We are gamers. As gamers, overcoming challenges is kind of our primary thing. Any challenge, especially in the digital space, will be conquered. Speed runs through games where the developers want us to take our time? It’ll be done. Collect every single little collectible? Oh, definitely. Playing every single race/character combination? Of course. Replaying a game multiple time just to see every single possible ending? Par for the course. So if you dangle a carrot in front of us, and then tell us that, oh hey, there’s a way to acquire this carrot just by playing the game? Well bring it on.
The problem is, though, that we are in the Age of Free to Play. On one side you have the staunch Old Guard, banging on their drum of subscription, singing that one monthly fee gives them every single thing in the game and that the only advantage comes from your own drive, the challenges are badges of pride. On the other, you have the New Blood, those born into microtransactions, those that will flit from game to game wherever the crowd of public opinion takes them. “Everyone is playing this latest indie craze?! Then I have to play it, too!” To them, a subscription just doesn’t make sense. Why pay monthly for a game that they’ll be done with in a week? The market is changing to new demands, and so tries to cater to both. But both sides have heavy influence. The Old Guard brings with it disposable income. The New Blood, their ample numbers and time. Their mixture brought about Free To Play.
Dragons, dragons everywhere!
Though personally I will wander from game to game and I do not find value in time-based subscriptions, my playstyle is steadfast that of the Old Guard. As such, I find myself torn whenever these MMOs offer ways of attaining store items through in-game methods. Neverwinter, Guild Wars 2, and Star Trek Online, for example, have ways of exchanging in-game acquired currency for store points. Wildstar and EvE Online have methods of exchanging in-game currency for subscription time. Lord of the Rings Online gives you store currency for performing achievements, and many other examples.
If you give me a method of playing your game for free, well then buy-gum I’m going to do so, not because I’m cheap, but just because the challenge was thrown down. For example, over the past two months, Star Trek Online has given away two Tier 6 ships, the Breen Sarr Theln Carrier and the Kobali Samsar Cruiser, with just quick daily mission requirements to get each, though you could use Lobi, the consolation lockbox credit, to buy them as well. For the Carrier, it was 25 days of the winter event foot race; for the cruiser, the anniversary mission and 15 days of Omega fragment hunting. I have prevailed and have both of the ships in my inventory! Challenge completed! But man, that much logging in, for those quick little events? The fun wore off quickly. So I have the ships, still in their boxes, and no desire to open them. The events burned me out.
If not for STO’s Lifetime subscription, I honestly probably wouldn’t even be playing. I would want to get everything for free by grinding for it, exchanging dilithium for store credits, just because the option is there. But that option is such a long grind that it numbs me to the game itself. It numbs me even with my lifetime!
This is why I haven’t put that much time in Neverwinter. Get a fantastic steed by just exchanging gems for store points, and grind ages for the gems, a never ending grind. Same with Lord of the Rings Online. I found myself in the early levels waiting and fighting other players for mosquito spawns just to complete a slayer challenge for store points. It’s not fun, but give me the option and playing any other way feels like cheating, and I pride myself on not cheating.
Come at me, cube!
This is where being caught in the middle of the Old Guard and New Blood really sucks. The Old Guard would just stick with one game, pay their sub and be happy. Grinds don’t bother them so much as it’s like other games don’t even exist, and their sub covers a lot of ground. The New Blood is cool with the little cheats. They get really upset at nerfs, they’re cool with the exploits that allow them to grind experience much faster than they should, the easy build guides, the experience boosters, all because they’re just moving on to another game soon anyway.
It’s a harsh realization when the games you enjoy playing have stopped catering to your specific playstyle. You feel like it’s passing you by. But then they offer another challenge, with a mighty fine carrot dangling on the end of the string again…
They know us so well.
I find myself jumping back into Star Trek Online a lot lately, but it hasn’t entirely been for fun. Maintenance gaming, I guess is the best description I can come up with with how I’ve been playing. Gaming for the future, maybe? Chasing carrots, definitely, but the carrots aren’t really leading to meals.
