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Feb 9th, 2007 at 00:48:29 - The Elder Scrolls IV: Oblivion (PC) |
4th Gamelog assignment:
Alright, so, I have made it out of the Sewers and am now going to find the prince/new emperor and use him as a human shield against attacking creates. I like that he can’t really die, this way he makes a good body guard on this difficulty, otherwise death comes too easily to me. Already I have been offered side quests and have talked to various NPC’s about the Grey Fox and becoming a gladiator. Designers made many excellent and engaging ways for getting gold, which is see as a reward structure, from betting on gladiators, to any sort of quest resolution or contract completion. Currently I am betting on gladiators to make some quick cash to buy some bare necessities before I go after the prince. This addicting game seems to have addictions within addictions. I steal, I gamble, and I drink all the wine I find in cellars. And that’s on top of being addicted to the game world in general. Specifically, on my machine, the graphics are amazing, the terrain and quests always new and plentiful, the game world vast and unexplored, and the monsters fitting for the current level of character. This game appeases to the need for a RPG that has complex possibilities of game play and advancement, the idea that one can become what they want while also completing the main quest line.
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Feb 9th, 2007 at 00:22:02 - The Elder Scrolls IV: Oblivion (PC) |
4th Gamelog assignment:
This is mostly a complex game of progression with elements of emergence, giving choices of fighting strategy and quest development. To me, this seems to be high fantasy role-playing at its best though, very well designed levels, quests, NPC’s, and character customizability. From the start, the game initiates the storyline and places you thick in the world’s plot. Developers combine initial story line with playing tutorial, letting players learn one thing at a time without sensory overload. In the beginning I started Sneaking as soon as I could and in no time at all I was getting level ups for it. Having played and beating the main quest line before, I knew which attributes I would like to have once out in the world and allowed choices of quests. This is another great design element, raising attributes for what you use most, as if you really are getting better at it the more you practice. On the hardest difficulty though, I am still finding it hard to get past any simple creature such as a rat… Luckily one can change the difficulty in game… very nice : )
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Jan 31st, 2007 at 04:15:46 - Kirby's Adventure (NES) |
3rd game log assignment, Second entry:
So I’m picking up some more qualities about this game that I think work well. So far I have made it to “Butter Building,” which is still just as random as the other levels, but the difficulty is finally increasing; this for me is what helps make the game still interesting to play. I copied a weapon that lets me shoot what seems to be a laser beam thing which I am finding fun to use, I like the idea of having a distance oriented weapon. Designers also added another level of complexity with the fact that firing this weapon can ricochet off of corners- excellent.
One thing that is making it rather hard for me to play the game however is the music, while I understand that for its time, the midi orchestration demonstrates a good level of complexity, I can’t seem to get beyond its annoyance. I understand the reason for fast pace beats for this music, makes the game always engaging and sounding busy, but for me it could use more variety... or something, it feels like its lacking but i can't put my finger on it. I still would like to see more development of a narrative story line, which doesn’t seem to progress or explain the reason for these wacky levels- maybe its just me, but who has dreams of places like… “Butter Building” ? Ice Cream Island followed by Butter Building… gross. There is a bad aftertaste and now I’m simply sick of playing.
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Jan 31st, 2007 at 03:04:28 - Kirby's Adventure (NES) |
3rd game log assignment, first entry:
Started playing Kirby’s Adventure and pretty soon got board. By the time I made it to the 2nd door on “Ice Cream Island,” I noticed several game design elements that just weren’t working for me. At first it seemed to be a reskinned version of super Mario Brothers minus the story line and challenge, which was disappointing to say the least since I find the Mario brother games to be fun and engaging. I did began to notice some pretty major differences though, but still was not impressed. The main character seems to do too ‘much’ too easily, from flying to eating most everything that can hurt ’em, it left me as a player feeling like I had already whipped out the cheat codes on this one. I’m sure difficulty will increase but it seems that their reward system through the easiness of gameplay backfires, rather than becoming addicting, it becomes boring. While the level designs are enjoyable in that there are a variety of “dream land” settings of random places, it felt too much like the Mario world, but more random.
Also, I felt disconnected from the game because of what felt like a lack of story line progression. Yes, levels are short and get you moving through the game idea of collecting the fragmented pieces of Star Rod, but there was nothing more than that, a lack of conflict overall, or maybe just a lack of explanation- in any case, made me lose interest. There are some fun things though that does keep player interest, such as the copying of enemy’s weapons and attack modes; this is a good design element because your weaponry advances as your enemies also get harder and more interesting.
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Externalmind's GameLogs |
Externalmind has been with GameLog for 17 years, 10 months, and 7 days |
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