things come to an end though, and god damn if I wished Bastion lasted two, three, hell, five times as long as it did. Lord knows worse games do.
Still Skeptical of Storybricks
This past weekend Nils and I were walked through the Storybrick demo with Kelly from Namaste in a sort of dual presentation. It was illuminating in a lot of different ways.
A) Storybricks is actually two seperate things: the AI and then the game.
To understand how big a difference this is, think about the difference between the Havok engine and Assassin’s Creed, Bioshock, Fallout 3, Half Life 2, LA Noir, Portal 2, and the Witcher 2. Havok, by itself, is not anything – it is not a game, it is a tool to make games. Storybricks is NOT entirely like the Havok engine though, as it would essentially be a tool within a tool, Inception-style.
This is an important distinction because the build-it-yourself AI part of it is actually pretty interesting. It reminds me of a post by Notch of Minecraft fame where he made what seemed like a mild change (animals flee when attacked) and then discovered an “emergent” AI behavior when suddenly sheep would realistically flee from wolves. Even though I pooh-poohed the thought of unintended consequences in my last Storybrick post, that was more in a story aspect. I am otherwise a big fan of tweaking small variables in a complex system and watching how the dominos fall in unpredictable ways – fans of playing/theorizing the WoW AH pretty much have to be, by definition.
B) The Storybricks GAME doesn’t exist.
This is a particular point I feel was not emphasized enough in other Storybrick write-ups. There is no game, at the moment. Kelly described how they do not want to start building a house, and then halfway through realize they should have been using a hammer instead of a rock to nail everything together. That… sort of makes sense. I mean, I am not a game designer or anything, so I do not know what the “proper” way of game development consists of.
What concerns me, and I got this impression from Nils as well, is that it is always easy to come up with ideas that should be fun; actually having them be fun is another matter entirely. As I mentioned in the previous section, I like the idea of subtle changes making surprising differences down the road. I also like the idea of a Silent Hill meets Fallout 3 style game. There is nothing to really say that either will be fun in practice however.
C) The Storybricks game won’t resemble any MMO.
Making matters worse, as Kelly explained, is that you cannot really even begin to explain a Storybrick game. This is not WoW + NPCs that remembers you. This Storybrick game would not have combat, no NPCs could die, and they are debating right now whether leveling should even exist. The socializing and NPC relationships would be the game. Which confuses me when she explained how all these D&D DMs were excited about it: what exactly are they imagining here? Their campaigns “coming to life?” What is D&D without dice rolls, saving throws, combat at all? It is a purer form of collaborative storytelling, sure. But it is no longer D&D. And they (or their players) probably signed up to play D&D.
So instead of imagining your favorite game with more compelling NPCs, imagine your favorite game without combat, without gear progression, without levels, without a set narrative at all. Then you can start imagining Storybricks and its emergent interactions. The closest thing I can imagine is Myst, except people are the puzzles.
Concerns
Now that I have kind of outlined the experience, I am going to more briefly list my concerns about the project. And because this whole post is a lot more negative and antagonistic than I necessarily feel, I have a bonus section for the Namaste folk at the end. So my concerns are:
1) I do not see Storybricks working in an MMO setting at all. One of the examples that came up in the demo was how a player might need a key from the guard to unlock a door. The guard might just straight-up give the key to Bob because of their prior relationship, whereas Tom might be forced to run some errand for the guard. The issue is that if Bob and Tom are friends/grouped up, would Bob not be able to simply give Tom the key to use? If that is the case, could you not imagine Bob hanging out in the newbie area and offering to escort new players straight past the “guard gate” (assuming there is some medium of exchange possible)?
2) Related to 1), I have never felt it particularly compelling in D&D when the guy with the highest Charisma or Speech skill is the de facto NPC ambassador. This is not to say specialized roles are not compelling, simply that if Bob is better at making the Storybrick connections (aka making the dice rolls), Bob will basically do them for the group. At most, I have a connection to Bob or the group as a unit, not to the NPCs. In a single-player game on the other hand, each player will have 100% connection with the NPCs.
3) It may be beyond the scope of the tool, but I do very much hope that Storybricks would have some kind of mode or setting that would allow the players designing the modules to be able to direct a player’s experience in a more traditional way. In other words, let people go nuts in the village with NPC interaction, while still having a overarching narrative in the castle.
4) I think serious consideration should be given right now as to what the object of a Storybrick game would be, e.g. the fun part. Sandboxes are all about player-driven goals, of course, but the sand has to be fun to play with. Speaking of which…
Bonus: Ego to Absolvo
In this Storybrick game type, the player explores a mysterious realm populated with souls from Purgatory. The object is for the player to escape the realm by releasing the Pivot Soul, the deceased spirit which binds the player to this place. Souls can be released by either directing them towards an act of contrition (absolve), or by convincing them their earthly transgressions deserves a more permanent punishment (condemn). It is up to the player to decide whether to absolve the Pivot Soul or condemn it; similarly, the player must decide whether to try and release/condemn the other souls (and which ones) before the player leaves. All the souls in each level are connected in some way, either by the event that led to their deaths, or by some other means.
