07.11.08
Posted in Humour, Personal at 15:01
My house has temporarily been turned into a game. The rules are pretty simple: Don’t touch the floor in the kitchen or the stairs - they’ve just been lacquered. Upstairs is my room and my parents’ bedroom. Downstairs is food and drink, the toilet, and the outside. Until the lacquer dries, there’s only one way to move to and from my room (and more importantly, my computer):

I have to climb on the railing.
By most standards, this would be an inconvenience, but for some reason I find it pretty entertaining. It’s a throwback to the games we used to play as kids, where we’d chase each other around on the playground pretending that the ground was poison and touching it would kill us. Now it’s a challenge just moving through the house. I guess when it comes down to it, I’m still just 8 years old inside.
- Game: Jorden er giftig
- Music: Nine Black Alps - Shot Down
Permalink
07.10.08
Posted in Game news, Games at 09:14
Yes, that is a rather fanboyish title, but Bioware Corp. have so verily deserved it. Six years after the release of Neverwinter Nights, they release the final patch 1.69. “Patch?” you ask, “it must really have been broken if they’re still patching it after 6 years.” Well, patch is probably not the right word for it. The last significant bug in NWN was fixed years ago. This is more of an update. Here are the “patch” notes. And a quick summary:
Read the rest of this entry »
Permalink
07.08.08
Posted in Games at 10:43
In cooperation with World of Warcraft, Narcissism Incorporated is proud to bring you another entry in our “Obsessed with fictional worlds” series.
I had a somewhat stirring yet peculiar experience yesterday. After wrapping up our business in the Ghostlands at level 18, Nick and I bid the native lands of the Blood Elves farewell and travelled via Undercity to Orgrimmar, with the intention of going through the Barrens to the Stonetalon Mountains where our adventures would continue.
Passing through the ruins of Lordaeron over Undercity again after a 2 year absense, I was struck by a sense of familiarity that made me note the circumstances of my return to WoW until that point: Though I was back, I had chosen to return to Azeroth in a zone that I had not previously visited (since the Blood Elves’ homelands were introduced in the Burning Crusade, and I stopped playing before it was released). Though it was the game I played 2 years ago, it wasn’t a familiar environment.
Read the rest of this entry »
- Game: World of Warcraft
- Music: Steppenwolf - Born to Be Wild
Permalink
07.05.08
Posted in Game news, Games at 15:16
I’ll be the first to admit it: I love open world games. They cater to my powerful explorer gene. They facilitate the escapism that I so dearly need, they give me the freedom to get lost in a huge fictional world based on rules that are complex enough to entertain me for hours, yet simple enough to eventually understand and master. And thankfully they are extremely popular these days.
I’ve recently spent upwards of 70 hours playing GTA4. I’ve just been sucked back into World of Warcraft. Not long ago, I was riding around in Oblivion’s Cyrodiil, creeping frightened and unnerved through STALKER’s Chernobyl, jumping from sun to sun in Dark Star One’s damn near infinite universe, and sailing the Carribbean seas in Pirates! And before that, I spent hours upon hours dodging Boiling Point’s bugs for the chance to drive through the massive jungles of their fictional South American banana republic.
In short, I really love open world games. I love them most when they are shooters or RPG’s, when there is a story to experience. And the rest of 2008 and 2009 will be a good time for me. A really good time indeed. Here’s a quick list of the games I anticipate the most:
Read the rest of this entry »
- Game: World of Warcraft
- Music: ACDC - Big Gun
Permalink
07.04.08
Posted in Games at 12:35
I bought World of Warcraft yesterday. Again. This time online, so I can play on American servers. I bought Burning Crusade as well, and since I doubt I’ll ever reach level 60, I’m going to be playing a Blood Elf mage with Jewelcrafting so I know I’ll get my money’s worth. And so I’ll see the nice Blood Elf starting area, because the fantastic environments is what I love most about WoW.
There are two reasons I’ve decided to give WoW another shot. First of all, I never played with people I know the last time. Sure, I picked the same server as Kathrine from Greenpeace, but I had no job and no education to look after at that time, and she had full time work at GP, so I out-levelled her pretty fast and then I had to team up with random people, which always seemed to mean elementary schoolers who could barely spell their own names. Secondly, I missed an important point the last time around: You’re not supposed to do every quest.
