Thursday, 5 February 2015

Game Update : World Building

When I started this blog, I wanted to share with you my thoughts on certain game-related subject matter or giving you updates on my LetPlay video series (whenever or not there are technical issues or what-not).

I don't necessarily want to turn this blog into a game dev blog but, considering that my project has taken a lot of my attention, I feel like there isn't much else to talk about.  So here we go:

Back in January 2014, I wrote a blog entry here vaguely talking about the four major milestones that I had planned during the production of my game:
  • - World building
  • - NPC/Monster AI
  • - Combat
  • - Story
It's been a year since then and I'm very happy to say that we're in the [world building] stage of development.  I guess you could say that we've officially started production.
You've most likely seen images of my visual dungeon generator prototype by now (in earlier blog entries) and that's one of the biggest aspects of the world building stage.  I had planned to showcase a video tour/demo of this prototype on Youtube (a year ago) but it was delayed because we kept adding more and more cool stuff to it.  Now-a-days, the prototype is considered complete as far as the coding is concerned, but we're delaying the showcase some more in order to add more art pieces and make it all pretty.

While my buddy is busy doing more artwork for the prototype, I'm redirecting my attention elsewhere: the world.

...

The world map, that is:




What you see here are rough grayscale representations of the terrain; in the sense that whiter squares are higher terrain (ex: mountains).  So, basically, my world generator is procedurally generating an entire globe where each square roughly represents and area that's 20 minutes worth of gameplay (give or take).

As of this writing, the parameters of the world are such that I can make the world as big as I want (currently set at an average of 550 playable overworld areas) and the landscape will be automatically distributed to a random set of nations, laying down cities, etc.



The idea is that these nations will eventually govern NPC behaviors so that their personalities won't be randomly out of control.  Military, Religous, Racist, Peaceful, Festive, Social, Savage, Honor, Poor,  are but a few keywords I have in mind to mix-match in order to create interesting and different nations for my NPCs to live in.

Is the nation primarily set in the moutains?  What are the odds of them being good blacksmiths and/or followers of a fire-related cult?  That kind of thing.

Right now it's pretty crude and simple, but I'll be elaborating it over time.  It kind of looks like a game of Risk :P

Sunday, 9 November 2014

Missed deadlines & Blizzcon

I've been working tirelessly on trying to get my prototype completed this year and, unfortunately, I don't think it's going to happen. So I've decided to ease off a bit so that I don't go completely bonkers during the holidays.

 This weekend was Blizzcon, which I always buy virtual tickets for. For those who don't know, Blizzcon is an convention that Blizzard Entertainment tends to organize every October/November or so. Virtual tickets allow people who don't attend to watch lifestreams of the show. It was a great event and I wish, one day, that I could attend in person. It made me realize just how little I've been gaming recently. Oh, Diablo... how I missed you.

 I don't know if any of you play Blizzard games but, to me, Blizzard were always the best video game developers and each year (during Blizzcon) they keep reminding me of why they're the best. I was somewhat hesitant to buy a virtual ticket this year, though, for a few reasons:
- The first one was that a lot of their content was streamed for free; drastically lowering the value of a $40 purchase.
- The second reason is that I don't really follow as many Blizzard products as I used to. I stopped playing World of Warcraft years ago. Starcraft is fun but I really don't play enough of it to really dig deep into related news. Unless they had something new to showcase for Diablo 3 (which was unlikely given the amount of attention/panels the franchise gets at Blizzcon), I was already aware of what's going on.

 Diablo had two panels this year (now that I think about it, I think it's always been the case at every Blizzcon) and one was just a recap of all of the updates that happened during the game's life cycle.

- The third reason why I was hesitant to buy a virtual ticket was because of Blizzard's art style. Seems like an odd thing to say but I REALLY, really love Blizzard's art; especially the painterly/cartoon look. That style, and how they approach art in general, has influenced me as an artist since the Warcraft II days. When I do textures for my 3D models or when I doodle pictures, my style is heavily influenced by Blizzard's style.

