Saturday, October 25, 2025

Sandor II and Daemonsgate: Summaries and Ratings

 
My most recent loss.
        
My current Wordle "win" percentage is 97%. I hope we can all agree that's not some kind of flex. Wordle is an easy game. Occasionally, you get into the kind of trap depicted above, but that certainly doesn't happen often. I thus occasionally indulge the fantasy that if I just win enough games in a row without losing them, the wins will overwhelm the losses to the point that my win percentage rounds to 100%, and then maybe I'll get a personal call from the president of MENSA or something.
    
I realized during my hiatus that I'd been thinking about my statistics in the right-hand column (sorry, mobile users) the same way. These days, it takes about 35 wins to nudge the "won" percentage a point higher, but some part of me has been looking forward to the day when it rounds to 100% or is actually 100% because I've gone back and finished the ones I've lost. Either plan is folly. If I never lost another game, my wins would round to 100% (just for games that have a winning condition) at Game #9950. As for going back and winning the rest, there's no way in hell I'm taking the time to win Moria, let alone Angband and BOSS: Beyond Moria too.
   
In fact, the thought continues, I've been thinking about those statistics all wrong. Higher isn't better. They're already too high. There's no way that 9 out of 10 games deserve to be played all the way to the end. I am old enough to start to make out the reaper's shadow in the distance, and yet I chose to spend the equivalent of seven working weeks on Fate: Gates of Dawn?! When I've never played the original Fallout or Wizardry 8? I should be pumping up those "loss" numbers, not trying to reduce them. I don't want to go back to the way things were during my first year, but I think from now on, until my win/loss ratio gets down to 85/15, the burden of proof is on the game.
   
So let's rip off that Band-Aid and get started. I'm going to soft-pedal the GIMLET for these two games. If you want to see the specific scores, you can go to my ratings spreadsheet; here, I'm just going to discuss the strengths and weaknesses and final score.
         
       
Sandor II: Kotalan und die drei Schwester'n
"Sandor II: Kotalan and the Three Sisters"
Germany
Motelsoft (developer and publisher)
Released 1991 for Atari ST
Date Started: 27 May 2025  
Date Ended: 20 October 2025
Total Hours: 15 (not won)
Difficulty: Moderate (3.0/5)
Final Rating: (to come later)
Ranking at time of posting: (to come later) 
            
Summary:
 
The third RPG from the German developer Motelsoft, Sandor II puts the player once again in the land of Sandor, where an evil wizard named Kotalan has kidnapped the daughters of King Salinos. A single pre-created character must assemble a party and ride to the rescue. Top-down overland exploration contrasts with first-person dungeon exploration, with themes and mechanics cribbed from several popular American titles. A relatively linear narrative leads the party from city to city, dungeon to dungeon, finding objects necessary for the next step, often by solving some kind of riddle or mechanical puzzle. Combat takes place on a tactical grid, likely inspired by 1980s SSI titles. Sound is scant and annoying, and the graphics and interface are a confusing mess, somehow regressed from the original Sandor.
 
***** 
 
Between the two games I'm wrapping up today, I feel worst about Sandor II. I'm not really "stuck" in it. If my mother's death hadn't forced a hiatus in the middle of the game, I probably could have finished it. My perception is that it's fairly nonlinear geographically but linear narratively, with each dungeon offering a clue or item necessary for the next dungeon, all the way to the presumable end. It was the same approach that the developer used with Magic Tower I: Dark Stone Ritual (1992).
   
Motelsoft is the kind of low-budget developer that its name suggests, but it's competent at analyzing the best elements of beloved commercial RPGs and combining them in interesting ways. I've said before that I think SSI's Shard of Spring (1986) and Demon's Winter (1990), two of the more under-rated games that I've covered, inform the core mechanics of Sandor and its sequel. But there are also elements of Pirates!Dungeon Master, Phantasie, and probably a few other titles. Like Origin, the company never uses the same interface twice, which I also find admirable, particularly given their prolific output. Sandor II offers decent character development, inventory, puzzles, and backstory.
     
I kept looking for the "Visit the Governor" button.
     
