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<title>Keith's Web Blog RSS Feed</title>
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<link>http://www.keithwatanabe.net/index.php</link>
<description>Keith Watanabe's Website</description>
<item>
<title>Might and Magic 8 Addiction</title>
<link>http://www.keithwatanabe.net/blogs/2005/1/25/15acedea3c12b4b42c195a17cd99119b.html</link>
<description><![CDATA[Horribly addictive game.  The whole series is really addictive.  Not going into Heroes either.  A shame that New World Computing was shutdown with the rest of 3D0.  I have been playing the Might and Magic series since it was introduced (I missed 4 & 5 though).  Never was groundbreaking but the game play has always been topnotch.

This is my second time around.  I think I made the mistake of taking a Dark Elf as my lead character for the second time.  Fun character, but I should've tried something else like a necromancer as my primary character.  I thought it might've been a cool idea to have something like two necromancers, one cleric and two dragons, or maybe one necro, one cleric and three dragons.  Problem with this game is that they only permit five characters at a time, and that not all characters are particularly useful.  The troll, vampire, knight and minotaur really serve no purpose as cornerstones for a power party.

Out of boredom though, I've been using a troll lately.  These apparently have the largest number of hitpoints.  I wanted to see how they fared with their GM bodybuilding, regeneration, leather armor and mace skills.  They seem like something that merely absorbs damage.  I don't see why they have GM in staff though; staves are pretty lame weapons.  Instead, I thought the combo of master in sword and GM in mace might be interesting as you could play the sword in his left hand and wield a mace in his right.  Also, in having GM in leather they get elemental resistances, but at low levels (one skill point = one point of resistance).

I'd like to try the minotaur next.  These guys have weak magic skills in mind, body and spirit.  Makes them seem like a utility warrior type.  I might try them doing GM in Axe expert in dagger so he can do a two handed weapon style.  But it seems they want him using a two handed weapon rather than two weapons at once.  Not a wondrous class by any means.

The vampire stygmifies me.  It's not a good fighter, it's spells only go up to master (not even decent spells)  It's only advantage is levitation.  The only advantage in terms of skills is the GM in identify monster, which I don't think is very useful.  Very dry class.

The knight is just there.  With a dragon, you have so much more as a fighting class.  But the dragon offers better utilities than the knight outside of repair item.  It leaves you with little motivation to take one.]]></description>
<pubDate>Tue, 25 Jan 2005 11:31:44 -0700</pubDate>
<guid>http://www.keithwatanabe.net/blogs/2005/1/25/15acedea3c12b4b42c195a17cd99119b.html</guid>
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<title>More MM8</title>
<link>http://www.keithwatanabe.net/blogs/2005/1/29/a686901de72c0573bab7da1f826382cc.html</link>
<description><![CDATA[I've taken to liking the troll very much.  GM Mace is a great skill because you can paralyze opponents.  He can't use a shield so instead one strategy I use is to give the troll Master with the sword and place it in his left hand while wielding a mace.  I'm using Judicious Measure and Breaker as my weapon combo.  You get a massive endurance bonus for that.  He's got Master in armsmaster, GM in Regeneration and Body Building, making him have superior hitpoints for his level (around 53).  Just for fun, I've been bumping up his Body Building and Mace skills, making him a fighting machine.  He's employing Erudine chain armor with expert level (he's got GM in leather, but Erudine chain is far superior in AC).  He's got Longseeker too so he's got a massive accuracy score.  Basically, he's the tank the group.

I'm also using the vampire Elsbeth Lamentia you get from the beginning of the game.  I wish they gave the vampires some additional magic like dark magic because their priest efficacy is quite low.  Levitate turns out to be quite useful like in the Fire Elemental realm as well as in the Dwarf's Hideout when you're going after the artifacts.  As a fighter though, she's pretty weak.  Low hitpoints, no body building, limited armsmaster and weak armor skills.  I have her with GM in dagger and Master in sword with Foulfang and Glomenthal.  She can do some damage in close quarter combat, but in ranged combat she's downright weak.  Lifedrain is pretty weak even though I have 19 points in her Vampire skill.  Overall, they needed an additional few abilities to motivate someone using the vampire.

But if you need a vampire, best thing to do is just pick up the level 50 one when it's critical.  For character development, you can easily skip on the vampire and give the XP to something more essential like a dragon or archer.  Having two dragons is quite fun as at high levels they can cause 100+ points of damage and have tremendous HP and AC to boot.