 So what's the problem? Well, despite my love for that kind of look, I don't want my game to have that style. I was afraid that, if I watched Blizzcon and saw all the wonderful art that they were making, that I would start to hate what I was doing. Ever worked hard on something only to throw it away after looking at someone else's work? Yeah, that's a terrible feeling.

Fortunately, I still like the direction that my game is going and that's a huge relief. I like to think that it has, at least, passed one of the stages/moods where I was at my most critical.

 Anyways, I miss gaming. Well, it's not like I haven't been playing video games; I just don't do it as much as I would like. Mondays and Wednesdays... what kind of gaming life do I have if those are the only evenings I have to play games? So yeah, I need to fix that. The first step I took was spend most of my weekend playing Diablo 3 while watching Blizzcon. That felt good.

 Tamriel's calling me, though, so I'm shopping once more for yet another hard drive (still haven't replaced the one that almost died, can you believe it?) and I'll be recording some more game sessions. I didn't mean to just stop playing.

Thursday, 18 September 2014

Where art thou Gix?

Alright, It's been 5 months since I've written a Blog and the videos I upload on Youtube lately are basically fillers; What's up with that? What games have I been playing lately? Anything new? What am I doing?

I look back at the last few months and, honestly, it's all a blurr... primarily because there wasn't much variety. I try to play a little bit of Final Fantasy 14, The Elder Scrolls Online and Diablo 3 at least once a week... and, more often than not, I fail at that. I had the opportunity to play a little bit of "Divinity: Original Sin" with one of my brothers and it was an entertaining experience particularly because my brother never really played an RPG before. The turn-based combat system of this game allow us to play at the pace that we want. I've also been meaning to play some Assassin's Creed Black Flag (I love the whole pirate shtick) but I'm horrified at the concept of installing Uplay. I haven't touched Dark Souls II since the last livestream and I intend to play it again next time I stream.

If you're wondering why I haven't uploaded more Lets Play videos lately, it's because I haven't really had the opportunity to take the time to sit down and play. You guys could assume that I've been busy and you'd be right... it's an under-statement to say the least.

Summer is ending; people are going out for beers one last time, the time to have family barbecues (as enjoyable as they are) is finally over... and here I am doing crunch time to deliver a graphical prototype of my video game. I expected to enter the production phase before the end of the year but it might not happen. Now that I think about it, I'm practically an entire year behind what I originally anticipated. Is it a big deal? Kind of. I'm anxious to start working on Artificial Intelligence as this is most likely what will make or break my game.

This guy has been doing a lot of cool stuff with combat behaviors and it'll be interesting to see how far I can push my NPCs... particularly since I got a lot of "out of combat" behaviors that I want to implement. It's cool because, as different as our games may be, we essentially share the same limitations/problems caused by procedural generation. I use him as a point of reference to see if the solutions I come up with are sound. So far so good.

Earlier this year, I announced that I was working on this project (which included a single screenshot) and, aftwards, proceeded to share my ideas for the game during the closing moments of my following livestream(s). Considering I haven't been uploading any Lets Plays lately and, really, you guys know more about the game than you should :P I figured I might as well share a little bit more:

Wednesday, 30 April 2014

On RPGs and their unfortunate flaws.

In reply to my last blog entry, Foto Efekt asks what are (in my mind) the fundamental flaws of computer RPG and what needs to be changed. While I won't necessarily discuss what I'm planning on doing for my project, I am willing to point out the problems that the genre tends to suffer from. At least that might give you an idea of where I'm heading. Will I be able to rectify all of the issues? Am I just talking out of my ass belittling the gaming industry only to realize that what I'm suggesting can't be done? Time will tell. This post isn't really about that. It's about admitting that there's a problem, look at the cause, and try to improve game design philosophies overall. More importantly, it's about making cool games.

First and foremost, I think that there's a huge problem in the industry and how they handle storytelling. Most games (at least the big budget ones) are a few quick-time events short of becoming nothing more than interactive movies. Do any of you remember FMV games ([f]ull [m]otion [v]ideo)? There's a reason why that genre is dead and why most gamers don't like quick-time events in their games.

