Stardew Valley: Settle in, you’re going to be here a while

Like basically everyone else, I’m surprisingly playing Stardew Valley right now, and really liking it. On the surface it seems like a simple and relaxed “run a farm” game, and in some ways it is, but it also has plenty of depth in different areas to keep you interested and guessing.

The big thing SV has is the expectation of time. There are four seasons, and each season lasts 28 days. Getting through one year in-game is roughly 20-30hrs of gameplay, depending on how much time you take per day. The game expects you to play multiple years. That’s both daunting and impressive really.

As with a game like Banished, its really impressive what one person can do when developing a game, and SV is certainly worth picking up, even if you don’t view yourself as a “play as a farmer” type of gamer.

Posted in Random | 1 Comment

Time as a measure of greatness

I often give ‘reviews’ of games here. Sometimes official reviews (whatever that means), and sometimes just some random thoughts about a game I’m currently playing. I’ve now been playing games for multiple decades, and have likely written about hundreds here on this site. As time has gone on, I’m more and more convinced that a game should only be called great if it’s one you either finish, or spends a very considerable amount of time with.

For example, I really like Darkest Dungeon, even as someone who isn’t a huge rogue-like fan. It does a lot of things really well, and the time I have spent with it has certainly been enjoyable. But I can’t call DD great, because right now I’m struggling to finish it. Well, perhaps struggling isn’t the right word, but after running a dungeon or two, I often close the game, and my total playtime with it isn’t crazy high. That should, IMO, count against the game in terms of how highly I view it.

On the flip side, I’ve now clocked in over 600 hours with Mount and Blade: Warband, which puts it at the top of my Steam list, and if I had to pick a “Best in Years” game, it would be M&B. Perhaps M&B isn’t perfect (it is), but 600+ hours is hard to argue against. You don’t spend that much time with a game if it doesn’t do a LOT of things right.

I also think games that are inherently short should be weighted lower. Take for example This War of Mine. I liked that game a lot, but it can be finished in 10-15 hours. It’s a really good use of 10-15hr in terms of gaming, but keeping me entertained and happy for that amount of time with something is a lot easier than doing it for 600+ hours. It’s the W3 Bloody Baron thing basically; something might work and appear good for a short amount of time, but does it hold up long-term? Does it stay entertaining, or is the initial burst of entertainment heavily based on a ‘oh this is new’ feeling rather than core solid gameplay execution? If This War of Mine took 40+ hours to finish, I don’t think it would be nearly as good, because the basic formula for the game wouldn’t hold up.

To tie this into MMOs, the ones that keep us playing for hundreds of hours, or in the case of something like EVE, years and years, represents something pretty special. Sure, some of those hours are true grind time, where you might spend hours doing something you’d really rather not (or in the case of EVE, just waiting and doing nothing), but you do so because the payoff is worthwhile. Again, that’s impressive.

I also think newer MMOs are struggling, or are shorter-term for many, because both the overall newness of MMOs has worn off, and because they simply aren’t designed as well. For all the flaws of UO/EQ1/AC, at their core they did more than enough right to keep people playing for hundreds of hours, and that really is something noteworthy.

PS: I also have to mention League of Legends in this post, because over the last three years (more?) that has been the one game I’ve consistently played, likely resulting in hundreds if maybe a thousand+ hours of gameplay. Pretty insane really, and given the outrageous popularity of LoL overall, I’m certainly not alone.

Posted in EVE Online, League of Legends, MMO design, Mount and Blade: Warband, Ultima Online | 14 Comments

FFXIV: The view from level 50 as it stands today

Having returned to FFXIV for a few weeks now, the experience has been surprisingly great. I’m level 51 on my main class (Paladin), and I’m currently working through the main quest content that was added in patches after launch.

