• Assassin's Creed Odyssey

    From kyonshi@gmkeros@gmail.com to comp.sys.ibm.pc.games.rpg,comp.sys.ibm.pc.games.action on Tue Aug 13 15:29:19 2024
    From Newsgroup: comp.sys.ibm.pc.games.rpg

    I have been playing AC Odyssey lately, and still feel I am rather close to
    the beginning, despite nearing the 60 hour mark. That all is a bit weird,
    as previous ACs even if they were good had some serious issues keeping my interest after about 20 or 30 hours or so. Last summer I was playing AC Brotherhood, and even though it was a good game, at one point I just
    wanted it to be over. I managed to get Black Flag past the 50 hour mark,
    but I had to stop and restart twice because I lost interest.
    Odyssey on the other hand it much closer to that real kind of RPG gameplay that I like, to the point where the repetitive missions become a bit
    grating.

    One interesting part of the experience is that despite advertising the presence of a medusa in the cover art used for Steam... there actually is
    very little fantasy in there so far. Besides the typical Assassin's Creed
    fare of people who can hang on to tiny precipices with their fingertips
    while wearing heavy armor, and the ability to survive falls from any
    height as long as there's a small heap of leaves on the ground. But that's
    all explained in the more sci-fi elements of the setting.
    Which makes the game the most low fantasy RPG I have played so far I
    think. The setting is ancient Greece at the time of the wars between
    Sparta and Athens, which also is rather convenient because that was one of those periods we learned about in school really well.

    If there's one thing that annoys me though it's the crowded world it
    presents. Unlike World of Warcraft for example, which is a great example
    of building a world that is both small but looks big, this one grates my suspension of disbelief almost immediately. It's all ok when you are on
    the tiny island at the start, but once you find an Athens where the walled passage to Piraeus is a 100 meter wall section, and where you can see the houses on Salamis from the port... yeah. Everything's a bit... small.
    --- Synchronet 3.20a-Linux NewsLink 1.114
  • From Werner P.@werpu@gmx.at to comp.sys.ibm.pc.games.rpg,comp.sys.ibm.pc.games.action on Mon Sep 2 08:20:29 2024
    From Newsgroup: comp.sys.ibm.pc.games.rpg

    Am 13.08.24 um 15:29 schrieb kyonshi:
    If there's one thing that annoys me though it's the crowded world it presents. Unlike World of Warcraft for example, which is a great example
    of building a world that is both small but looks big, this one grates my suspension of disbelief almost immediately. It's all ok when you are on
    the tiny island at the start, but once you find an Athens where the walled passage to Piraeus is a 100 meter wall section, and where you can see the houses on Salamis from the port... yeah. Everything's a bit... small.
    My main problem is the repetitiveness of the side missions just to fill
    the world, less would have been more for this game. It would have been
    an excellent game if they just focused on the main story and added a
    little bit of fluff and reduce the open world to semi open!
    But basically you go into every town and every town has the same 5-10
    soulless side missions which partially you have to perform to get the
    stats ramped up until you can continue the main mission. Thats the
    reason why I only play this game in chunks, I usually get bored by it
    after 5-10 hours. Also given that I live in Europe and have been to
    Greece several times, the setting is historic for me but not exotic!

    --- Synchronet 3.20a-Linux NewsLink 1.114
  • From Kyonshi@gmkeros@gmail.com to comp.sys.ibm.pc.games.rpg,comp.sys.ibm.pc.games.action on Tue Sep 3 12:35:41 2024
    From Newsgroup: comp.sys.ibm.pc.games.rpg

    On 9/2/2024 8:20 AM, Werner P. wrote:
    Am 13.08.24 um 15:29 schrieb kyonshi:
    If there's one thing that annoys me though it's the crowded world it
    presents. Unlike World of Warcraft for example, which is a great example
    of building a world that is both small but looks big, this one grates my
    suspension of disbelief almost immediately. It's all ok when you are on
    the tiny island at the start, but once you find an Athens where the
    walled
    passage to Piraeus is a 100 meter wall section, and where you can see the
    houses on Salamis from the port... yeah. Everything's a bit... small.
    My main problem is the repetitiveness of the side missions just to fill
    the world, less would have been more for this game. It would have been
    an excellent game if they just focused on the main story and added a
    little bit of fluff and reduce the open world to semi open!
    But basically you go into every town and every town has the same 5-10 soulless side missions which partially you have to perform to get the
    stats ramped up until you can continue the main mission. Thats the
    reason why I only play this game in chunks, I usually get bored by it
    after 5-10 hours. Also given that I live in Europe and have been to
    Greece several times, the setting is historic for me but not exotic!


