Someone tricked me into downloading The Simpsons: Tapped Out a few weeks ago, and i’ve been playing fairly regularly since. Here are a few strategies i’ve picked up along the way.
1) Don’t buy any more Land Expansions than you need. Pretty much the only way to handicap yourself in TSTO is buying too much land too soon. Priorize investing in buildings that earn income, and use land efficiently. The quicker you generate money, the easier it’ll be to expand in the future. (Plus it’s more fun to rearrange items when you have lots of choices and enough disposable money to spend on decorations.)
2) By the time you reach level 25, you’ll notice that you’re always a little behind on money whenever the main quest line requires a new building. One way to get ahead of the curve is collecting premium decorations that provide money and XP bonuses. Your best bet? Buy a large quantity of Mystery Boxes, until your bonus total reaches 30-50%.
In fact, i recommend spending your first 100 donuts on Mystery Boxes immediately as you earn them. You’ll unlock three premium characters, two unique items, and begin stockpiling premium decorations – namely Channel 6 News Vans and Itchy & Scratchy Billboards. Otherwise by the time you reach level 30, you’ll barely have enough donuts to buy one full-price character. Barney alone costs 250 donuts, so you can’t afford him until long after level 59. Is that worth holding off? I don’t think so. Donuts are generally more valuable than money, but money never stops being useful either.
Even though the action RPG genre can be aggravating sometimes, i’ve sunk way too many hours into Diablo and Diablo 2 in their day to ignore Diablo 3. It’s an extremely polished game, especially in terms of visuals and presentation. Plus you get to spend half the game hanging out with Tyrael! What’s not to love? Well, a few things – so i have a few suggestions.
Item Auto-Pickup Conditions
Are speedy character builds such as “Spin Barb” and “Tempest Monk” intentional designs? If so, item pickup is what breaks their rhythm in a mundane way.
What if players could script a series of rules to automatically pick up and ignore certain item types? A one-page checklist would allow players to grab legendaries, rares, and Flawless Square gems by simply running over them – while ignoring blue and white items. If new players find this confusing, it can be hidden like Elective Mode or locked until lvl30 or lvl60.
Advanced players would love this feature, and pickup timing can be tuned to display the legendary orange beam for a split second before it’s bagged. (Seeing that beam is definitely an awesome moment! Whoever came up with that effect deserves a raise.)
I spent a fair bit of time playing Torchlight recently, which prompted a retroactive review of the experience. In expressing my assessment, i couldn’t help but notice that the majority of my reservations were symptomatic of a larger issue – the alarmingly inhospitable expectations woven throughout the action role-playing genre’s identity.
Fancy words aside, the main problem for me is the amount of braindead grinding needed to access the coolest toys in the game. Naturally we’re all going to find some snazzy piece of armor and want to complete the rest – or hear about a rare pet/hireling that we can’t resist. Should it cost fifty hours of repetitive chores to unlock these scraps?
Action RPGs tend to be engaging at the beginning because we’re constantly seeing new things and making meaningful decisions at a fast pace. Ultimately that rhythm grinds to a halt, and the amount of dead time between exciting new discoveries stretches into hours. Daring to want that last component of Griswold’s Legacy means killing a thousand recycled monsters beyond the last unfamiliar pixel you’ll ever see.
After i finished all of the story quests in Torchlight and reached lvl35 with my first character, i discovered that the fastest way to obtain unique items was by scamming the gambler NPC in town. I promptly maxed out my Barter skill, equipped as much Decrease in Vendor Prices gear as i could round up, and filled my inventory with stacks of Dogfish/Catfish. Then i sold, bought, and resold the entire stash hundreds of times, twenty clicks at a time, and used the profits to buy irregularly priced socketed unidentified items from Duros the Blade at a steep discount. Over 1/3 of them were uniques, yet it still took forever and a half to assemble Magnus’ Trove.
It was probably the least fun i’ve ever had playing a video game. And then there’s the fishing. Don’t get me started about the fishing. How can any of this fluff be considered gameplay? Don’t these arbitrarily time-consuming activites seem like they were contrived purely for the sake of boasting X number of replay hours? Personally i find it disingenuous, and i think it tarnishes an otherwise excellent game. There has to be a better way, right? I certainly don’t have all the answers, but i can offer a few suggestions.
As much as i tried to resist its charismatic visual charm and overt Diablo nostalgia, Torchlight finally baited me into downloading the XBLA demo. Before i knew it, i’d purchased both the full XBLA version and the discounted PC version, and sunk quite a few hours into the game.
Now that i’ve seen almost everything there is to see in Torchlight, i have to say that i’m extremely disappointed with how unnecessarily long it took to reach this point. Don’t get me wrong, the game is expertly crafted in many ways, but my lasting impression of the experience is frustration.
As much as i want to show off screenshots of Torchlight’s compelling atmosphere, i can’t bring myself to recommend the game to anyone – for the simple reason that it quickly turns into addictive torture by design.
Believe it or not, the whole reason i played the demo was because the XBLA description promised that i could transform my pet into various creatures, including elementals. I’ve had a soft spot for elementals since the original Warcraft.
What that marketing blurb didn’t explain is that you have to “play” their braindead fishing “mini-game” for 5-10 hours straight in order to catch one extremely rare fish to permanently transform a single character’s pet into a (random!) elemental. I mean, why??
I know i’m not the only one who misses them, because the announcement of Guy and Cody returning in SSF4 brought on a wave of Final Fight nostalgia throughout literally every gaming forum on the internet. Over the past couple years, we’ve seen various classic franchises such as Streets of Rage and Golden Axe ported to nearly all the current gen consoles. Now Capcom is rereleasing Final Fight and Magic Sword on XBL and PSN with GGPO netcode.
Someone’s obviously buying these things, yet there haven’t been any new titles to speak of. Why is that? Sure, we have seen a few modest offerings such as the 3D remake of Turtles In Time, but nothing that truly captures the feeling of playing Streets of Rage 2 on the Sega Genesis in glorious 320×224 resolution.
It’s almost as if the game industry has forgotten what made the beat ’em up genre so fun to play. This isn’t a 2D versus 3D issue because third-person 3D action game developers still know how to do combat properly, as evidenced by incredibly polished series like Devil May Cry and God of War. For whatever reason, nobody can figure out how to get the hits in a modern brawler to feel right anymore.