The story is great. The run up to the ending of the original main quest line, and the final few steps, was really fantastic. It’s not often that a game, let alone an MMO, wraps up a long story well, but FFXIV most certainly does that. And not only that, but it manages to do so not just in one long cutscene, but with story progression as you complete various dungeons and one-off instanced group battles. It’s extremely well done. Plus the story content that was added after isn’t a complete 180, but rather picks up where the ending finished and goes further. Yes, the main quest story starts a bit slow for the first 30 levels or so (more on that later), but once it gets rolling it’s a freight train, especially if you stay focused on it and keep the momentum going.

The actual gameplay of the at-50 content is also very solid. The instances you run aren’t super-hard at this point (most people are very over-geared, even with the sync system), but it rarely felt face-roll dumb, and no one bit of content was overly long or filled with nothingness to take up time. Playing a Paladin at this point is interesting, with plenty of abilities and decisions to be made, plus longer cooldown tools to throw out as needed. Tanking instances is a lot of fun, and certainly reminds me of vanilla WoW at the level cap, where it’s not raid-level insanity, but you also aren’t just spamming one AoE button and winning easy.

The work that SquareEnix did to this content following the expansion and the level cap increase is also phenomenal. In many themeparks the older content would not only be left to die, but would intentionally be skipped over. In FFXIV this isn’t the case. You still need to complete the main quest content to open the expansion content, but there have been steps taken to make this a little easier and more streamlined.

For instance, back when level 50 was the cap, it made sense to have end-game content focused around getting better gear via running instances and collecting tokens. But as a level 50 today, that isn’t the case. Why would anyone spend weeks/months gearing up at level 50 through multiple levels of gear when that gear will rather quickly be replaced prior to reaching the new level cap? Now again, in most themeparks this entire aspect would simply be glossed over, but in FFXIV things have been tweaked to make more sense. The main quest line has been updated, first with increased XP prior to level 50, and then all of those level 50 steps have had their rewards reworked so you gain the old token-level gear just from the quests, while the XP gains are slowed so you don’t out-level what you are doing. It works remarkable well, and while you don’t get the full ‘at-cap’ experience, you do at least experience some of what it must have been like. (It actually makes me a little sad I wasn’t 50 prior to the expansion, because the content is that enjoyable right now).

Finally, I want to touch on the whole ‘required content/dungeons’ thing about FFXIV. I honestly believe anyone bitching about it is just the wrong audience not just for FFXIV, but perhaps the MMO genre. FFXIV is a themepark, not a sandbox, and in a themepark the content SHOULD be guided and you SHOULD be on a rail for the big stuff. That doesn’t mean side content can’t exist (god does FFXIV have a lot of that), but it does mean certain pieces of content are must-do. What this allow is for the FFXIV devs to know that everyone who hits 50 will have a certain level of gear, certain abilities, and be ready for what is next. It also allows them to know that everyone is on the same page with the story, and that everyone has seen and experienced the dungeons, meaning they can take whatever lessons you learned in instance X and carry them forward into instance Y. That’s really, really important, and FFXIV does this extremely well.

Another strong point is the balance of required content, and required group content, vs everything else. The easy talking point for complaining is that FFXIV forces you to do these 100+ quests, or that it forces you to run 10 dungeons, but while that is true, it’s a small percentage of the total content you will consume on your way to 50, and everything else is very flexible. If you want to play solo as much as possible, there are lots of options for that. If you want smaller bites of low-effort content, you have that. If you want to focus more on grouping or larger chunks of stuff, you also have that option. FFXIV isn’t a sandbox, not even close, but the wealth of options you have almost anytime you log in to progress, be it your main role or something else, is staggering.

FFXIV has a lot of similarities to vanilla WoW in terms of what it does well. It has good group content, it has good solo content, and it just has a lot of content period. It also does most of what WoW did back in 2005-6 better today in 2016, which one would expect (though if you look at a lot of other MMOs, that’s just not the case). It’s not a massive leap in terms of innovation. It’s certainly a smaller step forward than EQ to WoW, but none-the-less it IS a step forward, in just about every way. Given how solid WoW was, and how much the genre has struggled just to replicate that over the years, the fact that FFXIV just does it better is indeed impressive, and most certainly worth experiencing.

