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Sep 26th, 2010 at 03:27:08 - World of Warcraft: Wrath of the Lich King (PC) |
The pre-Cataclysm event began a couple weeks ago and I just got around to completing the available part today. For the Alliance, you help the gnomes begin to take back Gnomeregan, which used to be their home until they irradiated it to try to repel some Trogg invaders. Irradiation only drove the good guys out, and mutated the rest, making it a hostile place indeed. So you rally a small gnome force, test out their bombers and mechano-strider weapons, and finally go with them to take strategic points outside the irradiated city. You fight your way into the entryway where the leader of Gnomeregan repeats history, this time with sinister intent, by detonating another radiation bomb. Your gnome force teleports back out to regroup, ending part 1 of the struggle.
I can't say too much about what I wanted to see because it's not over yet. I fully expect to be able to fly planes and ride in tanks or other mechanical weaponry. Today, I was only allowed to fight on foot, though everyone is given an item that turns them into a gnome for half an hour, which will be fun to have.
All this reminds me of the pre-Lich King event, which is one of the best times in gaming I've ever had. Ever. Here's the WoWWiki for links' sake http://www.wowwiki.com/Zombie_Infestation The zombie infestation was, in my opinion, pure genius. It was incredibly fun to play with. Imagine a zombie disease outbreak that gets progressively worse, harder to contain, over a week. There were various ways to get yourself turned into a zombie if you wanted to be and various ways other people could turn you into a zombie or kill you even if you weren't trying to participate. I spent the end of that week attempting to take over smaller towns, Booty Bay in particular, with a horde of zombies.
Since Booty Bay NPCs were killable by level 70 characters, I would go turn myself into a zombie in a remote part of the city and lure some guards, who I would turn into zombies. With my small force, we'd slowly creep around the backside of the town infecting NPCs and any unfortunate players. Once I thought that my force had become a small army, I'd move into the more central part of town and begin going after players. This was by myself. Other times, I would attempt to fill a raid of players to all go take over a town together. 20 or 30 or 40 players would descend on wherever (Thunder Bluff was a good one for its layout) and systematically infect NPCs and attack players.
The goal for me was always to have an army of zombies dominating the city to obstruct normal activity. We coordinated as a team on Vent several times, and these were the most successful in Thunder Bluff, though guards there were more vicious than smaller towns. The best effort was in Booty Bay one time when we held the town for about half an hour. No one could come in and not become undead. This is something you can't ever do in WoW, but for just a week or so, it was possible to play the game in a very different way with player-created objectives, and no one really knew what would happen. I and several people I kept zombie-ing with had a blast. Other people hated the event because of players like myself presumably ruining the experience of the game for them. To me, it wasn't ruining anyone's experience, but becoming a zombie, or taking on the mindset of a zombie horde. I wasn't trying to grief anyone, just playing a role that WoW temporarily made possible, seeing what I could do with the zombie system, what was possible with it.
If the zombie thing had gone on and on, I would have quit spending all my time in-game being a zombie because it wouldn't have been novel anymore. That's the allure of in-game events. They're temporary and for one brief minute in your WoW-life, you get to take part in something out-of-the-ordinary. It was the same thing with the opening of the Dark Portal for Burning Crusade, the Olympics stuff coinciding with Beijing 2008, and to a lesser extent, the recurring seasonal events like Brewfest and our normal holiday equivalents. I was explaining this to a new player today. I kept suggesting he go check out Brewfest, as I would say, "for a change." He replied that he likes just killing monsters and doesn't like the quirky types of quests for seasonal events like learning how to ride Brewfest rams or chugging beer and tossing tankards at a dummy. Makes sense since he's only been killing things for 20 levels. These things become a great break after you've been killing things for -- how many levels cumulatively have I got?! -- a long, long, long, long time. In fact, I quit even doing quests altogether probably a year ago, besides leveling one more from 70-80, the and these seasonal events like Brewfest that I've done before fall under the category of 'just more quests.' So I ignore them, but I do enjoy the spirit of players enjoying the events.
It's in the one-time, can't-ever-do-it-after-this, extra-special events that I find the most enjoyment.
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Sep 21st, 2010 at 03:00:00 - The Elder Scrolls IV: Oblivion (PC) |
After criticizing Oblivion for much of its open-endedness, I realize I shouldn't think of it as a burden, but an opportunity to play how I want. Just because the wilderness is there doesn't mean I have to explore it. Just because I use a bow now doesn't mean I have to keep using a bow. The skill system allows for characters to learn all skills. So instead of being frustrated about how I can't kill ghosts without magic or silver arrows, I can start using more magic to level up Destruction for more powerful fireballs and putting points in intelligence for faster mana regeneration. My archery skills won't decrease; I'll just be better at more things.