The above concept requires no combat and no particular narrative beyond the Pivot Soul. Better still, you can use the same stock medieval models/setting in your demo while not being tied to a more cliche archetype. And to me, such a scenario is immediately more compelling – assuming the writing is done well, I can imagine seeking out every NPC even after identifying which of them is the Pivot Soul. Players could talk about the “moral” choice they made (absolving a murderer vs leaving them in Purgatory vs sending them to Hell), how many souls they absolved/condemned, which ones, by what means, and so on. And because of the way the Storybrick AI works, you probably could not save them all.
In any case, I do wish the Namaste folks the best of luck. My skepticism is not rooted in malice, or because the tools lack potential. Rather, my skepticism is merely a pragmatic expression of More Show, Less Tell.
Incidentally, if you want someone to brick up a truly convoluted Machiavellian scenario, or want to run with the Ego to Absolvo idea, have your people call my people.
Review: LIMBO
Game: LIMBO
Recommended price: $5-$10
Metacritic Score: 89
Completion Time: 3 hours
Buy If You Like: Giving charity to promising indie game designers.
Diablo Learns from WoW
All the cool stuff is happening on the Diablo 3 forums, as far as roundabout WoW internal design philosophy goes. For example, this is Bashiok:
You’re overestimating what stat points actually provided, customization-wise in Diablo II, and really overestimating what skill points did.
Diablo (1) did not have skill trees, it was a feature added to Diablo II, and then more or less copied by World of Warcraft. Some could say to World of Warcraft’s detriment as it’s been struggling with how to cope with a skill tree system, which has huge inherent issues with very little benefit, for years. Diablo III, like Diablo II, is an evolution of the series and game systems.
Saying that Diablo III shouldn’t learn from the successes and mistakes in World of Warcraft, let alone Diablo II or any other game, is just nonsensical.
Bashiok went on to post some Youtube links of Jay Wilson being interviewed about a host of Diablo 3 design questions. One off-shoot of that was about Diablo 3 PvP, in which he very strongly expressed disgust about how “PvP wags the tail” when it comes to WoW design, and that it would be “over his dead body” for the same to happen in Diablo 3. In fact, this is what he literally said vis-a-vis WoW:
Even the amount that PvP can alter the PvE game in WoW is unacceptable to us. Whenever we run into a case of “this would be really cool for us in PvE,” the PvP guy goes [raises hand] “That kind of screws PvP,” the answer is always “Shut up, PvP guy. It’s awesome in PvE and so that’s what we’re doing.”
This is not particularly groundbreaking news (the tension between PvE and PvP has been officially recognized for years), but it is fascinating to me hearing a more candid take on these subjects from designers. And, of course, what it could mean in design moving forward. Given that PvP is essentially free, infinitely recurring content while patches take 6-7 months to phone in lovingly craft, such hostility is… instructive.
Legendaried
As you may or may not have seen on MMO-Champ, there was an interview with J. Allen Brack, Lead Producer of World of Warcraft, in which he dropped a Legendary bomb:
Brack: There’s one more piece which is an announcement that we’re releasing a rogue legendary weapon. Specific for rogues, so it will be a dagger. There will be some sort of quest, traditionally we’ve done these quests that players need to participate in order to create the legendary weapon in this case we’ll be focusing on rogues that will try to make that happen. […]
We haven’t decided on the name and how it’s going to work, we just know that we really want a legendary weapon to come out of this tier and we really want it to be a rogue dagger. That’s really all we know at this point. As time goes on we get a lot more lore, a lot more story, an “in” to the creation of all the legendary weapons. We really did a lot with the legendary axe that you got out of Lich King and then we’ve had other legendaries with the Cataclysm tiers that have had these storylines, we’re hoping this one’s going to be the most exciting, the most epic legendary quest line.
what is this I don’t even
Where do I start?
- Did no one in the design meeting raise their hand and question how “the most exciting, most epic legendary quest line” can even happen if you don’t have the least-played class in WoW in your raid team? Hey, Brack, you know that cool quest line you did for Shadowmourne? People saw and participated in that because THREE HUGELY POPULAR CLASSES were capable of taking it. Same deal Dragonswrath, same deal with Val’anyr, same deal with every single crafted legendary¹.
- At what point was it decided that legendary weapon quests were good uses of design time while class quests were not? Is the idea that legendary quests are like class quests that only a handful of classes even have access to?
- Legendary quest lines never really made any sense to me in an MMO setting to begin with. Is the collection of fragments of an ancient weapon cool? Yes. Is infusing them with the souls of your fallen foes awesome? Yes. Is a quest line that takes dozens of people weeks to accomplish epic? Yes! Er… unless you aren’t the guy getting the legendary. Don’t get me wrong, it feels great being part of something bigger than yourself. Problem is that an item to just one person is NOT something bigger than yourself. Legendaries in WoW, aside from one brief flirt with sanity in TBC, are designed for RPGs, not MMORPGs. If it has “worked” in vanilla and Wrath and Cataclysm thus far, it is working in spite of the terrible design.