PS: About the game’s slow start; for veterans of themeparks, you don’t need 30+ levels to ‘get’ what FFXIV is about, but if someone is coming into an MMO for the first time (say, because they are a huge Final Fantasy fan from consoles), those 30+ levels of slower learning are needed, and don’t feel slow. We often forget just how much tribal knowledge hangs around playing an MMO, and any MMO is going to face an uphill battle to bring in and retain totally fresh players if it throws everyone directly into the deep end. Does FFXIV have a slower-than-average ramp up time? Absolutely (though in terms of total playtime, getting to 30+ is still a very short amount of time compared to your overall time spend playing a good MMO). Does that likely result in retaining more players overall vs those who are lost from the slower pace? My guess is yes. And keep in mind, the first MMO you play is almost always the hardest one to leave, so hooking a new player to the genre can have more value long-term than entertaining a veteran content locust for a month or two.

 

 

Posted in Final Fantasy XIV, MMO design, World of Warcraft | 2 Comments

Recent gaming update

Little bit of “what I’m playing” time.

I wrapped up XCOM 2, but don’t have a whole lot else to say about it. I enjoyed the game, but I think it came out at the wrong time for me, as I wasn’t really hyped for another TBS game (too much Age of Wonders 3 and Endless Legend lately). Spoiler alert about the ending: I don’t get it. I mean I get that the Elders are dying and looking for a cure, but how does the Avatar project fit into that, and more specifically, all of the stuff said during the final mission? I do like the hint about the deep terror, though again does that fit at all into the story that was presented? (In my defense, I was incredibly sick most of the time I played, so maybe my brain missed like 90% of the story details…)

I also picked up the two DLC pieces for Cities:Skylines. More ‘stuff’ is generally always good in a city builder sim, but here the implementation isn’t perfect. The nighttime stuff is great, no complaints, but the snow addition is pretty hit/miss. On the one hand, the snow falling effect and the change to your city looks good, and the need for snow plows and seeing them clear roads is also pretty cool. The problem however is that the snow aspect only works on snow maps, and if you pick such a map, your city is always in winter time. After a bit, everything being white is kind of a pain, and ultimately I went back to a normal map. That means no snow stuff, but you still get the new trams. Decent, but hard to justify the cost of the DLC. Hopefully a future patch or even a fan mod makes winter something that comes and goes, rather than being a full-time thing (I understand currently its a technical limitation around having to change out or load so many art assets.)

Finally, I’m back playing FFXIV. As the wife won’t realistically have time to play it anytime soon, we closed her account for now and I’m moving ahead. I hit level 49 last night, and I’m very much looking forward to hitting the old level cap and finishing up the main story before moving on into the expansion.

Posted in Final Fantasy XIV, Random, Uncategorized | 3 Comments

Dear Tobold: Fuck you and the bridge you live under

Just a quick recap for everyone.

I wise man once said: “Also if F4 isn’t game of the year on PC for 2015, there is some serious corrupt voting.” – Really smart, attractive individual.

To which an ugly troll replied: “Corrupt voting? Fallout 4 doesn’t have a chance in hell against The Witcher 3 and Metal Gear Solid V. Metacritic lists Fallout 4 as only the 8th best PC game of the year. And that is just by the critics score, the users give it a rather lousy 5.1 out of 10. Unless somebody makes a game of the year award in which you are the only voter, this simply won’t happen.” – Dumb, very ugly troll

Full recap can be found here.

But the full recap wasn’t the end of the story. Oh no. Because you see dear reader, that dumb ugly troll also said this in his backtracking attempt: “What I am saying is that Fallout 4 will not get *the* D.I.C.E. game of the year award” – Getting dumber and uglier

Oops.

