Dragonchasers
Posts Tagged ‘game design’
Posted on November 12th, 2009 at 10:21 pm under Gaming

So I’m about 16 hours into my current game, with enough in other characters that I can probably safely say I’ve put 20 hours into Dragon Age: Origins so far. I’m growing ever more sure that this is my personal Game of The Year, which frankly surprises me given how much I enjoyed Infamous and Uncharted 2.

But no game can stand up to 20 hours scrutiny without revealing some imperfections and Dragon Age is no exception. Of course, no game is perfect. The title of this post is intended to provoke.

Anyway, here’re two things I’d like to see changed/added to Dragon Age: Origins.

First up, inventory. We’ve got a fairly limited amount of inventory space, and I’m not 100% sure why that is. Plus, there’s no way to put something down (unless I’m missing something); if your pack is full and you want to pick something up, you need to destroy something you’re carrying. When I’m in a large area with no vendors and no way out and my inventory fills up, it can be a little annoying. Granted there have to be some limits. But I hate that I’ll have to throw away, for example, a kite shield in order to make room for a silver ring.

Why not let us pile up extra gear somewhere in the corner of an area, so we can come back for it later (there could even be a chance that by the time we get back, someone or something will have rummaged through our loot).

As a sort of corollary to this issue, here’s a more controversial issue. I’d like to have a different inventory system. The way things are now, you get X inventory slots and every item (or stack of items) takes one 1 slot.

I get why they did this: to keep things simple. But Dragon Age isn’t a simple game. Now don’t be alarmed, I’m not calling for a “Tetris” inventory system. Rather, I’d assign a number of “burden points” to every carryable item, and then I’d give the party a set capacity for burden.

An example might make this more clear. Currently you start the game with 70 inventory slots. Instead of 70 slots, give the party the capacity to handle 700 encumbrance points worth of stuff. A ring would have an encumbrance value of 1. A shield would have an encumbrance value of 10. A plate chestpiece might have an encumbrance value of 20.

So now when you’re at capacity and want to pick up a ring, you can throw away a shield and get the ring and have some extra room to spare. Or you could throw away a salve and swap in the ring and still be capped. On the other hand if you find some plate armor you want to lug around, you’re going to have to make a number of sacrifices to fit that in.

Honestly that’s a “thinking out loud” idea. But I do think it’d be nice if we could drop items. This isn’t an MMO where we have to worry about lag from items being dropped by hundreds of parties, after all.

Until we get changes to the inventory system, you can head to Spinksville where Spinks talks about a mod that gives you some storage space in camp. That’ll at least help you squirrel away all those rings, statuettes, bottles of wine and other giftable finery you’ll pick up in your travels (but that each take up the same space as a piece of platemail).

Second, I have a feature request. I want a combat review camera. I love the combat system and I love the spectacle of combat. But I feel like I miss a lot of cool stuff because my back is turned, so to speak. This is particularly true while playing as a rogue, since you’re in the middle of battle and constantly moving to get in some back stabs. It may not be as bad for mages or other ‘back line’ characters.

Too frequently something will happen in a battle when I’m not looking. Suddenly two of my party will fall and I’m not sure what caused it. Or a Tactic condition will be met causing a mage to cast a spell that levels half our enemies and I’m not really positive which spell it was.

Enter the review camera. This gizmo lets you rewind time to the start of a battle and then gives you a free floating camera that lets you observe (passively…I’m not talking about a retry) the combat from whatever angle you feel is best. You can watch from the position of that enemy mage who lurked in the shadows until we sent our hound after him, for instance. Or you could just fly around the battle, watching it from all angles; maybe even add a feature so you could save “films” of epic battles in this way? Wouldn’t it be cool to be able to edit ‘combat films’ and then save them in an online album to show off to friends?

Anyway, that’s enough for today. Can’t wait for the weekend to arrive so I can put in more serious Dragon Age hours. Sneaking in 30-45 minutes on a week night is almost worse than not playing at all!

Posted on November 11th, 2009 at 10:14 pm under Gaming

I guess the Bioware/EA press juggernaut took a week off to catch their breath. But they’re back and this time a decent video of the combat system in Dragon Age. Clearly the people being filmed expect you to be watching this before you play, so there’s a bit of redundancy (assuming you’re playing DA:O right now, and if you aren’t…why not!?) but they also talk about where they drew inspiration from and what they were ‘going for.’ (You can decide if they hit their target.)

A short epilogue talks about how many more stories there are to tell in this universe. Whether that’s a tease for DLC, an expansion pack, or a sequel, I don’t know. I’d be happy with all three, myself.

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Posted on October 29th, 2009 at 9:26 pm under Gaming

Syp at Bio Break did a post today declaring Torchlight to be a carbon copy of Fate, and he has a list of bullet points to prove it. And looking at his list, I can’t disagree with a single point. In some cases I’m taking Syp’s word on the fact that the points match up, because I never got far enough in Fate to see how later parts of the game, like passing items on to other characters, worked.

Why? Because I found Fate tedious. A not-very-good Diablo clone with a vile copy protection scheme. It came pre-installed on one of my HP machines which allowed you to play a few sessions for free and then asked you to pay for the game. It never occurred to me to pay for it because I didn’t find the game the least bit compelling.

And yet my early hours with Torchlight have me enthralled. In fact I hesitated about writing this post because writing it is eating into my Torchlight time.