    Well, I live in Europe as well, and it's quite nice to see an
    approximation of what the world looked back in the day.
    Still. It's just an approximation. A theme park version.
    --- Synchronet 3.20a-Linux NewsLink 1.114
  • From Spalls Hurgenson@spallshurgenson@gmail.com to comp.sys.ibm.pc.games.rpg on Wed Sep 4 20:14:15 2024
    From Newsgroup: comp.sys.ibm.pc.games.rpg

    On Tue, 3 Sep 2024 12:35:41 +0200, Kyonshi <gmkeros@gmail.com> wrote:

    On 9/2/2024 8:20 AM, Werner P. wrote:
    Am 13.08.24 um 15:29 schrieb kyonshi:
    If there's one thing that annoys me though it's the crowded world it
    presents. Unlike World of Warcraft for example, which is a great example >>> of building a world that is both small but looks big, this one grates my >>> suspension of disbelief almost immediately. It's all ok when you are on
    the tiny island at the start, but once you find an Athens where the
    walled
    passage to Piraeus is a 100 meter wall section, and where you can see the >>> houses on Salamis from the port... yeah. Everything's a bit... small.
    My main problem is the repetitiveness of the side missions just to fill
    the world, less would have been more for this game. It would have been
    an excellent game if they just focused on the main story and added a
    little bit of fluff and reduce the open world to semi open!
    But basically you go into every town and every town has the same 5-10
    soulless side missions which partially you have to perform to get the
    stats ramped up until you can continue the main mission. Thats the
    reason why I only play this game in chunks, I usually get bored by it
    after 5-10 hours. Also given that I live in Europe and have been to
    Greece several times, the setting is historic for me but not exotic!


    Well, I live in Europe as well, and it's quite nice to see an
    approximation of what the world looked back in the day.
    Still. It's just an approximation. A theme park version.

    I mean, that's true of pretty much every game placed in a 'real world'
    setting. Manhattan in "The Division" isn't really like the real New
    York at all. The Tokyo in "Ghostwire" isn't the same as its real-life counterpart either. Paris in "The Saboteur" was completely different.
    They're _all_ theme-park versions of the real thing.

    But I get what you're saying. These something secretly joyful about
    roaming streets you know, seeing sights _mostly_ familiar, and having
    fantastic adventures in those locales.

    The only game I can think of to truly nail the real-world look is "MS
    Flight Simulator 20202"... and even then it's a bit theme-parky at
    times. But at least the geography is (more or less) correct. ;-)


    --- Synchronet 3.20a-Linux NewsLink 1.114
  • From Kyonshi@gmkeros@gmail.com to comp.sys.ibm.pc.games.rpg on Fri Sep 6 10:13:39 2024
    From Newsgroup: comp.sys.ibm.pc.games.rpg

    On 9/5/2024 2:14 AM, Spalls Hurgenson wrote:
    On Tue, 3 Sep 2024 12:35:41 +0200, Kyonshi <gmkeros@gmail.com> wrote:

    On 9/2/2024 8:20 AM, Werner P. wrote:
    Am 13.08.24 um 15:29 schrieb kyonshi:
    If there's one thing that annoys me though it's the crowded world it
    presents. Unlike World of Warcraft for example, which is a great example >>>> of building a world that is both small but looks big, this one grates my >>>> suspension of disbelief almost immediately. It's all ok when you are on >>>> the tiny island at the start, but once you find an Athens where the
    walled
    passage to Piraeus is a 100 meter wall section, and where you can see the >>>> houses on Salamis from the port... yeah. Everything's a bit... small.
    My main problem is the repetitiveness of the side missions just to fill
    the world, less would have been more for this game. It would have been
    an excellent game if they just focused on the main story and added a
    little bit of fluff and reduce the open world to semi open!
    But basically you go into every town and every town has the same 5-10
    soulless side missions which partially you have to perform to get the
    stats ramped up until you can continue the main mission. Thats the
    reason why I only play this game in chunks, I usually get bored by it
    after 5-10 hours. Also given that I live in Europe and have been to
    Greece several times, the setting is historic for me but not exotic!