It would appear someone at DICE played The Witcher 3 past Bloody Baron, while also understood that if you play a game for 100+ hours, odds are pretty f’n high it’s good. Strange world we live in huh?

Edit: No, I don’t get tired or bored of always being right. I’m of course no longer surprised by it, having it now happen for 30+ years, but not bored.

Posted in Blogroll, Fallout 3, Tobold being Wrong, Uncategorized | 14 Comments

Quick, guess Blizzard’s panic move!?

First, no, I’m not dead. It was close (worst cold/flu of my life), and moving into a newly built house during said death illness didn’t help, but what REALLY did me in was Comcast. Despite calling them early on, telling them the site was new construction, they still had me without internet for almost a full week due to first cancelling because of snow, then showing up only to leave because they didn’t bring the right truck, and finally on the third try setting things up after 4 hours. Comcast HAS improved overall (up from being a complete and utter clownshow to just screwing up 50% of the time), but yea, they are lucky they still don’t really have viable competition.

Anyway, that aside, here is Mikey from Blizzard talking about what Blizzard is going to do in the mobile space now that layoffs are making the rounds and whoops, guess you shoulda tried harder to keep some of those WoW subs around because god knows poorly designed card games and failed MOBAs aren’t going to do it.

“I feel like there’s still a big opportunity in mobile beyond just casual games,” Morhaime stated. “I’m not sure we’ve figured out what that is yet.”

That quote is so choice Blizzard. By ‘we haven’t figured it out yet’, he means ‘we are cloning the biggest game out, give us a minute’. So how soon until we see a Clash of Clans clone using the StarCraft IP? Or do they pull the zero-effort/care powerplay and use the Warcraft IP, thus making the clone a really bad/lazy look?

The saddest thing though is that if this was old Blizzard, you could get mad about the idea theft or the utter lack of originality, but at least you knew a good game was coming. Now? Something of HotS-level ‘quality’ or worse, and that won’t keep the executioner at bay. Better keep cranking out that ‘tremendous amount’ of WoW content you pay 250 people to product (read: zero for a year now?)

Posted in Clash of Clans, Mass Media, Rant, StarCraft Online, World of Warcraft | 11 Comments

CoC: Season 3 stats

(Write-up and stats by Delpez)

Supreme Cream Performance – Season 3

Season 3 is done and dusted – here is a link to the Excel spreadsheet (for best viewing open it as an Excel file):

https://drive.google.com/file/d/0B1TPRzXrSjCvWVNvcmpFZXZ3bzA

An explanation of the metrics again:

Wars: The number of wars a player participated in.

Attacked: Was the player attacked or not? This is a yes/no trigger (1 or 0).

Bleeds: How many times a player was attacked over and above the first. So if you are attacked three times in a war, you score two bleeds. This is an indication of how many attacks were wasted on your base.

Holds: How many stars did the player manage to hold onto – if your base was 2-starred at the end of a war you score one hold. If you were not attacked you don’t get any holds, but you’re also not penalized in the normalized numbers.

Overall Closer: The first player to score the highest number of stars against a base will get the closer stars for that base. For example, if player A scores a 2-star and later in the war player B scores a 3-star, B will get three closer stars and A none. However, if B also scored a 2-star, A will get two closer stars (he was first) and B none. Overall Closer just means that all attacks are considered, whether the player attacked up, down or sideways.

Overall All Stars: Adds all the stars a player scored – doesn’t matter if it’s closer, up, down or sideways.

Overall 3 Stars: The total number of 3-stars achieved, irrespective of up, down or sideways.

>= Same Level Closer, All Stars and 3-stars: This tracks exactly the same metrics as before, but you don’t get credit for attacking down.

Attack Down: Tracks the number of times a player attacked bases below his TH level.

MIA: Missing in action – the number of attacks a player has missed.

These numbers are normalized by using the attacked trigger (for defensive stats) and war participation (for offensive stats).

Here are our best performers in each category for Season 3. Note that you had to participate in at least five wars to be considered.

