Role-Playing-Gumption
4. The Elder Scrolls III: Morrowind
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| I guess I was looking for someone gorgeous and gormless but I couldn't find a decent photo of your sister. |
Any gamer worth their salt will have at some point been
shanghaied by a free-roaming RPG. Whether its Dark Souls with its ball-busting
difficulty curve, Baldur’s Gate and its peerless narrative or for the
masochistic – Gothic and its stun-locking wolves. As gamers, we gather around
the heels of developers, baying for more intuitive gameplay and less linear
storylines. We chant for freedom, that ethereal creature with her cheerful skip
and her glowing smile. She looks like everything we want in a game unfettered
from the patriarchal power regime of media corporations and their insatiable
need to sow constraint. Look a little closer though, and you’ll see that her
trailing foot drags behind her, not so much a skip as it is a listless stagger,
a product of idleness and a mass of undirected free time. A tendril of drool
seeps slowly out of the corner of her mouth, her eyes are impassive orbs. All
she sees are the distant mountaintops of Skyrim and a double life spent
stealing pottery, running from imperial guards, finding a fence to ditch her
stolen goods and then using the profit to pay off her bounty. It’s a vicious
cycle and she’s not exactly trading in a hot commodity.
Jesus I need to tone
these metaphors down. That was my long-winded way of saying we’ve all been
there, free-roaming RPG’s are developed almost exclusively with immense play-times
and replay-ability in mind. Huge environments to explore, reams of text and
dialogue to sift through, myriads of different skills, classes, races and
character types to choose from/agonise over. Morrowind was my biggest poison.
It popped my RPG cherry and then it came back to haunt me years later when all
I had was my Dad’s laptop to entertain me one summer. I use the term “laptop”
rather loosely as that suggests I played on some sort of streamlined device
manufactured especially for its portability. That was far from the case. Think
of a sandwich press; now make sure you visualize that sandwich press loaded
with a serious megashit inducing, Frankenstein of a sandwich. We’re talking
three tins of tuna, a can of sweet corn, half a block of cheese and a squirt of
Worcestershire sauce all squeezed between two whole begets. You’re gonna have
to back your car over the press just to close the dirty thing. Now imagine
you repeat that abomination in another sandwich press before duct-taping the
two machines on top of each other. There you have it, a reasonably accurate,
model representation of my Dad’s old laptop. As an added feature, you can plug
the two presses in and over time they’ll also manage a passable re-enactment of
how well Morrowind ran on said computer.
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| Mathematics |
Despite the odd framerate related
hitch, Morrowind welded me to the keyboard. I loved the inhospitable and bleak
environments, swamps, ash-storms and volcanoes oh my. The architecture and the
lore were unlike anything I’d encountered before with familiar hints of
traditional fantasy mixed seamlessly with alien races and architecture. It was
the unique elements of Elder Scrolls lore and the haunting landscape that made
Morrowind such a joy to explore. Combine this inherent desire to waste time
with the sort of game design which had no intention of babysitting the player
around its world – no map markers, no quick travel and a notoriously unorganised
journal – and while I may have wintered in the Riviera, I definitely spent that
summer in Morrowind.
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| Just in case a combination of my emotive prose and Megan Fox's tight ass was making you sentimental, here's a reality check. |
3. Dungeon Crawl Stone Soup
I’ve always had a hard time describing DCSS to my
friends/family/women at bars after a few too many [insert any form of alcohol based
drink here], and my initial Vin Diesel related pick-up lines have failed. I’m
going to cut out the middleman and pre-empt any long-winded metaphor which may or
may not have tried to explain DCSS with the clever inclusion of a joke about
your mums milk-silo’s and how I recently spent my Saturday night. Reference
ahoy!
“Dungeon Crawl Stone Soup is a free rougelike game of exploration and
treasure-hunting in dungeons filled with dangerous and unfriendly monsters in a
quest for the mystifyingly fabulous Orb of Zot.”( http://crawl.develz.org/wordpress/about)
“The roguelike is a sub-genre of role-playing video games,
characterized by level randomization, permanent death, and turn-based movement”( http://en.wikipedia.org/wiki/Roguelike)
There’s something refreshingly cleansing about
playing an indie game. You know, supporting a small development team and
appreciating a low-budget game for its quality design creativity rather than
slamming it for a lack of Blockbuster visuals. We’ve all been there – Dwarf
Fortress, Legend of Grimlock, Bastion – and if you haven’t, then stop
reading my fucking blog right now finish reading my blog and donate to my
future projects, after which time I insist that you place the name of every
indie game mentioned in this section into a hat or an ice cream
container(preferably an empty one you jackass), and then draw out the name of
the only computer game that you’ll be playing for the next 3 months. Any follow
up questions? Hold on, hold on, let me nip a few of those possible queries in
the bud. There’s no multiplayer, no plot and the visuals usually vary between
ACIS coding, a graphical system which literally uses numbers, symbols and
alphabetical characters in place of graphics or tile based graphics which for
all intensive purposes, resemble a straight port from the Sega Master system.
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| Apparently there's an ogre somewhere in amongst that and he's having a rough time of it. |
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| Alternatively you can use the Tiles set which allows you to behold Saint Roka in all his terrifying glory and he's not here to fuck spiders. |
This leaves just one serious whooper of a question then – what the shit is left? Well for starters, gameplay. Dungeon Crawl employs a number of deceptively complex game mechanics to help pad-out your RPG adventure. These include but are not limited to, magic systems, different weapon types, religion, mutations and special abilities. Add in the traditional RPG character creation combo of race and class plus a levelling system which allows the gamer to designate experience to over 30 different skills and I’ve just paraphrased the brainstorming process for the next Elder Scrolls game. Unfortunately, DCSS looks more like Alex the Kid than it does Skyrim, so it takes a devil in the details to make DCSS worthy of my number 3 slot. Dungeon Crawl is an exercise in selective simplicity. The core idea is pretty damn straightforward – choose a race and a class, start on the first floor of a dungeon complex and make your way down through 27 other levels to retrieve a magic artefact. Other than the odd shop and extremely odd friendly minion, the game will consist of you fighting an assortment of different creatures on each floor. That’s pretty much it. You’ll fight, and fight and run and run and eventually learn to pick which scraps you shouldn’t even bother starting in the first place. Buts that’s where those details rear their beautiful heads.
While the overarching concept is simple, the sheer degree of customisability on each character, the variety of loot, the terrifying
hotchpotch of different monsters and the many ways in which you can fight each
desperate battle is truly staggering. And those fights will be desperate.
There’s some something intrinsically nerve-wracking about playing an RPG where
every fresh game spawns a completely new dungeon and there’s no way to save your
character when they die. And mine did. Time after time, I enthusiastically sunk
days into a character, only to end up one heart breaking click away from a turn
where poison damage finished off my last few hit-points, or Boris the Lich
blasted me into oblivion with a purple ball of energy. I would understandably
sulk for a week or two before eventually mustering up the minerals to venture
back into the dungeon. Inspiring stuff, I know. It also made for some hilarious
stories. The sort of stories that were so mind-blowingly comical that I could
only ever tell them to one other nerdy and close friend of mine. We laughed and
we cried, we learnt and we lost and if we ever made love then I was always the
pitcher.
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| Boris and I have a score to settle, but if I was a betting man I'd still put all my money on him. |