The minotaur class doesn't look too appealing after all.  They get the second best armor and weapon selection but they're a second hand fighter type.  Magic-wise they're really weak, even weaker than the vampire.  Honestly, I don't even see a point for them having any spells at all when they can only gain Expert level in three realms.  For weapon skills, I don't think the axe skill is that great.  Sword and Mace are the best hands down at GM levels.  The minotaur can't even get master in sword, so you can't really use two weapons except with a dagger.

Anyway, it's kind of a shame about 3DO going out of business.  I haven't played MM9 but I heard it wasn't great.  But I thorouhgly enjoyed the MM6-8 series.  The graphics engine wasn't intense but the world was detailed and the gameplay was very good.  In comparison, Morrowind has an unbelievably rendered graphics engine, but I felt that it was overwhelming.  You just spent too much time trying to get from place XXX to place YYY.  You could interact with it heavily but it felt alienated.  More than that though, the game play was horribly slow.  On the other hand, MM's game play has been addicting but you can do a lot more without feeling overwhelmed.  It's tighter and more focused.

The sad thing is that there won't be any expansions to the series.  It'd be great if some hobbyists take up the cause of the MM6-8 engine and could create a simple builder kit that allows for the expansion of the game, much in the way Heroes of Might and Magic has a construction kit. Some things I would like to see:

1) The ability to be any monster type in the game; the dragon has been noted for being extremely broken, so I don't see it unfair to being, say, a ruby dragon.
2) Having the ability to customize the monsters statistics.  Since there's a number of skills you can choose from, you could select the maximum level of a skill type and allow for one to balance it out themselves.  It would allow for us to fix some issues like providing vampires with better skills.
3) Customizable items.  The items themselves shouldn't be hard to render as graphics since they're 2d objects.  So it's probably quite easy to create a special sword with abilities XXX.
4) Maps.  That goes without saying.
5) Level progression in excess of 100.  I read there's a maximum of 100 levels in a game.  Levels are a mathematical function so there should be no limit in a game like this.  ]]></description>
<pubDate>Sat, 29 Jan 2005 21:34:19 -0700</pubDate>
<guid>http://www.keithwatanabe.net/blogs/2005/1/29/a686901de72c0573bab7da1f826382cc.html</guid>
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<item>
<title>Quick XP For MM8</title>
<link>http://www.keithwatanabe.net/blogs/2005/1/30/37674329bf59409936dd1b3009e2a344.html</link>
<description><![CDATA[Here's another one.  In the Plane between Planes, Fire and Air Element planes, you can cast armageddon to eliminate your foes.  Best thing to do is mask your self with invisibility before arriving in those areas and find a spot on the ground where you're in the green and away from any monsters (as much as possible).  Hopefully, by then you're at GM in Dark Magic, so cast the spell with your cleric healing your party.  When you've cast it max times, rest until dawn (hopefully you have regeneration items for spells and HP).  then start again.  You'll wipe those areas out in no time.]]></description>
<pubDate>Sun, 30 Jan 2005 05:59:54 -0700</pubDate>
<guid>http://www.keithwatanabe.net/blogs/2005/1/30/37674329bf59409936dd1b3009e2a344.html</guid>
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<item>
<title>Minotaurs, etc.</title>
<link>http://www.keithwatanabe.net/blogs/2005/2/1/9d1dd64bfbc1d61ac1c1df0e17954f1b.html</link>
<description><![CDATA[Okay.  I took the minotaur and boosted him quite a bit.  I find him extremely weak as a fighter.  He lacks the heavy hitpoints of dragons and trolls, but does not have many special abilities he can GM in outside of Axe and Perception.  You can accomplish the same with a dragon and even better.  His armor skills rank under a knight's but he can never achieve more than master for chain and plate.  Even an archer can gain master in chain.  The Axe, imo, is the worst weapon proficiency in the game.  And because the minotaur can only use a dagger in his left hand, that limits what weapons he can use and the amount of damage he can do.  Magic-wise, he's terrible because he receives only expert in mind, body and spirit.  Those skills are very utilitarian at best like a secondary or tertiary healer.  But why bother placing any points in those areas at all when he can barely do anything with them?  For misc skills he can gain mastery in armsmaster, body building and  disarm trap.  You can give the same effect to an archer since disarm trap is the only necessary skill among these.  He should've at least received GM in armsmaster to make him competitive as a fighter.  Really a weak character overall.