DEFENSE: BLEEDS PER WAR

TH8 Bleeds

MattyC 3.00
Nitzerebb 1.71
Ralex 1.70
HelixPenguin 1.50
Redshirt 1.33
RogerRabbit 1.13
Jon 1.00

 

These are all the TH8s who achieved more than one bleed per war. In other words, are attacked at least twice per war. We have a new champion in this category – opponents really struggled with MattyC’s base. His Bleeds are almost double the next best!

 

TH9 Bleeds

Alistair 1.70
Saate 1.40
Syn Alt 1.29
Animal Al 1.17
Claud 1.00
SOBGrunt 0.90

 

This shows all the TH9s with more than 0.8 bleeds per war. It’s getting harder to make this list – previously all the TH9s with more than 0.5 bleeds were on it. Also interesting to note that our TH8 and TH9 bleeds are getting closer (if you disregard MattyC). In the past our TH8s scored a lot more bleeds than the TH9s.

DEFENSE: HOLDS PER WAR

TH8 Holds

Zelazny 0.38
Sunette29 0.33
RogerRabbit 0.25

 

These numbers are much lower than in Season 2. RogerRabbit is the only player on both the Bleed and Hold lists. The Hold numbers suggest that opponents are finding it easier to 3-star our TH8s. This probably corresponds to Dark Spell donations and the extra attack time that provided a huge boost to TH8 war attacks.

TH9 Holds

Delpez13 1.00
Mikrakov 0.89
Jonneh 0.80
The Trufflepig 0.78
Kryss 0.70
SOBGrunt 0.70
Syncaine 0.67
JHO 0.63

 

These are the TH9 players with 0.6 or more holds per war. The numbers are also lower than previous seasons, which seems to indicate that attacks have become easier. SOBGrunt is the only player who appears on both the Hold and Bleed lists.

OFFENCE: TOTAL CLOSER STARS PER WAR

TH8 Total Closer

MattyC 3.90
Sunette29 3.50
Gormn 3.00
Zelazny 2.63

 

TH8s who scored more than 2.5 closer stars per war. Note that a number of new TH8s were excluded (they spend most of the season at TH7). Also, Caldazar averaged 5.0 closer stars per war, but only participated in three wars. Not only did MattyC top the Bleed list, his also our #1 as far as TH8 closer stars are concerned.

At TH9 I use the attacking down statistic to separate players who do a lot of cleaning up from those who predominantly attack other TH9s. For this season the cut-off is at 20% attacks against lower level bases.

Rookie TH9 Total Closer

Lui Klea 3.30
Vorash 3.10
Alistair 2.80
Animal Al 2.50

 

The table shows TH9s who hit down more than 20% of the time and scored more than 2.5 closer stars per war. Well done Lui!

Veteran TH9 Total Closer

Ranez 3.43
Jonneh 3.40
JHO 3.25
Syncaine 3.22
Kryss 3.20
Saate 3.20
Delpez13 3.17

 

TH9s who don’t hit down often and scored more than 3 closer stars – Ranez takes the honors here.

OFFENCE: STARS/ATTACK – SAME LEVEL BASES

TH8 Same Level Stars/Attack

MattyC 2.53
Sunette29 2.42
Ellroy 2.25
Gormn 2.00
Zelazny 2.00

 

TH8 players with an average of more than 2 stars against TH8 bases. The same three players also topped the Closer table, with MattyC taking the honors again. As stated before, you really should be able to average 2 stars against other TH8 bases, or TH9 will be really tough.

TH9 Same Level Stars/Attack

Ranez 2.31
Jonneh 2.10
Malcolm 2.10
Delpez13 2.08
Lui Klea 2.07

 

Players who average more than 2 stars against TH9 opponents; well done to Ranez for also topping this list!

