LeadAndIron's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=569Sword of the New World (PC) - Wed, 05 Mar 2008 22:07:37https://www.gamelog.cl/logs/LogPage.php?Log_Id=3053Gameplay: The gameplay of Sword of the New World is a very unrelenting experience. In comparison to mainstream MMO's, SotNW's(sword of the new world) dungeons offer triple the amount of monsters, but at less than half the toughness. It gives the player the feeling of fighting mobs of enemies rather than slowly killing three chunky guys. This way, even though the difficulty isn't much easier, the player doesn't feel completely powerless, as he/she can still kill at least a chunk of them before they need to run away and heal their party. SotNW starts off with you only being able to create the given classes: fighter, musketeer, wizard, scout, and elementalist, but during the game you can find, trade, buy or gain character cards from quests. These character cards can each be used once to create new characters that are not given in the normal creation menu. Its not unheard of to see players commanding three of the same character, created from the same type of card, because he/she traded to obtain multiple copies of the card. while SotNW does not offer the greatest variety of character classes or skills and weapons, it allows the players to create different combinations of characters, which in themselves create new possibilities. Some players like having three musketeers to fend of enemies before they get into melee range, some players love elementalists because they have the most effective spells that hit multiple targets, some people insist of keeping at least one scout in a party because of their healing abilities. Design: SotNW is a very intriguing MMO game that has kept me playing it longer than most other MMO games i have played. Usually i play until I'm level 20-30 until I get bored because experience points roll in way to slow, but SotNW gives the player more things to look forward to. It has multiple elements in the game that have no actual effect on the gameplay but they make your characters look cooler. I currently have all my characters wearing the same clad white regal clothing as if they were all going to some magnificent ball dance, and although it has no actual effect on my fighting abilities, it is awesome nevertheless. there is also the very intriguing element of gambling in SotNW. Players who have extra gold to spare begin to upgrade their weaponry, which gives the weapon higher damage. It doesn't cost much to upgrade your equipment to level four, but when you upgrade their capabilities past that limit, there is a high percent chance that the next upgrade will fail and cause your equipment to become forever unusable. This is a factor of the game that keeps players always active with their use of money. And once a weapon has exceeded limit four, it begins to shine a white glow(sweeeet), and upon reaching the seventh upgrade, which is extremely difficult to, as upgrades five and six are very difficult to pass without getting the weapon broken, the weapon begins to glow pretty colors. Many of the attractions of SotNW lie in the security that players love the aesthetics of their characters. You can buy clothing, upgrade equipment, buy hats and even buy poses, which lets your characters make amusing gestures and poses, which is almost useless, but i bought all the poses anyway. And lots of hats. SotNW is a highly engaging game and although i wouldn't say its one of the best games out there, its still worth a shot, also because its free and awesome, especially for an MMO. :3 (This entry has been edited2 times. It was last edited on Wed, 05 Mar 2008 23:16:19.)Wed, 05 Mar 2008 22:07:37 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3053&iddiary=5717Sword of the New World (PC) - Wed, 05 Mar 2008 21:57:35https://www.gamelog.cl/logs/LogPage.php?Log_Id=3053Summary: Sword of the New World is an MMO game where you control your characters, advancing levels, going through dungeons, fighting, gaining exp, and all the MMO stuff. The game's setting is set during Spain's Golden era of exploration and your overall unofficial goal is to bring glory to your country. The story is mostly irrelevant like it is in many MMO's, rather the gameplay bring excitiment into the gameplay experience. Gameplay: Upon first playing Sword of the New World, the MMO looked much the same as many of those other no-name MMO's dying to be played. (literally, they lose support to keep their servers up.) But this MMO holds some very unique characteristics that makes the gameplay more refreshing. Instead of maintaining control of one character, you can command up to three at once. There are different classes you can choose for each of the three characters, but you can always have more than one of the same class at once. The multiple character command element of Sword of The New World is pretty much unheard of in MMOs. Many MMO's allow you to gain pets or to summon or gain NPC allies, but this game allows you to create three characters yourself from level one and to play with all three simultaneously by either commanding all of them at once or micromanaging. Sword of The New World is an MMO with a very nice taste of style. While many other MMO games tend to keep the medieval or ancient oriental theme, Sword of the New World characters typically wear things like elegant victorian gowns or gentlemanly suits. It gives a very nice vibe to the whole game and although its not very realistic to be fighting in such clothes, most gamers dont care about that. Whats most important to us, or me at