When I wrote about Crystal of Atlan yesterday, I certainly wasn't expecting to be writing another First impressions piece about a different game today. And I'm not going to, not really. I am going to say something about Bitcraft though.
Bitcraft is "a true single-world MMORPG" according to its Steam Store Page, which goes on to describe it as a highly social game in which "you’ll foster deep social connections and find endless opportunities for collaboration", so you can see why, although I've known about it for a good while, I haven't mentioned it before or paid much attention to it. All I knew about the game until today was what I'd read in a few news items and a maybe a couple of paragraphs in blogs. I think Tipa might have said something about it once...
Well, now I have the deep insight into the game that comes from having spent almost three-quarters of an hour playing it. It would have been longer but the game is suffering from massive overcrowding, server lag and memory leaks right now and the forty-three minute mark was when my PC gave up and shut it down.
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I woke up in a field? What was I drinking last night? |
That short exposure was enough to tell me pretty much all I needed to know, though. It's handy that I played Crystal of Atlan yesterday. It gives me a great benchmark for picking up a new game that I didn't know anything about and giving it a go. It also makes for a fine illustration of the contrast between supposedly soulless, high-gloss, mass-market product and scrappy-but-heartfelt indie niche efforts.
Here's the key difference, as filtered through my tastes and preferences: ever since I logged out of Crystal of Atlan I've been thinking about logging back in and playing some more because it was fun. Even as I was playing Bitcraft and the game was obviously about to crash, I was hoping it would so I could stop playing and go do something more enjoyable instead.
Crystal of Atlan was fun from the start. Bitcraft might get to be fun at some point but it was very obvious it was going to take a long time and a lot of work before anything like that happened. I get that, for lots of people, what I'm labeling "work" is the fun but I am very clearly not one of those people. I might have been once but not any more.
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It's not much but it's... okay, it's just not much. |
I don't want to rag on Bitcraft. It's very easy to see the appeal and I would guess that, of its genre, it's likely to be one of the better examples. It certainly looks good. Excellent, in fact. The graphics are highly stylized and quite lovely. The UI design is especially well-done, with a book-like aesthetic that manages to be both attractive to look at and comfortable to use.
The same, unfortunately, cannot be said about the controls, which are some of the worst I've had to deal with since Final Fantasy XI. There was some minor discussion of this in chat while I was playing, although as is common with crafting-oriented games still in testing, there was a good deal of sitting happily inside the silo while chugging the Kool-Aid. Several people referenced Runescape as an explanation of why the controls are as they are but I've played Runescape and I don't recall having anything like this amount of difficulty getting my character to do what I wanted. It's just bad design.
As soon as I got into the game almost literally the first thing I did was to go into Settings and change a bunch of things. The game uses Click-to-Move and Follow-the-Pointer for movement, which is fine. Lots of games do. To look around you, though, you have to use the Arrow keys. Who uses the arrow keys? I haven't used them since EverQuest more than two decades ago. I forgot they were even there!
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The camoflage look is in again this year. |
Sprint, usually bound to Left Shift in most games I've played, is here bound to Space. What's Jump bound to then, you might be wondering. Nothing. You can't jump. You can climb, though. And "Fast Climb", too. That's what Left Shift does.
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Care to show me your manoeuver, Heimlich? |
There were other, similar issues. Before I even attempted to move my character from the spot in the middle of a vast field of grass where she'd woken up, I changed all of the above keybinds to something that suited me better. Credit to Bitcraft for having fully rebindable keys, albeit with too many warnings and confirmations to get the job done. (Also for having a simple screenshot option that removes the UI.)
Unfortunately - that word again - a few minutes later I had to change them all back. There's a little Wisp that pops up and takes you through the basics in an extended tutorial. He's chatty and I quite liked him. I was happy to follow his instructions. Only, whenever he tried to show me how to do something, like sprint for example, he couldn't tell I'd done it if I'd changed the keybind. I had to reset everything to default just to get him to move on to the next instruction.
You might notice I seem to have skipped character creation. That's because we haven't gotten to it yet. It takes place inside the game, after you meet the Wisp. He shows you how to open your Vault, which is where you keep your appearance gear, not that you have any yet, and your hairstyles, skin color and masks. Which would be weird if you were human but you're not. You're some kind of automata.
There's lore about that, which forms part of the narrative of the game, I think, but for now let's just say your character is a kind of animated tailor's dummy, dressed in rags. Quite cute, actually. There's a small range of styles and colors to pick from. I went ginger as usual and I was pleased to see my hair color was indeed described as such for once.
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Do you have any eyes that don't glow? |
From there it's off to the nearby Ancient Ruins, handily marked on your map. The map is good, if a little cluttered. You can click on it and your character will walk to the mark you make, which is just as well because once I got to town it was the only damn way I could find anything. The place was heaving. I couldn't see the crafting stations for the crafters!
The reason it was so busy was the same reason I was there: there's a three week open beta of sorts, actually labeled a "Demo" but effectively the full game, only with progress capped at level 10. It started a couple of days ago and runs until the end of the upcoming Next Fest on June 16th. The game then shuts up shop for a few days before going into Early Access on June 20th.
In town, I was still following the Wisp's lead. He'd already had me picking up sticks and stones and now he got me making flint tools, then gathering fibers to make cloth strips and wood to make logs and then making planks... You know the drill. Only, this is a crafting game so it's not like Once Human, where you make a bunch of crafting stations and the throw in all the mats and out comes the thing you want so you can go use it to kill things.
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Would that t'were so simple. |
Again, I appreciate this is exactly what a certain market segment is looking for: complexity for complexity's sake I even enjoy a modicum of that sort of thing in crafting myself, on occasion. I just do not want it to be the main thrust of any game I'm going to spend any significant amount of time playing. It's too hard for me not to be aware that instead of doing it in virtuality I could much more usefully be doing the same thing around my real-world home. It's not like there aren't a hundred DIY projects I ought to be getting on with. I made a list of them last week...
So, the appeal of games like this is somewhat mitigated for me by guilt. Still, I could easily be led astray if it was also fun. But it wasn't. Not at all.
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Have trunk, will trudge. (IYKYK, right?) |
All of which makes it sound like I'm writing Bitcraft off. I am not. Even though I didn't enjoy my time with the game today, I can quite easily imagine having plenty of fun with it in the future. It's on my Steam wishlist and it's going to stay there. For me, there's going to have to be some considerable improvement in the control system before I consider giving the full game a try but I strongly suspect that will come in time, especially if the game does pick up traction in Early Access.
For now, though, I can think of better options for doing much the same thing. Palia, for example, or maybe even Stars Reach. Although, as observant readers will already have noticed, I'm not playing much of those two either.
Maybe I should just stay in my lane. Which is clearly not this one.