    Well, I live in Europe as well, and it's quite nice to see an
    approximation of what the world looked back in the day.
    Still. It's just an approximation. A theme park version.

    I mean, that's true of pretty much every game placed in a 'real world' setting. Manhattan in "The Division" isn't really like the real New
    York at all. The Tokyo in "Ghostwire" isn't the same as its real-life counterpart either. Paris in "The Saboteur" was completely different.
    They're _all_ theme-park versions of the real thing.

    But I get what you're saying. These something secretly joyful about
    roaming streets you know, seeing sights _mostly_ familiar, and having fantastic adventures in those locales.

    The only game I can think of to truly nail the real-world look is "MS
    Flight Simulator 20202"... and even then it's a bit theme-parky at
    times. But at least the geography is (more or less) correct. ;-)



    My main issue is that AC:O it just is a bit too small. In a lot of ways
    it doesn't keep you from seeing the next region. You are aware that
    there is a region right next door in a lot of cases (because a lot of it
    is set on the open sea).
    World of Warcraft (at least the Vanilla regions) is really good about
    that. Sure, it still isn't big, but when you are in any region, except
    maybe at the edges, you can easily forget that this is just a small
    area. AC:O on the other hand puts a lot of important scenes and
    locations at the edges, which means you see the next region constantly,
    even though otherwise the areas are likely much larger.
    --- Synchronet 3.20a-Linux NewsLink 1.114
  • From Spalls Hurgenson@spallshurgenson@gmail.com to comp.sys.ibm.pc.games.rpg on Fri Sep 6 12:14:41 2024
    From Newsgroup: comp.sys.ibm.pc.games.rpg

    On Fri, 6 Sep 2024 10:13:39 +0200, Kyonshi <gmkeros@gmail.com> wrote:

    On 9/5/2024 2:14 AM, Spalls Hurgenson wrote:
    On Tue, 3 Sep 2024 12:35:41 +0200, Kyonshi <gmkeros@gmail.com> wrote:

    On 9/2/2024 8:20 AM, Werner P. wrote:
    Am 13.08.24 um 15:29 schrieb kyonshi:
    If there's one thing that annoys me though it's the crowded world it >>>>> presents. Unlike World of Warcraft for example, which is a great example >>>>> of building a world that is both small but looks big, this one grates my >>>>> suspension of disbelief almost immediately. It's all ok when you are on >>>>> the tiny island at the start, but once you find an Athens where the
    walled
    passage to Piraeus is a 100 meter wall section, and where you can see the >>>>> houses on Salamis from the port... yeah. Everything's a bit... small. >>>> My main problem is the repetitiveness of the side missions just to fill >>>> the world, less would have been more for this game. It would have been >>>> an excellent game if they just focused on the main story and added a
    little bit of fluff and reduce the open world to semi open!
    But basically you go into every town and every town has the same 5-10
    soulless side missions which partially you have to perform to get the
    stats ramped up until you can continue the main mission. Thats the
    reason why I only play this game in chunks, I usually get bored by it
    after 5-10 hours. Also given that I live in Europe and have been to
    Greece several times, the setting is historic for me but not exotic!


    Well, I live in Europe as well, and it's quite nice to see an
    approximation of what the world looked back in the day.
    Still. It's just an approximation. A theme park version.

    I mean, that's true of pretty much every game placed in a 'real world'
    setting. Manhattan in "The Division" isn't really like the real New
    York at all. The Tokyo in "Ghostwire" isn't the same as its real-life
    counterpart either. Paris in "The Saboteur" was completely different.
    They're _all_ theme-park versions of the real thing.

    But I get what you're saying. These something secretly joyful about
    roaming streets you know, seeing sights _mostly_ familiar, and having
    fantastic adventures in those locales.

    The only game I can think of to truly nail the real-world look is "MS
    Flight Simulator 20202"... and even then it's a bit theme-parky at
    times. But at least the geography is (more or less) correct. ;-)



    My main issue is that AC:O it just is a bit too small. In a lot of ways
    it doesn't keep you from seeing the next region. You are aware that
    there is a region right next door in a lot of cases (because a lot of it
    is set on the open sea).
    World of Warcraft (at least the Vanilla regions) is really good about
    that. Sure, it still isn't big, but when you are in any region, except
    maybe at the edges, you can easily forget that this is just a small
    area. AC:O on the other hand puts a lot of important scenes and
    locations at the edges, which means you see the next region constantly,
    even though otherwise the areas are likely much larger.

