{"id":2266,"date":"2009-12-10T09:45:54","date_gmt":"2009-12-10T15:45:54","guid":{"rendered":"http:\/\/lungfishopolis.com\/?p=2266"},"modified":"2009-12-01T22:45:05","modified_gmt":"2009-12-02T04:45:05","slug":"variations-on-a-theme-part-vii-construction","status":"publish","type":"post","link":"https:\/\/greghowley.com\/lungfish\/2009\/12\/variations-on-a-theme-part-vii-construction\/","title":{"rendered":"Variations on a Theme, Part VII: Construction"},"content":{"rendered":"

Since I first played Adventure Construction Set on the Commodore 64, I’ve been a big fan of games that let you create your own worlds. The more detailed, the better. After the fourteen-year-old me played through Rivers of Light and dissected it with the editor, I created many an adventure. I assembled fantasy worlds where I created my own magic swords, my own versions of manticores and wyverns, and my own castles and dungeons. I created a remake of The Goonies after having seen the movie for the first time. The restaurant, the tunnels beneath, the pursuing Fratellis, and One-Eyed Willy’s pirate ship. I also remember adding a toilet that would attack you in the basement of the restaurant for some reason. I probably just thought it was funny.<\/p>\n

The Adventure Construction Set was a fun start for the twelve-year-old me, but it was just the beginning. I don’t think I got into videogame world-creation again until my adult life, when Neverwinter Nights was released with its Aurora Engine. The C-like language that they gave you enabled me to program my own rules for resting, where you were only allowed to set camp once per day, and you had a chance to be interrupted by wandering monsters. At an inn, you healed fully and there was no chance of monsters.<\/p>\n

Neverwinter’s scripting engine allowed me to set scripted events, triggers, and traps, and do more than you’d ever expect. All in all, I spent a good year creating my Neverwinter Nights adventure<\/a>.\u00a0I think there was only\u00a0once person who ever played it, and not to completion, but I had fun and learned a lot.<\/p>\n

Today, games like LittleBigPlanet allow people to create some pretty amazing things, but as a console game, it can’t have as deep a toolset as a PC counterpart could have.<\/p>\n

Andrew Armstrong brings things a bit further<\/a>, incorporating RTS games and Sim City into his construction theme. I suppose that if I expanded like that, the one game I’d certainly include is Dungeon Keeper. The game is ancient, but it’s still very good.<\/p>\n

In closing, I really enjoy games that allow me to create worlds, but the whole operation is so time-consuming that I can only really get into it once every ten or fifteen years.<\/p>\n