I love STO. Picked it up at release and have played off and on for the full 5 years it’s been out. When the decision came through that they were going to start making “Featured Episodes” and coming out with episodes on a regular basis, this solidified the game for me. As a Star Trek fan, this was about as close as I’d come to seeing new Trek. That day, about a month before my wedding day, I signed up for the lifetime sub (and if my future wife complained, well… it was before the wedding so it didn’t count. She said yes, she knew what she was getting herself into!).
Over the years, I’ve stuck to one character and only a handful of ships. Only with recent changes to the game have they made switching ships a much less painful task, so I only stuck to the Long Range Science Vessel Retrofit, the Solanae Dyson Science Destroyer, and just recently the Pathfinder Long Range Science Vessel. Remember Voyager? Essentially that. What can I say, the Intrepid-based designs are just really sleek, streamlined, and sexy. So sue me.
The Dyson Science Destroyer, looking rather epic.
The Retrofit and Dyson are considered Tier 5 and are the ships I spent the most time in. The Retrofit was free for me, but after the Free-To-Play conversion it was considered a pay ship. It was an Endgame ship, though, and held it’s own as more and more Tier 5 ships were released, every new ship bearing a pricetag ranging from $10-$30.
This is how Star Trek Online makes it’s money: ship sales. You want to play the endgame content, buy a ship. Or you could grind for it, but really you’re paying to keep your sanity in this case. Ships, then, differed in your preferred playstyle. Science/DPS/Tank and all the mixtures, Tanky DPS, Sciency DPS, Sciency Tank. Each ship also had some hook that differentiated it. For the Retrofit, it was an Ablative Generator, the future-plating seen during the final episode of Voyager. Tier 5 ships are Admiral Tier, and hundreds of thousands of players supported the game in this way. All Tier 5 ships also are relatively equally balanced. This way worked well, from July of 2010 through October 2014, the release of Delta Rising, when it was announced they would be moving forward to Tier 6.
Tier 6 ships bring along with them a host of fun things. More power, more abilities, more customization, more hit points, leveling up your ship, special earned passives, etc. Fantastic. I went ahead and used my stipend points and bought the first ship I’ve ever used zen to purchase, the Pathfinder. All the fun new stuff, along with an upgraded Intrepid? I can dig it.
The equivalence of walking away from a large explosion.
But this is an MMO.
In MMOs, there is the unspoken rule that any improvements below when the improvements start becoming harder and harder to acquire is not important. Leveling gear is only meant to be held onto until you pick up an upgrade 20 minutes later. The new Tier 6 ships are easy to acquire, all you have to do is bust out the credit card or run one of the latest events. The Tier 6 upgrade, though, effectively makes all the Tier 5 ships, all the ships paid for by players, just another piece of leveling gear.
‘Tier 5 ships are just fine!‘ they told us. All the story content in Delta Rising can be completed with a Tier 5 (which it can), and you don’t *have* to upgrade to continue enjoying the game. Well, no, of course we don’t *have* to. But this is an MMO! Acquiring the best gear is a huge part of why we all play! They know this, though. They know the psychology of MMO players just as much as we obey it. If there is a huge upgrade to a key piece of gear, and it is within our reach, we will go after it.
Even throwing on the band-aid of a store token that can upgrade all Tier 5 ships to a Tier 5-Upgraded level is just a cover. The Tier 5U ships do not have the ability to add specializations, they do not offer extra passives, all they offer is just a buff to your ship’s hit points for $10. The token just gives your Tier 5 ships the ability to hold you over until you can get the Tier 6 you want.
All of this obviously did not sit well with a lot of players. Expansions in plenty of other games usually turns all your hard-earned gear into leveling gear again, which is fine, but not when you paid $20 for that gear. And then we were supposed to be fine with a $10 band-aid that still did not put us on par with Tier 6?
The Delta Flyer, flying in a timed race. Original, right?