One of the chief problems in the game is that only three of the races have innate abilities.  Dragon, dark elf and vampire.  Dragon and Dark Elf are really good, imo.  What i think they could've done, outside of the mage and cleric class, was to add a few more abilities to the knight, troll and minotaur class.  The knight would receive a special "of slaying" skill based on dragons, ogres, demons, and undead.  Trolls could receive a rock throwing ability equivalent and maybe more damaging than the rock blast spell.  At War Troll level he would gain the death blossom spell.  Minotaurs would receive a special wizard eye ability that automatically unveils an underground map at higher levels.  Maybe they could also receive something like a set trap ability that increases in damage per level of mastery as well as set off a random effect (blindness, insanity, poison)

I think the way that the characters were handled with magic was wrong.  Only the archer has valuable magic skills since master level is worth something in the elemental realm.  But body, spirit and mind pretty much suck without grandmastery (or even with it).  I think a more interesting approach would've been to allow these characters to GM in one or two realms of the above and/or light/dark magic.  So a minotaur could receive GM in body magic and say Expert in light magic.  A vampire would receive GM in mind magic and Expert in dark magic.  imo, that would've made those characters more interesting.

Alternatively, you could come up with a system that took a base race and provide a point system that allocated a certain number of skill masteries to balance itself out.  On top of that, each race would have a basic innate ability to differentiate themselves against the other races.]]></description>
<pubDate>Tue, 01 Feb 2005 08:57:56 -0700</pubDate>
<guid>http://www.keithwatanabe.net/blogs/2005/2/1/9d1dd64bfbc1d61ac1c1df0e17954f1b.html</guid>
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<item>
<title>Finished Neverwinter Nights</title>
<link>http://www.keithwatanabe.net/blogs/2005/6/19/f035fb886306a46d929cc2fdf078958c.html</link>
<description><![CDATA[Well the first part.  Took me all Saturday but i got it done.  too bad the game didn't integrate with the NPCs across the expansions.  i was hoping my character could go down on a fallen elven paladin. ;)]]></description>
<pubDate>Sun, 19 Jun 2005 01:16:38 -0600</pubDate>
<guid>http://www.keithwatanabe.net/blogs/2005/6/19/f035fb886306a46d929cc2fdf078958c.html</guid>
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<item>
<title>more NWN</title>
<link>http://www.keithwatanabe.net/blogs/2005/11/22/4be5cb910dcd046d1d8a1995fa357202.html</link>
<description><![CDATA[got kris hooked.  nyuk nyuk nyuk.  our next goal (to conquer the world in a parenthetical note) is to hook other people.  

character-wise, i've been thinking which race/class combos are the best, especially since you can multi-class and may have other players join you in a campaign.  just some thoughts with stuff i tried:

1) elf sorcerer/red dragon disciple.  making this class an elf was a mistake.  it seems better just to take a straight human rather than incur the -2 con penalty at the beginning.  also, it takes a fair amount of time until you get the red dragon disciple class.  the good thing about this combo is the potential for giving a sorcerer more hit points and some raw defense so they don't have to rely on armor.  also, the addition of the wings look cool but that's it.  as far as i can tell, they serve no purpose.  however, the real boon is the breath weapon attack.  but you can only use this once a day (from what i can tell).  at that rate, you might as well split the class with a fighter to get more hit points early on.  also, i don't think using this with a bard outside of role playing purposes really is an add value thing

2) elf wizard (or bard)/arcane archer.  i did this out of experimentation and to see if it could work.  i wanted to avoid adding another class of a fighter so that i could concentrate my XP on just two classes.  it's certainly possible since you can get weapon focus in bow with the elf.  however, it takes a while (at least level 9) before the arcane archer shows up.  for the wizard, it's worse because you need a base attack of +6 so you have to wait until that point.  then once you get the second class, you'd probably want to concentrate for a while in the arcane archer just to balance the levels out.  you'd be one hell of a distance fighter, but you could never face enemies up close and would require a tank to absorb damage. in the case of the bard, you'd get more defensive spells and would make for a general utilitarian character.  offensively though, you'd suck for a while.  again not worth it.