I get that it was forewarned (in the tank Q&A of all places) that the 4.3 legendary “will have much more narrow appeal.” But… really? Remember the blue post back in June that speculated about why rogues are the least-played class? I am almost wondering if this legendary dagger is a cynical attempt at rectifying that discrepancy.
¹ Meaning more than one class could use it, not that all of them had 3 popular classes or whatever.





Currently Playing
Sep 25
Posted by Azuriel
I am normally a gamer that dislikes playing more than one game at a time. For some reason, I have been all over the place lately.
Shining in the Darkness
It have been 15-20 years since I played this game, and I still have most of the first dungeon level memorized. Funny thing is that I made the exact same mistake I did when I played the game the first time as I did this time around: the king gives you 200g to buy some equipment, and I ended up buying a bronze dagger for 100g that I already had equipped. Considering you spend levels 1-4 running around within the first 20 feet of the dungeon entrance killing slimes for 2g apiece, it was a costly mistake. And “Holy eight max inventory slots that count your equipped gear, Batman!” I haven’t busted out the graph paper yet, but I know the 2nd dungeon level has trap doors that drop into lower level coming up.
The Witcher
Played through the prologue, and just spent some time in the first Inn hustling the fist-fighters out of almost 100
goldorens. It makes me wonder though, whether the game designers put those fist fights in there as a way of rewarding “expert” gamers, or if you are intended to quintuple your starting wealth in order to succeed. Game is alright so far, but I sort of hope the combat system gets a little deeper than the truncated Action RPG/DDR simulator is feels like at the moment. I mean, I was seriously expecting a Block or Dodge button to be necessary, but so far all I see is a “double-tap WASD to do practically nothing” prompt. Really digging thesteammagic-punk setting though.As an aside, my first glance at the sort of leveling up/skill tree system in Witcher made my eyes glaze over. People talk about Blizzard dumbing down WoW’s talent trees and combat ratings and such, but this is why. No doubt it will become second nature by the end, but my first impression of that unintuitive mess of an interface is not good.
Far Cry
Far Cry 2 was the first review I posted on this site, so I figured I may as well try out the first game when the Steam deal came around. I knew ahead of time that it was nothing like its sequel, but wow, it’s nothing like its sequel. If difficulty is based on the number of times I have been killed, Far Cry is thus far a really difficult game. That being said, this “difficulty” feels more like the sort of trial-and-error LIMBO/Out of this World style rather than challenging per se.
For example, there is a stealth meter, but I don’t actually get the impression that it is a stealth game – a serious design issue I have with a LOT of FPS titles that pretend stealth elements can just be plopped down into any game. When I think about stealth games, I think about Tenchu and Metal Gear Solid and Assassin’s Creed. You know, games that A) dissuade straight-up combat by making it difficult, B) have enemies with relatively predictable pathing, C) have ways of silently killing foes, and D) aren’t first-person / giving you some way of knowing how stealthed you are. Maybe this is a personal problem I have with FPS games, insofar as I expect to bring my mad Counter-Strike skillz to a game that wants you to sneak into that merc camp instead of killing them all (and getting killed through an opaque screen wall that the AI can magically see through).
Fallout: New Vegas – Lonesome Road DLC
I ended up caving and buying this DLC right away for the full $9.99 price because, much like LIMBO and Bastion, I could not get them out of my head despite having other games to play until they went on a Steam sale. So far, the environments are amazing in that “this is why I play Fallout” sort of ways. I do have two “gamey” issues that sort of break the immersion though. First, one of the gating mechanisms is how you have to detonate nuclear warheads to clear paths of debris. That’s fine… except when you detonate nuclear warheads next to buildings to just clear out some wooden pallets. It’s Fallout, so I’m not expecting destructible buildings in a game where looking at your Pip-Boy freezes time. But… they’re goddamn nuclear warheads.
The other gamey issue is the signature weapon, the Red Glare, which is a sort of rocket-launching minigun. The weapon is actually fine, it’s the rockets. I’m playing in Hardcore mode, so each rocket weighs 0.25 lbs. As you may know, you can break down a lot of the ammo in the game for parts to create better versions – breaking down 2 rockets for parts to create a High-Explosive rocket, for example. When you break down a rocket though, you get a Cherry Bomb, a 0.50 mm primer, and a Conductor. A Conductor in Fallout: New Vegas weighs 5 lbs. So, yes, each 0.25 lbs rocket breaks down into a 5 lbs Conductor. It’s gamey and should be trivial, but the little things are sometimes the worse offenders.
That aside…
I forgive you, Fallout. I forgive you *forever*.
I haven’t taken this many screenshots-that-will-be-desktop-backgrounds since the original Fallout 3 and Point Lookout DLC.
Posted in Commentary
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Tags: Currently Playing, Fallout, Far Cry, Shining in the Darkness, Witcher