I’m not going to say that Cryptic dropped the ball on this one, this was obviously a very calculated move for the future of the game. If anything, they’re holding onto the ball real tight. This whole ship upgrade thing, though, put a bad taste in a lot of players mouths. Will Cryptic do this again for the next expansion? If I buy Tier 6, are they just going to make Tier 7 and invalidate another purchase? Hate to say, but I think a lot of trust from a lot of players was lost on this one. Which is a serious shame because the story in Delta Rising is easily some of the best the writers have written yet, a real fine display of Star Trek’s iconic grey storytelling.
Personally, with my lifetime sub, I wasn’t affected much. I just bought the Pathfinder using stipend points. My two longest running ships, though, the T5 Retrofit and the T5-U Dyson, unless they come up with other uses for old ships they can effectively be mothballed. Using them when I have a Tier 6 is kind of pointless.
Because really, what MMO player is fine with just using leveling gear?
Today Joel Bylos, game director for The Secret World, released the February 2015 Game Director’s Letter and in it details the road forward for the completion of the Tokyo storyline. I haven’t discussed The Secret World in a while, but it is still one of the games I consider myself an avid player of. I even went so far as to purchase a Lifetime sub, figuring why pay every time for every little content update, when a solid one-time payment will net the points I need to continue playing for a long, long time.
My character, a pistol and elemental magic wielding Illuminati darling, is currently parked in Tokyo awaiting the next update, having finished the latest fantastic installment. A long term goal is to seriously update the QL level of my Tokyo gear, but the amount of grind needed to get there is significant and would involve running the same stories over and over, with the only new amusement of attempting to conquer some of the more ludicrous achievements. Not that bad, but playing other or new games for the first time is way better than grinding, and so he sits waiting.
Nothing says The Secret World like a chain smoking detective wearing a rabbit suit.
From hearing players reactions to The Secret World overall, there seem to be two patterns that emerge. 1) Not a lot of players tend to make it past the area of Blue Mountain before quitting, and 2) the amount of time it takes to kill one mob anywhere is exceptionally high. These are linked, though, as the difficulty curve really ramps up in those first couple of zones. Higher difficulty, AND a significant uptick in kill time? Even I didn’t get through it unscathed the first time I played, I remember taking a break around that time, too.
However, it wasn’t until I hit the end of the Beaumont story in Blue Mountain that the game finally clicked for me. That’s when it dawned on me that this wasn’t just another zombie story. That TSW really was much deeper than it was letting on. But I had to get to that point first! Thankfully, improvements are coming.
Let’s take a look at that letter, shall we? Here is a rundown of the impending fixes.
- Reduction in the amount of time it takes to bring down monsters pre-Tokyo. – Hugely necessary. As I said above, this is a large issue for many players.
- Reduction in the mob density in the higher packed areas. – Not as necessary as 1, but welcome. It was very easy to trigger a string of never ending fights, and is one of the main reasons I started using a more AoE-centric build, as did others.
- Loot buff for rare mobs. – Sure, why not? A little extra blue gear, being the step between uncommon green and epic purple, never hurts.
- Overall mission reward restructure. – Nice. This will definitely help new players, as it was possible to hurt yourself in the early game. Understanding how gear works in TSW goes a long way.
- Story mission reward restructure. – Also nice. Leveling gear is leveling gear, though. It could be handed out like candy, it doesn’t matter a whole bunch. Like any other MMO, your gear only really starts to matter when it starts becoming farther and fewer between to acquire.
- Transylvanian story rewards an epic weapon. – Nice, but wait… Will we be able to go back and get this? A piece of epic gear has been awarded for the completion of every mission pack so far on offer. If they’re throwing this in there, will it be a retroactive reward for all? Epics aren’t that common to come by, after all.
- Upgraded tutorials. – Nice, but this may not be as helpful as they think. You can put up signs right in front of peoples faces sometimes, and they still won’t read them.
- Map improvements. – Doesn’t say specifically, but I’m thinking map icons. Can’t hurt.
