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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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Sep 10th, 2010 at 05:51:53 - The Elder Scrolls IV: Oblivion (PC) |
Had a nice long session of Oblivion today and enjoyed it more than the other times I've played. I chalk this up to finally leaving the Imperial City, which is just so huge and full of shops and locked doors that I'm compelled to break into all the houses and just systematically steal things. It gets boring. I used the new teleportation travel in Oblivion. I think it's like cheating, but I can't say I don't like it. You can travel from city to city in the blink of a loading screen, and to other locations once you visit them first. Cities you don't even have to visit first! You can just teleport all around the world as you please.
I joined the Thieves Guild, which is always fun. Gotten better at sneaking around and stealing things, timing it when no one is looking. Unfortunately my thief character has super low strength, so super low bag space, so I really can't carry much at all. The perk of the Thieves Guild is that you gain access to a merchant who will buy stolen goods (no other merchant thus far will, making stealing pointless!), and you actually advance in the Thieves Guild by selling stolen items! How cool is that? So the biggest break-ins and robberies you can manage, the better for your reputation.
I traveled from the Imperial City to a Norse-type village where my stolen goods buyer lives, and cleaned out most of the houses of good stuff. I also completed a pretty cool quest chain, which is another reason I enjoyed today more. I got more of a variety of quests. There was a murder in the Norse village. Apparently a vampire was living among the people, and a mysterious man came to town claiming to be a vampire hunter, identified the vampire and killed him. Well, the victim's wife swears he wasn't a vampire and just knows something is up. So I go talk to the inn-keeper, who I influence to give me a key to the vampire hunter's room, where I discover a stolen journal of a third party -- a third party who was also supposedly a vampire and who the hunter killed before arriving at the Norse village. The journal was very revealing and described a treasure the three men found, and they each got a key so no one could open it alone. There's the motive. The one guy got greedy, justified killing the other two. He escapes to a cave hideout where the treasure is hidden and the city watch implores me to follow him and take him out. I did, and it was awesome. I recovered the treasure, which was a plain amulet, but when I took it back to the victim's wife, she revealed that it had a masking spell on it so no one could see its magic. I didn't look at what it does, but it's magical somehow, so it's better than nothing!
Also, here is the daily list of silly things I caught the AI doing:
1. 2 NPCs having a secret meeting I was supposed to eavesdrop on stood facing one another in the rain for about 2 game hours without saying anything. I was hidden behind some trees. I finally decided it was broken and walked up to them, triggering the cut scene, with me in plain view. Totally unrealistic and spoiled the stealth mood I had going on.
2. Lots of NPCs in this game go to the taverns and inns and drink alone. It's kind of sad.
3. NPC 1: Ah! Have you heard anything about the other proving lies?
NPC 2: Yes!
NPC 1: Ah! Have you heard anything about the other proving lies?
NPC 2: Good day!
NPC 1: Good bye!
4. Some NPCs just do not care that I'm in their house prowling. One woman was eating breakfast when I picked her lock. She looked straight at me and kept eating. Other NPCs did this too, where they just kind of faced the other way and turned every now and then, so I could just go through their stuff behind their backs when they definitely know I'm there. And then to add insult to injury, I'd pickpocket them before leaving their house.
5. Guards arrest me for stealing *sometimes* Usually if I reload it, they forget all about my crime. I'm still unsure as to how exactly they figure out that I've been stealing things.
So yea, entertaining. Shops are still not worth stealing from because those the guards tend to come and the shop-keep follows me around, but homes are a cinch.
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Sep 4th, 2010 at 21:01:23 - The Elder Scrolls IV: Oblivion (PC) |
Finally started playing Oblivion this week. Only had the game sitting in my case for over a year. I notice several things I'll talk about: (1)expectations; (2)autonomous tensions; (3)speechcraft
(1)I played Morrowind back in the day. I don't know if I ever beat it, but I know I played with at least two different characters and distinctly remember picking a lot of locks, stealing a lot of items, and levitating and raining fireballs on city guards. Those are all things I enjoy doing in games, especially stealing things. I enjoy seeing what I can get away with. In Oblivion, I initially tried to steer toward a kind of caster/melee/thief hybrid, but due to trying to be efficient with race/class/skill combinations, I wound up with a straight thief (sneak, security, marksman, acrobatics, speechcraft, mercantile). I am good at stealing, sneaking around, talking and haggling, and shooting things with a bow. I didn't want to just be the same thief I tend to like to play, so this was achieved by focusing on ranged attacks rather than melee attacks, which I'm thoroughly enjoying.
