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> The problem with kingdoms is that spacial relations matter _a lot_, and so that's not something you want to base your gameplay on with a text game.

You're rekindling my enthusiasm for this sort of thing (I gave up on Sorcery! about halfway through Book 4 when it took rewind away, and Sunless Sea after carelessly dying 20+ hours in on ironman), but I don't think I'm as focussed on just-the-text as you.

The main appeal for me is the scope for extreme fluidity of scale and timestep, and that's perfectly compatible with maps and other informational graphics. I've played way too many CRPGs where you spend 75% of your time just trudging from A to B and back without making any decisions at all.




>... through Book 4 when it took rewind away

They took the rewind but you still have multiple revivals in case you die (and you keep your items and knowledge!) similarly to going back by Lorag in Book 2 so it's not that hard.


My complaint wasn't that it made it hard, it was that it made it tedious. Having to play through large stretches of the game again just to change one decision wasn't fun, and the threat of that discouraged experimentation.


I agree, experimentation was the best part of the series although I think they felt the need of making it harder since this is the finale. Personally it really made me concentrate on what's happening not to die. Sadly there is no way around it even in New Game +. And when I want to explore just one thread (e.g. Aliizi) deaths just get in the way... ;)




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