M&B:W PoP plans

Here is the updated plan for the M&B:W PoP story series:

Instead of a small daily update, I’m going to do a larger weekly update. This lets me filter out the small stuff (yet another brigand band killed…) and focus more on key events. It will also (hopefully) mean a more cohesive, ‘grand’ view for each post, rather than just “did this, then I did this” stuff.

Due to WordPress limitations and personal laziness, my plan is to post the updates as an addition to the existing page, along with a small post here to let everyone know the story has been updated. Once the single-post page gets too long, I’ll start a second page (let’s call them chapters). Hopefully this does not destroy the overall look of the blog with too many page tabs.

I’d like to know what you would like to see in terms of screen shots. I’m going to continue doing the character sheet + party screenshots at the end of each post, but what else would you like to see?

Posted in Mount and Blade: Warband, Site update | 2 Comments

DarkFall: Two Year Anniversary video

Some very nice footage from AV’s Tascha. Must be fun to zoom around in GM mode, able to watch random players or oversee huge battles :)

Posted in Darkfall Online | 1 Comment

WordPress question

As some of you may have noticed, I created a new page for the Mount and Blade: Warband story. However, I’m not seeing the option to “post” to that page. I can only update the one entry, which would get way too long. Is it possible to somehow post to that page, or is it only possible to post to the main page, and the other pages can only be one-off posts?

Posted in Site update | 6 Comments

Returning to M&B:Warband, with PoP

A few months ago I wrote a series of posts detailing my in-game Mount and Blade: Warband exploits. The series was enjoyable to write, and readers also seemed to enjoy them. Since then I’ve wanted to do something a little more ‘official’, and I believe the total conversion mod “Prophecy of Pendor” is just what I needed to get things going.

I’ll be creating a fresh character tonight, and every day I plan to play about an hour or so, with a blog post covering what happened. The plan is to have the series be a mix of in-character writing and OOC gameplay discussion. The PoP mod is all new to me, as I’ve only played it about an hour total to get a feel for the very basics. From what I’ve read it’s a step up in challenge from traditional warband, and contains a slew of new features and changes. So basically, I’ll not only be trying to win the game, but I’ll be learning exactly what the hell is going on, all while blogging about it daily. These posts will be in a new tab starting tomorrow.

The whole thing should be fun, and possibly a crushing defeat in the making.

Posted in Mount and Blade: Warband, Site update | 4 Comments

EverQuest: The first themepark

I will say this upfront so we are all on the same page, the definition of a sandbox/themepark is more opinion than science. It’s more general approach than X+Y=Z. Its shades of gray, and themeparks can have sandbox features, just like a sandbox can have themepark features. Finally, a game being X or Y does not instantly make it ‘better’ than another.

Ok that last part is a lie, sandbox > themepark. The rest is true though.

In a previous post, I described why the original premise of Ultima Online was so exciting to me, being an RPG without the content coming to an end. To me, themeparks very much have an end, even if they don’t say it as directly as a single-player RPG does.

In EQ1, if you played enough, you eventually hit the level cap, had “Best in slot” items, and had slain the toughest big-bad. Until an expansion, you were basically done. That, to me, is the key difference of the sandbox vs themepark distinction.

In contrast, while you could easily hit the skill cap in UO, your character was only ‘done’ until you decided to switch up those 700 points, something that was done somewhat frequently. Likewise, while you might have a solid collection of the ‘best’ gear, the fact that gear not only broke but could also be lost meant you could never have enough. The same goes for gold. In most themeparks X amount of gold is ‘enough’, while in something like UO/EVE/DF, more is ALWAYS better.

Continuing the ‘never done’ theme, another key sandbox characteristic is how you view the world. In a sandbox, most regions of the world retain some value, and you end up going back for one thing or another. You are never ‘done’ with a city, zone, or dungeon. In a themepark, you out-level or out-gear content, and once you are done, that’s it (for that character).