    That's a problem with a lot of games. On the one hand, they want to
    appear huge and open... so make a big map with long sight-lines. But
    actually creating huge worlds is really expensive, and traversing them
    is often quite dull. So you need to find a balance: make the world
    small enough that you can afford to populate it with enough things
    that it's actually fun to wander through, and still make the game FEEL
    large.

    It's a balancing act. Create a world too big and people complain about
    how annoying it is to cross. Make it too small and people bitch about
    that too. Tighten the sight-lines with mountains and hills that
    obstruct the view, and the world feels claustrophobic. Make it so you
    can see for miles and you destroy the illusion you're trying to
    create.

    Some games do it better than others. But the falsity of those worlds
    is often easy to see.

    Some games go overboard with their size. "Fuel" (a racing game from
    2009) gave players a map roughly the size of Denmark (or the US state
    of Maryland) and it was endless swathes of nothing. "Grand Theft Auto
    5" had a map roughly 80 square kilometers and -while it was plenty
    diverse and had a surprising amount of interactivity- after twenty or
    thirty hours you started running out of things to do. "Assassins Creed
    4: Black Flag" had an even bigger map... but much of that was ocean,
    and even then you sometimes felt like cities were just next door.

    [One of my favorite games is the original "Gothic" game,
    released way back in 2001. And one of the reasons I like
    it so much is because how it dealt with the size issue.
    Like most CRPGs, it wanted to have multiple regions with
    different cities and 'cultures'... but the technology of
    the time only allowed them to create a fairly tiny map
    (~3 square kilometers). So instead of pretending this
    tiny region was a whole huge world, they put the whole
    thing into a small isolated valley and created a fiction
    that explained the diversity. (Sadly, by the time of
    "Gothic 3", they reverted to the old standard of
    creating a 20x20 km map and expecting us to believe it
    was a huge continent ;-)]


    But in the end, it's all illusion, and it rarely takes too much prying
    to see the edges of the fakery.


    --- Synchronet 3.20a-Linux NewsLink 1.114
  • From Altered Beast@j63480576@gmail.com to comp.sys.ibm.pc.games.rpg on Fri Sep 6 11:49:17 2024
    From Newsgroup: comp.sys.ibm.pc.games.rpg

    Spalls Hurgenson wrote:
    On Fri, 6 Sep 2024 10:13:39 +0200, Kyonshi <gmkeros@gmail.com> wrote:

    On 9/5/2024 2:14 AM, Spalls Hurgenson wrote:
    On Tue, 3 Sep 2024 12:35:41 +0200, Kyonshi <gmkeros@gmail.com> wrote:

    On 9/2/2024 8:20 AM, Werner P. wrote:
    Am 13.08.24 um 15:29 schrieb kyonshi:
    If there's one thing that annoys me though it's the crowded world it >>>>>> presents. Unlike World of Warcraft for example, which is a great example >>>>>> of building a world that is both small but looks big, this one grates my >>>>>> suspension of disbelief almost immediately. It's all ok when you are on >>>>>> the tiny island at the start, but once you find an Athens where the >>>>>> walled
    passage to Piraeus is a 100 meter wall section, and where you can see the
    houses on Salamis from the port... yeah. Everything's a bit... small. >>>>> My main problem is the repetitiveness of the side missions just to fill >>>>> the world, less would have been more for this game. It would have been >>>>> an excellent game if they just focused on the main story and added a >>>>> little bit of fluff and reduce the open world to semi open!
    But basically you go into every town and every town has the same 5-10 >>>>> soulless side missions which partially you have to perform to get the >>>>> stats ramped up until you can continue the main mission. Thats the
    reason why I only play this game in chunks, I usually get bored by it >>>>> after 5-10 hours. Also given that I live in Europe and have been to
    Greece several times, the setting is historic for me but not exotic! >>>>>

    Well, I live in Europe as well, and it's quite nice to see an
    approximation of what the world looked back in the day.
    Still. It's just an approximation. A theme park version.

