Whew, I finally finished up Neverwinter Nights 2, a game I've been playing off and on for a couple weeks now. While I don't have time to write a full review of the game, I thought I'd offer some quick points for anyone else thinking of taking this one on.
Check this out: PETZ. Make sure to watch a few of the video ads on the page.
Can anyone possibly explain this to me? I can't even begin to understand the appeal of games like this, if even the word "game" can be used to describe it. If anyone can shed some light on this, I'd greatly appreciate it.
Okay, everyone. Now is the time to sound off about your experiences with MMOs and MUDs!
Ah, yes, it's time to start thinking about the Rogue chapter of Vintage Gaming. Of course, I covered this game briefly in D&D, but want to develop a different sort of idea of the game for this project. We've already covered Diablo in another chapter, so I don't think there'll be a great need to dwell on that relationship.
Ah, Simcity. Yup, that's the chapter I'm currently working on, and learning all kinds of neat stuff about Will Wright. There are tons of interviews with him on the net, perhaps because he attracted so much attention from journalists and teachers.
Hail, brave adventurer! That's right--it's time for me to start drafting the chapter on Ultima for Vintage Gaming, the forthcoming book by your very own Bill Loguidice and Matt Barton. Thankfully, I've already done much of the necessary research for this title for Dungeons & Desktops, but I'd still like to hear your stories about the Ultima series. What is the best Ultima? What is the worst? What do you consider the most important innovations introduced by the series? I can think of several right off the top, such as the focus on ethical decisions and the more personality-driven character creation system of later games. The series is also known for introducing really memorable characters and stories, years ahead of the more character and plot-driven JRPGs. Other factors worth considering are the heavy attention given to the interactive world in Black Gate, and the radical changes made to the engine from game to game.
Well, the time has come for me to turn my attention to King's Quest, having recently finished the drafts of Pac-Man and Myst. I played through the original King's Quest and a few of the later games, though again they're blurring together somewhat in my mind (will have to go back in to refresh my memory). Naturally, a discussion of KQ will let me talk about the PcJr as well as EGA and the early PC game industry. It'll be fun to talk about the many spin-offs, though I don't want to get too far away from the original game.
***UPDATE: Links to my reviews of all the Myst games below.***
Whew. I've been working all day on the Myst chapter of the book. I'm actually a good choice for this chapter, since I've played ALL the Myst games from start to finish and have a great love and respect for this venerable series. That said, it's been challenging; the games tend to blur together in my mind. I still think Myst IV: Revelation is the greatest of them all, simply because it had the best graphics and puzzles. Still, I admire III because of its brilliant marble puzzle and voice acting, and the final game for its luxury car interface that I still think is the best ever made for an adventure game. It's *comfortable.* I love it.
Well, I've decided to leap forward a bit and start working on the Pong chapter. While many people seem to think Pong is more fun to historians than gamers, I did see its draw demonstrated recently in Chicago during a videogame exhibit.