But the game is a slog for three reasons. First, the combat takes far too long for the limited combat mechanics that the player is afforded. I believe Dungeon of Doom (1980) was the first game to use a tactical grid. Other notable appearances are in Tunnels of Doom (1982), Galactic Adventures (1983), UltimaIII-VI, and of course the Gold Box series. I've never articulated this in so many words before, but I've come to believe that a developer shouldn't waste a player's time with a tactical grid unless it offers enough tactics and environmental features to make the battle truly tactical. In other words, if you can't meticulously target the radius of a "Fireball" or make enemies come to you one at a time through a narrow mountain pass, then why don't we all just save time and fight our battles from a menu, thanks.
     
Oddly, the combat interface from the original Sandor was more attractive.
     
Problem #2 is the all-mouse interface, my objection to which many of you do not share or understand, so you're going to have to imagine the complete lethargy that overtakes me when I open the game and start clicking my way around the menus. Even if you regard the mouse as an acceptable tool, you must recognize that some interfaces are not well designed for it. To wit:
   
  • Good use of a mouse interface: Exchanging an item of equipment by dragging it from one character and dropping it on another.
  • Bad use of a mouse interface: Clicking on "Camp," then clicking on "Give," then clicking on the name of the character giving the item, then clicking on the item, then clicking on the name of the character receiving the item, then clicking "Okay."
   
The final straw is the one I'd rather not admit. I think part of me worries I'll get slapped with a Title VI violation. I'm just sick of stopping to translate. It's a complete momentum-killer. Understand that I'm not blaming the game for being in German. Both the authors and the audience were German. But it does prevent a brisk experience when I constantly have to stop and switch to a translation window. And before I get a bunch of comments suggesting other options, trust me, I've tried them. Anything that presumes to speed up the experience brings an equal number of speed bumps and other problems.
      
Sigh.
     
Issues #2 and #3 come together to create, I suppose, a fourth problem: I just find the game really confusing. I keep missing menu options, misinterpreting riddles, and finding items that don't seem to directly translate, and that I lack the cultural context to evaluate. Look at the riddle discussed here, for instance. It's discouraging to have to constantly stop and get help from German readers. This is all going to come up again, of course, but hopefully when it does, I won't be trying to get momentum after a long hiatus.
     
This screenshot has no particular reason for existing here.
        
In the GIMLET, pretty much every category registers in the 3-4 range except for NPCs (there really aren't any, aside from some "encounters") and graphics, sound, and interface (all poor). I gave a 5 to character creation and development. Everything else is "not bad but not outstanding," the kind of message that the final rating of 33 is intended to send.
   
Motelsoft will have plenty of additional chances, of course. Projekt Terra (1991) is still on my backlist. Escape from Ragor (1994) was selected for my 1994 list. There are 15 other titles, all the way to 2006.
 
****** 
         
      
Daemonsgate
United Kingdom
Imagitec Design (developer and publisher) 
Released 1993 for DOS 
Date Started: 4 August 2025   
Date Ended: 20 October 2025
Total Hours: 26 (not won)
Difficulty: Moderate (3.0/5)
Final Rating: (to come later)
Ranking at time of posting: (to come later) 
        
Summary:
 
This ambitious title has the player take the role of Gustavus, the guard captain in the city of Tormis, which has inexplicably been surrounded by besieging demons. Gustavus must assemble a party of allies, flee the city, discover the source of the invasion, and end it. The game features a continuously-scrolling, top-down world, much like Interplay's two Lord of the Rings games (and the later Infinity Engine) games, plus real-time-with-pause combat not unlike MicroProse's Darklands. The world of Hestor is a detailed, compelling place, informed by a huge chunk of lore in the manual, a background video, evocative maps, and multiple cinematics. Thousands of NPCs contribute to this lore. Alas, the developer's ambitions are sunk by tedious gameplay, including enormous cities (with no automap), an extremely long main quest, a confusing interface, and a character development system that encourages the player to front-load his grinding and coast through the rest of the game. 
 
**** 
      
Abandoning Daemonsgate is part-choice, part necessity. I can't get the next plot point to trip. Internet sources, including comments on my last entry, say that when I entered Pestur's Gate, someone was supposed to show up and direct me to meet Councilor Pestur in one of the inns. I can't make this happen no matter what, and if I meet Councilor Pestur in the town offices, no keyword I feed him advances the plot. I could reload an earlier save, do the more recent stuff, and try again, but that's where the "part-choice" comes into play.
       