So, what I expected from this game was to be able to go anywhere and do anything. I expected to be able to sneak around stupid NPCs, pick their locks and their pockets, sell my stolen goods, be rich, assassinate people, explore the world, be a hero and a villain, and eventually decide to complete story missions. This is what I've realized. Oblivion touts intelligent and realistic NPC AI. My enjoyment of Morrowind was largely based on the fact that NPCs were idiots and I could get away with whatever I wanted, breaking all the rules with minor penalties for being caught. This is how most open-ended free-roam games are, in my experience. In Oblivion, the NPCs certainly are...mmm, I hesitate to say 'smarter,' but, maybe they are more observant, more cautious, and more suspicious. Being smarter or more holistically realistic would entail a whole range of behaviors, some of which I see in the game failing, others of which I see in the game working, and others of which I see not at all.
Oblivion's emergent AI, or whatever they called it, is interesting so far. I've come to the Imperial City where citizens roam around. Apparently, everyone has a schedule that they follow, and depending on various things, NPCs will perform a range of actions, such as eating, sleeping, walking, etc. at certain points of the day. I was reminded of this when I came to the city the first time. It was night, and I was exploring. I wasn't paying attention to the time of day, and came to a locked shop. Weird. Picked the lock, went upstairs to the bedroom, was busy stealing things, when I hear footsteps! The shop-owner apparently just came home from somewhere and was going to sleep! I hid behind the door and waited for him to get in bed. He never saw me. So he must go out at night and come home around a certain time for bed. Now what happened next is something that irritates me. I went to pick his pockets while he was sleeping. He caught me, yelled, "Guards!" and then stood there and proceeded to carry on his normal NPC conversation with me. He told me some rumors, gave me directions, and even gave me a quest! I would think he would run outside, refuse to talk to me, or attack me. But no, normal conversation follows. So, following the normal conversation, I go outside. I am immediately arrested for pickpocketing. What? How? The victim was upstairs in his private room. There's no way a guard heard him yell or could have known I stole from him. Another time, I picked a lock in a shop, went inside the room, to find a guard standing there, who promptly arrested me. Why would a guard be inside the private bedroom upstairs of a shop in the middle of the day behind a locked door alone?
(2) This leads to problems of being autonomous in the game. I cannot do what I want, when I want, where I want, because NPCs are, not only overly cautious (they follow you around in their shops -- how weird would that be in RL if the proprietor followed you around as you browsed in his shop?), but they do things that don't make sense. Of course, you have to play within the rules of the game, like the rules and norms of real life when you go out, but I expect these to make sense, and I expect to be able to manipulate these rules in certain ways. I know how to do things I'm not supposed to without being caught or getting in trouble. Maybe I haven't spent enough time in the game, but it's frustrating that I'm having trouble playing how I want to play. Then again, maybe I have to come to terms with the fact that that's how the world of Oblivion is and I can't blame it.
I do, however, feel free to explore outside the city. At the beginning of the game, you escape from prison, and upon exiting the sewer escape route, you see a vast expanse of land, a river and rolling hills. Your main quest leads you far away, and from that point, you are free to go where you want. I turned in the opposite direction of the quest and ran, soon discovering a little bandit camp and some kind of ruins. I explored them, found some treasures, killed some skeletons, and felt like I'd been somewhere no one else has ever seen. There must be tons of places like that in this huge land, and I find that really exciting, because I can play through again and probably have a similar, but different experience.