    I mean, that's true of pretty much every game placed in a 'real world'
    setting. Manhattan in "The Division" isn't really like the real New
    York at all. The Tokyo in "Ghostwire" isn't the same as its real-life
    counterpart either. Paris in "The Saboteur" was completely different.
    They're _all_ theme-park versions of the real thing.

    But I get what you're saying. These something secretly joyful about
    roaming streets you know, seeing sights _mostly_ familiar, and having
    fantastic adventures in those locales.

    The only game I can think of to truly nail the real-world look is "MS
    Flight Simulator 20202"... and even then it's a bit theme-parky at
    times. But at least the geography is (more or less) correct. ;-)



    My main issue is that AC:O it just is a bit too small. In a lot of ways
    it doesn't keep you from seeing the next region. You are aware that
    there is a region right next door in a lot of cases (because a lot of it
    is set on the open sea).
    World of Warcraft (at least the Vanilla regions) is really good about
    that. Sure, it still isn't big, but when you are in any region, except
    maybe at the edges, you can easily forget that this is just a small
    area. AC:O on the other hand puts a lot of important scenes and
    locations at the edges, which means you see the next region constantly,
    even though otherwise the areas are likely much larger.

    That's a problem with a lot of games. On the one hand, they want to
    appear huge and open... so make a big map with long sight-lines. But
    actually creating huge worlds is really expensive, and traversing them
    is often quite dull. So you need to find a balance: make the world
    small enough that you can afford to populate it with enough things
    that it's actually fun to wander through, and still make the game FEEL
    large.

    It's a balancing act. Create a world too big and people complain about
    how annoying it is to cross. Make it too small and people bitch about
    that too. Tighten the sight-lines with mountains and hills that
    obstruct the view, and the world feels claustrophobic. Make it so you
    can see for miles and you destroy the illusion you're trying to
    create.

    Some games do it better than others. But the falsity of those worlds
    is often easy to see.

    Some games go overboard with their size. "Fuel" (a racing game from
    2009) gave players a map roughly the size of Denmark (or the US state
    of Maryland) and it was endless swathes of nothing. "Grand Theft Auto
    5" had a map roughly 80 square kilometers and -while it was plenty
    diverse and had a surprising amount of interactivity- after twenty or
    thirty hours you started running out of things to do. "Assassins Creed
    4: Black Flag" had an even bigger map... but much of that was ocean,
    and even then you sometimes felt like cities were just next door.

    [One of my favorite games is the original "Gothic" game,
    released way back in 2001. And one of the reasons I like
    it so much is because how it dealt with the size issue.
    Like most CRPGs, it wanted to have multiple regions with
    different cities and 'cultures'... but the technology of
    the time only allowed them to create a fairly tiny map
    (~3 square kilometers). So instead of pretending this
    tiny region was a whole huge world, they put the whole
    thing into a small isolated valley and created a fiction
    that explained the diversity. (Sadly, by the time of
    "Gothic 3", they reverted to the old standard of
    creating a 20x20 km map and expecting us to believe it
    was a huge continent ;-)]


    But in the end, it's all illusion, and it rarely takes too much prying
    to see the edges of the fakery.


    It's probably better to err on the side of "too big." I played Zelda:
    Breath of Life and found it about right. I ended up going to a website
    to discover the location of two shrines I was missing in running over
    the area. Breath of Life did it really well, but that is about as AAA a
    game as you can find, being Zelda. You know they did some research on
    the matter.
    --- Synchronet 3.20a-Linux NewsLink 1.114
  • From Spalls Hurgenson@spallshurgenson@gmail.com to comp.sys.ibm.pc.games.rpg on Sat Sep 7 12:16:02 2024
    From Newsgroup: comp.sys.ibm.pc.games.rpg

    On Fri, 6 Sep 2024 11:49:17 -0500, Altered Beast <j63480576@gmail.com>
    wrote:



    It's probably better to err on the side of "too big." I played Zelda: >Breath of Life and found it about right. I ended up going to a website
    to discover the location of two shrines I was missing in running over
    the area. Breath of Life did it really well, but that is about as AAA a >game as you can find, being Zelda. You know they did some research on
    the matter.