Even as I leave the game, I love details like this.
     
It's so disappointing. As I covered in my first entry, the backstory and materials for Daemonsgate are wonderfully compelling. The interface, which is otherwise a bit of a mess, has some strong features, including an in-game encyclopedia that slowly builds as you talk to people, detailed descriptions of all items, and a party that slowly grows by convincing NPCs to join you. Unfortunately, the development team was too small and their ambitions too large. So many things don't work that I started keeping a long list.
       
  • There are dozens of items in stores that seem to serve no purpose, hinting at game mechanics never implemented: lanterns, armorer's tools, fletcher's tools, flint and steel, chalk, and so forth.
  • About half the time you try to leave a conversation with someone with the ESC key, the game crashes.
  • NPCs often say things that suggest they were meant to be in different buildings or in different towns, or offer dialogue that seems to belong to other NPCs.
       
We are not in a guild.
      
  • NPC dialogue has a constantly-growing list of keywords, most of which the NPCs have no reaction to.
  • Taking a boat trip resets your preferences for music and sound effects.
  • Shops routinely buy and sell something other than their signs indicate.
  • Whenever I examine my food inventory, no matter how much food I have, the game says I have 7 days' worth.  
     
Those are some dense fruit loaves.
    
  • When you pay for lodgings, you get an object called "Lodgings" in your inventory which sometimes, but not always, goes away when you rest.
  • The towns, while evocatively designed and filled with details, are so large that it's nigh-impossible to find anything. 
  • The game requires a mouse to select commands from menus. The placement of commands on menus doesn't make any sense, and one menu has only one command. The words are small enough that it's easy to select the wrong ones. There are insufficient keyboard backups.
  • Inventory management is a confusing, unintuitive mess.
  • Character development is entirely player-driven through training and practice sessions in camp. The player is highly motivated to just get it all out of the way early in the game.
  • It is too easy to acquire the best inventory or near-best inventory early in the game.
  • The above two factors trivialize the combat system. 
  • You can avoid combats anyway by entering and then escaping. Even fixed enemies disappear when you do this. I suspect that this can break the game in places.
      
At 26 hours, I was probably only a third of the way through the game. Judging by a couple of resources, I would have spent at least a few weeks (real time) running around the continent, finding the five temples in the five "Skull Mountains" and activating the "Matrix Configuration," which would trap any further demon arrivals in Elsopea. Finding each temple involves a host of sub-quests, doing favors for local rulers. 
     
I think I found the right inn.
      
Returning to where we last saw Alathon, we would have discovered that he had moved on, prompting a long chase and several more sub-quests, culminating in the discovery that Alathon was dead. His spirit, trapped in a bottle, would have told us that to close the titular gate, we would need a Lore Master (Alathon himself) and a powerful Daemonologist. We would have picked up the Daemonologist in Dryleaf after doing a favor for him.
   
The next phase would have led us to the tomb of Karadith, a hero from the game's lore, and the recovery of his sword, the only weapon capable of slaying the daemon leader Alkat. Finally, we would have returned to the city of Tan-Eldorith, gone through the gate to the demon world, and destroyed it from that side (here's a video of that). We would have gone to Alkat's citadel, killed a bunch of sub-bosses to get various keys. ("This last level is VERY BADLY DESIGNED!" says a walkthrough that mysteriously ends abruptly with that sentence.) We would have confronted and killed Alkat, triggering the endgame cinematic. Even though we would have destroyed the gate, Alkat's death would have "torn a hole in the void," sending us to a mysterious place, and setting up the backstory for Daemonsgate II.
       
Confronting a demon earlier in the game.
             
The GIMLET comes to a 38, which in earlier years would top my "recommended" threshold, but which by 1993 is either on the line or just below it. This score is bolstered by its strongest category, particularly the game world (8), with which I find no fault except a lack of change based on player agency. NPCs and equipment both get a strong 6; the rest of the scores are 2 or 3, lowered by factors like the ones I described above: no character creation, a weak development system, confusing combat, no magic beyond creating things in camp, a poor interface, and tedious gameplay. 
 