- More achievements. – Always good for those that want them.
- Fast travel system improvements. – It’s about time. Not that there wasn’t a perfectly good workaround for it the entire time in game. Our characters are very hard to permanently kill as lore, so the fast travel amounted to killing ourselves, and then using the spirit world to choose where to resurrect. Badass, but way too much suicide involved. Now it’ll just be a point-and-click system. Not as badass, but more intuitive. I’m cool with it.
TSW has that way of making you come back for more.
The letter also went on to detail how when we finally enter the Tokyo Orochi tower that we’ll be met with an ever shifting dungeon. One of the downsides of grinding the TSW missions is that the missions are the same every single time, so the entertainment level drops after the first couple of times. So, at the very least, redoing the tower over and over again, at least it’ll be moderately different each time and up its replay value.
Overall, sounds like good stuff. Nothing monumental, but not every update needs to be on par with Beowulf. This will hopefully help bolster community numbers as players aren’t as fatigued when they reach Blue Mountain, and so might improve the overall population. TSW has one of the best communities in any game running, and more players will only make it better.
Rumors had been swirling for a few weeks, but it wasn’t until Brianna Royce’s official post last Friday that the news finally sunk in. Massively, one of the few gaming news sites strictly dedicated to MMO news, is shutting down. AOL, Massively’s overlords, decided in their process of restructuring to shut down their gaming news coverage contingent, Joystiq, which holds both Massively and WoW Insider under it’s umbrella. This comes as not only a blow to the writers and avid readers, such as myself, but I feel will send shockwaves throughout the industry.
In my opinion, Massively stood as one of the last bastions of trustworthy gaming news out there. The more and more irrelevant “consumer revolt” who’s embers are slowly dying claims one of their highest tenets as “ethics in gaming journalism”. Well, Massively epitomized that. They stood up time and again for the consumers and never sugar coated a game in their genre that they didn’t feel lived up to it’s expectations. As a Philadelphia sports fan, this is second nature to me. When you’re passionate about a subject, you celebrate the highs but you push back when you see the subject falter. We are keenly aware of how good it could be, and we push it to live up to those standards. Massively pushed the MMO genre to live up to higher standards, and the genre reacted. Over the years, time and again we saw MMO developers take what the journalists at Massively said to heart and make changes to their games for the better. And those that didn’t listen? Well, let’s just say humble pie is hard to swallow.
This level of enthusiasm, which you could almost physically feel coming out of the text, earned the trust of many readers. Even in disagreement, which happened frequently, that trust still flowed. In this day and age of polarization, what news sources can we really trust? I won’t lie, the prospects are grim. MMORPG.com exists, but it’s hard to take them seriously with the uber-cluttered front page and propensity to deck their background in scantily clad characters. Fatal Hero has a decent missive, but they don’t cover MMOs often, and most of their pieces border on the over-compensating negative side. Personally, unjustified negativity tends to drive me away.
I won’t lie, when it comes to world news more and more I tend to get it from Facebook and Twitter. When it comes to trending stories, multiple outlets produce multiple stories and, when taken with appropriate doses of salt, combined the truth can rise to the surface. Information by inundation. The other day I was watching the RizeUpGaming weekly stream on Twitch and I asked the panel of hosts how they felt about Joystiq being shuttered, and their overall response was a resounding “meh”. They didn’t see the closure of the site as any big deal as it had stopped becoming their primary source of news ages ago. YouTube, Twitch, Reddit, Twitter, and other aggregation sites were where they said they received their information currently.
Is this the world that we’re heading into? If so, individual game bloggers, streamers, podcasters, and vloggers may be the last bastion of truth. Game and MMO bloggers tend to write with that same passion that the Massively writers possessed, just with not as much talent. We’re not writing to get famous, to become rich, for personal glory. No, we’re writing to make a difference, to give a voice to what we wish to see, to push the genre to the heights it could reach. We’re writing because we want to be a part of the overall conversation.