There are times when, depending on how it's executed, we don't mind the occasional quick-time events. So why do we normally despise them, though? Well, my reasoning is that the storytelling of the game is so not involving that it's the only way for the game to keep our attention. No one ever says "Hey, you know what would be cool? Quicktime events!" That can also be applied to many brawler-type games. It's so bad that those quick-time events remind us of how bad it is. That's my theory, in any case.

It's because the relationship between the gamer and the game is a one-way channel enforced by the designer. Do X or don't continue... or worse: fail. What -IS- failing, anyways? Is it death? Is it alternate objectives? More often than not, it's neither. It's just "BAM! Game Over! You didn't do what you were expected to do! Try again!" That's a major problem and it goes all the way to how the game's story is being told. This is true for even awesome game series like The Elder Scrolls. In Oblivion, for example (I mention Oblivion because it’s one of the games that I’m most familiar with), a lot of the events in the game follow the same pattern: The world is going to end, talk to Jauffre or nothing will happen... So, by logic, you shouldn't do anything!Tada! No Oblivion gates!

Diablo 2's storytelling (as awesome as it is) got a lot of flak back when it was released in 2000 because critics use to say "You're a hero, yet you're just following the flow of the story, not really contributing anything to the plot". I thought the way Blizzard and Blizzard North handled the storytelling in Diablo 2 was really cool. It works brilliantly for the kind of game that it is. However, it's not an RPG, is it? It's a mindless hack-n'slash and, at best, it's a campaign module. That's the case for nearly every game that has plot these days. Ever felt like you had to do everything to save the world and nobody else within that world was willing to lift a finger? Ever felt that all you had to do was NOT participate and the world would be fine despite what every NPC is telling you?

Or is that only happening in open-ended/sandbox games? Are we stuck between tunnel-vision design and stale freedom?

Is that the best that our favoured medium is capable of? I don't necessarily have issues with the method per say, generally speaking, but to see that happening in RPGs is just sad. RPGs are the pinnacle of choice. While the story should engage the player, it's important that the player is driving the story. That's what the dungeon master in a Pen&Paper game (read: Dungeons & Dragons) is for; to adjust the campaign to his or her players' choices. That's what makes D&D so fun. There's more to RPGs than having multiple "alternate endings" (I'm looking at you Mass Effect). Dungeons & Dragons is what every RPG game is trying to emulate.

Let me rephrase that last sentence to emphasize the more disturbing and/or disappointing truth: Every RPG (from Ultima to all the way to JRPGs such as Final Fantasy to current games like Skyrim and, now, Dark Souls 2) is a developer's interpretation/adaptation of Dungeons & Dragons. A game developed in 1974. A game designed to be played with pencils, dice and paper because, at the time, people didn't have easy access to computers if at all.

I mention "people didn't have easy access to computers" because we have to understand WHY people used dice, pencils and sheets of paper to play games. Why did players have to keep track of how much strength and how a 1-8 sword with a +1 modifier affected their characters... and how much experience points they have/need; it's because they're doing the math in their heads.

You know what that is? It's essentially a game engine. The user interface is a sheets of paper and the graphics/sound is the imagination. We're in 2014 and we're still using game mechanics from the 70s. Is that all we can do? Is this really what "Next Gen" gaming really is? Right now, "Next Gen" only refers to the new generation of consoles. Okay; fine. What does the Xbox One or Playstation 4 offer that the previous generation of consoles couldn't? A new paint job? We're talking about video games, here; they run on computers. Computers... COMPUTE things so that means that they can handle all the math we want. Why are we still playing games that were designed with old gen mentality? Why are we still playing games with tooltips on the weapon telling us how much damage it deals? It's a sword! A sword can be better than another sword but the game is still communicating that through dice roll potentials. NPCs are empty shells that are there for you to click on them so that they can say their one or two line of dialogue... I saw that kind of behavior in the original Final Fantasy.

"Don't fix what isn't broken" is a very safe way to look at it. We're used to it but nobody seems to challenge it. Is it really the only way to do things? Isn't there a better way?

