The candles burn out for you; I am free

Posted by wtf_dragon On September - 7 - 2010 4 Comments   Discuss in the Forum 

This is, I submit, what () should be all about:

And yes, you can romance Liara again.

Being an fan, I’ve always measured add-on content — DLC included — against the metric established by the two expansions to the games: and . And really, the standard set by either expansion really is the one that I think most would agree that modern DLC should adhere to: you get new locales, new missions, new items, new characters, and a substantial amount of additional gameplay time relative to the length of the original game’s narrative.

Giving sunglasses? That’s not really worthwhile, as DLC goes. And to be equally fair, none of the DLC that has been pushed out for thus far has really hit the mark for me. Neither of the two new characters, nor the expansion pack, seemed to measure up, and I’ve yet to play . (, for the original , came closest.)

But looks like it might just meet the standards, which would be a good thing and a fine bar for to set as far as DLC is concerned. I’ve no problem, at the level of principle, with the idea of downloadable add-on content for games; the is today’s means of transmitting content that would, in a previous generation, have shipped out on 3.5″ diskettes. It’s really just a question of the quality of the content getting pushed. Thus far, it hasn’t seemed to measure up…but that might be about to change.

Posted by wtf_dragon On August - 20 - 2010 5 Comments   Discuss in the Forum 

Because I’m a horribly forgetful person, I failed to post this news when it was at its freshest. Firstknight left a comment on his project’s entry to bring us all up to speed on the status of the project and the progress he’s made on it:

Sorry, but I haven’t had the time to create a homepage so far, so I want to provide some quick info on the actual project state here:

Currently (after being offline for about 6 months) I continue working on basic tasks, like categorizing items and upgrading the creation tools. When this is done, the next step will be adding bigger objects (mainly rocks and trees) onto the Britannia overworld (which invovles pure hexcoding) Both of these tasks will take until approximately Summer 2011.

After that I will have something new to show (which is not really the case ATM), so this will be a good time for providing a homepage. Also, a new demo is planned for late 2011 (I hope that I get the .NET Launcher done before then).

Furthermore, I’m sorry to say that there will be no way to remove the fogging on overworld maps in , but it doesn’t make much sense to do so anyway, simply because a MiddleClip value higher than 6000 makes the game unstable.

Long-term goals for Beautiful Britannia:

  • Providing many more details for the Britannia overworld
  • Making several unsued maps (overworlds and dungeons) playable
  • Shortening the linear parts of the game and adding nonlinear elements instead

So there you have it, folks.

I have to confess a certain particular affinity for this project, in no small part due to the fact that it makes use of the original Ultima 9 game engine. Even in this day and age, that engine stacks up not badly against more modern systems, at least to my thinking.

Yes, the engine doesn’t do as well with (it was built in the era of ), and yes, the polygon counts are lower and the textures are low-resolution. But equally, the world of Ascension was far more interactive than most 3D game worlds are these days (at least if one does an “out of the box” comparison), and few games these days do as well making a world feel truly seamless (many don’t even try). Many of the game’s systems (its conversation engine, for example) were quite well-implemented.

And while I’m not exactly the biggest fan of jumping puzzles, I actually rather miss the ability to jump and climb objects in many of the games I enjoy today. In Ascension, it was no big deal to jump across a small chasm or climb up a ledge…and I can think of a good half-dozen situations in where I would have killed to have either ability.

Posted by wtf_dragon On August - 17 - 2010 No Comments   Discuss in the Forum 

This presumably hints at a multiplatform release of Mass Effect 3.

And from the sound of it, all the various bits of () will be included in the box.

Not that this has even the first thing to do with …but I like (though not as much as I like ), and therefore count it worth remarking on.

(via Joystiq)

Posted by wtf_dragon On July - 29 - 2010 No Comments   Discuss in the Forum 

The full release-version download of the is over 1 GB in size, which is fairly substantial. Heck, I can remember a time (not too long ago, either) when such a massive release would have bordered on the unthinkable. These days? Not so much…my digital download of topped out at 12.5 GB, for example.

That said, not everyone enjoys the benefits of a) stable and/or b) high-speed Internet connectivity. As such, the Project team have released a 10-part segmented version of their finished product for download, which you can now find at the project entry.

