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Showing results for tags 'storytelling'.
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It was a calm, sunny day on the high seas around Cuba, merchants actively trading along the coastline, Spanish fleets protecting their territory and Baltasar sailing on his gunboat with his 40 crew mates. We were on our way to Mariel from Habana when we were ambushed by a thick, creeping fog. We were cautious about going about our business, but we kept going our way. "Ding, ding, ding" rung the bells, as our lookout spotted a ship, it had suddenly appeared out of the fog, we turned off to try and escape but it was keeping up. The fog was thinning, we approached the edge of the fog, but the ship was still in our sights. We exited the fog, loaded all cannons (only two of them) and prepared for battle. The ship, nicknamed the 'phantom ship' by fellow crew exited the fog, it was a brig, too strong for us to take on but we attempted anyway. We turned and fired many times at the brig while narrowly escaping broadside after broadside from this 'phantom ship'. Mid battle, the wind turned strong, like a gale wind had suddenly taken off. We turned our gunboat to try and maintain our position and stability, but under all attempts, we failed, the ship started to lisp, rolling over slowly at the force of the gale wind. More and more we rolled, it got harder and harder to stand straight, but it kept on rolling. I crossed my heart and called for god to save us as many men could not swim, but alas our god did not come to save us. Our ship violently rolled, capsizing and taking every member of our crew to Davy Jones Locker. Morale of story is that capsizing is likely when using your gunboat, good fun though. Here's some screenies of my glorious adventure (Attachments) Viva la Espana! (PvP 2 US - Spanish Faction)
One of the things I'm becoming concerned about as I play the game and read the forum is what the end product is going to play like. It's my belief that the best works, work best because there is a strong vision behind them; informing every part of the design process. Ultimately I suppose, I think that the algorithm is just as good a way of expressing one's individual understanding of the world and communicating that to other people, as other things that lead to art! Stay with me. Personally, what exited me about UGG, was the fact that there was very little micromanagement. I'm old now and I just can't keep up with an opponent who can always win because they have 'super fast processing power' (I have lots of experience, but I express it slowly). I prefer a game that, if it's at a strategic level, is just that and gives me time to make decisions that I can trust my forces to carry out (more or less reliably). Conversely at a tactical level, I'd like to be able to make almost all of the decisions. I want to be either General or Lieutenant, but not both at the same time. I guess what I'm saying is that I'd like the strategic elements of this game to be discrete from the tactical; if we're going to have a supply train, I really don't want to see it or have to deal with it on the battlefield. My worry about this process (the forum and debates), is that the pressure to please everyone might push the developers towards something that loses sight of the story they were originally trying to tell. Of course I might be quite wrong about what I perceive this to have been, in which case... I'll just go on enjoying myself ;-)