Alas, poor reviews killed any chance for that sequel. In an April 1994 Computer Gaming World review that I could have written myself, Bernie Yee says that the game is "composed of good elements, but in their overly ambitious attempt to create a huge and complex world, the designers failed to integrate the good parts into a great whole." He laments the lack of any kind of automap, which a game with cities this size really needed; he calls the graphics "mundane" and "uninvolving"; and like me had problems with the interface. 
     
The knowledge base, offered by many games in the current era, was one of the game's best innovations.
        
MobyGames's round-up of reviews shows a median in the 60s, the lowest a crazy 15% from the Czech magazine Score: "Daemonsgate is rubbish. Its poor presentation and poor execution are perhaps surpassed only by its impossible story and lackluster gameplay." The best score, at 94%, came from the January 1994 Electronic Games: "A role-player's dream . . . complex and masterfully done." The author would disagree with the multiple items on my list: "The only thing really missing from the game is a good auto-mapping function." The German ASM, in June 1994, provides the average take: "While the story behind the game is certainly interesting, by the time you've encountered the first scrap of truly relevant action, you've already lost interest three times over."
     
The game's lead designer was Nigel Kershaw, whose only previous experience had been a board game called King's Table: The Legend of Ragnarok (1993). Daemonsgate may not have been successful, but it didn't seem to affect his career: he has remained in the gaming industry for the subsequent 32 years, most recently at the Liverpool-based Wushu Studios. This was his first and last RPG, however. (It was also Imagitec's last RPG; its subsequent offerings were almost all action and racing games.) I made tentative contact with him over the summer and really hoped to get some more background from him, but he stopped responding to my messages. Perhaps he didn't care for my first few articles.
    
As I suspected, that hurt a bit, but perhaps with these two games behind us, I can get some momentum and wrap up 1993 before we wrap up 2025. 
 

56 comments:

  1. I definitely understand the urge to completionism, but I think you're right to move on - especially Daemonsgate, since I checked a walkthrough when I saw where you'd gotten stuck, and the huge amount of the game left made my heart sink, since you'd clearly already plumbed its mechanical depth. Glad to see you back and excited for what's ahead!

    >I think part of me worries I'll get slapped with a Title VI violation.

    So there's good news and there's bad news about federal civil rights law these days...

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  2. "In other words, if you can't meticulously target the radius of a "Fireball" or make enemies come to you one at a time through a narrow mountain pass, then why don't we all just save time and fight our battles from a menu, thanks."

    Not only is this correct, but a lot of the more basic tactical-grid setups have LESS room for strategy than a simple menu-based system of the Wizardry or Final Fantasy style.

    If nothing else, the menu style lets you easily decide things "I need to kill THIS guy first, because he does nasty status effects on touch, but I should first use my magic-drain ability to eliminate THAT guy's powerful magic attacks, the four meat shields in front can wait." In a lot of badly-designed tactical systems, you just slog through and kill people in the order your reach them.

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  3. Pity about Sandor II, which is really undocumented. I was hoping you'd get past the point where I got stuck, but you did not get particularly far. I can send you my notes plus a short writeup, at least what I remember, if you want to post a brief follow-up documenting what is known. If you'd rather close the chapter on that game, that's fine too, I'll write a short summary in the comments.

    Not too sad about Daemonsgate, I didn't feel there was anything new coming except for the rest of the plot, which you can read in a walkthrough.

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    1. Yes, I would welcome a guest entry on even part of the rest of Sandor II, or any other game that I abandon.

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    2. I'm tempted to give Sandor II a go myself; the notion of playing through something hitherto undocumented does appeal, and it hasn't struck me as offensively bad from what's been written so far. (I'm cheerfully aware that I don't really know what I'm getting into, though.)

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    3. Man, I've got a lot more respect for the tribulations involved in playing these foreign language games now. I spent hours on this over the weekend and managed to achieve almost nothing in gameplay terms; almost all of the time was spent translating everything and building up my own library of notes in English to reference later.

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  4. Bravo to your decision that not every game is worth your time.
    (It took me decades to come to the same conclusion regarding books.)

