This week, I played SolForge, The Room, Candy Crush, The Simpsons: Tapped Out, Planetside 2, Hearthstone, and League of Legends. Planetside 2, Hearthstone, and League of Legends are games that I have been playing outside of this class; I wonât talk about them much other than to mention Iâve been playing them.
The first game I tried this week was SolForge, a turn-based card game where the cards are actually virtually represented. Over the past months, I have been playing Hearthstone: Heroes of Warcraft while it was in closed (and now open) beta. SolForge and Hearthstone are similar in many ways: each player controls a champion; each champion starts the game with a certain amount of life points; players select cards (either creatures or spells) and play them on each turn with the goal being to lower your opponentâs life to 0. SolForge is strictly a strategy game. You could make the argument that players are pretending to be their respective champions and the game is taking place outside of the real world, but that is not really the case. One could remove the collectible value from each creature card (i.e. have it be a piece of paper with an attack value and life value and a possible special ability) and the game would still function the same. Champions are really just a value between 0 and 100 (the face and name of your champion doesnât impact the overall game). In essence, the game boils down to strategy and math. You want to place your cards in the correct lanes of the board in order to maximize each individual cardâs value (i.e. the longer a card is on the board, the more damage it does/absorbs, the more value you are getting from it). Unfortunately, in comparison to Hearthstone (a game I enjoy quite a bit), the strategy in SolForge was lacking quite significantly. Each turn you draw 5 cards and are allowed to play 2 of them. The board consists of 5 âlanesâ where a creature placed in a lane will battle the corresponding creature in the opposing playerâs lane. If there is no creature in your opponentâs lane where you have a creature, your attack with that creature will do life damage to their champion. At the end of your turn, you discard the remaining cards that were unused. Any card that was used during your turn levels up when it reenters your deck AND gains your champion experience towards the next level. Your championâs level decides what level of cards you can play (a more in depth tutorial is available here: http://solforgegame.com/game/how-to-play/). I played quite a few games in order to get a better grasp of the meta-game, but there wasnât much to be found. Basically, the meta-game can be summarized as follows: look at the board, see which lanes are a threat, defend them. If no lanes are a threat, find open lanes and put a big creature in it. If you have a half-decent spell this turn, maybe use it too. Discard your hand, battle, rinse, repeat. There was no long-term strategy to produce combos of any kind because every turn you have to discard your hand. So, basically, the âstrategyâ of the game turned out to simply be a reaction-based game (i.e. see what your opponent did and place down cards to stop it).
Hearthstone, on the other hand, offers more strategic and immersive gameplay. Champions in Hearthstone actually impact the game (each champion has a different special ability), so players can actually become attached to one champion over another (because of preference of playstyleâRogues play differently than Warriors play differently than Mages and so on). Also, you have a starting hand of 3 cards that you keep throughout the game (drawing 1 card each turn). I wonât go on explaining the full mechanics of Hearthstone, but for anyone who finds SolForge to be a unique experience that is lacking slightly, I highly suggest you try Hearthstone.
The next game I played was The Room. I actually enjoyed this game a lot (so much so that I played the free demo and ended up buying the $0.99 full version!!). The premise of the game was you are âyouâ and you are in a room with a safe. Your goal is to open the safe. Begin! The Room uses the touch/motion technology available in mobile devices very well. In order to unlock the safe, you have to work your way through many puzzles where you have to push buttons, turn keys, angle your screen to connect lines, or tilt your device to balance objects, to name a few. There is also an attached story to the safe that you work your way to unlocking after you dig deeper into the safe (SPOILER: There are more safes inside the first safe). The story was ok, but it was the gameplay that kept me playing (and eventually buying) the game. Every puzzle felt refreshing; you never had to strictly reuse a trick you learned earlier, rather adapt it in a new way to solve increasingly harder puzzles.
Candy Crush was a slight let down from how hyped up it was. I had never played Candy Crush before I tried it, although I have played games similar to it. Mostly it was a let down because the game wasnât as difficult as people had made me believe it was. For that reason, I didnât feel the addictive ârushâ that people describe themselves getting. I beat the first 20 levels and didnât feel challenged, so I just gave up playing it. I felt like Candy Crush was a worse version of Hexic, a similar âboard removalâ type game except instead of 4-direction swapping, each element on the board is a hexagon that can be rotated. Also, instead of having a set number of turns to remove jelly from the board, Hexic is an unlimited turn game that you play for a high score where the obstacle is the addition of more colors of hexagons AND bombs that blow up after a set number of turns if you donât clear them from the board. I prefer the Hexic style of gameplay because it requires that you react to each individual bomb (and sometimes bombs are dropped in really, really bad spots), whereas in Candy Crush you know what you have to remove from the start and can plan around it. I wouldnât say that I found Candy Crush ânot funâ, instead I would say I was hoping for more.
The last game I played this week was The Simpsons: Tapped Out. It was a funny experience. The game is a unique parody of games like The Sims or Farmville where the goal is to form some kind of civilization by completing objectives. You donât really âdoâ anything in the game except for tap the next thing that you are told to do. If you are out of things to do, you really do become âtapped outâ. I completed all of my available tasks pretty soon after the tutorial ended and then there was nothing for me to do. Each task I had set for my characters to complete was going to take 6+ real-time hours to complete (unless I wanted to spend real money to buy donuts to speed up the process, whichâŚ.no I didnât want to do that). I can definitely see why people would keep playing it (heck, my phone just buzzed with an alert that Homer had finished lounging in the pool!!!!) because there is this âOCD-esqueâ feeling of needing to complete everything. I would definitely consider myself a completionist when I play games with certain objectives, so I find myself occasionally checking if I can do anything in my remade Springfield to check something off of my list even though I know I am not really accomplishing anything by tapping through a couple menus to tell Apu to raise the prices on his merchandise. Some people may hate on this game for being stupid, but I enjoyed it!
Thanks for making it through all of this and I’ll see you next week!