That also has a side-effect of making the focus of RPGs into a spreadsheet game. Everything (the story, the characters, the motives) becomes blurred out because the game encourages you to look into your stats and be as efficient as possible. "Can't kill that monster?" level up a few times and try again. If you meta-gem the socket into a whippo-blue-spectraltron (I made that up, by the way), your attacks will double and you can keep the monster permanently stunned! That's where the strategy is; in the spreadsheets. If you didn't have to do that, the game would then be too easy. I'm not saying that if you like that kind of stuff that you're either stupid or that you're playing the wrong games. Tactical RPGs are surprisingly fun. I'm just saying that if you want to play an RPG where you truly have the sense of adventure and want to save the princess, the spreadsheets have to go. The focus from a game design and player point of view needs to be on the adventure.

Is Morrowind really better than Oblivion? What about the Baldur's Gate series? Mass Effect? Ultima? Forget all that! No matter how you feel about The Elder Scrolls or RPGs in general, from the UI to the loot design, the TES series is the closest to being true RPGs the way people imagine it when they play Dungeons & Dragons. That's why it's one of my favourite video game series. We still have a long way to go, mind you, but I believe it's because each iteration of the series puts more and more emphasis on the adventure. You might prefer Morrowind to Oblivion but, looking at it objectively, Oblivion is a far simpler game than Morrowind; the spreadsheet is still there but it's very trimmed down. As a fan of Morrowind, you might say to yourself "Yeah! Take THAT Oblivion!" but this trimmed down spreadsheet is what makes Oblivion a better game to channel the adventure; it's just a shame that Morrowind features many more game elements that compliment RPGs that its sequel lacks.

To reiterate, when I talk about spreadsheets, I'm talking about stats that your character wouldn't see but that you need to see to understand what's going on in the game. A "1-8 sword", "hit rating", "block and critical chance", "50 spell resistance", "level 30 in Conjuration", "NPC disposition", "level 20 lock", etc.

You don't have that problem in Dungeons & Dragons because your imagination and ingenuity will always trump the stats. If your dungeon master is good, he'll promote that and, if he's bad, the experience is so organic anyways that the stats are just there to regulate everybody involved. Even if your D&D session is all about killing monsters (as some like to play), the dungeon master is describing everything to you so your imagination is the key element that makes it fun. What you remember at the end of the day is how you and your friends defeated the demon... and how you managed to jump on his back and tie a rope around his neck and everybody thought that was the most awesome thing you ever did.

It's a question of focus.

Peter Molyneux, a game designer behind the Fable series (and many, many other great games), had the right idea about trying to get the players invested in characters like the infamous dog. Or that creepy kid tech demo he had a prototype of for the Xbox's Kinect. It's a dog because it saves them the trouble of making you converse with it. Talking characters that are universally likeable are super hard to do and, when it happens, it's often times a fluke. Not to mention an animal is a great way to hide a clumsy AI if they realize halfway through production that the AI is subpar or that the computer can’t handle it. The dog is Mr. Molyneux's attempt (amongst many) at making a connection between the player and characters in his virtual world. I believe that he had the right idea, but ultimately attacked the problem from the wrong angle... because, he essentially forced that connection to the players as a gimmick. At the end of the day, regardless of the success that the dog might bring, it's still a spreadsheet game; albeit one with fart jokes.

You know what annoys me the most about spreadsheet games? It's that it doesn't make good use of the medium. Show, don't tell. If you visibly show that a sword is on fire or that heat waves are emitting from it, a player is smart enough to figure out that the sword deals fire damage especially after a few combat situations. It saves you the trouble of making a stupid tooltip. Make the victim scream in pain or have him/her engulfed in flames or even just have a fiery sound effect when you swing. You probably couldn't do a lot with ASCII graphics back in the old days but, again, we're in 2014 now. We have the technology. We had it for years! Of course, now, it'd just look better. NPC disposition is high? Make the NPC look like he's happy to see you. Have the NPC say how much he enjoys your company. Don't just give me a rating.

The counter argument I hear sometimes is "how do you communicate to the player how much damage he/she can deal? If you communicate that the sword is on fire, how much damage does that fire deal?" and, to me, that's the wrong way of seeing it. In fact, saying stuff like that just means you don’t get it. You have to think outside the box; especially in RPGs. I mean, we expect the players to think outside the box to solve challenges so why are the developers taking the easy way out?