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  5. Your decision not to play every game until the end may turn to be one of the best on this blog from the point of view of the readership (or at least the part of it with my outlook on things). I stated it often, but I always preferred the short coverages as they have the perfect balance of mechanical description and story-description. Also, there are two pleasures in reading: discovery and recognition - recognition is probably going to be limited to big titles like Ultima or Betrayal at Krondor, and the pleasure of discovery is going to be fairly limited by the 3rd article of a game that does not stand out anyway. There isn't a lot of Tolkien hidden in those games.

    I suppose that's one of the advantages of wargames - I can play it once, win or lose, and then move on and still have seen 100% of the game.

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    1. I agree -- I prefer entries that are shorter and don't try to cover the games as comprehensively. I can only remain interested in lengthy, detailed coverage if I have played the game myself. (I do not intend this to mean "I want you to cater to my preference," just a note that there are at least some readers who are OK with shorter, less comprehensive entries.

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    2. 6. I don't have to win every game, but I must play for at least six hours.

      Rule number six is becoming much more important, especially its first part. I am absolutely fine with that. Keep Baldur's Gate closer than Baldur's end (the mythological Baldur died).

      In the near future, I might comment: "Very nice post, interesting game, you should apply rule 6 now".

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  6. I have long been an advocate for the return of the 6-hour rule, especially for games that are reasonably well documented elsewhere. And if anything, I think you're too generous with Daemonsgate - while its backstory may be fun, it's ruined by how nonsensical the actual story (i.e. quest progression) is. Sandor is a somewhat bigger loss - but that you even try to play text-heavy games in languages you don't speak is admirable.

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  7. As someone who finds your documentation of obscure titles the most interesting and apreciates the fact that your blog is, in some cases, the only place that documents them properly (as opposed to just stub entries in databases), I have to say I understand your decision 100%. I'd even add that the burden of proof is always on the game regardless of your win ratio. The 6 hour rule is still technically in effect I suppose? You have barely used it in the past. But how many games that seem limited or seriously flawed after 6 hours are going to improve after that? Almost none I guess, and then, you'd propably know which ones might be worth sticking with a bit longer.

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  8. If it helps to gain back some of the lost enthusiasm...if not, maybe it's better to call this project quits and move on playing all these games you mentioned just for private fun, maybe blogging about it or maybe not. Since I get the impression lately that you've lost your fun and motivation with all this and it's becoming a chore you do more or less unwillingly.

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    1. There's always one of these guys...

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    2. ...and posting anonymously, of course.

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    3. I'm wondering if this, too, is an element of a hybrid war - anon commenters effectively calling "Lay down, G.I.!". Stay strong, Chet.

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  9. I've recently (as in, the last couple of years) started going through older games and trying them out. I find that any games which came out after I started gaming feel acceptable to me, but I do have to force myself through a bit of a mental barrier with RPGs from 'before my time'. While playing a few of these and researching them, I've stumbled across different posts on this blog and they've been very informative and interesting, and it's great to see someone with such a passion for this particular niche. I try to avoid reading anything about games i'm yet to play, as not to spoil things for myself, but today while researching about some of the PLATO games I found myself back here and for the first time clicked through to see what your latest post was... What an incredible time for me to choose to do so!

    I have a real problem with the compulsion to 'finish' a game (even though sometimes i'm not sure what truly constitutes 'finishing' something) and I find myself playing poor games way past the point of enjoyment, through a mixture of not wanting to be beaten but also feeling like I can't really give it a fair judgement without seeing it all. This post really connected with me and I can relate to your statement about certain games you've yet to play, yet the amount of hours you have sunk into games you wouldn't necessarily recommend to others. It's a fantastic attitude switch, I think, and one I'll be looking to perform also. I hope you feel the shackles loosening as the win percentage drops a bit, and manage to enjoy a sample of more games that are out there, yet to be explored!

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  10. I was going through the Wizardry series recently and was just thinking how Wizardry 8 is a decade away from Wizardry 7, both in its release date and your blog, and that made me sad because your descriptions of the series were excellent. While Wizardry 8 is still far away in this blog, I am happy that it’s at least a little bit closer.