least, is that your characters always look slick.Wed, 05 Mar 2008 21:57:35 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=3053&iddiary=5712Donkey Kong Country 2 (SNES) - Wed, 20 Feb 2008 22:10:15https://www.gamelog.cl/logs/LogPage.php?Log_Id=2749Gameplay: As I played through more of Donkey Kong Country it became apparent to me, how much this game relied on its graphics to pull it through. Nearly all objects, from playable characters to the enemies to defeat are all rendered in a 3-D like way. Technically they are not 3-D but 2-D, but the graphic design has a nice shading effect and makes just looking at the game more aesthetically pleasing. Like taking Gradius from Super Nintendo and seeing how much it improved through its release on the PS2, even though both hold almost all the same game mechanics and gameplay designs. The extra shine on the ship and the glowing lazers and dramatic explosive effects that clutter the screen allow for more entertaining play. And the two player aspect of the game also provides a grand extension of entertaining gameplay. Although only one player may be in control at a time, the player in control may press the "A" button to swap control with the other player. It sounds like a boring prospect at first and you may think only one person may end up playing, leaving the other person waiting forever for the swap, but that is definitely not the case. When the player in control dies from getting touched by an enemy bee or lizard man, he/she drops off the screen and the second player takes control and stays in control until he/she is damaged or falls off a cliff. To further this multiplayer aspect of the game, Donkey Kong Country 2 has these special barrels lying about in most levels that allow the player in control to revive his/her partner if his/her partner wasn't already alive. In two player mode one the most intruiging thinga is having two hits to die. In the single player mode you die in one hit, but with two players when the player in control dies, the second player gains control and the game resumes smoothly. Design: Donkey Kong Country 2 keeps its players playing additively through its process of achievement and exploration/discovery. Most video games, or perhaps all give the player a sense of achievement when they accomplish a difficult task or defeat some significant level, but Donkey Kong Country 2 is a platform game with a very defined sense of discovery. The game is extremely good at giving what the player needs most, just when they are about to lose hope, making the player believe that they were extremely lucky or that they played that certain level exceptionally well. The game gives the player pride without letting him/her know it. Donkey Kong Country 2 is a game that uses variety to its advantage and uniqueness. Most games of its time simply kept most of the same elements throughout the game and made the game harder using the same objects. Like making more holes to die in and less platforms to land on, but Donkey Kong Country 2 is more innovative than that. They keep on giving you new objects to interact with and there are so many objects that sometimes by not allowing the player to see one of them for a while creates a an experience of renewing discovery when they see the object again after so long. In Donkey Kong there is more attention focused on the player's character than on the environment. Unlike platforms like Metroid, Kirby, Mario, or Castlevania, Donkey Kong Country 2 has a larger character sprite moving across the screen, taking more space on the screen and thus taking more attention. The game makes the player focus more intently on what is near the character than to think about the enemies that lie ahead. This allows enemies to pop up on screen very quickly, while in other platform games you would have seen them from afar. There is an element of surprise in this and a new type of gameplay experience different from what is normally felt in platformers. (This entry has been edited2 times. It was last edited on Wed, 20 Feb 2008 22:26:37.)Wed, 20 Feb 2008 22:10:15 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2749&iddiary=5176Donkey Kong Country 2 (SNES) - Wed, 20 Feb 2008 21:47:52https://www.gamelog.cl/logs/LogPage.php?Log_Id=2749Summary: Donkey Kong Country 2 is a platformer game for up to two players. You play as two monkeys named Diddy and Dixy and you are on a quest to save a good friend, Donkey, who, despite the misleading name is a monkey. You progress through the many levels getting bananas, which are the equivalent of mario's coins and fighting lizards, much like goombas, but more jumpy. Gameplay: At first the game seems mundane and at the most, slightly interesting. The character designs don't strike me in any particular way and the story is far from engaging. But this game has its good points, and it takes playing it to know it. The object of the game was to save Diddy's friend and not die in the process, which isn't a very unique plot in video games, but the engaging part of this game stems from the gameplay and not the story. Donkey Kong Country 2 is a platformer that incorporates aspects of other platform games and mixes components while adding some new ones to create something unique. The bananas are like mario's coins, and obtaining 100 bananas gives you another life. You are damaged when you touch enemies but when you jump on them, they are vanquished. And although these elements seem so not original, they are made to look original. And if it looks original thats basically being original. There are objects in the Donkey Kong environment that were popularly used