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The Castle Doctrine is a massively-multiplayer game of burglary and home defense. It's 1991, and things are bad. You're a guy with a house and family. Other players are coming to take what's yours. Build security to stop them. Study their houses, buy tools, and break in to take what's theirs. Everything you do is permanent.
發售日: 2014 年 01 月 29 日
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評論

“A powerful, memorable game.”
Alec Meer --- Rock, Paper, Shotgun

“Merciless and thoughtfully-designed... A brilliant but horrifying depiction of a risk society at war with itself.”
85/100 – Patrick Carlson --- PC Gamer

“The most disturbing game I've ever played.”
Russ Pitts (discussing his 5/10 Polygon review)

關於此遊戲

The Castle Doctrine is a massively-multiplayer game of burglary and home defense. It's 1991, and things are bad. You're a guy with a house and family. Other players are coming to take what's yours. Build security to stop them. Study their houses, buy tools, and break in to take what's theirs. Everything you do is permanent.

I'm Jason Rohrer, and The Castle Doctrine is my 10th game. It's a bit hard to describe, because there's never been anything quite like it before. It's a brutal game in terms of its perma-death and perma-destruction consequences, and it is turn-based, so it's rather Rogue-like. But building such a brutal game in a multiplayer context, with absolutely no cushion between players to stop them from brutalizing each other, is quite strange and new.

Everything is real in this game. When you rob someone, you are actually hurting another player in a permanent way by destroying and stealing their hard work. When someone dies in this game, they lose everything and start over. If you devise perplexing security systems, you can perma-death other players when they come to rob you. Watching those security tapes, where someone gets what's coming to them, is an exhilarating experience. On the other hand, you just killed someone and perhaps caused them to lose days of their hard work. And you've been on the other side too, losing everything because of some thoughtless move you made in someone else's house.

But there is no randomness in this game, so everything is fair. When you die, it is always your fault. When things get dicey, you can always retreat back out the front door to save your own neck. Of course, human folly will get the better of you.

Here's what you get when you buy the game:

  • A lifetime account on the central world server that I'm running.
  • Access to the full game source code (after launching the game on Steam, go here).
  • Everything you need to run your own game server (requires a PHP/MySQL web server, download the source bundle to get started).

系統需求 (PC)

    Minimum:
    • OS: XP or later
    • Processor: 900 MHz
    • Memory: 40 MB RAM
    • Graphics: Onboard Graphics
    • Network: Broadband Internet connection
    • Hard Drive: 10 MB available space
    • Sound Card: Standard Audio

系統需求 (MAC)

    Minimum:
    • OS: 10.5 or later
    • Processor: 900 MHz
    • Memory: 40 MB RAM
    • Graphics: Onboard Graphics
    • Network: Broadband Internet connection
    • Hard Drive: 10 MB available space
    • Sound Card: Standard Audio

Linux 系統需求

    Minimum:
    • Processor: 900 MHz
    • Memory: 40 MB RAM
    • Graphics: Onboard Graphics
    • Network: Broadband Internet connection
    • Hard Drive: 10 MB available space
    • Sound Card: Standard Audio
    • Additional Notes: Binary was built on Ubuntu 12.04
具參考價值的客戶評論
28 人之中有 24 人(86%)認為這篇評論有參考價值
此帳號擁有 558 款產品
2 篇評論
7.0 記錄時數
Stay far away from this. It's really hard for me to call it a game, to be honest. I could write about how broken the progression is, or how buggy it is, how awfully coded and designed it is, and how people are hacking it to pieces essentially destroying the entire purpose of it being an MMO, but I feel those subjects have already been covered enough by plenty of other people.

What I would rather discuss is the price and its relation to what the product is actually worth.

Everything here feels like an experiment, from the "game" itself, to the pricing, to even the developer's lifestyle, and really in the end the customer as well as the health of the community are the ones paying the price. The developer's "anti-sales" stance means the community will only die over time and never flourish. For a "game" that trys to promote itself as an MMO, it means a unsustainable fanbase. Anyone joining at this time will surely find only the super hardcore players and an even smaller window of opporotunity to learn the mechanics and to get better, from an already overly harsh learning curve.

Want to suggest anything at all and provide feedback? Well, apparently unless you've put in hundreds of hours of gametime, the community and the developer want nothing to do with you, and will freely attack you and assume even the tiniest suggestion means you want to turn the entire game inside out. Ask to streamline the learning curve in anyway and you'll be accused by players that you are a terrible gamer and can't handle the (bad) design, or that you're just wanting permadeath removed (Like I was accused of). It doesn't matter that a large majority of games I play and love most are brutally challenging games with permadeath as their prime feature (games like Spelunky, Binding of Isaac, FTL, etc), in their eyes I wanted permadeath removed. I even saw the developer personally tell his players that were hoping for more from it that "the game's not for you", which just seemed rude and completely self-sabotaging.

