Friday, September 5, 2008

My Skin Hurts. . .




Credit to VGcats. You know what really sucks? Poison-Fuckin-Ivy. I am bandaged and drugged up waiting for it to pass right at the start of school . . .fun. . ., At least I have an excuse to sit and play games for a week or so ;).

One game I was really looking forward to, Too Human, has the gaming community viewing it as a disappointment. Assuming this article is telling the bulk of the story, it's quite a tragic turn of events. So much potential lost. I feel like an idiot saying this without even playing it, but the multiple reviews and trusted sources all point to me not spending $70 on it. If only they had been given more time to work through the issues, I'll bet the game would have been a home run.

Any aspiring game designer should be on the lookout for common design flaws other games may have made. One really great source for such flaws is the "No Twinkie" articles written by game designer and consultant, Ernst Adams. While many of these points seem obvious, take the time to read and understand them, you'll be surprised how much you can learn.

For now, I am taking a look at 2 games, Dungeon Keeper and GrowRPG.

Dungeon Keeper
: is a unqiue RTS/God-game where you construct a personal dungeon and manage it's denizens against plundering heroes and spread the taint of evil. Hidden beneath it's Real-Time Strategy exterior lies a sand-box game (an element further explored in it's sequel) which became the main reason I enjoyed it so much. If you want to build a dungeon full of traps and terrors check out this game and it's sequel.

GrowRPG: Another very unqiue title that has the player craft a world one piece at a time, then sit and watch the RPG story unfold. Choosing the correct order of pieces rewards the player with victory. Failure hints at the proper order of objects. I have to note on how well the designer captured the typical japenese-style RPG world in such simple terms. It's worth the 5 minutes to check out one playthrough.

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