3) monk/mage.  monks probably are designed to stay as is.  as a dual class, you really miss out on their higher level capabilities.  the idea is interesting since the monk's armorless disposition makes him natural as a defensive type, but you'd still be weak before you get the cooler bonuses at higher levels.  

4) paladin/champion of torm.  these seem to compliment each other very well.  the champion of torm's abilities merely augments what the paladin can do.  it sounds like an interesting class just to try.

5) thief/anything.  you're better off hiring a follower or taking a few levels in disarm trap and search.  i just don't see a good motive in taking a thief with these rules since you can take (at a lower value) the same skills.

6) ranger.  the ranger druid might be interesting from a complimentary viewpoint.  but i think the druid is weak to begin with.  the shifter ability gets interesting much later, but i'd only take one of these if i could take more than one character and could manage them.  the ranger by itself is only interesting from a role playing viewpoint where he has animal capabilities.  it's cool looking but not very effective, imo.  we tried getting an arcane archer with the ranger and that took forever because we had to put 1 level into a mage class.  now that guy has to incur an XP penalty.

7) fighter/weaponsmaster.  i'm doing this one right now.  basically, the idea is that you get a kensai type.  but you have to put emphasis on a ton of, imo, useless feats.  you become a kickass fighter in the end, but that's all you really do.  with no spellcasting ability whatsoever, you're pretty limited in the end.  