One could argue that this "game" is okay in the end, just like how you could squint your eyes hard enough to make a whale into a supermodel, its a neat experiment concept in theory but really what brings this down is the price. There are players who do enjoy the game so it is possible that you will also. But it's just a question of whether or not you're willing to put down the $16 to find out whether or not this experiment fits you, which is a big pricetag for a "probably not". The game is nowhere NEAR worth $16, there are $1-2 iPhone/Android games that are almost twice or more what this game offers. I love experiemental games, I love when developers push the boundries of what defines a game, but usually the price is adjusted and recognized for what it's actually worth.

I read the developer first tell new players to "put more time into it before judging it" which is fair, but then I saw him say to another who did put the time into it and still didn't like the game that because he had all those hours that he should consider it being worth the price. I also read a statement from him saying that there are players who put hundreds of hours into his game, and therefore that justifies the pricetag. But I could play with my own rectal filth for a thousand hours, and that wouldn't make it worth anything more then what it actually is.
張貼於:03 月 18 日
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4 人之中有 4 人(100%)認為這篇評論有參考價值
此帳號擁有 1,010 款產品
31 篇評論
18.0 記錄時數
Don't bother. There is plenty of cheating. Some people even bought the game for two accounts so they could ghost and get insider information into peoples layout. Since it's release, the playerbase has fallen apart. I was so excited for this. This game was brought to its knees by the dev's personal politics and his failure to close some basic gaps.
張貼於:05 月 29 日
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5 人之中有 4 人(80%)認為這篇評論有參考價值
此帳號擁有 209 款產品
14 篇評論
18.6 記錄時數
http://www.falsegravity.com/?p=572

This is why I now hate this game. I loved it at first, but I won't let minutely novel gameplay override my principles. Think what you will, that's your choice - I've made mine.
張貼於:07 月 24 日
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2 人之中有 2 人(100%)認為這篇評論有參考價值
此帳號擁有 393 款產品
16 篇評論
0.9 記錄時數
It's neat, but incredibly frustrating. You build a complex fortress to hide your cash and keep your family safe. But if you die you lose all your progress. So the more time you put into your base the less incentive there is to go and test other people's bases. A cool idea, that could have benefitted from some fleshing out. Simply wasn't what I want in a game.

If you like uber roguelikes, where you put in hours of work and die before you can achieve anything. Then it's for you.
張貼於:05 月 13 日
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2 人之中有 2 人(100%)認為這篇評論有參考價值
此帳號擁有 112 款產品
1 篇評論
40.3 記錄時數
In this current state The Castle Doctrine is dead. This game lacks new players which every MMO game needs. At the time i'm writing this review, only 20 houses are available, and almost all of them are the experienced players so it's almost impossible for a new player to get used to it. In my opinion, it's developer's fault, who thinks this game doesn't need sales. Just don't buy it.
張貼於:09 月 5 日
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612 人之中有 464 人(76%)認為這篇評論有參考價值
此帳號擁有 833 款產品
1 篇評論
0.1 記錄時數
I've had the alpha of this for a long time, so I've played it much more than my Steam account would suggest. I love the concept of this game. It's really a great idea behind it.

The problem for me is that the game itself has trouble matching up to that actual concept. I don't think this is the developer's fault at all. He clearly has tried to balance the game as much as is possible. It's just that it quickly devolves into a sort of class system. If you've got a ton of money, you can protect your house amazingly well and do some incredibly intricate work. If you don't have a ton of money, you're pretty much screwed, because you can't protect anything well at all. And the problem here is that being able to get more money depends on robbing some other houses of people who do have money... meaning that you're up against near-impossible traps and schemes.

And another issue for me is the family mechanic. Having a family prevents you from doing some things for protection because you need to have a clear path for them to escape. But as soon as someone kills your family, you're actually in many ways BETTER OFF, because it means you can make even crazier traps. The amount of additional income they add just doesn't make up enough for the amount of people who will die trying to rob your house if you're able to make some of the more deadly setups.

Again, I don't think that any of this is the fault of the developer. There have been a bunch of updates since the first alpha that have attempted to improve this situation. Unfortunately, it almost seems like it is a limitation in the concept itself - one that takes all the fun out of it for anyone who is starting out. I really wanted to like this game, but I just haven't been able to despite checking in after many different versions/updates.
張貼於:01 月 29 日
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