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Article #698065Re: What Have You Been Playing... IN JUNE 2017?
From: Spalls Hurgenson
Date: Sun, 09 Jul 2017 13:40
Date: Sun, 09 Jul 2017 13:40
40 lines
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3792 bytes
On Sun, 09 Jul 2017 07:17:09 -0400, Xocyll <Xoc...@gmx.com> wrote: >Mike S. <Mik...@nowhere.com> looked up from reading the entrails of the >porn spammer to utter "The Augury is good, the signs say: > >>With that said, some games automaps were better then anything I could >>do by hand so I used the in-game automap instead in those games. Anvil >>of Dawn, Lands of Lore and Ultima Underworld 1 and 2 comes to mind as >>games with excellent automaps. > >Didn't the UU games have the best of both worlds? an automap that let >you write notes on the map? It did indeed. It still is one of the best automaps in any game, partly because of the aforementioned note-keeping feature, but also because it did a pretty good mapping the area /and/ it looked very nice too (you know, like a real hand-drawn map might look). I generally like maps and making maps, but not of mazes and labyrinths. Personally, I always found the mazes of earlier (and sadly, some modern) CRPGs pointless and unrealistic*. My favorite part of the original Bards Tale, for instance, was the overworld city. The original Might & Magic was astounding /because/ of its world, not because of its dungeons. The dungeons in the Ultima games were the least enjoyable part. The only dungeon-maze I really ever enjoyed playing through was the Modron dungeon from Planescape: Torment, but that of course was because it was making fun of the whole concept Even today, when I run table-top RPGs, I never use maze-like dungeons. If I do use a dungeon, it has a logic and purpose to it. Mazes aren't fun; they are tiresome padding used by designers who can't think of better ways to challenge their players. * unrealistic even by the standards of a world where the chicks wear chain-mail bikinis and 20 ton dragons can fly on stubby 20' wings)
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