Read the rest of this entry »
- Game: World of Warcraft
- Music: Limp Bizkit - My Way
Permalink
07.02.08
Posted in Game design, Games at 15:54
Whoops, looks like I have temporarily failed at blogging. It’s not that I’ve been insanely busy, just that I’ve been a little low on energy recently. I have had time to play games as always, of course: Mainly Titan Quest, but also Perfect Dark Zero which I played in co-op with my friend Torsten. I’ve played it a bit in solo and as with most other games, it is far better with two players. It’s a decent enough action game, but it has at least one major weakness.
As far as I can tell, Rare tried to make a stealth action game. In my opinion they failed, and as a bit of a stealth game connoisseur, I’ve been trying to figure out why.
Read the rest of this entry »
- Game: Perfect Dark Zero
- Music: Sons & Daughters - Darling
Permalink
06.20.08
Posted in Hardware/Technology at 19:55
In a way, it’s kinda sad. I’m sure this version is crammed full of new security features and performance optimizations, and yet the only feature that stands out to me is that when you drag something from a page (such as an image or a block of text), a shadow of it follows your cursor.
Speaks to the importance of interface, doesn’t it?
Or possibly it just tells you how easy I am to impress.
Permalink
06.18.08
Posted in Game design, Games at 23:59
Character progression systems in roleplaying games is something I feel pretty strongly for. Growing better just seems to be one of those primal urges, like collecting better equipment, but generally without the luxury of being able to change your mind and switching out your items at will. When you’re levelling up, your choices are usually a lot more permanent than when you’re out looting, and for that reason, you grow more attached to them.
After playing quite a few (though far from all) CRPG’s on the market, I’ve developed a pretty good idea of what sort of character system I prefer. The main rule is that every upgrade to your character should be significant. The more important a new skill or ability is, the more I enjoy the game. I’d rather have a steady trickle of important upgrades to my character than sudden level-ups full of invidivually insignificant improvements.
Case in point: Compare Diablo 2 with a Dungeons & Dragons game such as Neverwinter Nights. In NWN, you receive a constant stream of experience points which don’t matter at all until you reach a specific limit which triggers a level-up, and then you get a broad range of improvements across all categories (skills, feats, spells, attack bonus, hitpoints). Picking feats and spells are interesting, since each choice you make is significant, but as for attack bonus and hitpoints, the progression is generally slow enough that you don’t notice a particular difference once you’re around level 5 and up. The difference between 50 hitpoints and 60 hitpoints can make a difference in a fight of course, but it doesn’t change the way you play the game.
Read the rest of this entry »
- Game: Titan Quest
- Music: Mary Jo feat. Cairbre - Bang Bang, Mystery Man
Permalink
06.15.08
Posted in Game design at 17:01
I came across a post about writing in games over at Brenda Brathwaite’s blog just now, and it reminded me of an old controversial article on Gamasutra wherein it was claimed that games don’t need writers since the designers generally do a way better job (I stress that Brenda’s post made a completely different point). The article’s main argument was that writers are good for one thing, which is structuring a plot into the necessary acts and arcs that a plot needs in order to be good.
I beg to differ. In my opinion, writers are good for at least two other things: Story and dialogue. Here, it’s important to discern between story and plot: Plot is what specifically happens on the screen or on the pages throughout a book, film, show, or game. Story is all of that plus anything else that’s mentioned, referenced, or subtly hinted at. The new Star Wars trilogy was already part of the story for the original trilogy before they were used as plots for films in their own right.
Read the rest of this entry »
- Game: Titan Quest
- Music: Titan Quest Soundtrack - The Prophecy
Permalink
06.14.08
Posted in Game design, Games at 15:48
Having completed GTA4 last week, I was in need of a new distraction, and Homeworld - lying installed but utterly unplayed on my desk - seemed to require too much cerebral activity for my current needs. I’ve been following Shamus‘ episodic dissection of Flagship’s Hellgate: London, and for some reason I was reminded of my intentions to purchase Titan Quest once the price dropped to something affordable.
Titan Quest was released in 2006 to mixed reviews. To call it a Diablo clone would be about as fair as calling The Witcher a Baldur’s Gate clone or Call of Duty 4 a Quake clone, but TQ does fit snugly into what has been excellently called the “Third Person Looter” (TPL) genre. It’s a top-down game that allows zooming but provides no camera rotation(!), and the gameplay, like most games of its kind, is extremely simple:
Read the rest of this entry »
- Game: Titan Quest - Immortal Throne
- Music: Embrun - Gigoloco
Permalink
« Previous entries · Next entries »