On the other hand, difficulty is NOT a characteristic of either sub-genre. EQ1 was a difficult themepark, but it was still a themepark. That mobs could kill you, that you needed to group, and the fact that it took a considerable amount of time (as compared to themeparks of today) to reach the cap does not mean EQ1 is suddenly a sandbox. You still went from zone to zone, you still out-leveled content, and, again, you eventual maxed out in levels/items. Now the fact that it took so long and was difficult is another topic, but change all mobs in WoW to elites and add an death penalty, and how different is WoW from EQ1?

Another distinction between a themepark and a sandbox is how you approach goals. In a themepark, you have ‘hard’ goals, while most goals in a sandbox are ‘soft’ goals. In EQ1, you log in to go after item X, because item X is the best item for that slot for that level range. You do it, because, well, that’s what you do. In a sandbox, you go into a dungeon to farm to get more wealth (be it general farming for gold or specific item farming because that item has high value, either for you or for others), and you then use that wealth to further progress whatever over-arching goal you or your clan have.

This goes back to that finite vs infinite content thing; in a sandbox your goals evolve based not just on your actions, but the actions of those around you. You very much live in a virtual world, and when big events happen, they matter. In a themepark, what other players are doing really has little impact on your game. The big exception here were EQ1 rare spawns, which I would call a pretty sandbox feature (and is it any surprise that current-day themeparks have removed this feature?), but by and large the distinction holds.

In many ways, a themepark is ‘simpler’ to get into, because the ultimate goals are more readily available and controlled. The EQ1 devs knew exactly how long it would take the average player to hit the level cap, or how long it would take to gear up to advance through raid content. In a sandbox, the devs don’t control when a large war breaks out, or which areas the players deem high-value (they can attempt to influence this, but it’s never an exact science). The word ‘dynamic’ is overused, but here it applies.

Finally, and perhaps most importantly, sandbox vs themepark is as much a player mindset as anything else. If you are not bothered that your content might end, if a certain amount of unpredictability is not required, if a hard-set path is an attractive feature, then you don’t view a themepark as ultimately flawed.

But I do. Those things ultimately go against what I want from an MMO, which is an endless world that entertains me rather than a set amount of content to share with others. Of course, themeparks have their time and place; they are good for bursts of contained content. Show up, view the shiny lights, sit and watch the show, leave. Very un-MMO, kinda shallow, but still entertaining.

Long term though, I’ll be in the sandbox, setting up my mines.

Posted in Darkfall Online, EQ2, EVE Online, MMO design, Ultima Online | 15 Comments

DarkFall: New video

The good: This video looks great in terms of atmosphere and immersion.

The bad: If the new sound and lighting can be turned off.

Don’t blow it Aventurine.

Posted in Darkfall Online | 13 Comments

Single server time, soon?

My Raptr name is Syncaine. Feel free to buddy me. That is all… for now.

Is technology ever going to get to the point where we no longer need shards for an MMO? If yes, will design shift to accommodate that, or stick with the tiny zones, tiny shards, dozens of servers model? I’m pretty over the whole shard thing, and I think it really holds devs back in terms of world events and a progressive storyline, not to mention cheapening player achievements (not the WoW kind) due to only a fraction of the total base being affected by it.

Imagine if the tech was already here, how silly would an upcoming game like SW:sRPG sound when pitched as an MMO? Now what if the tech arrives in, say, two years. Does SW fully shift out of the MMO space, or does the space split between truly massive single-world titles and small ‘group’ community ones?

Posted in Blogroll, MMO design, Random, SW:TOR | 15 Comments

Celebrating 12 years of themepark hate

My enjoyment of virtual worlds goes back to Ultima Online, in large part because I loved the sRPG Ultima games, growing up on Ultima V and always being jealous of a friend who had a PC and had Ultima VI on it. The very basic idea of having an RPG like Ultima, but having it never end, plus getting to play it with others, was a dream scenario for me. And the hype was real, UO was exactly what I imagined it to be, and all was good.

Then came EverQuest, and the birth of my themepark hatred (I’m oldschool like that). Imagining what the MMO space would look like today had EQ1 never been released is, frankly, depressing.

