Impressions: Starbound

starbound
Keen and I bought into a 4-pack for some game a long time ago. Eventually I forgot what it was called altogether. Every now and then I’d ask him something like, “Remember that 4-pack thing we bought? Did that ever come out?” and the answer was usually an “I don’t know.” Then one day Keen says, “Hey, remember that 4-pack space game? The beta comes out tomorrow.” Now you have a little behind-the-scenes insight into the goings-on of our operation.

So anyway, the game is actually called Starbound and if I had to sum it up briefly I’d say that It’s basically Terraria in space. There’s a lot more to it than that but it’s the easiest way to get the point across. It looks very similar to Terraria and plays quite similarly as well. Dig holes, craft stuff, put up blocks in the fore and background, etc. I don’t know what game did this art style and gameplay-type first since there seem to be several of them but you get the idea.

The really exciting part about Starbound is the ability to travel to different planets, solar systems, and quadrants. There are several different planet types like forest, snow/ice, arid, jungle, desert, and moon. You aren’t just stuck on the first world they drop you on. Actually, they don’t drop you on a world at all. (more…)

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NPC Merchants

Today's EverQuest Next Roundtable question asks: If a player sells an item to an NPC merchant, should other players be able to buy that item from the merchant? I say…

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MMO Death Mechanics

Let’s discuss everyone’s favorite topic: MMO Death Penalties and Mechanics.  I have my personal and passionate opinion.  I know that deep down I want the penalty to be bad enough that death is horrifying.  Death should be a penalty — yes, a PENALTY.  I’m not talking a slap on the wrist or a chance to show off the world in greyscale.  Now, let’s talk about what kind of penalty.

I watched the EverQuest Next Round Table video this morning.  Omeed Dariani and Michael Mann discuss SOE’s very, very vague idea of how the death penalty mechanics should be approached without actually saying anything specific.  Don’t be fooled, though.  They might have said more than you think.  Let’s look very closely at their comments.

  • Death is risk vs. reward, enforcing rules, and caution
  • Death should not weaken you
  • People shouldn’t get frustrated
  • EQ Next needs a viable solo option
  • Grouping should be encouraged
  • People can help you out if you die

Read on for my philosophies and ideas in response to what the EQ Next dev team has said thus far.  (more…)

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Camelot Unchained: Luchorpan!

We're long overdue for a good Camelot Unchained post!  Mark Jacobs and his team have been publishing regular updates with everything from concept art of races and their origin stories…

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