Thaos Nightwind
Cadet
Here's something I hope HJ has.
A couple of games I've played had areas, or put me in situations, that were 'intense' or very tense. It's those times when you're close to entering an area or dungeon, or you're already there, and you know that if you don't play your cards right ... you're dead meat. It's a very suspensesive. <----- (Thaos' new word thingy.)
For some I guess that could mean the thrill of pulling individual cretins from a mob untill you hopefully wittle'em down. For others it could be using specific combinations at a certain time ( EQ's heroic opportunities comes to mind). For others still, having level numbers over the heads of the enemy being close to their own, but still higher, and the thrill of the gamble ... 'Should I chance it; or not?'
Or maybe for some planning, honing, tweaking armor and weapon stats provides that 'thrill' of uncertainty. This is a good thing. It adds that adventure, danger, expectancy where you just can't 'call it' beforehand. Even in-game remarks from other players add to the mystery. 'Take the Sonic Mace with you, you'll need it.' :-/
I was looking at the screenshoots of Quillmore Sewers and Quillmore Sewers and it reminded me that there were more than a few occasions, areas, and henchmen types for which games literally had me scared to go there.
Do you recall those moments?
A couple of games I've played had areas, or put me in situations, that were 'intense' or very tense. It's those times when you're close to entering an area or dungeon, or you're already there, and you know that if you don't play your cards right ... you're dead meat. It's a very suspensesive. <----- (Thaos' new word thingy.)
For some I guess that could mean the thrill of pulling individual cretins from a mob untill you hopefully wittle'em down. For others it could be using specific combinations at a certain time ( EQ's heroic opportunities comes to mind). For others still, having level numbers over the heads of the enemy being close to their own, but still higher, and the thrill of the gamble ... 'Should I chance it; or not?'
Or maybe for some planning, honing, tweaking armor and weapon stats provides that 'thrill' of uncertainty. This is a good thing. It adds that adventure, danger, expectancy where you just can't 'call it' beforehand. Even in-game remarks from other players add to the mystery. 'Take the Sonic Mace with you, you'll need it.' :-/
I was looking at the screenshoots of Quillmore Sewers and Quillmore Sewers and it reminded me that there were more than a few occasions, areas, and henchmen types for which games literally had me scared to go there.
Do you recall those moments?