Project Gorgon and Other Things
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New year and new folder for my blog posts
and me wondering how I can be so wretched in updating this thing.
I suppose I can be a rather scatterbrain about any project.
Speaking of Projects I was trying to
scrounge up an interesting RPG to play on steam. I wanted
something where you could evolve your character over time into a wide
variety of roles, flexible. I was starting to get rather
particular on steam searches digging several pages into results, looking
for things that don't get thrown on the front page, things between the
cushions of the sofa. That's when I ran into
Project
Gorgon.
When I read indie MMO on Steam I wasn't too
enthused. I had seen a lot of dead MMO projects on the platform to
know it's hard to start one. But then I saw two things. 1)
The reviews were very solidly positive 2) The makers were the minds
behind Asheron's Call and Everquest 2. I loved Asheron's call so I
decided to give it a Jab.
I was concerned initially that character
creation was going to be tricky. Asheron's Call had some prebuilt
templates for characters but if you decided to freehand things you would
likely make a gimped creation that wasn't good for the end-game.
And you wouldn't know this until you dumped hours into this
character. I know this from learning the hard way. I've joked that
you need a graphing calculator to make an optimized Asheron's Call
character. Don't get me wrong, I liked the game, but it was in
spite of those complications. I rather loved the look of the stat
assignment GUI though. That vat of fluid and stoppers setting how
much it filled various cylinders representing your stats.
Character creation in Project Gorgon is simplicity in itself. You
select your appearance, gender, species and give that character a name
and you are now done with creation. You are dumped on an
island. All your character performance characteristics are based
on skills that raise from doing actions. There's no limited
reserve of points to allocate to things. Instead the resource you
allocate to getting stronger is your time. The skills are varied
and have numerous synergies and bonuses tied to raising them up.
I'd encourage any player getting into the game to
keep
the wiki open.
It took me a while to even figure out what
my level was. Some of your skills are flagged combat skills.
You can change your current combat skills by either equipping different
gear or opening one up in the skill panel and flagging it your primary
or alternate skill. Your active combat skill sets your HP and MP
(well they call it power, but it's MP). This sets your power
level. THis is your "level". Changing your weapon will
quietly swap your active combat skill to match. In a way it
reminds me of Final Fantasy XIV 1.0 with how you could be upping level
in sword and shield at the same time or Mabinogi's leveling
system. The Mabinogi comparison is particularly apt since a number
of non-combat skills convey passive persistent bonuses for having them
leveled.
It's really hard to build yourself into a
corner. Though in some cases you can get cursed into an animal
form. The animal becomes your combat skill, such as cow, or
rabbit, or spirit fox. And the animal "classes" are surprisingly
good. I have seen a number of cows girt for battle since I played
this MMO. Being an animal does have drawbacks. Human NPCs
generally don't want to deal with you though there are animal npcs who
will train you. You also can't use tools as humans do.
Lycanthropy is a skill and having a non-zero amount of ranks in it will
force you to become a wolf every full moon. You do get warned
before you get into these situations and have ways to avoid it. So
for most of the time you really can't easily back yourself into a corner
with building.
The game is like Asheron's Call with far
more forgiving mechanics. There's no Vitae, death is a slap on the
wrist, unless you are facing a boss who will place their curse on
you. Movement is clean and responsive, the combat system is simple
yet with enough tactical depth to make you think about how you combine
your abilities and what order you use them. All and all I feels
good.
The MMO can be a bit silly in places, I
found a ring of Ass Kicking. NPCs dialog can get very silly, but
it isn't always absurdity, it has its more serious and mysterious
moments. In ways a lot of the game feels like it was made by
people having fun and putting in what they liked rather then a finely
refined player experience with highly balanced classes.
The tutorial is interesting insomuch that
compared to a lot of recent games of this sort I was expecting far more
hand holding. The game told me how to get a sword out of a sack
and stab a skeleton to death with it and loot it. It gave me no
further input on what to do next. After a moment of uncertainty I
pressed onward into the island. As I interacted with things and
discovered new mechanics the game would step in cleanly to explain what
it is and how it works.
Never once was it leading me by the hand
through the tutorial. But it also wasn't treating it like some
sort of difficult for diffcult's sake sink-or-swim trial. Instead
it more wanted me to discover the game and mechanics at my own pace,
standing back and ready to explain things to me as I found them at the
speed I was gaming at. Once I realized that was happening it
became comfortable to ease into.
If you are fence sitting,
give
the game a shot, if you're an old hand at MMOs you'll find it cozy
in the right ways. They stuck with the good and cut off the bad in
such a way that I think even those who are not experienced in the old
ways will find this an entertaining time.