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  11. Totally off topic and I apologize for the backseating, but a tip about Wordle:
    When you're in a situation like the one pictured where you have several guesses and only one letter left, a better strategy than trying one letter at a time would be to make a list of all the letters that could possibly fit and then guess words that contain as many of those letters as possible.
    In the example pictured, you could have used "shrew" as your fourth guess, for example. This would have had a 0% chance of being the correct word, but the fact that the "w" would have appeared in yellow would have told you what the correct word was. And if all letters had come back grey, you'd at least have eliminated three possible solutions (sound, round and wound) with a single guess.
    I also often find it helpful for my second or even third guess to not use any of the letters green letters from my previous guesses. That way I can discover as many new letters as possible.

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    1. It's fascinating to me to find out that people are still playing Wordle. I thought it has long gone the way of 2048.

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    2. That isn’t allowed if you’re playing Wordle on Hard mode, though.

      (I’m still playing Wordle and I know a bunch of other people who are too - NYT is basically a games and cooking company with a news organization attached to it at this point. Anyway, only a couple years til the word list is exhausted and we can all move on for real).

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    3. Yeah, that was my answer. I enabled "hard" mode a long time ago, and it forces you to employ the confirmed letters from previous guesses.

      I agree that Wordle is a bit stale. Be for my mother died, we used to play Jotto, which is a harder form. We'd text each other one guess per day. I miss that.

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    4. I used to play hard mode, but I eventually turned it off because of situations like you highlighted at the top, where hard mode essentially just results in luck rather than strategy/skill.

      The reason I keep doing wordle is that I have a group chat with friends where someone picks a starting word each day and we all use that and then share our results.

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    5. I still play Wordle, but I'm also fond of Waffle - which also has a new one called OneWordSearch that won't eat up your day.

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    6. You ever play duotrigordle it's pretty cool if you enjoy wordle

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  12. I think the blog is yours, so do what is right for you! As has been discussed, the games are all much longer going forward and finishing all of them is not something that is feasible if you have a life outside of slogging through them. Derivative works and the numerous sequels that are more of the same can only lead to frustration. Heck... If there are holy grail games out there like Wizardry 8... Just toss them in every 10 games or so. I do appreciate the completeness of basically every CRPG through 1992. As the internet and started in the 1993 era much more has been written about the games in following years and is extant, so I think you have less of a need to comprehensively play all of them.

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    1. Chet is of course free to do whatever he wants, but I fear that introducing "holy grail games every 10 entries" will sound the death knell for this blog.

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  13. I must have missed the announcement, but belated condolences to you and your family Chet x

    ---

    The wife and I played a lot of wordle/quordle variants before our recentish switch to NYTs crossword. Turns out you were right all along and crosswords are a good time. Still cant get my head around Jazz.

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    1. NYT has almost too much stuff these days. I do about four crosswords per day (the current one plus three from the archive), Wordle, Spelling Bee, and the new "Pips" game with the dominoes. Sometimes "Connections" and "Strands." It's a wonder I ever have time for RPGs.

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    2. We should try some older ones, Rita Ora, Issa Rae and Brian Eno each earn an eye roll at present.

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    3. At which point you’ll be eye-rolling at Mel Ott and Bobby Orr!

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    4. Maybe you should (play Daemonsgate and) take a boat trip ;-).

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  14. As folks said, you should do what you enjoy and not what you don't! I personally am glad to have read the exhaustive writeup of Fate: Gates of Dawn but might have been less glad to play it.* But even for a reader it's more rewarding the first time.

    BTW, "Dungeon of Doom (1980)" seems not to have made it to the Index of Games Played by Title and is still marked NP on the master games list.

    *Or maybe I would have, that Legerdemain game I sometimes talk about turns out to be very long and I'm not even rushing it now that I'm near the finish line. But it's also the only RPG I'm playing.

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  15. I think you're making the right decision, Chet and I'd go further: Play Fallout now. It's a great game and I know I'd enjoy your discussion of it.

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  16. AlphabeticalAnonymousOctober 25, 2025 at 6:47 PM

    I can only agree with the other supportive comments here: this sounds like a good decision that has been a long time coming. Onward!