This realization came after I leveled up and had used some skill, not sure what, to increase my strength. Since strength affects carrying capacity, and I enjoy stealing things and going to sell them, I want more bag space. So I put 2 points in strength instead of where I might normally put them. It was almost like going against my character "build," but Oblivion is such that your character doesn't have to have a pre-determined build, so I've been bounded by typical RPG leveling conventions out of habit. I realize now that Oblivion operates without some of the traditional RPG constraints, and I've just got to think outside the game box, so to speak.
I did buy a couple spells, whatever I could purchase with my low spell school skill levels, but I hope to work in some casting into my repertoire and be able to try using some spells in addition to my bow and arrow. More tools, more strategy, more fun! Also, I found out I can join all the guilds simultaneously, so that opens up a lot of quest chains and is something I hoped I'd be able to do.
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Sep 18th, 2010 at 10:50:58 - The Elder Scrolls IV: Oblivion (PC) |
I've been sitting on Oblivion for over a year doing a 'save the best for last' kind of thing. I'm dumbfounded though by how much un-fun I'm having playing it. I just played for a couple hours, first time in a week and have this feeling of disappointment, and I'm trying to figure out what all that consists of, so I jotted a number of things down.
1. It's just getting old fast. Same thing over and over. I think this is the biggest issue I'm having, the repetition and monotony, and blandness really. NPCs are simply not interesting. 95% of them are basically the exact same, say the exact same things as each other, and do those silly daily routines that (a) don't matter unless it's for a quest and you need to watch someone, and (b) just feel forced. I walked into a couple's house, and they had the same conversation you would hear on the street. "Hello!" "words words words." "Well, goodbye!" Who says goodbye to their spouse in their one-room house and then stands there facing the wall?
The towns are all also exactly the same. There's a castle, inns, a ton of houses with barrels full of the same junk, and a couple quests. The quests I do like in general, and perhaps if I stuck to doing quests and didn't dally with other things, I'd enjoy the game more. Something to consider. And insta-travel just means I don't have to see anything besides the towns. But what does running around do? Well, I see pretty scenery that's 99% nothing worth me looking at and 1% optional dungeons or some random monsters or something that doesn't really matter to anything in the story or the larger game world. There are the same old enemies everywhere. Either bandits or zombies or skeletons or wolves or some ghosts that I can't attack with my bow and arrow.
2. The last point brings me to #2. Using a bow and arrow sucks. Even though I'm using what I think is a pretty good bow and powerful arrows, enemies take a long time to die, so they close in on me well before I kill them. In fact, I just have to kite them around. A lot. And I'll use up 30 arrows on one enemy. When you only have like 100, that's pretty annoying. And you can usually retrieve about half back off the corpse. The other half mysteriously disappear forever. If you're shooting skeletons, all your arrows bounce off them and when they die, you have to try to pick them all up off the ground. And then the ghosts don't even take arrow damage, which is stupid. So I have to use my practically nonexistent fire spell casting ability to kill them, which takes like 5 minutes per ghost. If a player chooses to focus on bows and arrows, they're still going to be shooting a lot of fireballs. If I were to start over, I would create a character that was strong in both physical and magical damage. I do kind of want to start another character and try out all the magic. But if I'm just going to get bored again, then no.
3. I see this contrast between what the designers probably wanted to be populated and living cities versus the vast and untamed wilderness. Cool idea, and it kind of works. The wilderness is indeed vast, but I haven't felt like I'm exploring it for any reason. And it's certainly sparse compared to the cities. Every now and then I see an enemy or a statue or something. And the cities merely look populated. All the gripes I've listed before with the NPCs don't make cities feel populated. They are filled with vacuous and droning NPCs who are mostly awkward around each other and do silly things.
4. Sort of following from all the above, I feel I have no direction in the game. I know I have quests, and one main quest, but the world is just so big, I feel like I should go exploring. But exploring seems pointless, but I don't want to just shoot from quest to quest without looking at stuff. So I guess what I'm trying to say is because this massive world was put in front of me, I feel compelled to go see it, even though I don't really want to, like eating a food you don't want to be a good guest at dinner. Also, there is no urgency, none. The main quest? No urgency. I could do it like 10000 game days from now and no one would care. In fact, no one has reminded me of the main quest since the beginning of the game when I got it. Just a bunch of side quests. So, I feel like I've got no direction, and if I've got no direction, I'm just going to wind up sniping guards from the rooftops and picking all the locks I can find, which also gets kind of boring.
5. Finally, I don't feel like my character is advancing in any meaningful way. I get some skill points but it really doesn't seem to make too much difference. Just every now and then I pick enough locks to get a point in security or a heal myself enough times to get a point of restoration, but out of 100 points, 1 isn't a lot, and my healing still sucks, and my lockpicking is still exceptional. Leveling up just doesn't seem to be an important event and it feels very mundane, and makes me disinterested.