in platform video games at the time, but the game makes itself interesting by using a wide variety of objects for the player to interact with. There are ropes that are necessary for the player to reach higher, or lower places safely. there are barrels that the player may jump into and then get shot out of, like a cannon ball. There are animals you can ride that enhance your ability to survive. All these elements are far from original, but the placement and use of all of these creates an interesting environment in the game. Donkey Kong Country 2 is a tough game to play. It starts off fairly easy, and progressively becomes harder, but overall requires quick reaction time and coordination with the movement of your character. It is a game that was designed as if to solve the shortcomings of games made before its time. It has multiple reward factors and save points, not only in each level, but in the game world. Many platform games require you to defeat all the levels of a certain world with a given amount of lives, and upon losing all your lives before defeating all the levels, you must restart the world and defeat all the levels over again with a restocked amount of lives equal to what your began with. This was something that many games like Mario used, making the completion of certain worlds to be extremely difficult. Donkey Kong Country alleviates this pain with its checkpoints that occur midway into the world. This game was enjoyable. Unlike some games where the game play is static, Donkey Kong Country 2 mixes in difficulties and bonuses to create dynamic changes in gameplay, while maintaining a flow. If you recorded someone's face while they played, you would see emotions from horror to sadness to joy to anger and perplexity quickly changing from on instance to another.Wed, 20 Feb 2008 21:47:52 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2749&iddiary=5168Warcraft III -- Frozen Throne (PC) - Fri, 08 Feb 2008 19:17:19https://www.gamelog.cl/logs/LogPage.php?Log_Id=2371Gameplay: after playing Warcraft III for another hour, I was very compelled to just keep on playing. I had not gotten very far in the single player campaign, because it bored me and strenuous real time strategy games don't interest me. Instead I kept on playing custom games, like DOTA, Footmen Frenzy, Wintermaul Wars, and Fortress Defense Survival. I explained Dota before, a game where two teams fight each other, with each player controlling a single hero and no structures. Footmen Frenzy is a "massing" game (a term coined by Starcraft and Warcraft players) where each player has a base that continuously spawns footmen (close combat soldiers) Most of the time when playing I had to change my mentality for the different custom games because of how much they vary. Warcraft is all bout which sort of mentality the player favors most. Once the player has played enough of the custom and non custom games, he/she begins to develop a certain favor towards certain ones and begins to stay away from others. In my case I stopped playing non custom games and almost exclusively play Warcraft III for the custom game DOTA. The game play experience flows as well as you wish it to flow, meaning it all depends on the players decisions on what online games to join. My gaming experience flows well when I constantly join DOTA games, but sometimes I join random custom games, without knowing the rules of the game. The majority of the time this disrupts the flow of gameplay but it does add new flavor and lets me try out new types of gameplay when i get bored of playing DOTA incessantly. Warcraft III is an awesome game and each time I play it, it just never stops amazing me, how well it can entertain for so long. Design: The Warcraft game editor is an extremely complex system that allows players dedicated enough to develop their own maps and customize the appearance of any object and the strength of any unit in the game. normal strategy game map editors usually have simple instructions so anyone beginning the game can create maps, but Warcraft III is so complex that a much fewer amount of people attempt to learn the process of map making. Although it has this drawback, the complexity of the map maker allows for much more customization and allows map makers to create more interesting maps and to create maps with objectives that the original creators of Warcraft III may not have even foreseen. This complexity in Warcraft III is clearly an emergence factor. But the map maker allows the makers to create games of either emergence or progressive qualities. Games like DOTA are emergence in that the choice of heroes one side chooses will not always be the same, the same goes for the other side, and thus the combination of heroes cooperating and clashing together creates unique game experiences for every game. Other games classified as "RPG's" in Warcraft III are custom games where you control a hero and go through some level defeating monsters and getting stronger as you go through harder levels. These games are more distinctly progressive games. the mixture of emergence and progressiveness in Warcraft III furthers the game play. But because of all the mixturing, I have no longer come to see Warcraft as just one game, but the collection of all these custom games. When I play a map in Warcraft III I have to not only get in the magic circle of Warcraft but also the magic circle of the specific game. Because of Warcraft's massive variation of map selections, the gameplay is affected also through the measure of conflict and the reward structure. Warcraft III is an amazing computer game that introduces