Thread:Deathstalker666/@comment-1496755-20180827202615/@comment-3547390-20190822195701

I have been messing around with Age of Empires a bit more recently, so I guess it is just in the timing.

Patrolling enemies were in Wolf 3d? I don't recall that at all, I thought they were all standing in a room waiting for you to enter. As for Descent... the six axes of freedom alone mean it wouldn't feel like a person, especially combined with a lack of a weapon visible on the screen. It would be like playing Quake with fly mode on and with r_drawviewmodel 0. Combine that with enemies being far away like a flight sim and the world being chaotic, it just sounds more like a flight sim to me.

Heh, I can as well truthfully. Even Arena I can praise for the little details, such as that Vampire lair or the cage. Exploring was actually rewarding there.

Yeah, I can't stand power metal at all, Manowar included. Sabaton, war-high pitched bands, all of those types just don't work for me.

Nods, with me it is always about the music itself. I cannot really grasp how people even begin to "relate" to songs, I feel like some studio artist has little in common with someone else. In any event, I cannot relate to anyone.

It isn't so much about the sense of power, of becoming a demigod or any of that. It is more the evolution of appearances, even if it is a new can of paint. Your sense of progress is not really the same, ranks mean little to me because it is a title, a worthless thing besides a name I couldn't bother to care about. Player stat improvements are boring as that means grinding to get to that point, especially if beating the end boss is impossible with beginner stats, with the opposite being you get too overpowered. Closing off the gates means little except when you are by said gates. Strategies building numbers aren't really progress, it is the same thing every time. If the map gradually colors in, that is a HUD element that is worthless to the overall scheme. Stats screens aren't progress in my eyes. And of course X-Wing wasn't rewarding, it actually was the opposite of progress as you kept doing the same thing over and over. Achievements are also not progress, since those usually are meta based.

When I mean progress, I mean some form of evolution in the game world. Grand Turismo allows you to start with one car, build it up, then go to a different car. Pod Racer was great with adding additional parts to give a little edge, but also would cosmetically change your vehicle. Age of Empires / Empire Earth had numerous ages and continual changes, with buildings going from prehistoric structures to modernized habitats. Shark would add additional unlockables as you went along. Spiderman would unlock costumes. Thief progressively adds additional resources. I don't mean some sort of achievement you can unlock, nor do I mean winning against the enemy, usually progress doesn't mean anything in regards to beating your opponent. RPGs mostly demonstrate this through changes in gear, seeing my avatar change armor has always fascinated me. The problem with something like Daggerfall is just how fast you hit the top, then how there is nowhere to really go and so it gets dull. The guilds don't matter, what mattered was the tiered weapons.

Sounds quite nice indeed.

Yes, it is quite hot in truth.