The fantasy is feeling like a hero, not a manager. "Visual presentation" is the answer. It's not so much telling the player how much he/she can deal, but showing the player the damage he/she IS dealing. The early first-person shooters did this rather well, actually. Grab a shotgun and you can kill enemies in one glorious shot! There were no tooltips and it was done with very few graphical sprites. How much damage the shotgun shells actually did is pretty irrelevant, at least to the player. It was GORY!

It's so strange that, for a genre that's so number-crunchingly intensive, combat is getting faster and faster as the years go by. Like both of these things are supposed to work harmoniously somehow. Are we playing a strategy game or an action game? There's an issue with pacing, here, but RPGs circumvent the issue by pausing the game either by accessing your inventory (Bethesda) or by pressing a pause button that allows you to activate spells and abilities (Bioware). JRPGs are traditionally turn-based but even some of them tread in real-time waters (FFIV ?, FFX?). They do this because they want to deliver an exciting cinematic experience… yet they still want you to be able to figure out what you have in your inventory and spell books.

While there's nothing wrong with wanting to deliver a cinematic experience (I mean, those ARE cool, right?), as a game designer, you're stuck in this proverbial ditch; it requires you to craft your story which makes it linear and basically pigeonhole-ing the player into doing exactly what you've planned them to be doing. Traditionally speaking, you can't have "cinematic experiences" and "player-driven" in the same sentence...because one requires you to take control from the player. Unless you're just talking about the presentation (like a massive epic combat scene in the background, or just being inside a majestic ancient ruin). A player might end up doing something that is epic, or found himself (by his actions) in a situation that is so out of control that it becomes "cinematic"... but you can't plan that. If you can't plan it, it's not something game designers can consistently offer. However, it's part of the organic nature of what RPGs should be… or, at least, what they should strive to be.

Think about Minecraft for a second. Ok, it's barely what I'd call a game, but it's 100% player-driven. That's the kind of stuff our favourite media can do and it ignites the imagination.

The issue with player-driven gameplay is that it's hard for developers to make characters or events that the player will be invested in. Lets face it, most NPCs are still acting like robots. More often than not, because of this higher-paced combat, the AI seems inept. An encounter is challenging not because the AI is clever, but because the enemy hits harder or has more health points... or has spot-on accuracy. But even outside of combat, characters act like robots. Those that move have a routine. Aside from their short-term reactions to what you do around them, the player's actions hardly (if at all) influence that NPC's routine... with the exception of you murdering them. I think the closest we've seen in that regard is in The Elder Scrolls IV: Oblivion. You steal all the gold and food from an NPC and they'll eventually turn to crime... and then die from the brutally unsympathetic guards.

That's great! We need more of that! The entire game should revolve around stuff like that.

So, with the linearity of the story design with little to no player-driven content and "spreadsheets mechanics", I believe that RPGs are a shallow representation of what they truly stand for. They're still incredibly fun (for the most part) but with the Xbox One and Playstation 4 settling in more and more houses and this wave of new "next gen" games, all of it has me rolling my eyes. It's just a new paint job.

I have plenty more to talk about on the subject, but I'll leave it at that for now.

Tuesday, 7 January 2014

This isn't even Alpha

Alright, so I figured I might as well tell people at least WHAT I'm working on.  I mean, what could possibly keep me away from playing video games such as Morrowind, Skyrim and even close-to-the-heart Diablo?

I'm trying not to be too hyped up as I'm writing this...

A couple of close friends and I are gathering forces to make our very own video game without any of the corporate issues that tend to strangle development teams.  Because strangling creativity is stupid.  Cutting features due to deadlines is stupid.  Because most games seemed to be designed to be played once; and that's stupid.  So yeah, that's the big reveal: A video game.

The coolest part of it all: I'm at the helm.

So we're essentially building the video game I've been planning since I was in high school (if not before then).   A dream project.  The guys liked my pitch and the fact that I have years worth of design documents in hand really convinced them to go with it... that and the really, really crude prototype helped.  So the idea is to build it, test it, fix it and repeat that process until it's golden.  Production is where we feel most comfortable at.