i think the better multi-classes might end up being something like a fighter + sorcerer/cleric. a paladin/cleric sounds somewhat appealing if you don't intend to get massive cleric spells and want more of a pure fighter.  also, you can get a holy avenger and maybe even put a few levels in the champion of torm.  ranger/sorcerer also is interesting if you want a little more armor and better weapons.  right now, i'm thinking of trying a fighter/sorcerer where i split their levels every time i level up.  taking a third class seems like a complete waste to me.  if you have more than one person in your group, it's not a great idea since you can't focus on one area.  multi-class is fun but doing too much at once isn't.]]></description>
<pubDate>Tue, 22 Nov 2005 00:04:24 -0700</pubDate>
<guid>http://www.keithwatanabe.net/blogs/2005/11/22/4be5cb910dcd046d1d8a1995fa357202.html</guid>
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<item>
<title>Duels.com Hints</title>
<link>http://www.keithwatanabe.net/blogs/2008/1/12/473ba767c4c4ff587ae81fc1f2e06089.html</link>
<description><![CDATA[This is a rather addicting web based, turn based RPG type of game.  There's not much in the sense of what you can do, but it pretty much scrapes away all the dungeon crawling and presents something that many RPGers love: hack 'n' slash!  Pretty much you get equipment and match your avatar against others, increasing statistics and skills before eventually doing battle in the arena.<br />
<br />
The best way to experience <a href="http://www.duels.com">Duels.com</a> is to sign up and start playing!  Or better yet, get an invitation from me so I can gain some much needed XP :)<br />
<br />
That said, at the moment, I'm at level 21 and started being able to fight people who are even 3 levels higher than me.  Before this, I had struggled just defeating people one level <em><strong>below</strong></em> me!  So how can you do well?<br />
<br />
Well, initially you'll be struggling just to get up the ladder.  The best thing to do is focus on melee skills.  If you check out many people at the upper levels, you'll notice that most people focus on doing damage as opposed to wearing armor.  In the game, wearing armor benefits you by providing some damage absorption.  However, you're given a limited amount of &quot;Power&quot; per level and armor takes up quite a lot of power.  The only way to offset a piece of armor's power offset is by spending points on &quot;Armor&quot;.  However, you have to achieve 10 points of skills at the lower levels.  But by the time you get to this point, armor becomes worthless since you're better off spending all your points on melee skills.<br />
<br />
Instead, you're better off putting all emphasis (if you're a fighter like my guy) on <strong>Edged Weapons</strong> for the first 5 levels, then put one point in <strong>Dual Wield</strong>, followed by 5 more points in <strong>Quickness</strong>.  Try to get <strong>Dual Wield</strong> ASAP because it'll increase your attacks and likelihood of being able to assault your opponent.  <strong>Quickness</strong> is critical because it'll increase the number of attacks with your primary weapon.  At this point, you should be able to have access to 3rd tier skills.  I screwed up at this point and put only one point into armor.  But you can put the remainder in <strong>Ambidexterity</strong> or <strong>Quickness.  </strong>My suggestion is to put the points into <strong>Dual Wield </strong>because it'll increase your chances to hit and do damage, whereas <strong>Ambidexterity</strong> seems redundant or simply complimentary to <strong>Dual Wield</strong>.<br />
<br />
I tend to focus on doing as much damage as possible.  Other elements like dodge and critical are nice, but not very effective in my experience.  The chance of these occurring is far less than doing pure, guaranteed damage.  Also, doing guaranteed damage as frequently as possible is important.  So adding the <strong>Dual Wield</strong> and <strong>Quickness</strong> are imperative.<br />
<br />
After this, get yourself a good weapon.  Swords look cool but towards the end they don't do enough damage but Axes do.  Fortunately, <strong>Edged Weapons</strong> encompass both swords and axes.  As I mentioned, putting 5 levels into <strong>Edged Weapons</strong> is critical because it'll reduce the required power necessary to wield them by a significant amount.  Doing this will allow you to have better weapons in both hands.<br />
<br />
If I had another opportunity for developing my character, I would've gone this route.  But my character still is doing well.  I can take on an opponent with 300 HP more than me and I'll still have plenty of HP left over at the end of a fight.]]></description>
<pubDate>Sat, 12 Jan 2008 20:16:53 -0700</pubDate>
<guid>http://www.keithwatanabe.net/blogs/2008/1/12/473ba767c4c4ff587ae81fc1f2e06089.html</guid>
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<title>StarCraft II</title>
<link>http://www.keithwatanabe.net/blogs/2008/1/13/59b25aa3fa32c308ec5ce743f68e5d37.html</link>
<description><![CDATA[I've always been a huge fan of Blizzard's games, although admittedly I never got into the whole World of Warcraft MMORPG.  However, whenever Blizzard does a game, they do it the <em>right way</em>.  StarCraft II looks like it's shaping up to be a massive hit.  The graphics are cutting edge as usual.  But I'm heavily intrigued by the new units.  One in particular looked just insanely <a href="http://www.starcraft2.com/features/terran/viking.xml">awesome</a>.  It seems that the Blizzard team, in their constant attempts to appease us otaku fanboys, now are trying to put some of the Transformers/Macross Plus into their games!<br />
<br />
What I really like is how Blizzard is able to incorporate more conceptual gameplay that goes beyond simple balanced statistics.  For instance, check out this new Protoss unit called the <a href="http://www.starcraft2.com/features/protoss/colossus.xml">Collosus</a>.  It isn't the prettiest thing to look at, but watch how it scales a wall, allowing you to strategically traverse difficult terrain.  That idea incorporates the concepts of terrain, physics, graphics and gameplay without really just looking at boring game statistics.<br />