Posted by wtf_dragon On April - 3 - 2010 No Comments   Discuss in the Forum 

Back when I was still actively working on , I wrestled with various “morality” systems that I might want to work in to the game…the default approach that had featured in precious Ultima games didn’t particularly appeal to me. Taking a hint from , even without having played I devised a system of virtue and anti-virtue scores, based on the seven cardinal and theological virtues of the Catholic . What I came up with was a bit more than just a multiplication of KOTOR‘s morality system (which is still just basically karma). Indeed, it was rather more like the system in Mass Effect…but with fourteen counters instead of just two. Moreover, I devised a system whereby the Guardian — or, rather, those who server or were enslaved by him — gained power if the player racked up high anti-virtue scores.

Not that I intended for there to be overt in Lost Sosaria, mind you. But it seemed quite reasonable to use a system of virtues in the mod that could in various ways be related to the Britannian virtues without actually using the Britannian virtues. (See also: .) at the same time, I wanted to experiment with just how extensible, beyond the boundaries of the practice of the Christian faith, the virtues really were.

And so faith, hope, love, temperance, prudence, justice and fortitude were to be the virtues of the land of New Sosaria.

Obviously, I never got to experiment with my idea that much, owing to the fact that I had to set the project aside to meet the demands that a new and growing family placed on my already-limited free time. However, I held on to the idea, and thought about how I might adapt it to another story or game plot idea I had a while ago. That idea was much more sci-fi in nature, and wouldn’t have been related to Ultima at all…and would have pitted the player against two different categories of enemies: corporeal opponents who were either willing servants or slaves of some evil entity, and supernatural foes that grew in power as the player racked up the tallies of the anti-virtues. Worse still, the acquired bonuses were permanent; there were no corresponding reductions in enemy power for high virtue scores, nor did the player himself gain any combat bonus against his foes.

I shelved parts of that idea after I realized that it would make enemies in the game almost impossible to defeat by the end, except in very small groups. But I also realized that in a way, that was probably the point. Which is to say: if there is any supernatural effect caused by human wrongdoing, we are — or would/will be — powerless against it.

We are very amazing creatures, fearfully and wonderfully made…but we are also very limited creatures. That’s one of the reasons I’ve been enjoying Mass Effect so much: though a Reaper is still a corporeal foe that can be individually defeated with much struggle and effort, the Reapers as a collective are beyond both the ability of mankind (or turiankind, or hanarkind, or what have you) to understand or defeat.

Despite living in , and despite knowing a few people at BioWare, I don’t have any inside details on how will play out…but I suspect that any lasting victory over the Reapers in that game will not come about by way of force of arms. Especially not after seeing both how high the cost of defeating one Reaper was in Mass Effect, and then seeing how many Reapers there actually were at the very end of . Against such a multitude, none could prevail…not by force.

If there is to be a victory for the Council races in Mass Effect 3, it will come about by some unexpected means, which will likely require great sacrifice.

It is this ability for — and inclination toward — sacrifice that really sets man apart from other creatures. Not that other creatures will not lay down their life on behalf of kith and kin; many animals (man included) do just that. But where man is unique is, I think, in his willingness to risk life and limb on behalf of complete strangers, in ways and for reasons that go far beyond notions of altruism or “reciprocal” altruism. In like manner, man is unique in his ability to forgive wrongs done against him — any other animal would opt not to stick its nose where it hurt once before. But we humans are willing to forgive one another, even if we disadvantage ourselves and risk further or repeated abuses by so doing.

is concerned with such concepts as these, as are the philosophical disciplines which concern themselves with the concept of . That said, obviously not all of you who read this site are wont to observe Easter in a religious or particularly philosophical way.

So…if it is the good reader’s way to make such reflectionsas these inside of a church on this day or those that immediately follow it, well and good. If not, perhaps the good reader could nevertheless be encouraged to reflect upon the inclinations toward sacrifice and forgiveness which would seem to be a part of the fabric which makes up a human being. And perhaps we might all reflect on those things we have done, recently or some time ago, which we might one day like to be forgiven for.

And regardless, thanks for indulging a young Dragon his annual Easter reflection. Have a great weekend, hopefully in the company of family and friends.

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