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cmdr_flashheart: Weren't you playing a Magic the Gathering game once, or am I mistaken? I ask because I wonder if you've played Magic '14, and what you think about how they compare.

I started playing Magic '14 yesterday, and honestly I don't think the reviews on Steam do it justice. Then again, I am fairly new to the game, so maybe my expectations are low. It's fun, is all I care.
that was, indeed, me. in case you were curious and wanted to have a look at that, you can fire up the playlist here:

http://www.youtube.com/playlist?list=PLMhI8uDx_hIImoA57ziuLghKJZcHPu3fL

i haven't played magic '14, and i'm not likely to do so for a handful of reasons:
1: steam.
2: they don't let you build your own decks
3: it's just not really an rpg anymore.

having said that, i've seen bits and pieces of it, and if you are just looking to play a fun little trading card game, it can't hurt.

thankyou for watching.
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Corwim: Hehe, it was alright. :-) Even though the graphics back then were limited, it's incredible actually how much detail they, together with the animations, had! So even if I didn't understand the words, the graphics did mostly make pretty clear what was going on.

Oh, I have played a number of the LucasArts adventures, just not when they were originally released. I'm glad I was around to pick up most of them in budget rereleases in the late 90s, when they were still available legally. While I do enjoyed them and think they'd be a wonderful addition to the GOG catalogue, I just don't have the same relation with them than I do with the Sierra games. :-)

Good to know! :-) Think I avoided the QfG games back in the day thinking they might veer too much towards RPG and wouldn't have enough of adventure games in them. Then I later discovered years later I actually enjoy playing RPGs as well lol, so I'm thinking it's a pretty safe bet I'll be enjoying these games fully! :-)

Yes! You're right! When I was playing the digital version of Plants vs Zombies I got a few weeks ago, I thought, hm, this disco zombie seems to be a new addition, until you mentioned the Michael Jackson one just now! My older physical copy of the game has those in it. :-)

Love seeing how players have different strategies to beating the game! :-) Unlike you in your recent episode, I never go with the threepeater plant, thinking it too expensive. Need too much sun before I can defend all my lanes that way, lol! ;-) I usually always go with a combinations of the single peashooting plant, and then add the one that shoots the ice peas that slows them down when I start to collect enough sun to afford those. I do usually also go with the two rows of sunflowers though.

Too bad really that the sequel to the game is for iOS and Iphones/pads only and uses the free to play/pay for more content approach. :-/ Wish I could just buy a full version of that for the PC, I immediately would. Also saw a few Let's Play videos of the Garden Warfare version they made for the PC, but that 1st person perspective/shooter kind of approach is just not my cup of tea.
i think their graphical fidelity given the era was actually pretty good. though, sometimes, hunting for things was a bit of a problem. in some cases, for example, i have had trouble remembering that they used a very specific word for a very specific situation. this actually came up in quest for glory, recently:

[ps: this is totally not a spoiler, because this is simply how rpg's work, so feel free to read it]:

basically: you can buy "healing potions." and you'd think that they'd add that specific word in as a syononym, but no. you have to type potion /of/ healing ;) it's a bit odd :P

i'm with you with regards to lucasarts. the difference for me was kind of night and day - i saw a lot of the sierra publications and the like - and they way they were enhusiastic about their developers and all that, and i got to feeling that sierra was like a family of awesome game design people. i never got that "feeling" from lucasarts. they were just a studio that made games. admittedly, their games were "better put together" than the sierra ones, but i never felt the same kind of "feeling" - that a "family" made these games - that i got from the sierra ones.

i /do/ wish they'd come to gog, though. even though i'm not as fond of them, they're still "good games" from the adventure gaming golden years.

maybe the only problem with qfg is the grind. that's the only thing i find badly set up about it.

