Sims Medieval (Off Topic?)
I was originally going to do a full review of this, but marshalling my thoughts properly into the invincible crushing phalanxes needed for the purpose seemed like too much work. Besides, I don't actually hate this game- It's just faintly disappointing.
I'll just toss a few thoughts off the top of my head. I realise this doesn't have anything strictly to do with Majesty 2, but it does seem to be an entry into a similar 'genre', so it might bear some discussion.
* The system of quests is perhaps the most irritating aspect of the game. The aim here is to help 'promote storytelling', but while the essential components are all there, none of them are quite hooked up right, thanks to the usual conflation of 'story' with 'plot'. Their intentions are in the right place, but it's like a troope of howler monkeys took the parts for a jet fighter and managed to assemble a combine harvester instead.
* You get a fair amount of choice in terms of the array of quests available at a given time, but few of them seem connected to previous quest outcomes, the personalities of the ensemble of characters (as distinct from their competency requirements), or any of the organic side-effects of day-to-day life.
* Conversely, once you start a given quest there is a more-or-less plausible pattern of cause-and-effect in evidence, but the gameplay becomes an essentially linear obstacle course imposed under a series of arbitrary deadlines. Only 1 option == No real choice == No real input == Zero Player Game == No Game.
* There is no getting away from quests. You cannot order other Sims to complete quests by themselves, nothing happens without pursuing a quest, and the number of quests you can undertake is finite, forcing you to essentially reboot your kingdom in order to fulfil 'ambitions' and advance your Watcher level by ferreting out questionable 'achievements'.
* Replay value is therefore largely dependant on the player's ability and willingness to jump through hoops in a reiteration of the classic Skinner-Box-MMO-mechanics that can somehow induce otherwise rational human beings into bouncing around like an overexcited cocker spaniel begging for their next biscuity treat.
* So there's either choice without a sense of consequences, or consequences without a sense of choice. The result is that quests seem like a distraction from the core gameplay, rather than being properly integrated with the underlying simulation.
* The core simulation mechanics have also been stripped down considerably. Most of the Sims' needs have been abstracted away, presumably in order to leave more time to pursue quests, and you don't get to lay out the floorplan for the buildings anymore. Since this is where a large chunk of my enjoyment of the original Sims resided, that kinda blows.
* Since you're stuck controlling one Sim at a time, there isn't the same 'buzz' associated with multitasking a larger household (you can't leave one Sim engaged in conversation while you have another fix up some grits and a third take out the trash, for example. ...I suck at this, but it does bear mention.) You can only fast-forward through the 'dull intervals' where your Sim is stuck in the middle of some time-consuming chore.
* Oddly, although 'non-hero' Sims are all around the place, they don't seem to do anything useful for you- such as taking care of cookery, making beds, tending swine or gathering raw materials on your behalf- even when you play the Monarch.
* As a consequence, there's no real economy simulation to speak of. Everything is abstracted away into 'resource points' and 'kingdom aspects' that hinge upon quest completion. You can buy things by visiting the Village Shoppe, but I don't see why they bothered when you can evidently conjure furniture out of the aether in exchange for simoleons.
* It's possible limited budgets were a factor here, but given the time and attention EA seem willing to lavish on textures and animations for wardrobes, crafting and conversation, it seems odd that the only monster that you actually get to see on-screen is the beast in the pit of judgement (and that briefly.) Swordplay combat itself is well-animated but mechanically threadbare.
* The Sims series already had a perfectly functional system for skill advancement based on practice over time with appropriate equipment, but classes, levels and XP have been tacked for no obvious reason other than 'these are things RPGs are supposed to have'.
In spite of all this, there are aspects of this game that I rather like- specifically, the holdovers from previous entries in the Sims series. Choosing traits, appearance and wardrobes for the various characters is fun, and getting into the 'groove' of a daily routine has a strangely satisfying quality to it. I just feel like all of this is being smothered by the overlaying layers of quest-mongering, rather than being enhanced.
The tragic aspect to all of this is that I saw it coming months ago when EA first announced their intention to create a 'story-driven' game. It seems I am blessed with the gift of foresight but cursed by being too much of an ass for anyone to stand listening to me. Kinda like Cassandra meets Yahtzee.