<br />
Another element that's great about Blizzard games is that they incorporate a lot of social satire into their games.  For instance, for the new <a href="http://www.starcraft2.com/features/terran/reaper.xml">Reaper</a> units, there's a few funny lines:<br />
<br />
<blockquote>&quot;Reaper troopers are chemically altered to make them even more aggressive..&quot;<br />
<br />
&quot;Perhaps unsurprisingly reapers are also enthusiastic users of stimpacks.&quot;<br />
<br />
</blockquote>The first line is simply the whole notion of the biological experiments that occurred for soldiers in Vietnam with heroine, while there seems to be some unsaid sarcasm directed towards the whole drug use thing.<br />
<br />
Either way, I'm looking forward to this game just on the basis of game play.]]></description>
<pubDate>Sun, 13 Jan 2008 02:34:24 -0700</pubDate>
<guid>http://www.keithwatanabe.net/blogs/2008/1/13/59b25aa3fa32c308ec5ce743f68e5d37.html</guid>
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<item>
<title>Recent Games</title>
<link>http://www.keithwatanabe.net/blogs/2008/1/13/e3ec4121e189b278cc24f6adc7d775a6.html</link>
<description><![CDATA[This past two years I had the opportunity to play Command and Conquer 3, Heroes of Might and Magic 5, Elder Scrolls 4, and Neverwinter Nights 2.  It's been a while since playing the last two, but recently I had the opportunity of finishing C&amp;C3 and once again trying my hand at HOMM5.  Here's some short thoughts on each of these:<br />
<h2>Command and Conquer 3</h2>
This game could potentially get pretty addicting and frustrating simultaneously.  The so-called &quot;easy&quot; level felt more like a difficult level.  There was some interesting aspects to the game like the Nod <strong>Avatar</strong> vehicle being able to &quot;upgrade&quot; via crushing four different types of vehicles and then assimilating them.  Also, giving the <strong>engineers</strong> (and engineer types) the ability to capture and restore Avatars, Juggernauts, etc.  <br />
<br />
However, I thought some of the game made it slightly harder to create and structure your base.  The 3D tiling makes it really hard to place objects and gets confusing.  I couldn't really deploy any sensible strategy based on distance because the terrain made judging distance quite tough.  Also, what happened to some of the previous units from C&amp;C2?  For instance, the other Mammoth Tank Mk 2 was cool.<br />
<br />
I still enjoy playing this series but the UI with the emphasis on 3D is making the game nearly unplayable or unmanageable.  It's just far too complicated to manage so many units and deal with all the different elements interacting with each other on screen.  It's definitely a lot different than the old Dune days.<br />
<h2>Heroes of Might and Magic 5</h2>
To show you how long I've been playing these games, I started out on Might and Magic I and practically played most of the series.  I missed out on 4 &amp; 5 as well as King's Quest (because I heard that it was impossible to run on a Commodore 64).  Ever since M&amp;M1, I've been trying to get every game that's come out per year.  When 3DO when out of business, I got depressed since two of the best series were dead in the water.<br />
<br />
Fortunately, <a href="http://www.ubi.com">Ubisoft</a> bought the rights to the game and resurrected it.  What they produced in HOMM5 was a graphically updated version of HOMM3.  I found the game to be far too well balanced as if the creators decided to take a safe route and appease hardcore old school fans.  From what I've read, HOMM5 employs the World of Warcraft graphics engine, which isn't bad, but I think there was some problems that I need to point out.<br />
<br />
The game is quite heavy and prone to crashing.  Sometimes you can't even load the game.  I got the extension <a href="http://www.ubi.com/US/Games/Info.aspx?pId=5009">Hammer of Fate</a> and it had some audio problems just after the initial load.  Apparently, the game designers decided to hold off on any further updates and recently had released a new extension <a href="http://www.ubi.com/US/Games/Info.aspx?pId=6081">Tribes of the East</a> with the latest patches.  I'm actually pretty disappointed that more maintenance on the game hasn't been done because this game is VERY buggy.<br />
<br />
My biggest gripe about the game is that the AI takes far too long to go through a single turn.  At one point, I would wait at least 10 minutes for the AI to complete a turn!  This is absolutely ridiculous!  During my little Christmas break, I would go between cleaning up my apartment and playing the game because each turn was taking too long.  <br />
<br />
Another huge disappointment with the game is the unwieldy game editor.  I loved the previous games because they provided a cool editor for building your own scenarios.  However, with more 3D effects becoming prominent, it's obvious that HOMM5 too has fallen by the wayside and emphasized form over story and gameplay.  The editor just is too frustrating to work with.  For example, the dizzying zoom in and out effects when trying to place an item becomes nerve wracking that I just end up giving up.<br />
<br />
From that one thing I have to say is that the world isn't really that much bigger.  In fact, it feels like it shrank despite having the ability to visually zoom into more details.  Some of the gameplay was lost between 4 and 5 as well.  For instance, you can't move use individual creatures as units without the hero.  That was one cool feature with HOMM4.  <br />
<br />
Hopefully, Ubisoft does not stop producing the HOMM and M&amp;M series and that they utilize these two releases as learning experiences in expanding the HOMM/M&amp;M universe.  <br />
<h2>Elder Scrolls 4</h2>
