![]() However, some types of mods are discouraged, or even cracked down on, for good reason: If it's a multiplayer game, a mod in the hands of a player but not their opponent usually means an unfair advantage. Some games are deliberately designed to be easy to modify, including a "construction set" of sorts to build levels, weapons, etc., and whole modding communities spring up as a result. (Or, if the game includes any attractive women or men, nude patches.) When it comes to unofficial cameo appearances, a humorous tradition-usually when a particular game is either first released or is made open to modification-involves that of porting characters such as those of CJ from Grand Theft Auto: San Andreas, Shrek, and Thomas & Friends, though the latter prompted at least one cease-and-desist order from Mattel who owns the rights to the Thomas franchise. They can be unofficial Expansion Packs (new maps or new equipment in the same game), completely unrelated games that merely use the source game's software as a backbone ("total conversions"), or just quality-of-life adjustments to the original, such as Fan Translations, bug fixes, character Cameo appearances (which can often lead to Ninja Pirate Zombie Robot scenarios), or House Rules. Game modifications, or "mods" for short, are any alterations to a game that were not made by the game's license holder. All the while we're each allowed our own opinion, that being said this is my own.Just because the game designers made a good game doesn't mean you can't make it even better. I'm not trying to rip on you, merely pointing out that there are countless aspects to consider when forming an opinion on something as potentially immersive as a game. Some of the most ambitious games have been swept under the rug for the stupidest reasons. There was depth in this game's skill/class system I still have only seen dabbled with by comparison a few times at most since back then. if you could do that you'd see what a gem it was, a diamond in the rough due to developers which couldn't even see what they had, if only to clean it up and perfect it, none of which happening was their flaw in turn the game's downfall sadly enough. One of a kind dynamics here, honestly just needed to wade through some atrociously murky waters of that treacherous sewer that ended up being the state of coding to bring it all together. Nether Katal being a sort of alchemy never seen before in games before or since (as far as i'm aware) allowing for the mixing of components to create spells for later use, from everything to summons to damaging spells. ![]() Each magic having it's own select type of fuel source for spells as to not interfere with one another. A class system tied together with 5 different forms of magic & specialties to make one's character truly unique, catering to the player's style of play. ![]() Though lets not forget where it succeeded. that is what makes a game worth someone's time. The game itself what it stood up trying to do, what it brought to the table that was/is standing the test of time as being unique, what it did differently. There are many reasons to think a game is bad, but to think a game is bad simply because it's broken is like saying that someone who is poor is a piece of sh!t because of it. Crosmando: Wow, for once GOG curation is doing something right, considering that Dungeon Lords is one of the worst RPGs ever made.
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