countless amount of possibilities and with its massive selection of custom games, molds itself into the form of a game likable to the player of the game. (This entry has been edited2 times. It was last edited on Fri, 08 Feb 2008 21:49:09.)Fri, 08 Feb 2008 19:17:19 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2371&iddiary=4620Warcraft III -- Frozen Throne (PC) - Fri, 08 Feb 2008 17:28:50https://www.gamelog.cl/logs/LogPage.php?Log_Id=2371Summary: Warcraft III is a real-time strategy game developed by the famous Blizzard Entertainment, that came out with the Starcraft title. It is a very well balanced game that can be played with up to 16 players all against each other or on teams, where each player chooses one of four races that behold different attributes. You manage gold and wood resources to create buildings and units with the ultimate goal of obliterating all the enemies structures. Along with the multiplayer gameplay is also the single player gameplay with a well thought out story line. Gameplay: There are many interesting aspects of Warcraft III, making it a very good game that intrigues many people into playing it, for vastly different reasons. Some play it for the single player campaign, others play it for it's multi-player aspects. I play Warcraft III mostly for the online Multi-player custom games, which are games created through Warcraft's custom game maker, which, coming with the game, allows players to customize existing maps in the game or to create new ones from scratch. Some of these customized games are so well made that they have soon develop their own community of players that begin to play Warcraft III soley for those customized games. When playing the single player missions, I found myself not very interested in the, although it was pretty good, but in the hero customization of the game play. In the game, players are able to create heroes which level up and can learn spells. This "hero" attribute of the game is very interesting, as it provides a very new feel to this real-time strategy game, and makes it unique to many other games of its genre. Heroes are units that are more powerful than your average footman or archer unit and cause players to invest time gaining experience with their heroes. The hero aspect of the game also allows for the custom games to become extremely off-tangent of the original intention of the game. This is not a bad thing, in fact it is very good and many players play these custom games where you take command of nothing other than a single hero and you play through a level defeating enemies and gaining levels beyond the normal ten that is allowed in a non custom game. The center of attention is now pulled to the hero and changes the gameplay into a third person adventure/action game. The discovery of this "heroization" has provided the inspiration of popular custom games like DOTA, which is a game where there are two teams of up to five players on each team and each player commands a hero in an attempt to eliminate the other teams base and protect their own. In these "heroized" games, there is no longer any concept of building structures or massing great armies of soldiers. The "heroized" custom games is one of many examples of how Warcraft III has extended its gaming lifespan among its players. When playing online, I talked to random players at times in order to create effective teamwork. And just like in any other real time strategy game, Warcraft III players are hard to predict; sometimes players are cooperative, other times they ignore you and sometimes they like to work together but hate to be told what to do. Overall, the online talking experience didn't mean a great deal to me, except for the occasional spam across the screen. This game was extremely fun to play. It is an easy to learn, difficult to master game. The concept of the game play is simple: maintain resources by mining gold mines with workers and chopping down trees for lumber, and using these resources to create buildings like barracks in which you train soldiers like footmen. But the strategy behind the game is difficult. Once you have over forty men, your miners and wood choppers will now work at less efficient speeds. And they will work even slower once you have over 70 men. Maintaining an army is supposed to be a heavy burden on your civilization. (This entry has been edited1 time. It was last edited on Fri, 08 Feb 2008 19:12:42.)Fri, 08 Feb 2008 17:28:50 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2371&iddiary=4594Chrono Trigger (SNES) - Fri, 25 Jan 2008 19:12:46https://www.gamelog.cl/logs/LogPage.php?Log_Id=2128Gameplay: After playing two hours of Chrono Trigger I came to the solid conclusion that this game was so good that even some recent, high-end graphics games couldn't compare to it. The game made me very attached to the characters, totally immersing me into the game environment, as if I were reading an interesting book and I couldn't wait to get to the next chapter. The story is filled with interesting twists and discoveries. You meet new characters that join your party and some leave your party along the way. (so don't equip them with your good stuff, cause they jack it when they leave) As my characters level up, become stronger, and obtain new techniques, there is a further development in the characters through the combo techniques. These are attacks performed by two or more party members simultaneously to deal more damage than the characters would separately. This aspect of the game allows the player to develop certain connections to certain combos he/she likes or dislikes, pairing up