BENCHMARK:

A comparison of some important numbers for Seasons 1, 2 & 3. First up the TH8’s:

TH8 Benchmark

S1 S2 S3
Bleeds 1.54 1.37 1.16
Holds 0.24 0.33 0.11
Closer 2.15 2.33 2.70
Ave Stars against TH8 1.80 1.90 1.97
Ave 3-stars against TH8 0.32 0.37 0.40

 

Defensive stats have declined quite a bit, probably because offence was boosted. This might also have influenced our offensive stats. It’s worth noting that the active TH8s are getting fewer as they graduate to TH9. With less players these numbers might not mean much in a season or two.

The TH9 comparison between Seasons 1, 2 & 3 looks as follows:

TH9 Benchmark

S1 S2 S3
Bleeds 0.53 0.40 0.71
Holds 0.61 0.64 0.50
Closer 2.78 2.61 2.58
Ave Stars against TH9 1.54 1.65 1.74
Ave 3-stars against TH9 0.12 0.17 0.22

 

Bleeds are up and Holds are down, meaning that our TH9s are being attacked more and are hanging on to fewer stars. Closer stars are down a bit, but that is probably a function of the big increase in TH8 closer stars – our TH9’s don’t have to attack down as often as before. Average stars against TH9 bases, as well as the number of 3-stars are still on the rise. Next season should give more clarity on whether this is a result of the changes to the game, or if we are really improving.

Congratulations to everybody who made these lists. Please remember to follow the link to benchmark your performance against the top players at your TH level.

Posted in Clash of Clans, Uncategorized | 10 Comments

XCOM 2 thoughts after 15 hours

Xcom 2 report based on 15 hours or so with the game. In a nutshell, Xcom 2 is basically more of Xcom. A lot, lot more, and I couldn’t be happier about that.

Releasing a sequel to a very successful game is always somewhat difficult. What do you change to make it feel fresh? What do you keep to make it a real sequel and not a totally new game? How heavily do you cater to players of the first game, vs making design decisions around the assumption that someone is totally new to the game?

Xcom hits the sweet spot for me on most of these questions. The story for instance is somewhat a continuation of the first game, but it assumes you lost the first time around and its now 20 years later. Additionally, there are references to older enemy types from the ‘first war’ when you encounter them this time around. It’s a minor detail, but one that rewards having played the first time.

The combat is the same in terms of basics, but you now have a lot more toys at your disposal, the number of enemy types is WAY up, and the sheer variety of missions and goals is huge compared to the first time. What has remained is that feeling of frustration or joy when a shot misses or connects, and how that builds to eventually determine the success of a mission. I do like how this time around, there is a bigger emphasis on using a larger pool of soldiers, because this plays into having more customization options for them (weapon mods, soldier mods, the two-choice skill trees, etc).

I think the biggest change to the game is its overall ‘world’ structure. It no longer feels nearly as ‘on-rails’ as the first, and you almost always have multiple missions or objectives you can be working towards. This also aligns well with the revamped base building, which seems to fit the game better this time around.

Overall right now Xcom 2 feels like a better game than Xcom 1, which itself was fantastic. The formula wasn’t broken, so a fix wasn’t needed, and instead we just got a lot more of the first game’s goodness. Certainly worth the launch price IMO.

Edit: The only bugs I’ve run into so far are related to the camera, where sometimes during an action shot it puts itself behind a wall or something and you can’t actually see anything. Annoying for sure, but zero impact to gameplay. Another minor annoyance is that sometimes an overwatch attack has a 5-8second delay before the animation plays. This seems to happen most often when multiple overwatch attacks are being chained together.

Posted in Random | 4 Comments

CoC: Significant changes lead to significantly more fun

Clash of Clans has changed somewhat significantly recently, and IMO is a more fun game now than prior to the updates. The big changes that effected everyone was the reworking of how village shields work, and how you get loot from raids. Combined, these changes have resulted in normal farming attacks being far more interesting, and on the flip side this means having a solid setup to your village defenses is more important than ever (plus you get to see how it does vs full attacks, so you should always be tweaking weaknesses).

