1. Why are video games so addicting?

    April 5, 2010 by Stone

    I started playing Torchlight. Bye-bye development time. My Vanquisher and her pet mimic (a living treasure chest with teeth) are damn sexy. The chest can summon an army of skeletons (I sort of like to think they’re the reassembled bones of enemies he has eaten), and the Vanq has two pistols that she can fire at the speed of a machine-gun. It’s wicked.

    Anyways, that’s the story this week. Development is on hold because I’m an addict. If you like dungeon crawls or action-RPGs, check out Torchlight if you haven’t already.

    To describe it (for those who aren’t familiar with the type of game), it’s a Hack ‘n Slash. The core gameplay involves running around a randomly generated map, battling hordes of easily defeated enemies (and occasionally some harder to defeat ones) with one type of attack, and all other actions (spells, attacks, ect) taking both time and mana), while you collect gold and item drops, and try to manage your very limited inventory space until you can go back to town and sell the junk (items you can’t use), then it’s back to the dungeon to do it all over again. It’s an RPG, so as you kill enemies, you will eventually level up. You can then spend skill points on additional attributes and abilities, turning you into (eventually) a paragon of your chosen profession. In this case, the professions are: 1) the Destroyer, who is basically your melee powerhouse with limited range, incredible damage, and the ability to charge headfirst into combat. 2) The Vanquisher, who has an affinity with ranged weapons (guns, bows), and is good at setting traps and stealthy/sneaky attacks. and 3) The Alchemist, who I don’t have much experience with. The Alchemist is your pure caster class, able to use the best spells and summoning powers in order to fight by proxy. Each of these characters has access to a wide variety of unique powers, but also can share some of the same talents, and can build up the same attributes. For example, it would be possible to take my destroyer, equip some magic enhancing items, some spells, and some magic skill, and turn him into a caster. He’ll just never be quite as natural at it as an Alchemist.

    Then there is the pet system. You can start with a cat or a dog, and they aren’t bad. Early on, they have more hp than you, and serve well as a distraction for enemies, or additional damage. Each pet can wear two rings and a necklace, so you might find some good enchanted ones to help them out. The pet can also learn two spells (my destroyer had a fireball shooting dog. quite fun). They can also be temporarily transformed by eating fish. The fishing minigame is not too hard, and thankfully, not a skill you can directly rank up (stupid WoW). Different fish will turn the pet into different creatures for either two minutes (normal) an hour (big version of the fish, rare), or permanently (giant version of the fish, quite rare). different pets have varying stats and abilities, but also retain what they had before. for example, if my fireball shooting dog eats a fish that makes him an ice-elemental, he will still have the fireball spell, but he’ll also have the ice-elemental’s ice powers, resistance to ice damage, etc.

    Still, the pet’s primary function for me has been as a packmule. Your pet has the same number of inventory slots as you do, and can be ordered to pick up items (or you can grab em and put them in the pet’s inventory). The pet can then return to town (not helping you during that time), and sell his entire inventory to clear room. This is great for times when there are a lot of junk items lying around (and there are plenty of times).

    For a while, the game’s creators had talked about their plan to make an MMO set in the Torchlight universe. If they do, and they keep the current gameplay’s pace and style, I think they could do what I was hoping Champions Online would do: blow World of Warcraft out of the water.


  2. I am writing a Roguelike.

    December 23, 2009 by Stone

    It’s been a while since I posted. Sorry.

    A roguelike is a computer game based on Rogue, which was one of the first computer games written. These games usually have simple graphics of ASCII characters, an ‘@’ for the player (represents a hero viewed from the top down), and letters representing enemies (such as a ‘D’ for a dragon). These range in complexity up to the likes of ADOM (which is hugely complex, with lots of things to do an explore, lots of skills the player can learn, and several paths through the game). These can also have quite a few themes, rather than just the mythical dungeons and dragons type theme. Notable games in this regard include Gearhead Arena (a roguelike centered around anime-style giant fighting robots, with you the player as an aspiring pilot. Actually, the whole game is even bigger than that, and totally awesome), and DoomRL (Based on Doom. If you’ve never played Doom, you’ve missed out on true gaming legacy. DoomRL is in itself a vast amount of fun).

    Roguelikes, if you can get over the lack of graphics, are really a lot of fun. They can vary in difficulty and complexity, so people of any gaming skill-level can jump into one. Because of some features they share with bigger games (skill points, leveling up, inventory, ect.), creating one is a good way to learn a new language, or test a programmer’s skills. I will be writing this in Java, which I am actually just starting to learn. I understand the concept of Object Oriented Programming, but it is time to see if I can do it (well, that and I have an idea that hasn’t been explored in a roguelike yet).

    More details to come. This isn’t started yet, so don’t expect a mini-site or progress for a while.


  3. Top 10 most disappointing games of 2008

    December 15, 2008 by Stone

    The Article

    I’d like to discuss Spore, which struck a sour note with me on it’s DRM policy, which was luckily removed before they launched.  Treating a customer as a criminal (guilty until proven innocent), is not right in any industry.  The larger point the article makes though, is that they promised their users a certain level of detail.  They got their mouths watering for it.  So many people were looking foreword to it, and then, they took us users for a ride, and took a good chunk of change (game sold for about $40 at release), and did not deliver.  Sad.

    I think that people who do the marketing (or developing) in any industry in which their product may gain a fan base, need to be held responsible for delivering it.  Yeah, not everything works out exactly as planned, but this isn’t an excuse for missing a large amount of the content that had gotten your fans worked up.  Another few months of development would have been tolerable (plenty of games take development time beyond their initial scope), but in other industries, not delivering on a promised expectation would be career-suicide.  It should be the same here.