I'll also have a different experience if I play through again because of the level of possible character customization. You can mix and match any skills and attributes and races to play exactly how you want. The trouble for me is I want to be a kickass thief, marksman, mage, alchemist, and about 90% of the other skill/class combinations. Very difficult to do all that with one character.
(3)Finally, an improvement to the NPC AI I do see is their reactions to me. Depending on race, deeds, etc., NPCs will like you more or less, and you can influence this with a little speechcraft mini-game. You can do this with most any NPC, and how it works is you can either admire, joke, boast, or coerce them. You can only select each speech type once per round and you must select all four. Now, NPCs either hate, dislike, like, or love the four speech types, and you have to play the game to raise their opinion of you. You gauge their hate, dislike, etc. by facial expressions, which are really well-done. Mouse over 'joke' and they may slightly frown. Mouse over 'admire' and they may smile broadly. It's a fun game, very easy with practice and an increasing speechcraft skill, and affects the amount and type of information they give you, maybe giving or withholding quests, price of buying and selling goods, etc. I feel it adds some realism to the NPCs, them being able to make recognizable facial expressions and me being able to respond to them. In addition to this, NPCs also talk with one another on the street. It can be kind of awkward conversations ("Hello!" "Hi, how are you?" "Goodbye!") or actual interesting ones that may give hints or useful information. Apparently the NPCs will engage in a lot more random, pointless, dumb, etc. behavior that I haven't seen yet. So far, I'm fairly impressed with the NPCs' interactions with each other and my ability to influence them, even if in shops, they are ridiculously cautious and guards are prone to arrest me.
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Sep 4th, 2010 at 20:13:29 - Neverwinter Nights 2 (PC) |
First entry for this game, but I played it some time ago, Spring 2010 I believe. Always enjoyed NWN games and D&D games in general. I kept this one around after beating it because there's a dedicated mod community, and I wanted to try out some popular mods. I had downloaded 6 or 7 back when I beat the campaign, and finally took one on. These are my first impressions of NWN2 modding, and a specific mod, Pools of Radiance, which is a recreation of an old D&D module from a long time ago.
I was hesitant to try any of these because I assumed they could not be as good as the original game, and if they're not as good as the original game, and I have other games to play, then why bother playing something sub-par. Well, because I want to know and see what fans do with the editing tools.
Things I liked about Pools of Radiance:
(1) Journal entries written in first-person drew me into the story. I felt like my character actually had a personality, that it could have been me. In fact, the mod suggests choosing a 'mundane' character. I chose a Shield Dwarf Fighter, level 1.
(2) The author(s) were technically proficient with the editor, ultimately creating a mod that was visibly on par to the regular NWN2 campaign.
(3) Storyline voice-overs were a nice touch. I felt the people who made this mod were incredibly dedicated to Pools of Radiance.
(4) I never played the original and don't know the story, so I don't know to what extent they were faithful in recreating it, though I assume they were very, and this is interesting to me that people update classics to new skins, such as people have done with various other games.
(5) Interesting tweaks to the gameplay. My favorite is that you cannot just 'rest' anywhere. Well, you can, but you have to have supplies. I suppose the original NWN is silly in that you can just lay down on the floor in any old dungeon or forest and have a nap. There are 'restful' places, such as beds, where you can sleep without supplies.
Things I did not like:
(1) Little buggy things that were mildly annoying, such as my weapon magically unequipping itself, so that I started a lot of fights bare-handed.
(2) Misspellings and grammatical errors in text.
(3) Being stuck and not being able to get help.
I'll end, because #3 killed the game for me. I was supposed to find this ogre cave to rescue some people, and I could never find it. I looked for probably an hour. The downside to playing a mod is that few people have played it, there's no walkthrough for it, and so if you get stuck, it's trial and error, the forums, or quit. I couldn't find anything on the forums, and I couldn't find the cave, so what else to do? I don't want to spend time looking anymore since I've other mods and games to try. But I feel the short amount of time spent with this mod gave me a glimpse at probably a high-quality NWN2 mod. I will play through some others to see what different things other authors are able to do, how they may tell stories differently using the game, how else they may tweak the original game rules to make it more realistic or whatever.
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