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Sep 11th, 2010 at 11:10:55 - The Elder Scrolls IV: Oblivion (PC) |
Cool things:
1. Apparently if you kill someone, the Dark Brotherhood, which is like the shadowy murderer's guild, comes to you in your sleep, so I got a quest to join them. I'm already in the Thieves Guild, which has a strict no-kill policy. Wonder if I can join both?
2. Getting better at picking locks and found out I can pick Very Hard locks! Unstoppable. Also, the guy who buys my stolen goods sells me lock picks. Manually picking locks is getting tedious, but luckily there is an 'auto lock pick' button that rolls your skill and the lock difficulty and seems to waste about as many lock picks as I do anyway.
3. I'm loving insta-travel. This makes it ridiculously easy to get places, even if it's terribly unrealistic and makes it so I don't explore the wilderness as much as I normally would. But actually I've been spending so much time, about all of it really, in cities, so the next time I play I'd like to get outdoors. I have a couple quests that require actual walking.
4. Loving the quest chains. Did one today where a widespread rumor about a woman who's husband landed himself in jail and hid their gold, and now she's poor and penniless. She tells me to go to him in prison and find out where the gold is so she can support herself. She said they were petty thieves and he insisted on a big job and killed someone, then was arrested while she was off gathering food. He wouldn't talk to me when I went to the prison to find him, so I had to get myself arrested so he'd trust me as a prisoner. I pick-pocketed a guard and landed in his cell, whereupon he told me SHE was the lying murderer and she'd screwed him. He wanted her dead and then he'd tell me where the gold is at. His story made way more sense, especially since she wanted half the gold and he just wanted her dead for getting him in jail. So I killed her (that's when the Dark Brotherhood found me next time I slept) and he told me where the gold is hidden. Haven't gone to get it yet, but I will.
Lame things:
1. Speechcraft mini-game getting tedious like lock-picking, but unfortunately there's no auto-speechraft button. I just kind of quit trying to influence people unless they seem important. Down side to that is my skill doesn't go up as much, which means I might not level as fast. But since everything in the game scales to your level, I guess that doesn't matter, now does it?
2. Houses all have the same stuff. People in Oblivion are very homogeneous. They all read the same 10 or 15 books, have the same magical green and never-browning lettuce in baskets, and the same junk in all their treasure chests. In one city, I stole a key off a guard to the Imperial Trading Company warehouses. All the boxes and things just had like Worn Slippers and a piece of Wheat and various other junk. Nothing good! Then three of the warehouses had this same table set-up with a table, 1 chair pulled out at an angle, a fruit basket tipped over on the table, and 3 apples spilled on the floor in the same spots! I think it's cool they try to populate the world with NPCs and countless objects, but it feels really monotonous overall. I should break in to less houses I guess.
Silly NPC things:
1. NPCs are still exhibiting mind-boggling and erratic behavior. I mean, sometimes when I'm inside their homes illegally, they run up to me and warn me they're going to kill the guards. Other NPCs just go about their business as if I'm not even there. The lady I mentioned yesterday who kept on eating, well, it turns out she was the lying thief I had to kill for the quest with the guy in the jail today. She kept on munching at her dinner table until I drew my bow and shot her! Then we fought down the stairs, somehow a guard appeared, inexplicably, so I had to kill him too. Which brings me to #2..
2. This guard was chasing me around the lady's bed with his sword trying to cut me, If I got him on the opposite side, he'd just run forward into the bed swinging at air while I shot him with arrows. Eventually he'd find his way around the bed, but I could just get him stuck again, swinging wildly at me and missing because the bed was between us, like he didn't even realize the bed was there.
3. The first time I went to see the prisoner, before I realized I had to be arrested, I asked a guard if I could talk to the inmate. He said okay, and then both of the guards followed me down there. Any time I walked up to a door, they'd yell at me, "Don't touch those locks!" just over and over and over, "Don't touch those locks!" "Don't get too close to the prisoners!" It was really annoying. The next time I went back, the guards didn't even notice me and I picked all the locks, except the one where my prisoner was because I thought he might go take his gold before I could get to it.
And finally, since I had to get myself arrested, I had to pay the bounty on my head. Now, I'd killed a city guard and that woman for the quest. My bounty? A little over 2000 gold. Is that all their lives were worth? I didn't feel bad killing them in the game at first. One I was avenging a wrong for another person and the guard was self-defense, but I did feel bad once I realized they only cost me about 1000 gold each. Life is cheap, huh? And to get the gold, I stole from people, including the woman I killed.
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