I had picked up Morrowind (Elder Scrolls 3) a few years ago and discovered what a gorgeous environment that was created.  My coworker at Ticketmaster later showed me a screenshot of the newest version and I was baffled.  So I couldn't wait a few years back to pick up what looked like a highly immerse, incredibly detailed world.<br />
<br />
To say the least, <strong>Elder Scrolls 4</strong> probably was too immersive.  Meaning that there's so much detail, you feel lost.  I enjoy games with detail but I don't like the fact that the detail forces you to waste a lot of time.  For example, in both games, if you want to travel around, there's no easy short cuts outside of just walking from point A to point B.  I mean, they did have some town teleportation type of tricks, but in general, if you're looking for a cave, you really have to delve into the game and find it.  I got frustrated on more than one occasion because I'd end up losing confidence in determining whether or not a particular place was the real spot.    <br />
<br />
The other thing that I don't particularly enjoy about such a game is that you feel like you're wasting time with meaningless travel.  In the whole going from point A to point B, you might not doing anything outside of just walking for long periods.  No fights, no items to pick up, no meaningful quests to solve.  Just walking.  If you ever saw the movie <a href="http://www.imdb.com/title/tt0060666/">Manos: the Hands of Fate</a>, then you'd know the pain I feel.<br />
<br />
I think gameplay just look a good movie, a good book, and a good song should be meaningfully filled.  You don't want to waste the user's time on gratuitous graphics just for bragging rights.  And you definitely don't want to increase the user's frustration level too much either.  Take <strong>Ultima 5</strong> for instance.  In <strong>Ultima 5</strong>, the world is QUITE large for an RPG, even now.  Lots of towns to explore and many options to do.  But the gameplay is never boring, imo.  Even as you're wandering, you might encounter a group of trolls or orcs to get a little bit of experience.  Sure, Elder Scrolls does something similar, but I think the presentation make each games different in terms of something that feels rewarding.<br />
<br />
I've yet to complete this game, so maybe I might try taking it up again sometime in the near future.<br />
<h2>Neverwinter Nights 2</h2>
I got a few of my friends somewhat addicted to this game.  This type of game really replaces the whole Friday/Saturday night D&amp;D game + pizza concept.  But I really like the way you can build up different types of characters and experiment.<br />
<br />
The latest installment wasn't as big of a hit as the first one.  Perhaps, the biggest problem from what I've read was that the game was too loose and didn't have the same level of story  telling as the first game.  Also, the ending supposedly was anti-climatical.  However, I've yet to finish this one either so I'll judge for myself.<br />
<br />
I think the interface wasn't as fluid at times as the original.  I had to re-map the keys to make the game play smooth.  I enjoy the moving camera concept to some degree.  It reminds me of some of these contemporary <strong>Matrix-like</strong> movies with the floating camera perspective. It doesn't seem to take away too much from the game play and you can do some cool stuff like zoom up on a treasure item or monster.<br />
<br />
I don't like the fact though that like many AD&amp;D games, they limit your level.  Level limits just don't make too much sense for me as it seems that putting a cap on a character's growth just makes the game boring and forces you to find something less limiting after a while.  Also, I hope that they publish many extensions that provide newer items and upgrades.<br />
<br />
Also, I really hope that this game expands on the notion of interacting with the world.  One thing that I've always loved about the <strong>Ultima</strong> series has been that the world increasingly becomes more interactive.  I like the idea of  being able to make bread, push a chair or break a glass item.  Visual appeal is only one aspect of making a world immersive.  You have to provide the elements of workability to compliment the look of a game.  Otherwise, everything is simply gratuitous CG.<br />
<br />
Anyway, these are my thoughts for now.  I think there was one other game but I'll have to check before bitching about it again :)]]></description>
<pubDate>Sun, 13 Jan 2008 03:32:22 -0700</pubDate>
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<title>Neverwinter Nights 2: More Thoughts</title>
<link>http://www.keithwatanabe.net/blogs/2008/1/20/de187b10702112e44378053481541b7c.html</link>
<description><![CDATA[This is a really addicting game.  But I have to say that the interface is just awkward as hell.  The floating camera is really frustrating to wield and at times wall punching frustrating.  Although there's options to lock the camera, there's just no easy way to coordinate the movements.  On a poor video card, it's even worse.  I'm using an nvidia with 256 mb of ram and I still experience a lot of slowdown.<br />
<br />
The character growth can be fun but I wish we had more control over the NPCs such as being able to multi-class them or give them prestige classes at least.  Also, I read that for <strong>Mask of the Betrayer</strong> only one NPC returns.  It's pretty disappointing that after all the work you'd put into such a game that most of it will end up going to waste.<br />
<br />
Hopefully, they have more add-ons for the world. I'd love to see them expand the world and provide more maps and areas to explore in the <strong>Forgotten Realms</strong>.  And make them interconnected.  Without that, the game still falls a bit flat from a pure role-playing perspective.]]></description>
<pubDate>Sun, 20 Jan 2008 00:26:29 -0700</pubDate>
<guid>http://www.keithwatanabe.net/blogs/2008/1/20/de187b10702112e44378053481541b7c.html</guid>
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