So though I may feel sad that Massively is the victim of AOL’s thrashing about to remain relevant, I am hopeful. The writers have passion. That passion, combined with their experience, means that if they wanted to continue writing they could probably easily find outlets that will take them, and those outlets would become better for it.
We may be seeing the end of Massively under AOL, but I certainly don’t think we have seen the end of Massively.
P.S. – So, hey, it’s been a while since my last post. If you’re reading this, thanks. I’ll probably be picking up blogging once more, if for no other reason than to help throw my pinch or two of dirt into the sudden hole. Over the past few months, I just didn’t feel like what I said would add anything to overall conversation, thoughts I had were better reflected and better written elsewhere. I still think that’s true, but I may still post more anyway.
Edit: Well it looks like we certainly haven’t seen the end of that Massively spirit, as the gang appears to have started numerous new outlets all under the banner of “Massively Overpowered”, including a Kickstarter to fund the overall site! That didn’t take long. Here are all the links, check them all out:
Kickstarter: Massively Overpowered Kickstarter
Podcast: Massively OP Podcast
Thank you all for coming today.
I know for some of you the trip was inconvenient, taking your time off from work or just coming here in your free time, so we greatly appreciate it. Well, what can I say? We are gathered today in remembrance of Rusty Hearts, a good friend to some of us, a stranger or passing acquaintance to others, but overall a game that may have passed, but certainly left a legacy that will not be forgotten.
What I know of Rusty Hearts is not extensive, by any means. I never achieved max level, nor did I play it often. However, it was a game that stayed installed on my hard drive because it was just fun. It was different. It refused to follow western tropes that felt like staples of the industry. It was a game that I played periodically, a game that, at the time, was unlike any other. In an age where ‘MMO action combat’ was a rare sight, and tab targeting and skillbars-for-miles was still the order of the day, Rusty Hearts bucked the trends.
Instead of letting the player create their own character from scratch, they had predetermined characters with different playstyles. These were Rusty Heart’s classes. Most people feel that this is a black mark, that to snub open character creation is a sin against the genre. But, to me, this was just one reason that made it stand out. We see this now in a title like Marvel Heroes, a game currently in it’s prime, hitting it’s stride, but uses pre-determined superheros. In Rusty Hearts, you wouldn’t play a melee dual-weapon class, you’d play Franz. You wouldn’t play a magic-wielding class, you’d play Angela. And you wouldn’t play a ranged dual-pistol class, you’d play Natasha. These characters weren’t just fluff, though. They were the main story. They were the characters who had a vengeance to exact against their enemy, the lord of Castle Curtis.
The story was… interesting. I wouldn’t call it a great, memorable tale, but the comic relief came fast and furious, great contrast and companion to the fast-paced battles that were found within the game’s many, many dungeons. That, and the story matched the anime-like, uber-colorful and stylized art nicely. If you think World of Warcraft is “stylized”, you ain’t seen nothin’. If anything, the style was similar to Champions Online.
The music was unlike anything I’ve heard yet in an MMO to date, too. In the game’s main city, it was a sad-but-hopeful haunting classical/jazz piano with a bit of an electric flair, to match the town’s somber mood. Inside the dungeons, and when fighting bosses, it was faster paced club music, electric guitar and violins to match the fast action combat. Really, phenomenal stuff. I highly suggest you take a listen while it still remains on Youtube.
Gameplay is where the game stood out, though, in my opinion. Sure, there wasn’t a lot of forced grouping or massive co-op gameplay that all the players today *think* they really want (but the numbers tend to prove them wrong time and again). It was a Guild Wars 1 or Star Trek Online style of lobby-based dungeon play, but it was a ton of fun. Mobs were thrown at you en masse and the short dungeons weren’t fully cleared until you beat a boss monster with harsh mechanics. The faster it was cleared, the more rewards were achieved, and rewards dropped like it was ‘National Loot Day’.
