Personally, the concept I'd like to see isn't so much savg the Kingdom as helping the kingdom to Ascendancy. It might be nice, however, to expect a little more variety from our computer games. Sometimes I want to turn on my computer and save the world. We can still look for something more from our games. Nevertheless, one ship does not make the whole fleet. That ship has sailed, been caught in a storm, and sunk already. Meanwhile, it was the novel approach that the Black Hound promised more than anything else that appealed to me. I agree that there should be a cogent story, but that story need not be the same story told over and over again. ![]() The sky is the limit when we can rise above the need to save the whole enchilada. ![]() Maybe something for those folks who just want to run a crime syndicate in one of the cities of the realm. Give the players who need to be the golden haired savior in every game their due.But have a thought for those of us who might be willing to shell out some cash just to save our wife. Sure, provide an opportunity for a little fame and celebrity. We need a character who starts as a farmer and needs to fight like hell to save his farm. How about I save myself? How about I take over the city for my own evil ends? How about I decide it's time to clean up my own little area of the world? We don't need a character who starts as a farmer and saves the kingdom. It's not that saving the universe is bad. It's shaping up quite nicely.But I really can't help but think that the developers have played the "savior" card too often. In either case, we're denied a setting that transcends the age old formula of a single character (or party) saving the kingdom (or the world or the Universe). I guess the fact is, either the players don't want anything new or the publishers don't want to take a chance that the players don't want anything new. Under that guideline, the team had the opporunity to fashion an appealing story for more player types. ![]() The second was that the story wasn't all about saving the world. One was a truly sliding scale of reputation that the design team translated into an extensive library of epithets. There were two ideas in the Black Hound that I found particularly noteworthy. I really tire of the way developers treat the stories.
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