Spells of Gold preview on ToTheGame
Spells of Gold preview on ToTheGame
Preview - posted by Saint_Proverbius on Sun 9 March 2003, 20:29:52
Tags: Spells of GoldToTheGame has posted their hands on preview of Spells of Gold. Here's a taste:
The game concentrates around you travelling from city to city while trading, solving quests and slowly gaining knowledge and experience. The prices on the goods change all the time but some trade routes are more stable than others. This means that you'll have to remember more than just what to buy and where to sell it. Constantly you will be given quest or missions you either can accept or decline. They are randomly generated and come in 2 types: One where you have to go visit someone, and sometimes return as well, and the other where you travel to a location either to kill everybody or to retrieve something. It's a great way to make money but it can get tedious after a while. The random generator also needs some fine tuning. As part of the storyline I was told to help a man because he was a "good man". He had done some noble things in the past, and now he needed some money. That ?noble? man then offers me a task to deliver some murder plans.
Random missions nearly always have these problems. Then again, I can name a few well received CRPGs where the scripted missions boil down to the same thing.
Spotted this at RPGDot
The game concentrates around you travelling from city to city while trading, solving quests and slowly gaining knowledge and experience. The prices on the goods change all the time but some trade routes are more stable than others. This means that you'll have to remember more than just what to buy and where to sell it. Constantly you will be given quest or missions you either can accept or decline. They are randomly generated and come in 2 types: One where you have to go visit someone, and sometimes return as well, and the other where you travel to a location either to kill everybody or to retrieve something. It's a great way to make money but it can get tedious after a while. The random generator also needs some fine tuning. As part of the storyline I was told to help a man because he was a "good man". He had done some noble things in the past, and now he needed some money. That ?noble? man then offers me a task to deliver some murder plans.
Random missions nearly always have these problems. Then again, I can name a few well received CRPGs where the scripted missions boil down to the same thing.
Spotted this at RPGDot