    YMMV. I've grown increasingly tired of all these huge-for-the-sake- of-being-huge games. Partly because I just don't want to dedicate 500
    hours to exploring every nook and cranny. But also because -in order
    to fill out all these aforementioned nooks and crannies- developers
    are increasingly turning towards procedural generation and the result
    is just boring grind. I'd much rather a smaller, better paced
    adventure.

    But that's just me. The nice thing about modern video gaming is
    there's a game to suit EVERYBODY'S taste these days. ;-)


    --- Synchronet 3.20a-Linux NewsLink 1.114
  • From Kyonshi@gmkeros@gmail.com to comp.sys.ibm.pc.games.rpg on Sat Sep 7 20:49:03 2024
    From Newsgroup: comp.sys.ibm.pc.games.rpg

    On 9/7/2024 6:16 PM, Spalls Hurgenson wrote:
    On Fri, 6 Sep 2024 11:49:17 -0500, Altered Beast <j63480576@gmail.com>
    wrote:



    It's probably better to err on the side of "too big." I played Zelda:
    Breath of Life and found it about right. I ended up going to a website
    to discover the location of two shrines I was missing in running over
    the area. Breath of Life did it really well, but that is about as AAA a
    game as you can find, being Zelda. You know they did some research on
    the matter.

    YMMV. I've grown increasingly tired of all these huge-for-the-sake- of-being-huge games. Partly because I just don't want to dedicate 500
    hours to exploring every nook and cranny. But also because -in order
    to fill out all these aforementioned nooks and crannies- developers
    are increasingly turning towards procedural generation and the result
    is just boring grind. I'd much rather a smaller, better paced
    adventure.

    But that's just me. The nice thing about modern video gaming is
    there's a game to suit EVERYBODY'S taste these days. ;-)



    I get you. Some of those games are just too damn large and not
    interesting enough. I even count Skyrim to that, which I have started
    twice and never finished because I keep losing interest.
    But of course Elder Scrolls always had that procedural generation stuff
    down, I remember Arena and it's endlessly boring randomly generated areas.
    --- Synchronet 3.20a-Linux NewsLink 1.114
  • From Dimensional Traveler@dtravel@sonic.net to comp.sys.ibm.pc.games.rpg on Sat Sep 7 12:35:20 2024
    From Newsgroup: comp.sys.ibm.pc.games.rpg

    On 9/7/2024 9:16 AM, Spalls Hurgenson wrote:
    On Fri, 6 Sep 2024 11:49:17 -0500, Altered Beast <j63480576@gmail.com>
    wrote:



    It's probably better to err on the side of "too big." I played Zelda:
    Breath of Life and found it about right. I ended up going to a website
    to discover the location of two shrines I was missing in running over
    the area. Breath of Life did it really well, but that is about as AAA a
    game as you can find, being Zelda. You know they did some research on
    the matter.

    YMMV. I've grown increasingly tired of all these huge-for-the-sake- of-being-huge games. Partly because I just don't want to dedicate 500
    hours to exploring every nook and cranny. But also because -in order
    to fill out all these aforementioned nooks and crannies- developers
    are increasingly turning towards procedural generation and the result
    is just boring grind. I'd much rather a smaller, better paced
    adventure.

    But that's just me. The nice thing about modern video gaming is
    there's a game to suit EVERYBODY'S taste these days. ;-)

    And some that suit nobody's taste but the one person who created it.
    --
    I've done good in this world. Now I'm tired and just want to be a cranky
    dirty old man.
    --- Synchronet 3.20a-Linux NewsLink 1.114
  • From Kyonshi@gmkeros@gmail.com to comp.sys.ibm.pc.games.rpg on Sun Sep 8 12:02:56 2024
    From Newsgroup: comp.sys.ibm.pc.games.rpg

    On 9/7/2024 9:35 PM, Dimensional Traveler wrote:
    On 9/7/2024 9:16 AM, Spalls Hurgenson wrote:
    On Fri, 6 Sep 2024 11:49:17 -0500, Altered Beast <j63480576@gmail.com>
    wrote:



    It's probably better to err on the side of "too big."  I played Zelda:
    Breath of Life and found it about right.  I ended up going to a website >>> to discover the location of two shrines I was missing in running over
    the area.  Breath of Life did it really well, but that is about as AAA a >>> game as you can find, being Zelda.  You know they did some research on
    the matter.