certain characters together. Chrono Trigger in a sense, causes the players to make their own character development, extending the game play. As an RPG, Chrono Trigger allows the player to select up to three different characters with which to use in a battle. This lets the player selectively choose certain characters to use more and some to use less, developing attachments to some and less to others. Design: Chrono Trigger is a very interesting game that continually keeps the player preoccupied with new developments and surprises that the present themselves in unique fashions. There are experience points with which one gains levels and new spells, and techniques. there are new combos along with the new spells and new characters, and new items, equipment. And development in the story every now an then, to keep the player intrigued. Even though the game is purely fiction, it holds realistic aspects in it that many video games of its genre do not. There is drama in the story and that drama allows the player to develop a sense of history behind each of the characters. At one point of the game you meet up with a great wizard named Magus, and you can attempt to either befriend him, in which case he joins your team, or you can defeat him. By that point of the game, you have certain characters already in your party and one of them was turned into a frog man by the wizard, and he holds a certain grudge against Magus. If the player chooses to defeat the wizard there is a sense of retribution accomplished, but if the player befriends the wizard, the plot eventually develops and the mage and frog learn to trust one another. The most noticeable "bad" elements of the game are the confusing destinations. There were some times when I was playing and I got stuck. I didn't know where to go next so I just wandered around the map. Sometimes, the player has to read carefully everything that occurs in the dialogue, because they may give hints to your next destination to continue the story. This game was good and it deserves a gold medal for goodness. Fri, 25 Jan 2008 19:12:46 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2128&iddiary=4091Chrono Trigger (SNES) - Fri, 25 Jan 2008 18:46:08https://www.gamelog.cl/logs/LogPage.php?Log_Id=2128Summary: Chrono Trigger is a long-time classic 2-D RPG. Like any RPG, you control multiple characters with which you fight and defeat enemies in battles, gaining experience, gold, and equipment. The main characters travel through time and have strange encounters and ultimately fight the last boss, who, in the future, destroys the world. Gameplay: This RPG at first glance holds great resemblance to the early Final Fantasy 2-D RPG's, in that the graphics are low end and the game relies on the story element of the game as a crucial factor for capturing the attention of players. But Chrono Trigger turned out to be vastly different. The battles are not turn based but time based, which means during a battle each of your characters has a meter that slowly fills up by itself, and when fully charged, that character may then perform an action: attack, spell, item, etc. The same goes for every enemy you encounter, greatly increasing the different amount of difficulties the game can introduce. Where a game like Final Fantasy 2 could either have enemies that could attack as often as your characters, or twice as slow, or three times as slow, or four times and etc. Chrono trigger battle system is designed so enemies can have even more varying speeds of attack like being 2/3 faster than one of your characters and thus this creates more variety in the types of enemies, and allows for a unique use of slow and haste spells. Aside from the battle system, Chrono Trigger has an amazing story aspect of the game, which kept me attentive during dialog sessions and cut scenes, despite their pixelation. The music in the game is very well made and it plays at the right time to accentuate the mood. And rather than simple one note melodies, the music complexity is rather pleasant and not something a player would have to withstand. The difficulty of the game is extremely well made. The game is designed for those who have already played RPG's before and are used to making basic strategic decisions. The first boss you encounter is particularly difficult, but at the same time not impossible. This sort of difficulty setting is made perfect for gamers who like challenges, but hate impossible ones where you get stuck and can't continue. Chrono Trigger was a very fun fun game. I would recommend it to almost anyone. (This entry has been edited2 times. It was last edited on Fri, 25 Jan 2008 19:13:31.)Fri, 25 Jan 2008 18:46:08 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=2128&iddiary=4076Guild Wars: Factions (PC) - Mon, 14 Jan 2008 02:27:27https://www.gamelog.cl/logs/LogPage.php?Log_Id=1697GAMEPLAY After playing a couple hours of Guild Wars:Factions I was still very much immersed in the fantasy world. From personal gaming experience, I would say that Guild Wars keeps players interested through a few different reward systems. In the game there are multiple reward systems, but the most attractive one, for me at least, is the spell reward system. When a player wins PvP matches, he/she gains Balthazar Points which are accumulated in the players account and can at any time be used as tokens to purchase things like new spells and items to imbue your equipment. Another reward system is the armor reward system. Many players are driven to collect items like iron, wood and cloth to forge into armors and weapons. Players are especially drawn to the purchasing