The village shield change works like this: prior to the change as soon as you attacked, you lost your full shield. Now when you attack you lose 3 hours off your shield, which means off a single shield you can get 2-3 attacks in if you are active (shield are typically 12-16 hours long). It also means you don’t feel a negative sting if you have time to attack and still have 5+ hours on your shield. Under the old system it might have been better not to attack, while under the new system attacking is almost always the correct option. A game improving to make playing the game NOT the wrong choice, imagine that!

The loot changes are also significant. There is now a ‘daily’ task (it’s not really daily, as the 24 hour timer starts when you finish the task, regardless of how long it takes to do so) that rewards you with bonus loot when you get five stars (a full base destruction is 3 stars, 50% and the town hall is 2 stars, and 50% destruction OR the town hall are 1 star). Additionally the bonus loot for a successful attack (based on your trophy count) also scales with destruction, maxing out at 80% destruction of the base. This means if you only destroy say 50% of the base, it will count as a successful attack, but you will only earn one star for the daily, and a reduced amount of league bonus loot.

The loot changes (along with a few other tweaks) have resulted in the elimination of “Town Hall sniping” (a base would have its town hall undefended, the attacker would kill just that. Defender got a shield and didn’t lose much loot, attacker got a win without using a lot of troops), meaning both attackers and defenders now contend with full attacks. In a way, normal Clash gameplay is now similar to Clan War attacks, in that you prepare fully for them and do your best, rather than relying on putting your town hall outside (for defense) and only hitting derpy bases (for offense) or sniping town halls.

The downstream effect of all of this is that Clash is now a ‘harder’ game as you progress. Since its more important now to protect your loot with a solid base, those who don’t design them suffer more, and those who can’t make proper attacks don’t earn as much loot, slowing progress. I think this is good because it pushes everyone to become a better player, and to explore the depths of Clash strategy, which are very deep indeed. Plus the lower town hall levels are still rather easy, so new players aren’t hit with the full depth right away. It’s just no longer possible to progress at a rapid pace in the upper TH8 and above space if you just derp it up.

Programing note: We have 2-3 spots open in our clan. Ideally you should have a near-maxed TH7 or above, are able to war twice a week, and have the capacity to learn and improve. Clan is “Supreme Cream!”, mention the blog when applying.

Posted in Clash of Clans | 6 Comments

Darkest Dungeon is another example of KS and EA working

Moving from Sunless Sea to Darkest Dungeon is a really perfect gaming transition, in that I think DD and Sunless are so similar in what they want to accomplish, but DD just does it so so much better.

Both have rogue-like gameplay with incredible story/setting/presentation, but where the story/setting in Sunless are mostly presented in text, DD tells its story mostly through gameplay. Once you watch the intro video and know why you are back in the hamlet exploring the dungeons, almost everything after related to what is happening (how the exploring is going) is gameplay driven. Characters die because you got them killed, not because a quest finishes with said character dying, stuff like that.

DD is also another poster child for Kickstarter and Early Access. I did my review of DD back in June, and most of what is written is still true (bonus meta points for the comments discussion being about Sunless Sea), but even since that time DD is now a better game. Information is more clearly presented, the difficulty has been ironed out a little (still super hard), and there are now more dungeons and classes. In short, Early Access really did help to make DD better, and Kickstarter made the creation of the game possible in the first place.

Both EA and Kickstarter can be abused, whether its H1Z1 sitting in ‘early access’ status while the company behind it says its released, to Smed asking for money on Kickstarter for a game he is going to make regardless, but overall the platforms are a major plus for gaming, especially when gamers correctly wallet-vote.

If you played DD in the past, I strongly suggest giving it another spin. The core is still the same, but the edges are even smoother and the gameplay still a brutally fun time.

Posted in Kickstarter, Random, Steam Stuff | Comments Off on Darkest Dungeon is another example of KS and EA working