    YMMV. I've grown increasingly tired of all these huge-for-the-sake-
    of-being-huge games. Partly because I just don't want to dedicate 500
    hours to exploring every nook and cranny. But also because -in order
    to fill out all these aforementioned nooks and crannies- developers
    are increasingly turning towards procedural generation and the result
    is just boring grind. I'd much rather a smaller, better paced
    adventure.

    But that's just me. The nice thing about modern video gaming is
    there's a game to suit EVERYBODY'S taste these days. ;-)

    And some that suit nobody's taste but the one person who created it.


    Well, but there were examples of that before. Anyone remember
    Battlecruiser 3000AD?
    --- Synchronet 3.20a-Linux NewsLink 1.114
  • From Spalls Hurgenson@spallshurgenson@gmail.com to comp.sys.ibm.pc.games.rpg on Sun Sep 8 12:16:36 2024
    From Newsgroup: comp.sys.ibm.pc.games.rpg

    On Sun, 8 Sep 2024 12:02:56 +0200, Kyonshi <gmkeros@gmail.com> wrote:
    On 9/7/2024 9:35 PM, Dimensional Traveler wrote:
    On 9/7/2024 9:16 AM, Spalls Hurgenson wrote:

    But that's just me. The nice thing about modern video gaming is
    there's a game to suit EVERYBODY'S taste these days. ;-)

    And some that suit nobody's taste but the one person who created it.

    Well, but there were examples of that before. Anyone remember
    Battlecruiser 3000AD?

    Shhhh! Not so loud! HE is still around, lurking, just waiting for
    somebody to say his name. Do not let him loose again. It took us long
    enough to bind him the first time. ;-)


    --- Synchronet 3.20a-Linux NewsLink 1.114
  • From Dimensional Traveler@dtravel@sonic.net to comp.sys.ibm.pc.games.rpg on Sun Sep 8 10:07:45 2024
    From Newsgroup: comp.sys.ibm.pc.games.rpg

    On 9/8/2024 9:16 AM, Spalls Hurgenson wrote:
    On Sun, 8 Sep 2024 12:02:56 +0200, Kyonshi <gmkeros@gmail.com> wrote:
    On 9/7/2024 9:35 PM, Dimensional Traveler wrote:
    On 9/7/2024 9:16 AM, Spalls Hurgenson wrote:

    But that's just me. The nice thing about modern video gaming is
    there's a game to suit EVERYBODY'S taste these days. ;-)

    And some that suit nobody's taste but the one person who created it.

    Well, but there were examples of that before. Anyone remember
    Battlecruiser 3000AD?

    Shhhh! Not so loud! HE is still around, lurking, just waiting for
    somebody to say his name. Do not let him loose again. It took us long
    enough to bind him the first time. ;-)

    Was that project ever actually released?
    --
    I've done good in this world. Now I'm tired and just want to be a cranky
    dirty old man.
    --- Synchronet 3.20a-Linux NewsLink 1.114
  • From Kyonshi@gmkeros@gmail.com to comp.sys.ibm.pc.games.rpg on Sun Sep 8 23:21:30 2024
    From Newsgroup: comp.sys.ibm.pc.games.rpg

    On 9/8/2024 7:07 PM, Dimensional Traveler wrote:


    Was that project ever actually released?


    I got it on a magazine cover disc back in the days when PC magazines
    still had cover discs. I never was able to get it running though, so I
    don't have a clue if it actually worked.
    --- Synchronet 3.20a-Linux NewsLink 1.114
  • From Spalls Hurgenson@spallshurgenson@gmail.com to comp.sys.ibm.pc.games.rpg on Mon Sep 9 11:43:33 2024
    From Newsgroup: comp.sys.ibm.pc.games.rpg

    On Sun, 8 Sep 2024 23:21:30 +0200, Kyonshi <gmkeros@gmail.com> wrote:

    On 9/8/2024 7:07 PM, Dimensional Traveler wrote:


    Was that project ever actually released?


    I got it on a magazine cover disc back in the days when PC magazines
    still had cover discs. I never was able to get it running though, so I
    don't have a clue if it actually worked.

    It came out, and was never really very good.
    He-who-shall-not-be-mentioned worked diligently on it for numerous
    years (and there were several updated retail versions reflecting this)
    but most of the changes were focused on bugs and performance issues. Unfortunately, it was the underlying mechanics that were the problem.
    The game just wasn't _fun_. It had a god-awful control scheme, and a
    general lack of focus.