My game is an role playing game and the mission statement is to essentially rectify what I believe is fundamentally flawed in RPGs.  Cocky?  Yeah, it sure sounds like it but I came up with something really cool.  You think that's crazy, the more ambitious part of the project is that we want this to truly be worthy of the tag "next-gen" but not in the shallow "lets make prettier images" kind of way; we're talking next-gen game mechanics.

It seems like the trend is to either look back and make "homage" to the classic games or just make a game as lean as you can and polish it as much as possible.  What?  It's another run-of-the-mill game?  No worries, we'll write a really cool story to draw the players in.  NO!  That's bad!  While I'm all "if it worked back then, it should work today"; that's not next-gen!  The guys and I are very frustrated with this and the previously-mentioned prototype and our current build are giving us hope.

I won't write on this blog with day-to-day updates of our progress but I just wanted to share a little bit on the four major game mechanic milestones that we have planned:

  • World building
  • NPC/Monster AI
  • Combat
  • Story

These milestones are independent from one another because we want each one of them to stand on their own in case one of them fails...  like "oh shit, we can't do this; now what?" kind of scenario.  If one of these four milestones fail, then the whole "next-gen" thing is pretty much dead, but at least we'll have a good game on our hands regardless.  Yes, I've labeled world building and story as game mechanics.  That's intentional.

We've been working on world building since august 2013.  While we basically achieved what I initially had in mind within the first month (c'mon man, I came up with some of this stuff in 1998), we've drastically been improving; adding more and more detail.  That's what's great about working in a team of passionate people; they take your thing that you've been dreaming of and then they go "let's make this better!" and they deliver.  I fully expect world building to take the entirety of the year to complete... we are making an RPG after all.

NPC and Monster AI will most likely take another year as well... but that's just me throwing numbers out of my ass at this point.

I'm projecting a prototype reveal in the summer of 2014 at which point I'll gradually talk more and more about the game.  I actually wanted to do this for Christmas 2013 but we've made so many improvements that it makes more sense to simply wait.

Just for you guys: here's a sneak peak of what the december build looks like:
This isn't even in Alpha...  this is like... Prototype 5.  Yes, it's in first person.

Kick-starter?  No plans for it; the idea right now is to take our time and get it right.  The moment you involve money into this, project goals tend to skew a little.  I'm personally backing a few other games and the idea of adding "yet another game in the kick-starter list" for other folks kind of disgusts me.

Hey, would you look at that?  A decent log entry although I probably shared too much.  Oh well.

Monday, 16 September 2013

SNEEZE! Voila! Post done!

It's been a while since I've written anything here.  There's just so much going on right now that I really haven't had the time to sort my thoughts.  It's still a mess "up here" but I figured I'd start typing regardless.

I've been trying to upload more content recently but it's hardly a fraction of what I used to way back.  With that said, 4-5 years ago (when I started the Morrowind LP series), I had just finished a BIG contract (I've mentioned this once or twice, maybe, but I worked on the movie G.I.-Joe: Rise of the Cobra.  Not the greatest movie, but probably one of the best projects I had the pleasure of working on). After that, I had all the time in the world to just sit back, play and upload.  The word "contract" feels so odd to say now since I've had a regular employment for roughly two-three years now.

Nothing crazy, you know; a modest and comfortable job.

A couple of months ago (actually, probably something like fours months), I was in contact with someone who could potentially work on a project with me.  It turns out he couldn't/didn't but that still ignited something inside me.  That project was something I've been meaning to start for a long, long time; probably way back from early high-school if not since before that.  Thanks to him (even though it didn't work out), I've been working on the project practically every evenings/nights after work since.  This, unlike every other project I've ever worked on, is something I'd be willing to share with the world and if I'm being very vague /cryptic it's because I don't want to reveal anything yet, not until it's ready.  Not until I can prove to myself (and my peers) that what I'm working on is within the realm of possibility.