my strategies for plants versus zombies almost always boil down to "most expensive plants" because i feel like those are usually the most powerful and they get the job done "faster" in a sense. for the threepeater, it /does/ mean a 325 cost initially, but if you think about water levels, and you think about building peashooters [which are 100 sun] then you're basically covering all the cost of three rows with one plant and not having to worry about cooldowns. [peashooter + peashooter + lilypad + peashooter: 100 + 100 + 25 + 100] vs [threepeater: 325] - but as you say, the cool thing about it is how everyone's strategy is different. that's one of the reasons i don't mind playing it for folks.

i probably shouldn't say this out loud, but if you got bluestacks [which is an android emulator - and yeah, there are legitimate uses for this kind of thing] and you hooked your google+ account to it, you could go and grab the android version of plants versus zombies to that and play it "as if it were on pc." - i haven't tried this myself, but i've heard several people suggest that it works out. but it /is/ frustrating that it's free to play and that it doesn't have a pc port, yet.

and i am also with you, yes. garden warfare is not my cup of tea at all.

as always, thankyou so much for watching and responding.
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lostwolfe:
Interesting points, but yeah as a card combat game, it's not bad at all.

Thanks for the link!
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lostwolfe:
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cmdr_flashheart: Interesting points, but yeah as a card combat game, it's not bad at all.

Thanks for the link!
not a problem.

thankyou for taking the time to watch the videos.
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Corwim: snip
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lostwolfe: i think their graphical fidelity given the era was actually pretty good. though, sometimes, hunting for things was a bit of a problem. in some cases, for example, i have had trouble remembering that they used a very specific word for a very specific situation. this actually came up in quest for glory, recently:

[ps: this is totally not a spoiler, because this is simply how rpg's work, so feel free to read it]:

basically: you can buy "healing potions." and you'd think that they'd add that specific word in as a syononym, but no. you have to type potion /of/ healing ;) it's a bit odd :P

i'm with you with regards to lucasarts. the difference for me was kind of night and day - i saw a lot of the sierra publications and the like - and they way they were enhusiastic about their developers and all that, and i got to feeling that sierra was like a family of awesome game design people. i never got that "feeling" from lucasarts. they were just a studio that made games. admittedly, their games were "better put together" than the sierra ones, but i never felt the same kind of "feeling" - that a "family" made these games - that i got from the sierra ones.

i /do/ wish they'd come to gog, though. even though i'm not as fond of them, they're still "good games" from the adventure gaming golden years.

maybe the only problem with qfg is the grind. that's the only thing i find badly set up about it.

my strategies for plants versus zombies almost always boil down to "most expensive plants" because i feel like those are usually the most powerful and they get the job done "faster" in a sense. for the threepeater, it /does/ mean a 325 cost initially, but if you think about water levels, and you think about building peashooters [which are 100 sun] then you're basically covering all the cost of three rows with one plant and not having to worry about cooldowns. [peashooter + peashooter + lilypad + peashooter: 100 + 100 + 25 + 100] vs [threepeater: 325] - but as you say, the cool thing about it is how everyone's strategy is different. that's one of the reasons i don't mind playing it for folks.

i probably shouldn't say this out loud, but if you got bluestacks [which is an android emulator - and yeah, there are legitimate uses for this kind of thing] and you hooked your google+ account to it, you could go and grab the android version of plants versus zombies to that and play it "as if it were on pc." - i haven't tried this myself, but i've heard several people suggest that it works out. but it /is/ frustrating that it's free to play and that it doesn't have a pc port, yet.

and i am also with you, yes. garden warfare is not my cup of tea at all.

as always, thankyou so much for watching and responding.
That's true. However, in most cases they did prevent most frustrations by adding the right words you had to use to the descriptions you got when you typed 'look around', although in some cases you had to be close enough to the object in question to get the hint. And then in some cases, as you said, it was something you had to know somehow, could lead to a bit of frustration indeed.

Fully agree with you there! :-) Even though by later standards, the LucasArts adventures faired better than the Sierra ones (eg, no dead ends, no deaths in general, etc), the family feeling you describe there was definitely there. Also had some experiences with Sierra customer support back in the day, and it was always first rate! :-) I also enjoy the variety of the Sierra adventure games, while the LucasArts were always, maybe with the exception of The Dig, limited to comedy ones.

Hm, I usually avoid the most expensive plants, except for the later levels. Always have a 'cheap' shooter in my selection to kill off the very first zombies that appear while you're still trying to plant the two rows of sun flowers, and then immediately go for the defensive ones (the pillars and the spike weeds, I think they're called) and start adding mid-priced plants, like the pea shooter who shoots the ice peas. After all that lol, there's just not enough sun left to place the most expensive plants. ;-) Might try your strategy in the future though! :-)

And never heard of bluestacks! Will have to look into that, thanks for the tip! :-)
side-tracking across the universe!

starship hero's quest under captain lostwolfe!

well. that didn't work quite as well as it did in my head ;)

but yes. this week, we're doing the dryad's quest - for the most part, with a couple of stops along the way.

enjoy:

https://www.youtube.com/watch?v=gMKIHNcjdME
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Corwim: That's true. However, in most cases they did prevent most frustrations by adding the right words you had to use to the descriptions you got when you typed 'look around', although in some cases you had to be close enough to the object in question to get the hint. And then in some cases, as you said, it was something you had to know somehow, could lead to a bit of frustration indeed.

Fully agree with you there! :-) Even though by later standards, the LucasArts adventures faired better than the Sierra ones (eg, no dead ends, no deaths in general, etc), the family feeling you describe there was definitely there. Also had some experiences with Sierra customer support back in the day, and it was always first rate! :-) I also enjoy the variety of the Sierra adventure games, while the LucasArts were always, maybe with the exception of The Dig, limited to comedy ones.

Hm, I usually avoid the most expensive plants, except for the later levels. Always have a 'cheap' shooter in my selection to kill off the very first zombies that appear while you're still trying to plant the two rows of sun flowers, and then immediately go for the defensive ones (the pillars and the spike weeds, I think they're called) and start adding mid-priced plants, like the pea shooter who shoots the ice peas. After all that lol, there's just not enough sun left to place the most expensive plants. ;-) Might try your strategy in the future though! :-)

And never heard of bluestacks! Will have to look into that, thanks for the tip! :-)
lucasarts - post-zak mckraken, came up with what they called the "lucasarts adventure game design philosophy - they didn't /quite/ put it into all those early games - there were still a couple of ways to die, etc in maniac mansion, but post-loom their plan was: "you can never die" and "you can never be in an unwinnable situation." and they designed around that, where sierra never had any sort of design sensibility like that. and that - to me - is some part of what makes the lucasarts games "more polished" but "less friendly?" i suppose.

i do, however, agree with you on all your other points. what i've seen of the sierra customer support was always pretty interesting and i certainly enjoyed the breadth of the sierra catalogue. i didn't mind that lucasarts made "basically funny games" but...it's sort of sad that they never turned that wit and insight to more serious styled games until almost the end, with the dig [and then, also, arguably with grim fandango. which wasn't exactly always sunshine and roses although it played itself that way.]

your plants versus zombies plan makes sense to me :) - for the early guys, i mostly use panic buttons until i have those two rows of sunflowers established [so, squashes and potato mines and the like.] - once the two rows of sunflowers are up, i find that i can /generally/ produce enough sun to be getting on with things.

finally, for bluestacks, no problem :)
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Corwim: snip
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lostwolfe: lucasarts - post-zak mckraken, came up with what they called the "lucasarts adventure game design philosophy - they didn't /quite/ put it into all those early games - there were still a couple of ways to die, etc in maniac mansion, but post-loom their plan was: "you can never die" and "you can never be in an unwinnable situation." and they designed around that, where sierra never had any sort of design sensibility like that. and that - to me - is some part of what makes the lucasarts games "more polished" but "less friendly?" i suppose.

i do, however, agree with you on all your other points. what i've seen of the sierra customer support was always pretty interesting and i certainly enjoyed the breadth of the sierra catalogue. i didn't mind that lucasarts made "basically funny games" but...it's sort of sad that they never turned that wit and insight to more serious styled games until almost the end, with the dig [and then, also, arguably with grim fandango. which wasn't exactly always sunshine and roses although it played itself that way.]

your plants versus zombies plan makes sense to me :) - for the early guys, i mostly use panic buttons until i have those two rows of sunflowers established [so, squashes and potato mines and the like.] - once the two rows of sunflowers are up, i find that i can /generally/ produce enough sun to be getting on with things.

finally, for bluestacks, no problem :)
The LA adventures may seem more polished now, but to me, that view only came about afterwards,because every adventure game designer in the late 90s took the same approach as LucasArts (no deaths in adventure games, no unwinnable situations), including actually the later Sierra adventure games like KQ7 and Phantasmagoria (still deaths there, but they came with the 'Retry' option), making the early Sierra adventures in hindsights look 'less well' designed to a lot of people. However, for me, having grown up with the Sierra adventures, those design decisions like deaths were part of the challenge of them, and I actually liked them! :-) Plus, a lot of the death scenes were often delivered with great comedy and accompanied by funny comments and cut scenes, and therefore they never really bothered me, quite the opposite actually. :-) Also, every Sierra manual clearly printed this solid advice: 'save early, save often!'. Ignore at your own risk! ;-)

There was obviously a lot of talent present at LucasArts, and from what I've read over the years, they basically could design the games they wanted, without any interference from management or anything. In that respect, to me at least, it is sad that they never turned their talent to more serious games (you know, what eg Gabriel Knight was for Sierra). Sure, they pretty much nailed the wacky, fun adventure game genre, but a bit more variety and I would regard them a lot more. :-)

Anyway, it's fun to meet a like minded person on these boards who holds Sierra's early adventures in similar high regard as I do! :-)

Hm, I always find that the potato mines and squashes reload so so so slowly, so most of the times, I don't seem to manage with them to kill off the early zombies. Will try again though, would love to get some more use out of the more expensive plants! :-)
Post edited June 10, 2014 by Corwim
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Corwim: The LA adventures may seem more polished now, but to me, that view only came about afterwards,because every adventure game designer in the late 90s took the same approach as LucasArts (no deaths in adventure games, no unwinnable situations), including actually the later Sierra adventure games like KQ7 and Phantasmagoria (still deaths there, but they came with the 'Retry' option), making the early Sierra adventures in hindsights look 'less well' designed to a lot of people. However, for me, having grown up with the Sierra adventures, those design decisions like deaths were part of the challenge of them, and I actually liked them! :-) Plus, a lot of the death scenes were often delivered with great comedy and accompanied by funny comments and cut scenes, and therefore they never really bothered me, quite the opposite actually. :-) Also, every Sierra manual clearly printed this solid advice: 'save early, save often!'. Ignore at your own risk! ;-)

There was obviously a lot of talent present at LucasArts, and from what I've read over the years, they basically could design the games they wanted, without any interference from management or anything. In that respect, to me at least, it is sad that they never turned their talent to more serious games (you know, what eg Gabriel Knight was for Sierra). Sure, they pretty much nailed the wacky, fun adventure game genre, but a bit more variety and I would regard them a lot more. :-)

Anyway, it's fun to meet a like minded person on these boards who holds Sierra's early adventures in similar high regard as I do! :-)

Hm, I always find that the potato mines and squashes reload so so so slowly, so most of the times, I don't seem to manage with them to kill off the early zombies. Will try again though, would love to get some more use out of the more expensive plants! :-)
well, most of the designers had learned - by that point - from the text adventures that had gone before. they'd been playing those and had been seeing exactly the sorts of tedious design decisions replicated over and over again. this was true even with the grandfather of the genre, infocom. useless items? check. terrible maze design? check. sometimes requiring huge, scary run-on sentences to complete an action in "one turn" or die? check. the infocom games are wonderful games - sometimes for their prose and atmosphere, but they're not always good games for the sake of gaming.