However, the grind. Oh the grind. Rusty Hearts makes most MMO’s grinds look like a walk in the park. You didn’t just run these dungeons once, you ran them about 15+ times each, quests telling you to head right back in after you just came out. That’s why I never achieved max level or made a serious play at endgame, the grind was just too much.
Rusty Hearts is succeeded, though, by a game that is still finding it’s place in the gaming world, Neverwinter. Not so much the art style or music, but in the gameplay. The characters are very stock types, the play is lobby based, albeit a little more open, but the action and bosses fought at the end of each dungeon are not exact, but reminiscent of the gameplay. An offspring, if you will. If you enjoy Neverwinter, there’s a decent chance you would’ve enjoyed Rusty Hearts.
So closing mere days before it’s third birthday, which would’ve been September 20th, with a heavy heart we say goodbye to Rusty Hearts. A game with ideas before it’s time, but holding fast to old grind tenets. A game with great style, both in art and music, and gameplay that was just plain fun.
Rusty Hearts was the game that really opened up my eyes to what could be different about MMOs, but still be fun to play. It smashed the idea that MMOs had to stay to a strict formula, that the term MMO was a lot broader than I believed it to be. It pretty much is the reason for my game-jumping. I learned from Rusty Hearts to expand my “comfort zone”, to try out and give each game it’s own fair attempt to see if I liked it or not. To not just blindly follow the crowd. You can say Rusty Hearts is then partially a reason why I started this blog, to share my thoughts that there can be good things in places you might not usually look.
Now please, for all those in attendance, there will be a repast held at the community hall down the street. All are welcome to attend.
Remember Rusty Hearts the next time you see a game and think “that’s not for me”. You never know. All you have to do is try it out. Rusty, you will be missed.
Currently I’m going through my gaming transition, as I usually do around this time of year. As soon as Spring hits, I crave the outdoors. My gaming time and interest tends to take a nosedive, and then come Fall, like clockwork, my want to play games increases again. I find myself usually returning to games around the time that all MMOs are starting to celebrate their Halloween shenanigans.
I may be a bit early, but a foot injury has sidelined me a good amount this season, and so my Ultimate playing for the season is essentially over. My injury will hopefully heal over the winter and I’ll be good to come back into next season’s Ultimate ready to go. Still won’t stop playing Disc Golf, though. I’ll try to keep that up until the ground is covered in deep piles of snow, like last season. I am hoping to be a little more active this winter to stave off the holiday weight gain and I’m hoping to get into a friend’s softball league next Spring. We’ll see how that goes, “best laid plans” and whatnot. <ahem> Sorry about that tangent…
But gaming wise, my mind is filled with cravings to play all kinds of different games and it’s causing me a bit of indecision. Here’s a quick list of the ones that are currently jockeying for position:
Vines and plants. Eating salad feels like revenge against these things now.
Guild Wars 2
I recently finished the main story and have started in on Season 2. I really love how they’ve set up Season 2 so that it can be played at an easier pace, and how they’ve integrated it into the world. We have instancing in these games for a reason, and that reason is story. Keep it up, ANet! I’ve finished all the story up to Dragon’s Reach: Part 2, and am really liking the story. They’ve really kicked the story up a notch on this one, although making your character the main figurehead and putting all kinds of words into our mouths, it’s offset by the fantastic characterization of your companions and surrounding characters.
Now I just have to… figure out what else there is to do at level 80. Having done zero research about GW2’s “endgame”, the top level items/weapons and what it would take to get them, it’s a bit of a mystery… they don’t make it that obvious in-game. But these boss battles are something else. If I can get through one and not die 100 times, I’m happy. So maybe a little grinding is in order to get some better or more synced equipment… I’m not a fan of using guides, but I may have to.