I say this because, well, it's pretty ambitious....  pretty fucking crazy when you think about it, actually.  Yet, it seems so simple I'm surprised no one attempted this before... maybe that's why I have doubts.  It's got me very excited, though... so excited, in fact, that I can work during the day, come back home, work on my project and feel refreshed the next morning.  I consider myself pretty lucky; not many people have the energy or willpower to do this... and as far as willpower goes, I don't even need to push myself.  It just happens.

So, long story short, I'm working on something big.  It's game related, though, so you guys will probably like it.

Speaking of games, there's a lot on my mind:

  • If you're missing the Morrowind LP, no it's not canceled.  I've been struggling with it.  I've caught myself deleting entire recorded sessions because I realized that I was making no progress what-so-ever and I was just getting frustrated.  3-4 sessions in a row.  So, yeah, I'm stuck.  I'll figure it out eventually, though, hopefully sooner than later.
  • The Diablo 3 LP series will continue (whenever you guys enjoy it or not).  This LP is taking the sidelines due to my big project and whenever I take the time to play Diablo 3, I tend to just play on another character with friends.  I'll most likely record a session within the following weeks, I've been itching to play Hardcore mode some more.
  • Speaking of Diablo 3, the upcoming expansion's got me REALLY excited.
  • I love Skyrim!  Haters beware!
  • Nintendo announced a 2DS...  /facepalm.
  • Nobody seems to be playing Guildwars 2 these days.  Oh well.  I'm still enjoying it.  I'm just not playing it as much.
  • One of my college at Ubisoft is all like "you should totally play Assassin's Creed - we got boats now Edition- you like pirates!" and I'm like "not until you give me a decent PC port" asshole.
  • I think I'm going to start ignoring every video game (or any media for that matter) which features a well-endowed woman on a cover or as a playable character.  I'm so sick of seeing that sorceress character from Dragon's Crown in ads wherever I surf the net.
  • Grand Theft Auto 5 is out now, there goes 3-4 of my buddies...
  • I've never been so uninterested in the "next-gen" gaming in my life.  All the good upcoming  stuff are from indie developers...  oh god!  I'm a hipster now!  Noooooooo!
  • Final Fantasy 14 is enjoyable.  Twinnings' dragged me into it but, so far, I'm not regretting it.
  • Chivalry: Medieval Warfare was gifted to me and is crazy fun.  I like bows.
  • I haven't played any good iOS games in a long time, I'm still waiting for OceanHorn.
That's a good amount out of my system...  until next time.

Sunday, 22 April 2012

Legend of Grimrock


There's one thing very particular with the Elder Scrolls series and that's its perspective.  The series is, to my knowledge, the only RPG that is specifically designed to be played in first-person.  Yes, I know other games can also do first-person like Aralon: Sword and Shadow for the iPad, the Two Worlds and Gothic series but it's obvious that the developers had first-person more as an afterthought just like 3rd-person is for the Elder Scrolls series.

It CAN work, but is it ideal?  I just saw gameplay footage of Two Worlds II and it has a very odd camera for first-person view.  So much so that it feels like a 3rd-person camera with an invisible character.

When Oblivion came out, I immediately connected to the game.  Let me back up a little: At the time, my experience with RPGs was with the Bioware formula such as Baldur's Gate and Neverwinter Nights, games with Fallout, as well as the seemingly indefinite yet painful collection of Final Fantasy games.  None of which I've EVER come close to completing with the exception of the first Neverwinter Nights game.  Why?  Well, quite simply, there were two problems:

1) I know it's all based off table-top D20 games like Dungeons & Dragons and I can't really blame the games either for this because RPGs were known to be very limited in their presentation but I had a VERY hard time playing these games because they were all in third person view.  I just can't connect.

Oddly enough, I never had a problem with Diablo...  I haven't really figured out why but I guess it was the geometry-wars aspect of it that made it more like an arcade game.  Although, I do distinctively remember thinking how cool it would be to play Diablo in first-person back then.

2) They all had characters I didn't care about.  Party of six, managing inventories, etc.  I don't like playing nanny.  I know that's what a lot of folks care for, to min-max each character to be miniature gods but that isn't my cup of tea.

