Posts Tagged ‘RPG’

The RPG Scrollbars: Old Habitats Die Hard

There’s no better way to cause trouble than to talk about ‘firsts’. Say for instance that King’s Quest IV featured the first female adventure character, and you’re probably going to be drowned out by some pedant waving a copy of Infocom’s Plundered Hearts in your face. That pedant may even be me. Of course, that’s nothing compared to the folly of calling, say, Everquest the first MMO and leaving it without some very quick clarification. The extent of the first M in MMORPG, the importance of success over existence, the jump between mainframe and computer and all manner of other stuff makes it tricky to plant a flag everyone can actually agree deserves to be there.

But there aren’t many games with a better claim than Lucasarts’ Habitat, the latest classic game to get a fancy modern revival project. It definitely deserves it.

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The RPG Scrollbars: Notes On Writing A Universe

Hello, God talking. At least, within a certain small sphere. Like a few of Team RPS, I’ve been writing for games as well as writing about them recently, most prominently as the writer of Daedalic Studio West’s The Long Journey Home [official site] – a space exploration RPG with roguelike elements (but not the crap ones). You know. A SERPGWRENCO. We’re now at the stage where my job is basically done, the universe is designed, the dialogue is all written, and I’m asking tramps on the street if I can borrow their whisky just so I can breathe heavily into the bag. There’s not much more fun than working on a game inspired by some of your favourites, notably Star Control 2. At the same time, well… oh dear, here comes that pesky hyperventilation again…

But I’m not here to market, but to talk tools. I know I’m always interested in seeing behind the scenes, so this week, I thought I’d pull back the curtain a little to talk not so much about what I’ve been working on, but what I’ve been working in.

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How Darkest Dungeon found new horror through its turn-based combat

This is The Mechanic, where Alex Wiltshire invites developers to discuss the inner workings of their games. This time, Darkest Dungeon [official site].

Darkest Dungeon is an RPG in which four flawed heroes face damnably transcendent terrors as they explore the ancient narrow passages beneath a cursed mansion. Notch by notch, their grasp on sanity slips and their vitality trickles thinner as their torch dims and new horror befalls them.

This is a game in which pressure mounts, misfortune crushes, and mistakes are punished. You can’t expect your party to always survive, whether driven to death or madness, and its turn-based combat plays out with the constant understanding that every decision can turn on a knife-edge: a missed hit, an ill-considered target, the wrong ability. And a lot of that tension is founded on something that on its face sounds prosaic, even old-fashioned:

THE MECHANIC: 2D combat Read the rest of this entry »

The RPG Scrollbars: The genius in the inventory

I forget which game it was, exactly. If I had to pick one, I’d say probably the text adventure Humbug. It doesn’t really matter, as it’s not really the game’s fault, but I still remember the sadness of being told to go into the inventory and realising that while I was thinking of a big room full of bubbling liquids in interesting flasks and other cool science stuff, the game was actually saying ‘look in your pockets’. Especially as if it was Humbug, it’s a game about wandering around and exploring your crazy inventor grandfather’s house. I must have searched for whole minutes, back in 1990.

There’s never been a game that really harnessed that desire, but still, it explains a lot about one of my favourite things in RPGs – particularly those of the early 90s – that the inventory often was a place to experiment rather than simply pluck the correct item at the correct time. Even if then, as now, it’s often been more accident than design.

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The RPG Scrollbars: New Years Res Commandments

Yes, it’s that time again… give or take a week. 2017’s looking like a fantastic year for RPGs already, thanks to the second big wave of Kickstarters due to hit, and bringing sequels and brand new adventures with it. But, let’s not get complacent. Since I sadly cannot, and would not be so arrogant as to lay down resolutions for the industry without its will, instead there will be Commandments that are Law.

Which is a bit like lore, only harder to skip by hammering the ESC key.

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Heading back to World Of Warcraft with Nostalrius

Last week saw the return of World of Warcraft‘s most controversial server, Nostalrius. It’s a private server which aims to recreate the experience of ‘vanilla’ World of Warcraft – that is, WoW as it was at or shortly after launch, before being supplemented and re-shaped by a hundred updates and multiple expansions. Logging on, I’m told “Position in queue, 3801. Estimated time: 47 minutes”, before being ushered into a world of lag and people complaining about random disconnects. So, uh… yeah! Congratulations to the team for perfectly recreating the vanilla WoW experience!

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The RPG Scrollbars: The Scrolls Of Honour 2016

As mentioned last week, it’s been one of those years. Lots of the biggest RPGs that we were expecting decided to spend a few more months in bed, or simply skip 2016. Can’t blame them! It’ll mean an awesome 2017, even if looking back there’s only been a few big names to pick from. Still, tradition is tradition! This week, another year marks another set of the RPG genre’s most fiercely fought-over fictional awards.

(Disclaimer: Actual fighting may also be fictional, all awards are based on the incredibly scientific principle of Wot I Think, awards cannot be exchanged for money, goods or services unless they too are entirely fictional. Please write all questions or complaints onto the back of a Myst CD using a Sharpie, break it into four pieces and bury them in interesting points around the globe for future treasure hunters to encounter, reforge, and then gag “Oh, god, Myst…” Or indeed, not. Completely your choice!)

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