Star Trek Online
The next season and the latest expansion Delta Rising are quickly on their way, and the last content I did was against the Voth inside the Solanae Dyson Sphere. Good content, I really enjoyed it, I like how the STO devs are creating content that can’t just be gobbled up and moved on from. They use Reputation grinds, but Rep grinds feel alright for end-game content. My only issue with STO, ironically, is their propensity for long grinds, but I have to come back for Star Trek. I feel compelled. Also, the mountains of zen I have from my Lifetime account don’t hurt (4 years worth of a lifetime sub mixed with a propensity to only buy storage upgrades and costumes).
Since I’ve last played, though, the amount of changes is extensive, and is a hill to come back in. Specifically, the changes in how kit powers work. Knowing STO’s history, it may not be that intuitive. Also, how it looks like they’re handling Tier 6 ships is… interesting. Making them not necessary but obviously more powerful? So… making them necessary?
Love the art style.
As of this post, Rusty Hearts is shutting down in about a week. This makes me sad as it’s the first MMO that I’ve ever played that is shutting down. It won’t be missed by many, but it will be missed by me. I want to give it one final play session before the servers shut down, and I should be able to as my account should still be active.
Old School D&D Games
And I mean OLD SCHOOL. No, really, I’m talking like 24 year old, can buy itself a drink, Champions of Krynn old school. Either that or Neverwinter Nights, or Baldur’s Gate. I remember playing the old school Krynn series a LONG time ago, and I played a bit of NWN and BG, but never completed them or made any headway. I’m in a when-we-can-get-together Pathfinder group, you see, and I completely suck at it, but the D&D bug still bites pretty hard, and I do love me some old school.
I know, Civilization: Beyond Earth is coming out near the end of October. It looks awesome, but it gives that nostalgia hit to play me some Alpha Centauri, Sid Meier’s last attempt at a Civilization game on a world besides Earth. Dealing with other ideologies while at the same time trying not to be horrifically hurt by aliens? Good stuff.
You see, Beyond Earth is coming out a good time. The premise, if it’s anything like Alpha Centauri, is one of living with the planet, not against it. Using methods of living that don’t harm the ecosystem. In AC, if you don’t learn to live with the ecosystem, it will fight back. Hard. Parallels with current day issues? You betcha. Art imitates life, after all.
Gelatinous Cubes, what jellyfish would be if they were found on land.
I like Neverwinter. It’s a lot of fun, even if it doesn’t hit all the D&D notes that the old school D&D games I mentioned above do. And they just released their latest expansion, Tyranny of Dragons, so… Dragons! Dragons everywhere! As I said, I like Neverwinter, it just never makes the top of my MMOs to play list.
The Sims: Medieval
With the release of Sims 4, the Sims bug is also itching. But for me, I always wanted a little more out of the Sims. It seems like a great base to tell a whole bunch of stories, but stories that don’t just revolve around relationships and remodeling ones bathroom. But there is a great Sims title that does go a lot further… The Sims: Medieval. You play multiple people in the standard fantasy medieval community. Say you decide to play the king/queen and go through their story, then when you next play the blacksmith story, you get the benefits of the world changing from the royal’s story. The caveat is there isn’t much in the way of house-building, but to me the quests more than make up for it.
Did anyone else feel that wind?
Guild Wars 1
Playing through the story of Guild Wars 2 has made me want to go back in time and play through Guild Wars 1! Prophecies! Factions! Nightfall! Eye of the North! Plus, this would give me the ability to get all the fun Hall of Monuments stuff that I don’t have from not really playing GW1. And with Rusty Hearts closing, it just makes you think that an old game, like GW1, could shut down at any time. All it takes is for ANet to turn around and say “Well, it’s not making us any more money. Shut it off.” and that’s it, it’s done.
Walking Dead: Season 2
As far as my current TV watching, I’ve been into The Walking Dead. I like it, but what made me start watching it was playing through The Walking Dead: Season 1. Amazing. That game is amazing, but I’ve only done a few chapters of Season 2, and I should really finish it up, because I’m sure I’m going to love it.
