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A Little Control, But Where is the Storm?

Ah, back to Pirate Storm I trudge, but this time it is to the concept of control that I turn my attention. While I could talk about the tedious point-and-click gameplay mechanism, it was the lack of control I had over gameplay style that upset me most. It was the skeleton play of commanding a ship, but what exactly made it a pirate ship? No sign of a crew, no pillaging and plundering, and not even the daring, swashbuckling madness of fending off the Queen’s men. Instead, it was pointing-and-clicking my way through a series of pointless quests, bypassing “enemy” ships and giant sea creatures. When I earned enough coin and diamonds, it was possible for me to upgrade my ship and its weapons, but for what? So that I could kill the same targets with more efficiency? So that my ship will be a taller series of specks in eerily quiet waters? This is a far cry from the trailer that had ships sweeping past with the sense of daring and danger.

Maybe I am too used to being able to customize, to be at ground level as I maneuver through a gameworld, and to follow an avatar and not just an object. I long for the ship from Assassin’s Cred: Black Flag where there was at least the sense of controlling a character amidst a crew and getting to navigate a ship and decide how I get to take down the enemy. Do I blast my cannons at them as I sneak up behind, do I hammer away at their defenses as we race across the seas side-by-side? Do I sink the bastard or board her to gain my resources? So many choices, so much more freedom to wreak havoc on the pixelated seas. There was always the sense that I was in control of my battle strategy and that my upgrades has physical manifestations beyond watching the point value for the damage I had done.  For me, that is what embodies control worth having: being more than an anonymous ship with little to no direction beyond killing targets and zone hopping. I allow myself to be controlled by the game by allowing it to direct my actions and giving up my free time and my efforts to win something, but I expect a certain level of control given to me in return.

Screenshot of gameplay from Pirate Storm: Death or Glory. Image hosted on Best MMO RPGs.

Screenshot of gameplay from Pirate Storm: Death or Glory. Image hosted on Best MMO RPGs.

Naval combat in Assassin's Creed: Black Flag. Image hosted on IGN.

Naval combat in Assassin’s Creed: Black Flag. Image hosted on IGN.

To Death or Glory Do All Maps Lead

Oh Pirate Storm, what to say about you? A land of open waters, dotted with islands, giant crabs, Sea Rats, William’s Guard, and players’ ships existing in a world dislodged from historical context. How to talk about seas where the waves do not roll under the fierce gales that sweep out before the approaching hurricanes? How to meticulously linger in a world where the sun never sets, the moon never rises, and the taverns are just a point-and-click, point-and-click away in harbors unconnected to towns?

Best to start with that which leads all players to their destinations. In a world where everything is a set of coordinates within sets of squares, the map will always guide the player to the wharf. It is not often that we think of maps as technology, or the pen that traced its geographical contours, or the alphabet and the symbols that compose its legend, and yet maps are still a technology, long before Google Earth changed how we viewed our world. Linked together as a rope, the “zones” of Pirate Storm exist on a map, aptly titled “World Map,” and within each zone are squares littered with dots for ships and enemies, islands, and an anchor symbol that identifies the (only?) harbor located in that particular zone. However, the World Map and Zone Maps are not the only ones; Bonus Maps become available, modeled much like the zone maps but filled with rampaging enemies (as compared to the more passive enemies who only engage in harpoon warfare when struck first). While the world and zone maps are static, a smaller map appears in the bottom right-hand corner of the screen, letting players see but a smidgen of the watery world they are expected to traverse.

Just a Taste of the Grand: