Monday, March 10, 2014

The Mighty Quest For Epic Loot: Chapter I: The Before

First, this is an awesome title for a game.  It'd even work well for a board game.  I feel like The Mighty Quest for Epic Loot is advertising that knows what kind of game it is and knows what their target audience is looking for.  The title conjures up the image of a game of Diablo mixed with Gauntlet, but with an even greater sense of humor.

And the game is free.  That can either be a boon or a giant warning sign to stay away.  At least that's what I hear about free to play MMOs.  Sort of anyway, I don't know what I'm talking about as I've only played The Elder Scrolls Online (Beta) and a little bit of Neverwinter (which I will talk about at a future date).

Okay, back on topic.  TMQfEL (which seems more work than typing out the full title).  After watching the trailer for the open beta, I developed a slightly different view of the game.  Now, based off of the information from the trailer, the game still looks somewhat fun with a healthy portion of "Oh what the hell god damnit it you asshat."  TMQfEL, again based off of the trailer, looks to be a game where you create your own castle, wonderfully portrayed as floating castles, that you fill with x amount of loot wherein you build traps to protect that loot.

Logic would dictate that when you begin the game, you start out with a set amount of money, presumably "gold," to build and furnish your castle with traps, hazards and other golf-titled pitfalls to protect the aforementioned loot from the rest of the online community.  In order to get more gold to build more castle and better traps, you have to raid other castles.  I do not know if your character is able to level up, which would make sense on one level in that you would need additional HP in order to make it through elaborate castles filled with elaborate traps; that is unless all traps are considered one hit kills.  I also do not know if you would be able to keep any gold you found along the way if you are unable to make it out alive; again assuming that you find loot throughout the castle and not just in the final treasure vault room.  The downside though is that someone who has a character built up would be able to ransack and destroy other community castles that are just starting off.  The way around this is to only allow the players attack/raid/ransack/pillage/lay waste other castles within a certain range of levels that are close to their own.

Again, this is what I presume the game to be.

What I would be afraid of is people not creating castles to be clever, but to be total assholes.  I feel like a game that is created by a person to be as difficult as possible is no longer creating a game/stage/level to be fun, but to be a dick to the rest of the gaming community.  But sure, I recognize that there is a percentage of the population that enjoys a rigorous challenge (meaning the people who have beaten Super Meat Boy), I just happen to not be a part of that particular group.

Not my idea of fun.
So, with all that, I will now give The Mighty Quest for Epic Loot  a try and report back next week with how my hypothesis compares to the actual game in "Chapter II: The After."

I Want to Reconcile the Violence in Your Heart

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