RPGs weren't my thing but Oblivion caught my attention.  There's a lot of things that the Elder Scrolls series did right in my book and the first-person perspective is one of them.  They're the closest thing to what I believe are true RPGs.   I mention Oblivion specifically because that's the game that made me fall in love with the series.

When I first started doing my Lets Play of Morrowind, I noticed a problem: combat didn't feel right.  Oblivion (and even Skyrim) have a feel that most people would associate with the shooter genre.  Now, I'm not here to debate whenever or not it made them less of an RPG because of it but I will agree that the combat is more akin to a first-person shooter.  It's not so much the camera but the responsiveness of the actions.  Skyrim feels very close to Dark Messiah of Might and Magic, essentially a FPS with swords and sorcery.  I'm fine with that.

So what was "wrong" with Morrowind's combat?  Well, to put it bluntly, it's archaic.  I didn't see it at first because the presentation was misleading; it looked too much like Oblivion.  I realized something, though: "I've played games like this before...  I just didn't have mouse-look then".  It was then that I made the connection to dungeon-crawler games like Wizardry and Ultima: Underworld.

The Elder Scrolls is an evolution of those games; it just has more RPG elements thrown in.  The resemblance is even more blatant with Daggerfall.  With games like Legend of Grimrock, it's funny how we've gone full circle.


If you didn't know already, I love dungeon crawlers.  Legend of Grimrock was on my radar pretty fast. I never really played much of Wizardry and I never saw a copy of Ultima: Undeworld in my life but I know that Legend of Grimrock is the same kind of beast.  My dungeon crawlers were games like Rogue, Nethack and Diablo which share similar concepts but are executed completely differently.  When I saw Grimrock's trailer, I knew I had to get it despite having some concerns.

"Wait," you might ask "having party members in RPGs isn't okay but it's okay in dungeon crawlers?"  Well no, that was my main concern.  To my pleasure, this game keeps the management to a minimum.  You have dudes, they need weapons, you feed them, that's it!  I would've preferred to be a single character but I found that there wasn't anything in the game that made it a chore... like most RPGs do (hell, I spent HOURS setting up the AI in Dragon Age: Origins so that I wouldn't have to be bothered controlling them in combat).

I am truly loving this game because it brings back the dread of encountering monsters.  I've always considered Diablo II a lesser game than the original Diablo due to it's focus on killing rather than survival.  Hell (get it?  it's a pun!), even the original Diablo is weak in this regard compared to other dungeon crawlers.  I'm kinda over it now and I'm still insanely excited for Diablo III because the monsters so far in the beta are really fun to kill... some are genuinely challenging.  It's got cool characters with unique abilities from one another and an awesome story to boot.  Basically, I play Diablo for different reasons now.

Nonetheless, as much as I'll most likely forget about this game once Diablo III finally comes out, it's REALLY good to see a modern game with old-school ideals.

No.  Dark Souls doesn't count.  The controls are horrible and the invisible barriers once you start fighting bosses is really cheap.  I want to fight monsters, not control schemes.  I know there's a PC version on the way so I might try it again then.  I believe that's where it belongs; not that there's anything wrong with people who enjoy the console version.

Legend of Grimrock even has a mode that forces you to draw your own map!  I'm not crazy, I play with the automated map but it's a cool option to have.  I think my biggest disappointment with the game is the lack of randomization.  I love randomized content, especially in my dungeon crawlers.  Oh sure, the puzzles are intricate and you couldn't do that with randomized content, but I would've loved to have a second dungeon to select at the start of the game that was entirely random even if it was void of puzzles.

That would've been perfect!

There's a few things I don't like in Legend of Grimrock, though. mainly the timing puzzles where you're required to flip a switch and manoeuvre quickly to get by a door; it just doesn't work in a grid-based game.... oh!  and those god-damned spiders!

I'm playing with a bear-handed minotaur up front with a duel-wielding assassin that is practically untouchable.  Behind, I got a earth/fire insectoid mage next to a deadly marksman woman.  I'm pretty happy with my crew.

Oh, and if you were wondering how I can manage to not loot everything when my play the Elder Scrolls.  Play Legend of Grimrock for a while and you'll know exactly how the games I used to play got me into the habit of only looting what I needed.