    But credit to The-Name-That-Shall-Not-Be-Said. He was trying to create
    a sandbox game, before the technology was up to the task (or before
    the idea of 'sandbox games' had even crystalized). The conceit behind
    the game was to give you full control over the eponymous
    battlecruiser; you could, the idea was, take on the role of captain,
    or navigator, or gunsman, or engineer, or fighter pilot, or space
    marine.

    [The biggest problem with the game was that these roles
    actually weren't optional; you were required to take on
    ALL the roles, which was just added too much complexity and
    micromanagement to be fun... or doable.]

    While the Unnamed-Demon-Spirit-of-Usenet wasn't up to the task of
    creating such a game, but he definitely had vision. Ten years later
    (and with a skilled team) the game might actually have been worth
    playing.


    --- Synchronet 3.20a-Linux NewsLink 1.114
  • From Werner P.@werpu@gmx.at to comp.sys.ibm.pc.games.rpg on Fri Sep 13 10:46:51 2024
    From Newsgroup: comp.sys.ibm.pc.games.rpg

    Am 07.09.24 um 20:49 schrieb Kyonshi:
    I get you. Some of those games are just too damn large and not
    interesting enough. I even count Skyrim to that, which I have started
    twice and never finished because I keep losing interest.
    But of course Elder Scrolls always had that procedural generation stuff down, I remember Arena and it's endlessly boring randomly generated areas.

    Skyrim more or less is the anti thesis of an interesting open world
    game, despite not procedurally generated it is a generic run of the mill fantasy world with characters you can forget after talking to them once.
    If you want a really good open world game, play the 2 new Zeldas, they
    are absolutely the anti thesis to Skyrim and have a very ultima like
    feel to it, where every nook and cranny you can find is interesting and
    counts and every character has an interesting story to tell!
    I just wished developers would make smaller but interesting open worlds instead of boring generic ones they then fill with a spreadsheet table
    of TODOs which repeats ad infinitum. The older open world designs of the
    80s and 90s from origin and a few other studios were way better than
    most of modern waypoint/spreadsheet open worlds regarding this aspect!

    --- Synchronet 3.20a-Linux NewsLink 1.114
  • From Werner P.@werpu@gmx.at to comp.sys.ibm.pc.games.rpg on Fri Sep 13 10:47:33 2024
    From Newsgroup: comp.sys.ibm.pc.games.rpg

    Am 08.09.24 um 18:16 schrieb Spalls Hurgenson:
    Well, but there were examples of that before. Anyone remember
    Battlecruiser 3000AD?
    Shhhh! Not so loud! HE is still around, lurking, just waiting for
    somebody to say his name. Do not let him loose again. It took us long
    enough to bind him the first time. 😉

    Voldemort?
    Sorry I said his name!

    --- Synchronet 3.20a-Linux NewsLink 1.114
  • From Werner P.@werpu@gmx.at to comp.sys.ibm.pc.games.rpg on Fri Sep 13 10:48:13 2024
    From Newsgroup: comp.sys.ibm.pc.games.rpg

    Am 08.09.24 um 19:07 schrieb Dimensional Traveler:
    Shhhh! Not so loud! HE is still around, lurking, just waiting for
    somebody to say his name. Do not let him loose again. It took us long
    enough to bind him the first time. 😉

    Was that project ever actually released?
    yes buggy as hell, but it was quite impressive for a one person project,
    it is clear DS was way over his head with this one, but he released it nevertheless!

    --- Synchronet 3.20a-Linux NewsLink 1.114
  • From Werner P.@werpu@gmx.at to comp.sys.ibm.pc.games.rpg on Fri Sep 13 10:49:10 2024
    From Newsgroup: comp.sys.ibm.pc.games.rpg

    Am 09.09.24 um 17:43 schrieb Spalls Hurgenson:
    While the Unnamed-Demon-Spirit-of-Usenet wasn't up to the task of
    creating such a game, but he definitely had vision. Ten years later
    (and with a skilled team) the game might actually have been worth
    playing.
    Very likely but the question is whether he ever had the finances for
    such a game. Btw. recently saw a video about how Elite was created, the
    code is pure genious!
    --- Synchronet 3.20a-Linux NewsLink 1.114