so sierra saw that, took it, modernized it a little and put it onto store shelves. i may have the dates incorrect, now, but lucasarts saw the sierra games and then did exactly the same thing.

the /big/ difference between sierra and lucasarts, i think was that lucasarts had a whole movie studio behind it, which basically meant that they had movie experts to learn from. so they learned about things like pipelines and making "professional" games. sierra, on the other hand, had to kind of learn by hand. so stuff like a "players manifesto" would certainly show up in lucasarts' culture, where that may not have been the case at sierra. naturally, the net result is that the sierra games seem "dirtier" with lots more player frustration. they did, eventually fix that, but it took...a while.

the funny thing for me was at the beginning of the vga era for sierra, i began to see a shift - i can't really explain it - but things i didn't like started creeping in. an example was how the police quest storyline just ended up falling by the wayside when daryl f. gates took over. no, those weren't his characters, and yes, i can totally understand how he'd want to distance himself from them, but i felt like there were other, better ways of doing that that didn't involve him re purposing police quest.

so, my memory of later sierra is kind of dim. i liked and played sq4, but i barely remember 5 and i never seriously tried six. the same happened with king's quest. that marked shift from kq6 to kq7 made me shrug and abandon the series completely. to me, sierra just turned into some kind of monster and not the sort of family friendly, happy-go-lucky company it had been with different spins on old tropes.

i tend to use potato mines/squashes as early-game stall. you can actually see a good bit of what i tend to do in the episode i will post today. once the two threepeaters are out, it's just a matter, then, of covering additional rows. at that point, the squashes and so on become exactly what they are: panic buttons. but you /do/ have to be wary of their cooldowns.

as ever, thankyou for watching my videos and i appreciate the conversation we're having, here.
Post edited June 11, 2014 by lostwolfe
did you want spikeweed with your plants versus zombies this week? if you answered yes, then i'm afraid i'm going to have to leave you the lurch. i looked at the spikeweed, stared at it, in fact and thought: must take plant! then didn't bother ;)

ah well. hope everyone enjoys this week's video:

https://www.youtube.com/watch?v=70hzJhkwDVk
final world of warcraft segment:

we have a look at the transmogrification system - which is a great way for you to get gear that you like the look of, but when you don't want to lose your stats. it costs plenty of gold, but is totally worth it, if you're character building on a roleplaying server, for example.

we also do a...very nostalgic thing that i don't want to spoil here. let's just say that i go beat up some people and leave it at that. this is me going back to my roots from when the game was still young, so i hope everyone enjoys.

it /is/ a long video, though:

https://www.youtube.com/watch?v=2QgSGDGJ0OU
baba yaga!
a lack of fiary dust!
how to train your sneaking!

i do all of these things in the latest update for hero's quest one. we also collect some magic spells and i /very/ briefly show off the magic system. i'll do that better justice next week, once i've trained up my spells a little.

https://www.youtube.com/watch?v=mxlrRSbkj88
what the world needs now, is spikeweed, sweet spikeweed.

and i deliver! twice! in one episode!

well, that and flaming barrels of death. hope everyone enjoys this week's plants versus zombies:

https://www.youtube.com/watch?v=qmn8kzLyhvU
this madness is not sparta, it is evoland!

i had been camping the sales page, hoping to catch it before friday, because i'd decided that this would be my next let's play - i /love/ the idea of the game and hope to see someone do something similiar [someday] for adventure/rpg games.

you can watch the first episode here:

https://www.youtube.com/watch?v=3B8etOMzttU
i flounder around at night for a bit in hero's quest 1, this week.

mostly sorting out baba yaga's sidequest and /finally/ finishing off the dispel potion that we started off on a couple of episodes back. i don't - alas - kill myself in the fairy ring, but we get the fairy dust and that's good enough for me.

https://www.youtube.com/watch?v=xCXb-jfrHkU