I was originally going to do a full review of this, but marshalling my thoughts properly into the invincible crushing phalanxes needed for the purpose seemed like too much work. Besides, I don't actually hate this game- It's just faintly disappointing.
I'll just toss a few thoughts off the top of my head. I realise this doesn't have anything strictly to do with Majesty 2, but it does seem to be an entry into a similar 'genre', so it might bear some discussion.
* The system of quests is perhaps the most irritating aspect of the game. The aim here is to help 'promote storytelling', but while the essential components are all there, none of them are quite hooked up right, thanks to the usual conflation of 'story' with 'plot'. Their intentions are in the right place, but it's like a troope of howler monkeys took the parts for a jet fighter and managed to assemble a combine harvester instead.
* You get a fair amount of choice in terms of the array of quests available at a given time, but few of them seem connected to previous quest outcomes, the personalities of the ensemble of characters (as distinct from their competency requirements), or any of the organic side-effects of day-to-day life.
* Conversely, once you start a given quest there is a more-or-less plausible pattern of cause-and-effect in evidence, but the gameplay becomes an essentially linear obstacle course imposed under a series of arbitrary deadlines. Only 1 option == No real choice == No real input == Zero Player Game == No Game.
* There is no getting away from quests. You cannot order other Sims to complete quests by themselves, nothing happens without pursuing a quest, and the number of quests you can undertake is finite, forcing you to essentially reboot your kingdom in order to fulfil 'ambitions' and advance your Watcher level by ferreting out questionable 'achievements'.
* Replay value is therefore largely dependant on the player's ability and willingness to jump through hoops in a reiteration of the classic Skinner-Box-MMO-mechanics that can somehow induce otherwise rational human beings into bouncing around like an overexcited cocker spaniel begging for their next biscuity treat.
* So there's either choice without a sense of consequences, or consequences without a sense of choice. The result is that quests seem like a distraction from the core gameplay, rather than being properly integrated with the underlying simulation.
* The core simulation mechanics have also been stripped down considerably. Most of the Sims' needs have been abstracted away, presumably in order to leave more time to pursue quests, and you don't get to lay out the floorplan for the buildings anymore. Since this is where a large chunk of my enjoyment of the original Sims resided, that kinda blows.
* Since you're stuck controlling one Sim at a time, there isn't the same 'buzz' associated with multitasking a larger household (you can't leave one Sim engaged in conversation while you have another fix up some grits and a third take out the trash, for example. ...I suck at this, but it does bear mention.) You can only fast-forward through the 'dull intervals' where your Sim is stuck in the middle of some time-consuming chore.
* Oddly, although 'non-hero' Sims are all around the place, they don't seem to do anything useful for you- such as taking care of cookery, making beds, tending swine or gathering raw materials on your behalf- even when you play the Monarch.
* As a consequence, there's no real economy simulation to speak of. Everything is abstracted away into 'resource points' and 'kingdom aspects' that hinge upon quest completion. You can buy things by visiting the Village Shoppe, but I don't see why they bothered when you can evidently conjure furniture out of the aether in exchange for simoleons.
* It's possible limited budgets were a factor here, but given the time and attention EA seem willing to lavish on textures and animations for wardrobes, crafting and conversation, it seems odd that the only monster that you actually get to see on-screen is the beast in the pit of judgement (and that briefly.) Swordplay combat itself is well-animated but mechanically threadbare.
* The Sims series already had a perfectly functional system for skill advancement based on practice over time with appropriate equipment, but classes, levels and XP have been tacked for no obvious reason other than 'these are things RPGs are supposed to have'.
In spite of all this, there are aspects of this game that I rather like- specifically, the holdovers from previous entries in the Sims series. Choosing traits, appearance and wardrobes for the various characters is fun, and getting into the 'groove' of a daily routine has a strangely satisfying quality to it. I just feel like all of this is being smothered by the overlaying layers of quest-mongering, rather than being enhanced.
The tragic aspect to all of this is that I saw it coming months ago when EA first announced their intention to create a 'story-driven' game. It seems I am blessed with the gift of foresight but cursed by being too much of an ass for anyone to stand listening to me. Kinda like Cassandra meets Yahtzee.
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