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Mr.Vic20

Court Jester
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Mr.Vic20 last won the day on March 1

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  1. I cannot afford to be dead inside for another, checks calendar, 12 years. Then its double middle fingers while spinning in a circle time!
  2. Time and time again we see and will see this happen. Hot IP(s) drive the acquisition of these developers by big publishers, but often the visionaries behind these hits are headed for the door with a year or so of that acquisition. The publisher wants their infinite ROI and yet development teams are their people and people are transient. This is leaving aside a big commercial failure like Redfall, which really pointed to failed communications between MS and Arkane.
  3. Thanks for scratching a very particular itch in developing this lovely looking blobber! I’ll be there day one to give it a run!
  4. Some for-profit private schools pay out to their owners. Most private schools and all public schools reinvest profits in the school.
  5. In a word, Gamebryo! I run large project teams and I can say from experience that when better tools come along there is a collective puckering from the staff about having to learn new things. Then come the power point presentations that ostensibly indicate how not moving to new tech will save time, money, and pain. What those charts don't show is how staying comfortable also builds cultural intrenchment and allows for the same dumb mistakes over and over. Proof that in life, there are no problems or solutions, only configurations in time/space.
  6. 100%! After enough visits to floor plans A,B,C, I would know where the safes, containers, cases would be and if they would be locked, just by sight. I get that space is hard and an argument could be made for redundancy based on modularity, but the lack of variation in the Lego build was/is terrible.
  7. I would say that the appeal of DM was that it was very hard, the dungeon had a lot of traps/puzzles to overcome, and you could die from starvation or thirst. All of these challenges has solutions and even secret exploits that would allow you to overcome every challenge. The game did not provide a lot of explanation, but left plenty of clues to encourage discovery. Magic was rune based and you had to guess at spells based on the incomplete notes of a student of magic that was part of the game's physical manual. You had control over a party of four characters and they could all be multiclass because you leveled not based on XP but based on whatever actions you spent time on. Cast spells, gain wizard levels. Throw knives, gain ninja levels. Use armor and weapons or take damage, gain fighter levels. Make potions and wards, gain priest levels. Each character had encumbrance and could be configured with equipment of all kinds. For its time, it was simply amazing! You can find a free java version out there now if it ever sparks your interest.
  8. As I may have mentioned a 100 times over the years, I truly loved FTL's "Dungeon Master" released in 1987. All follow ups where not quite as good and frankly its not the type of game most are itching to make or play these days. So imagine my surprise when I stumbled across what appears to a homage to DM on Steam: Labyrinth: The wizard's cat on Steam STORE.STEAMPOWERED.COM Enter the dungeon and help the master wizard to find his cat in this oldschool dungeon crawler. Discover powerful magical items and weapons. Solve puzzles and traps and fight the enemies in this real time combat dungeon crawler game.
  9. For me the short comings of Starfield can be boiled down to the following: * Insufficient variety of activities and random mission types on planets * Points of interest on planets are way too repetitive * Buildings on planets reuse the same base structure/layout way too often * Environmental impacts lack punch. Where are volcanic flows? Meteor strikes, cyclones? Sand storms? If most worlds lack civilization then capitalize on that with the fury and beauty of nature! * Lack of vehicles * Poor local maps * Too few settlements/cities * Limited amount of melee weapons (we're in the god damn future, surprise me!) * House Va'runn, where you at? (likely cut from the original game to create the story arc of Shattered Space) * Lack of massive space stations/capital style ships to board and fight your way through Everything else that isn't great about Starfield are existing design styles that have always been staples of their games, like them or hate them.
  10. I'm playing Starfield again and uh, yeah, its a game!
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