Well-designed games are engrossing, exhilarating, and altogether fascinating.  Some take a very simple premise, such as black and white stones and a grid, and become extremely challenging, like the Chinese boardgame Go.  Others utilize a number of complex principles and electronic technology, such as massively multiplayer games.  Either way, the ability to view problems differently and arrive at varying conclusions is thoroughly exercised in a good game, and they have captivated me since childhood.

The Elyon CBT2 was fun, and now Kakao Games has announced a new free to play model but also a release delay. Fortunately i've got the vast open world of Genshin Impact, developed and published by miHoYo, to explore.

I've also discovered a rebirth of one of my favorite free browser games in OpenEtG, based on the online trading card game Elements which was built in (soon to be globally deprecated) Adobe Flash and is no longer being supported by its original developers. Fortunately a new team has undertaken not only resurrecting this classic but has made some exceptional additions as well. I've also discovered the Royal game of Ur, probably the oldest board game known to human civilization, has been adapted to an online game, so i've been playing that a bit.

My Games


There are many different kinds of MMOs out there, from the nice-guy environment of City of Heroes to the cutthroat worlds of Ultima Online and Darkfall, from games which boast several high population servers to those which support a small population on only one server.  So what factors went into choosing the games i've played?  There are several, including the style of gameplay, the feel of the community, the amount of developer support and interaction, the quality of the lore and the overall design challenges.  Ultimately, the choice of MMO comes down to the individual.

At this point in my life, i must assert that my involvement with games has not become less enjoyable, but certainly less consuming than was the case previously. Not only do i find entertainment in many different kinds of media, i have also been blessed with a family which brings me greater joy than any i have known before.

I will, however, always be a gamer at heart. Here is a list of online games (mostly MMORPGs) with which i've been involved:

Age of Conan: Hyborian Adventures (closed beta)
Age of Wushu (open beta)
All Points Bulletin (closed beta)
Allods Online (open beta)
ArcheAge (open beta)
Black Prophecy (closed beta)
Bloodline Champions (closed beta)
Champions Online
The Chronicles of Spellborn
City of Heroes/City of Villians
Craft of Gods
(open beta)
Crowfall (closed beta)
Darkfall Online (closed beta)
Defiance (closed beta)
Devilian (closed beta)
Dragon's Prophet
Dungeons & Dragons Online Stormreach/Eberron Unlimited
Dungeon Runners
Elder Scrolls Online
(closed beta)
Elyon (closed beta)
EverQuest II/EQ2 Extended (open beta)
Gates of Andaron
Fallen Earth
Guild Wars
Guild Wars 2
(open beta)
Hellgate: Global
Heroes of Might and Magic Online
(closed beta)
Heroes of Three Kingdoms (closed beta)
Lego Universe (closed beta)
Lord of the Rings Online: Shadows of Angmar/Mines of Moria (open beta)
Need For Speed World (closed beta)
Neverwinter (open beta)
Neverwinter Nights
Path of Exile
(open beta)
Perfect World International
(closed beta)
RIFT (closed beta)
Runes of Magic
The Secret World
(closed beta)
Star Trek Online
(open beta)
Star Wars: The Old Republic (closed beta)
Tabula Rasa
(open beta)
TERA (open beta)
Vanguard: Saga of Heroes (closed beta)
Vindictus (closed beta/early access open beta)
Warrior Epic (closed beta)
WildStar (closed beta)
World of Warcraft
Wurm Online
(open beta)


Boardgames were my first introduction to strategy, and i've been fortunate to play a wide variety of them.  If you're interested, be sure to check out the latest award winners and nominees.

     Pencil & Paper (P&P) Games

Not quite boardgames, p&p games utilize a bit more creativity (and more time) than your average boardgame, yet offer an amazing opportunity for those who prefer to utilize their own rulesets and settings over those which have been strictly established for them.  The most famous p&p game of all time is Dungeons & Dragons in its various versions and varieties.  I played Advanced Dungeons & Dragons, which utilized the original D&D settings, classes, and races, but did so with an updated (and much better organized) ruleset than the original.  Three core rulebooks made up AD&D: the Monster Manual (1977), the Players' Handbook (1978), and the Dungeon Masters' Guide (1979).  Not only did AD&D add Bard, Illusionist, and Ranger classes to the original set available in original D&D, but also included the Paladin, Thief, Assassin, Monk, and Druid classes from original D&D supplemental modules.  This gave players many more options from the start as to how they could create their characters and party, and more thoroughly enjoy the amazing formula set forth by the originator of the concepts of leveling and looting which so many games have copied since. 

Shortly after the success of Dungeons & Dragons, many more p&p games became available.  The only one which ever carried my attention for any length of time are the White Wolf games, such as Vampire: The Masquerade and  Werewolf: The Apocalypse.  These games used similar methodologies as set forth by the D&D games, but further streamlined the process which allows the player to focus more on the action of actual gameplay instead of looking up which die is used to determine critical damage with a crossbow after Bane had been cast on a half-orc rogue wearing padded armor from 35 feet away or the different saving rolls required to avoid seduction from a harlot versus a strumpet.  Unfortunately, i found these games soon became convoluted as well in the developer's desire to turn further profit and create more classes and rulesets (changelings?  seriously?!). 

Nothing is failed from which something is learned.  --  Greyfang