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  17. I think your choice to not push to finish so many games is a good one.
    Here's hoping you get to Wizardry 8 eventually! It has my absolutely favorite CRPG combat ever. The only thing that competes, I think, is early Gold Box games.

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  18. Lurky a.k.a. Nine-Fingered MattOctober 26, 2025 at 4:38 AM

    As long-time reader since 2013 I am thrilled by this change. The last few years, I caught myself being bored by many entries, not through fault of Chet, but through fault of the games not adding much. I always enjoy the analysis, how do systems work, why do they work etc., not so much the point by point narrative of what happens in a game. These narratives have become exhausting to me, many stories just being variants of well-known tropes. Applying the 6h rule on boring standard stuff could also offer the room to do comparatively more analysis on all things crpg. Take care Chet and thanks for the pleasure you are giving us with your blog! :)

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  19. Belated condolences. Such points in life make one reconsider one’s own way.

    You are totally correct and the games that are ahead of you will be long, and part of a tradition where many key elements of crpgs have been identified. So innovative elements will be there but more limited. You should seriously break off games that are a slog after a maximum of 6 hours if not less. Let someone else write a guest entry if there are volunteers.

    What I would seriously like to read, and what is hopefully a worthwhile spending of your time, would be a re-evaluation of the Gimlets of the benchmark titles. Is Starflight still the best game world and why? Why is Ultima V still strong there?

    Why? First of all, as in many such endeavors one’s own experience gets better and it would be a good point of reference for future games, especially when you will shorten the documentation. Secondly, I think it’s time to develop a strategy to deal with those titles like Fallout and Wizardry 8:

    Will at a certain point good games only get 10s in most categories? Will you open the gimlet scale to maybe 12 or 15 to cope with the better games ahead?

    Anyway, you are probably the most experienced person dealing with crpgs in the world, youhave published a vast documentary on early titles. Now have some fun in the times ahead and maybe try to build on that experience to review those titles that are worth your attention in a way no one else has done before.

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    1. AlphabeticalAnonymousOctober 26, 2025 at 9:31 AM

      Not that it's up to me, but I'd have to argue against any comprehensive re-evaluation of the GIMLET scale (or even of large numbers of already-ranked games). Imperfect or not, subjective or not, it's the closest thing extant to a consistent ranking scale for all games in the field.

      Plus, the last thing we want is to encourage all the commentors who inevitably ask for one-point alterations in this, that, or the other category at the end of each game.

      What I would be interested in seeing is the complete, detailed rubric for the GIMLET ranking. From notes in various Rating articles over the years, I've gotten the impression that there a number of details in the evaluation process that aren't described in the GIMLET description article.

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    2. Early 90s are already close to peak RPG experience, so there's little need to extend the scale. Past this point they get prettier and more narrative-heavy, but I struggle to think of any significant gameplay improvements that would warrant such an extension. Many things actually get worse past mid-90s.

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    3. As a PS: maybe it’s also a good idea to rescale the scope of documentation. E.g.: after 2hrs you may exit a game and deal with it in a *very brief* way, like this post, mixed together with other games and without a detailed Gimlet. This is reserved for shareware games without real innovations, poorly designed/unplayable commercial games that are heavily inspired by other titles and games behind a language barrier.

      The next level would be your 6hrs option. You would need to pull the brake here more often and are free to do so without any further explanation, but then explain your decision in a brief.

      For the statistics, both levels are not included. They are left open for the time when you retire or cloning technology allows you to have multiple Chesters work on these games.

      This would (hopefully) bring you back some of the enthusiasm and joy that helped you start this blog and get to the juicy bits you (and we all) have been waiting for for years.

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    4. @ AlphabeticalAnonymous & Not-Prince: That wasn’t my intention, you‘ll always have people scream 1 point more or less with factor analyses, that’s their beauty but also their greatest flaw. On the other hand, they are well suited to make clear why a certain person came to a certain opinion and illustrate relative differences between reviewed items.

      One of the many things I like about reading this blog is a sense of the evolution of crpgs. And I don’t know if we have already reached the end as VK argues.

      So, *if* the Addict will consider his strategy for the next years, one thing I‘d like to see, would be a discussion where crpgs are now in his view and make this clear by naming certain benchmark games.of course there’ll be dissent and discussion, but that can be done now on the foundation of 560 played games.

      If not, well it’s his blog and he may do what he wants.

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  20. Count me as another one who both thinks having hitherto basically undocumented games covered is a standout feature of your blog while at the same time being in favour of starting to apply the 6h rule for the reasons you yourself and other commenters have mentioned.

    Maybe also being stricter on your other rule allowing to reject independent and shareware RPGs if they are clearly amateur efforts with no innovations or accolades attached to them. While the new approach starting with 1994 games should reduce potential cases, these could still be found among the 10 random 'new' games and, especially, the backlist

    I'm not even sure you need to adhere to a 85% win ratio as a new 'minimum' (as I understand you're hinting at) before finishing your coverage of games after 6 hours if they do not bring anything new and/or interesting to the table in terms of playing and/or writing about them. I'd expect games to get longer to finish (i.e. win) on average going forward and if all you see are the same hoary tropes and repeated dull mechanics turning a game into a slog, you might consider whether it's worth your time, both for playing and for writing, even if that stat dips a bit more. And I'm saying that as someone who understands the urge to finish every game started... .

    Not sure if my calculations are correct (I left out games in progress as well), but it seems to me if you wanted to keep at least a 85% win ratio of winnable games by game 1000, you'd still have to win about 79% of the remaining winnable games until then, so around four out of five. That's assuming the winnable ratio stays constant, while I'd think the mentioned new approach notably raising the percentage of well-known games as of game year 1994 will probably result in a higher one and a greater average game length at the same time.

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  21. "I believe Dungeon of Doom (1980) was the first game to use a tactical grid. Other notable appearances are in Tunnels of Doom (1982), Galactic Adventures (1983), Ultimas III-VI, and of course the Gold Box series."

    Not sure I'd include Ultima VI here? Ultima VI is closer to combat in Ultima I and II. You attack enemies on the overworld map

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    1. Yes, but it's still a tiled, turn-based combat space with considerations like range and obstacles. The game doesn't have to take you to a separate screen because all characters are depicted in the main exploration window already. I don't think that "switching to" (a tactical grid) has to be a key part of the definition for what a tactical grid is.

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  22. Yeah, no need to finish these games.

    About your mourning, just an advice - if you have not watched them, do not watch either Aftersun or the Midnight Mass series. They really messed me up after my dad's death.

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  23. Life is too short grinding through all these obscure games. Your 11 hand-picked games from 1994 are great picks. I wouldn’t spend too much time on the 10 randos- it will be apparent if a game is a tedious derivative a few hours in.

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  24. I feel like I have to clarify something. I was feeling bad about bailing on two games at the same time, so I wrote a long preface in which I worked through my justifications for doing so. Those paragraphs were not intended to announce a major change in direction for my blog. Even if I push myself to win slightly fewer games, it won't be THAT noticeable in a game-to-game sense.

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  25. Will you always allow yourself to check walkthroughs after you decide to let a game go to check what you/we missed?

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  26. You've already stated in a previous post that you were going to do this; now is the time to apply that rule.

    You've talked before about difficulty in returns from hiatus too. Do what you need to get back to enjoyable playing and blogging :)

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  27. If you don’t beat these games, then the terrorists will win. Never surrender

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  28. On grid-based combat: Just because the combat is grid-based doesn't mean it's strategic. I learned that the hard way playing Koei's "Inindoh".

    On playing games in foreign languages: Several times, I've tried to play RPGs in languages I wasn't fluent in, either by manually entering the in-game text into a machine translator, or by ignoring all the non-menu text and hoping I can infer what needs to be done next anyway. (And yes, one of those was a Taiwanese IBM-PC version of the aforementioned Inindoh.) The only one I've managed to finish in this manner was the Famicom version of Bard's Tale 2, and even then, I needed a lot of help from ASchultz's guide to do it.

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    1. I think that was my point: If the developers aren't going to actually use the grid for strategy or tactics, don't wast e the player's time with it.

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  29. Totally understandable cutting some games short. Some just need to be forgotten and we'll be entering, if not already in, the era of exponential growth in number of games that you couldn't cover in two lifetimes.

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  30. I am the master of this guild.

    Sir, this is a Wendy's.

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