"Upwards, onwards, I hope I can rebound and flow
I just hope for one more chance to prove what I can do"
I just hope for one more chance to prove what I can do"
Prong - Close the Door
I did end up buying Darkest Dungeon 2, having heard it places more emphasis on team interconnection, but the way that's implemented is... wrong. Oh, so, so wrong...
Could've been worse. Could've been the flagellant. |
(apropos, since when's da peedee a dame? I always thought it was just a stereotypical shrimpy little male nerdling)
But aside from socially awkward the relationship system is also (like every other part of the game) overly-randomized. Characters mostly stack random points with each other during combat, and though you can use whiskey to make them socialize at inns, its availability is also randomized, and depending on their point total they randomly might get a positive/negative relationship upon leaving each inn.
That quirk is also, of course, random |
Using skills tied to that relationship buffs/debuffs each other respectively. The only nonrandom part? If negative relationships pick a skill you hadn't slotted, the game forces you to do so, ruining your range/melee/defense/support balance in the process. Meaning this emphasis on team strategy actually does more to ruin your team strategy compared to DD1. To add insult to injury, you discover only upon leaving the inn, as you're boldly going into a new adventure, that you've basically received an automatic game over. Seriously, there is no coming back from that level of dysfunction above.
I also got nostalgic for Stellaris, and though I'm not shilling out the absurd release prices Paradox demands for the latest DLCs, I did grab a couple from years ago and opted for an origin I hadn't tried yet: clone soldiers!
While their clone vats spew them out lightning fast, outstripping all but the fastest explosive breeders' baseline, their top population is hard-capped at 5 vats x 20 pops each. Combined with my rustiness at the game and some welcome (but surprising) changes made to governance (multi-leader governments and dual roles) and policing (rebellions are on a hair trigger now) this yielded a few embarrassing failures. Not to mention I neglected that my "incubator" trait doesn't affect cloning.
But finally I adjusted to leaders that die by 30, nailed down a good rate of building construction to deal with the initial overflow and then learned not to overdevelop and overshoot the hard-capped population, and got an archaeologist high enough (it was "the guest") to finish these guys' origin quest, at the end of which you decide whether to remain dependent on clone vats or switch to regular breeding while losing some of your bonuses.
I chose... poorly.
I had assumed that remaining dependent on clone vats would remove their construction limit or in some way make it scale with empire size, which would still leave your early pop cap memorable and give you a later economic hurdle of maintaining clone vats on every planet. But no, apparently not. The five you can build to start is the absolute limit. Which means, first off, my founder species could only be present on five planets so I couldn't even use them as a sparse ruling class. But more importantly, in a thousand-star galaxy one hundred is a comically, insultingly, uselessly, irrelevantly low limit. Even with a low number of habitable planets my previous empire by the end had accrued fifteen thousand total population and while sure, much of that will be other species and robots, if I'm completely dependent on those others... I may as well pick one of those others to start.
And it's a real bitch learning so five attempts plus fifty years into your campaign!
Then there's Homeworld 3, where I got annoyed and abandoned the campaign weeks ago at mission 9 (Warsage Citadel) to be picked up after I'm done gnashing my teeth. Even from back in the days of HW2, the series' developers got a bee in their bonnet about making you fly around gigantic space megastructures. That big dumb object fetish is back in force with #3.
Much of the original's charm lay in the uniquely grandiose mothership itself being the biggest, most important structure on the map, sole lifeline for your species after your homeworld's destruction, a ponderous and stately "delocalized center unto itself" for all your endeavors. Now they sped it up and every mission has you rolling past space malls a hundred times your size. Why they would go to such lengths to cheapen their own most memorable symbol is beyond me. If I wanted anachronistic subway tunnels, I'd fire up Dwarf Fortress! In case you can't tell, that's the new mothership outlined in green above, hidden behind scenery. Not quite as impressive, is it?
But the outlining brings me to the more practical impediment those big dumb objects pose. Homeworld is a game about maneuvering in space, in three dimensions. "Terrain" such as it was, consisted of ship formations and the odd asteroid. Mission 9 crams you between gigantic walls and debris, scrambling to destroy objectives on those walls as enemies just spawn infinitely everywhere around you. Meaning that half the time you're bumping your camera into the damn scenery or you find your vessels hovering in place getting shot to pieces because the AI formations can't navigate and adjust to vertical surfaces at the same time.
Leave aside the question of reasonable difficulty vs. just spawning infinite adds from random points. A claustrophobic escape room scenario is just not what I signed up for when ordering a SPACE game! In SPACE! With plenty of SPACE!
One of the core caveats in game design concerns control. Never actively take control away from the player, or even give that impression. Yes I must contend with inimical forces acting of their own volition, but by and large my own character, my own domain does what I tell it to do. That's the point of actively playing instead of being told what happened.
Once I set up my skills, don't change them for me.
A completely fixed constraint in a genre based on escalation retroactively cancels out all my plans and needs a clearer warning as departure from normal mechanics.
Turning spaceflight and fleets into yet another guerilla cityscape feels like false advertising and robs me of that sweeping, grandiose 3D motion.
Be wary of cancelling out basic gameplay features after you've established them. I do get that basic concepts need to be expanded, but if your idea for keeping things fresh consists of strangling your own baby... maybe keep brainstorming.
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