Those Other Games I Have Half-Finished
Elder Scrolls: Daggerfall, Half-Life, and Gabriel Knight, specifically. I stopped playing all of them for pretty good reasons, but they’re still nagging me being unfinished. I think my want to “explore” in these games is too much and is getting in the way. I don’t like just rushing to the next plot point, but at this rate I’ll never finish anything! Argh!
So I don’t know. What do you think? Maybe I’ll just keep driving my truck. This ore isn’t going to deliver itself, you know…
On the road again. I can’t wait to get on the road again…
Well, the left side, technically, which is correct, but it took me a few minutes to get use to.
The other day I was looking through Green Man Gaming’s list of 30 Must Have Indie Games, of which I have quite a few already, but found myself inexorably drawn toward Euro Truck Simulator 2. I quickly checked Steam which, thanks to a handy browser extension called Enhanced Steam, I was given a coupon code that allowed me to pick up the game on the cheap. I couldn’t resist.
Marvels of engineering impress the heck out of me. When I was younger, I use to love going to amusement parks and then, in my head, urged to want to build scale models of them. At the time, either I didn’t know of Roller Coaster Tycoon or it hadn’t released yet. Even to this day when I’m on my way home from work and I’m stopped at some local railroad tracks waiting for the train to pass, I get the urge to play a train simulator or something. I usually don’t act on these urges, but who knows. Sometimes the kid in me has free reign.
Cities are just depots, right? I’m not sure cities have other roads…
The tutorial was an eye opener. Now, in general, I consider myself a good driver, but suddenly making a left hand turn in an enormous vehicle with 30 tons of momentum behind you on the wrong side of the road?!! Whaaaaat?!!! I haven’t even started challenging myself yet, though. Currently, I’m playing on simple video-game-style automatic transmission. You know, ‘W’ goes forward and takes care of gears, ‘S’ is both reverse and brake. But the potential options here remind me of playing those Mech games of old, where you had to memorize scads of key combinations to make stuff happen. It can be as easy as WASD, but as complex as getting your own steering wheel, gear shifts, and pedals and going nuts.
The game starts you out as a basic driver, looking to be hired to run jobs. Cake. Just drive from point A to point B, don’t worry about gas, lodging, tolls, fun management stuff, continuity, etc. Just follow the traffic laws, and you’re golden, an easy few thousand euros. Do this… for a crazy amount of times more. I’ve only made a few deliveries total, but the next part of the game is starting your own trucking business and for that you need to buy your own truck, which runs at it’s cheapest into the 100k euros. A good simulator won’t be easy, I know, but getting the funds to buy a truck without getting ripped off by the bank on interest fees… that’s going to take a while. Maybe I’ll play once a day or something until I get there.
Clouds, sun, water, trees… is there much else on the sides of the road?
The game feels realistic, though. I’ve found myself cursing at slow drivers and cars cutting me off, missing turns offered by the GPS, and trying to stay relatively around the speed limit, as I do in real life. I’ve become quickly acquainted with the buttons used for the multiple horns. And trying to park this sucker once you reach your destination?! A Steam comment on the first Euro Truck Simulator summed it up nicely…
Saving the world? Easy.
Creating my own civilization and leading it to world domination? Easy.
Catch all Pokémon? Easy.
Make my way through hell? Easy.
Parking a truck backward? Impossible. Great game though.
Nailed it. In the rain no less.
But I wonder about the side-of-the-road visuals and how much it is really like traveling through the european countryside. Are there really that many fields of sunflowers? Are hot air balloons a regular sight? I need to find where all the good sights are, I guess. So far it’s been a lot of roads, roads, roads, circles, tight turns, and more roads. I’m not even sure what highways these are supposed to be… I think they’re marked when you first get on, but the GPS isn’t telling me, and they really all look similar.
Is Euro Truck Simulator 2 a well put together game? Yes.
… Is it fun? Well… I’ll give it the benefit of the doubt. The fun is found in it’s realism. Because I’m not sure how this truly compares to trucking, I’m not sure I can truly say how “realistic” it is. However, nailing backing the truck up right? That’s a good feeling right there.