To really explain why I love Torchlight while I found Fate pretty ‘meh’ I’d have to re-install Fate, and that isn’t going to happen, so I’ll just have to look at the intangibles of Torchlight and make some guesses. And mostly I think it’s because the combat, simple as it is, feels so satisfying. Each attack lands with a solid impact. Each urn breaks with a satisfying crash. When dozens of creatures swarm out of a tunnel or a mine shaft it just sends a thrill up my spine… “To battle!!!”

Fate just felt like ‘click click click’ whereas Torchlight feels like ‘Slash! Bash! Pow!’ … even though the mechanics and bullet points match up so well. Torchlight has a soul. Fate was just a game. I guess you can’t capture ‘soul’ in a bullet point.

* * *

And while we’re talking Torchlight, GameInformer has a post up on how to rebind the keys. It isn’t as easy as it should be, but it ain’t rocket science either.

girltalk

Posted on March 24th, 2009 at 10:13 pm under Gaming, MMO

I argue with MMO bloggers a lot. Maybe I’m just old and set in my ways, but so much of what these youngsters say just rings so false to me…

One topic to always get me embroiled in an all-day rasslin’ match is this concept that most MMO publishers are just out to fleece their customers and they make MMO’s full of un-fun time sinks so that people will play longer and so keep subscribed.

I don’t agree with this argument. If the activities that bloggers refer to as “time sinks” aren’t fun to the players, then why don’t the players leave the game? Why stick around if you aren’t having fun? Anyway, I’ve argued that argument until I’m blue in the face. Not going to do it again, life is too short.

In fact, I’m throwing in the towel and I’m going to AGREE with these bloggers, but on condition that they cast their nets wider. It isn’t the MMOs are full of time sinks. GAMES are full of time sinks.

This struck me when I was reading In Praise of the 3-Hour Game (doh, no stretch there.. I sure can make mental leaps, eh?). In it, Wired’s Clive Thompson suggests that most (narrative driven) games are bloatware and shouldn’t run more than 4-5 hours. The argument goes that games cost a lot to make, so you have to charge $60 for them, so you have to fill them with time sinks to stretch out how long they take to play so that players feel they’ve gotten their money’s worth.

For the record, I don’t totally agree with Thompson either, but I agree with him more than I do with the bloggers. When I’m grinding levels in a Final Fantasy in order to take on the next boss, all I’m doing is grinding levels. Nothing unexpected is going to happen. Nothing else in game is going on. Compare that to grinding levels in an MMO. I never know what’s going to happen next. Maybe someone is going to come running past any minute, in need of help or something. And I’m probably talking with guildies or friends while I’m grinding, so even if nothing unexpected happens I’m still having a pleasing conversation.

In either case, people are paying to do time sinks. Either at $15/month, or with that big fat $60 fee up front. If the basis of the argument against time sinks is that time sinks aren’t fun, and we’ve established that both single and mmo games are full of time sinks, then why do we find games fun in the first place?

I mean, any non-gamer would tell you the entire game is a waste of time and a ‘time sink.’

I could do into this some more, but I have to go grind a couple more levels in Star Ocean: First Departure before I can take on the next boss. And y’know what? I’m really looking forward to playing after the day I’ve had.

# # # End gaming discussion # # #

To my friends: A while back I was apologizing about being so negative and all that and mentioned that my mom wasn’t doing too well. A few of you expressed concern, and that was very much appreciated. I just wanted to post a quick update. It’s been an on-going struggle since, as we’ve tried to motivate her to take care of herself. Funny thing I’ve learned. If a person is lucid, you can’t force them to help themselves. We’ve been trying like crazy to get her to check herself into the hospital but she wouldn’t. Then today she fell (not for the first time) and hit her head (the first time). Thank goodness someone happened to be there, and an ambulance was called, and now mom is *finally* in the hospital getting some medical attention. Tests will be run; they think she may have pneumonia, or worse (her white blood cell count is way low – she’s smoked like a fiend for close to 70 years…draw your own conclusions) but at least they have her eating and drinking.

I know it sounds weird to be ‘celebrating’ my mom landing in the hospital, but it feels like such a relief. She’d gotten to where she would choose not to answer the phone, and every time I called I’d get to worrying that she’d fallen or had just passed away and was laying there, or hoping she’d just decided she didn’t feel like talking to anyone (you wonder where I get my crankiness…the apple don’t fall far from the tree!) Thank goodness an old high school friend lives across the street and he’d check on her for us. I’m far less worried with her IN the hospital than I was when she was OUT of it.

Posted on November 1st, 2008 at 1:25 pm under Gaming

Disclaimer: I have not yet played Fallout 3 (soon I hope!).

GameSetWatch has a really interesting essay up about Fallout 3, it’s moral choices (or lack thereof) and why Bethesda made the game the way they did. Very much worth reading.

In Fallout 3, you cannot kill children.

Problematically, in singling out and self-censoring one particular type of ‘crime’ in his game Pagliarulo by implication justifies all the others as being non-gratuitous and necessary. Last night I blew the head from a homeless scavenger girl, one who’s barely into twenties. The slow motion camera tracked her head’s explosion before lingering on the crimson fountain spurting from her neck stump. Is this kind of interaction and feedback ‘socially responsible’? And so then what’s the difference to killing a minor?

Chewing Pixels: ‘I Kill Children’