of new armors that will make their characters look cooler. A third very important reward system is the leveling reward system. Like any online RPG, Guild wars allows the player to gain levels by fighting enemy monsters or other players. Each time you kill an opponent you gain experience; more for stronger enemies and less for weaker ones. Upon gathering a certain amount of experience, the player gains a level and gains attribute points that can be allocated on different stats of the character. A player might put these points on the Death Magic stat which will allow all of his/her spells involving death magic to become strengthened. DESIGN Part of the reward system involves the fun of having other real time players playing with you and building online relationships, resulting in the formation of Guilds or just temporary parties. And many times the accompaniment of other players is not only a fun aspect of the game but a very crucial aspect of the game. Many players will ask for a party to join or will actually invite you without you asking so that a strong group can be formed. The purpose of groups are to accomplish missions that have enemy monsters that are good and bad against different type of characters. Enemy warriors have high defensive abilities but an elementalist character can easily shoot them down. And an enemy elementalist has high power damage spells but warrior allies can make them mince meat with close range combat. And mesmers can interrupt an elementalist in the middle of their spell casting, rangers can easily dodge a warriors sword, a high level monk can easily undo the damage of any enemy, but is him/herself a high priority target of the enemy forces. And etc etc, the weaknesses to defend against and to exploit become more and more complex as one plays more and more. Guild Wars is a very exciting game that has many different aspects to intrigue different sorts of people looking for different kinds of things in an online game. The complexity of it is also a very entertaining aspect. It creates a sort of mystery and unexpected surprise when you learn something new about the game, like new armor designs or a new combination of spells that work well in the PvP combat. (This entry has been edited3 times. It was last edited on Mon, 14 Jan 2008 21:25:21.)Mon, 14 Jan 2008 02:27:27 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1697&iddiary=3532Guild Wars: Factions (PC) - Mon, 14 Jan 2008 01:54:29https://www.gamelog.cl/logs/LogPage.php?Log_Id=1697SUMMARY Guild wars:Factions is a massive multi-player online role-playing game, where each player controls a distinct character that fights with its special way of combat, for the purpose of gaining experience from fighting enemy monsters or other players. Guild wars is a game designed so the players are forced to form alliances with one another to complete certain difficult tasks or missions that result in rewards like items, experience, or money. Guild Wars allow the players to customize their characters through the subclass system, where a player chooses a class type such as: warrior, elementalist, monk, necromancer, ranger, mesmer, etc, and then chooses another different class type and creates a character with the special abilities and skills of those two specific classes. This way, rather than having a choice of say, six different classes, the combinations of subclassing become numerous. GAMEPLAY As many MMO games, Guild Wars is a game that can never be finished. Their is no final boss to defeat that allows you to say "I beat Guild Wars!" because there are many other players and to them, the game has not finished, or has just begun. Guild Wars is a game focused on the development, not of the story, but of the characters strength. There isn't much of an emotional attachment in this game because the story line is nothing great and the cut scenes are nothing to be proud of. Thus the attachment to this game comes from the players want to become stronger. So rather than focusing on beating a level for the sake of beating it, I focus on beating the level to obtain rewards. Although I didn't grow attached to my character, I grew attached to my game account. this is because, whenever I advance my character in the game, I unlock more spells for the character, and all those unlocked spells are unlocked not only for my character but for my account. Because of this I don't grow attached to my characters but to the accumulation of items and skills garnered in my Guild Wars account. When I first played Guild Wars: Factions, I played it mostly alone, forming large teams with NPC characters to accomplish the missions. This aspect of the game is sometimes what lures players to Guild Wars, but the main attraction of the game is in the teamwork and alliance and PvP combat systems. The name Guild Wars explains that obviously there are guilds that wage war with one another. Guild Wars allows player to create characters specifically for PvP action, allowing the character to be at level twenty upon creation and allowing the player to play only PvP matches and not ever playing the normal multiplayer missions ever. Guild Wars was a very interesting game in that there are so many combinations of skills to put together to create good characters, that the choices seem limitless. This variation is a fun factor and allows even random selection of the subclasses to be interesting. Overall the game was very entertaining. (This entry has been edited2 times. It was last edited on Mon, 14 Jan 2008 21:26:23.)Mon, 14 Jan 2008 01:54:29 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=1697&iddiary=3502