UO was changed drastically with Trammel. I was not happy about that change, and around that time moved on to Asheron’s Call – Darktide. AC-DT was pretty damn great, if less worldly/sandbox than UO (not to mention it did not use the Ultima IP, which again, I loved). After AC-DT came Dark Age of Camelot, another stand-out PvP MMO that, much like AC, was more themepark than UO but still not on the EQ1 level.

2004 comes and, being a fan of Warcraft as an RTS, I jump in on WoW. I was the officer of a very established, successful raiding guild. We have a great time, make some very solid friendships with people that I still talk to today, and enjoy ourselves. Then WoW (slowly at first) began to change, and our guild broke and we all move on.

For a while there I was mad at WoW itself for changing. I liked the original version, I had fun with it. I was not done having fun with it when Blizzard canceled the party, much like I was not done with UO when Trammel arrived, or with DAoC when ToA arrived.

But today I don’t care what happens to WoW itself. I’ve long since come to terms with the fact that WoW is what it is, and no amount of changes short of a total 180 are going to return the game to the state I enjoyed. Again, I’m good with that. Power to the sparkle pony crowd, knock yourselves out.

Today my dislike for WoW is much like my original dislike for EQ1; the influence those games had/have on other titles. Much like I doubt Trammel would have happened had EQ1 never been released, I have my doubts whether something like WAR would have been as flawed had WoW never existed. Would Rift be as generic, and with 1.2, as dumbed down had WoW not set the standard and precedence? My guess is no.

Add in the all-but-scientifically-confirmed WoW tourist phenomenon, Blizzard’s RMT approach, their “innovate by copy/paste” design practice, Bobby being a gamer-hating clueless user car salesmen, etc, and there really is plenty to dislike about WoW beyond whether current heroics are super hard or that the leveling game may or may not be faceroll easy.

Oh, and that whole “expand the audience” angle is BS if you ask me. When a small studio can make EVE/DF, and a big one can make WAR/AoC, I’m not all that sold on this “big money = big win” theory. Toss in that the bigger an MMO gets, the seemingly worse its community gets, and yea, I’m cool with JUST playing along with 100k others. I also don’t see WoW/Farmville outpacing the world in terms of quality, content delivery, or player benefits thanks to those 11.4/100m players.

What I find comical however is those who rage against WoW, or LotRO, or any other established title, and keep crying for those 180 changes like they might actually happen. Or, for that matter, like they would even make those titles better games today. Worldly housing is not going to make WoW a better game, its flaws are much deeper than that, and honestly, the 11.4m playing today don’t even want that. They want more sparkle ponies, and they will get more sparkle ponies. Or whatever is even more ‘accessible’ than $25 ponies to further “broaden the audience”.

I’d love to throw out a counter-example of a game focusing harder on it’s core rather than trying to expand, but I can’t name even one. (EVE is close, but EVE has just been doing what it does since day one, so that’s more a case of business as usual rather than an anti-Trammel/ToA)

On somewhat of a similar note, I’m always amused at people hating on something like DarkFall, with all its 5-50k subs (depending on which fan/hater you ask). DarkFall, short of getting 100x more subs, is never going to influence your themepark. WoW will never get reverse-Trammel’ed because DarkFall exists. Full loot FFA PvP is not coming to Azeroth, don’t worry. The next ten AAA MMO titles won’t be DarkFall clones with “insert not that important change here”.

At least, not for another 7 years, when WoW dies and EVE hits 10m subs. Then you can rant about how it sucks that your carebear title was just made inaccessible because the last safe PvE zone was made FFA PvP with perma-death, and your only themepark MMO option left is some 2D flash title made by a guy in his basement.

I’ll shed a tear for you then, but I’m not holding my breath on it happening.

Posted in Age of Conan, Asheron's Call, Dark Age of Camelot, Darkfall Online, EQ2, EVE Online, Inquisition Clan, Lord of the Rings Online, MMO design, Random, Rant, Rift, Ultima Online, Warhammer Online, World of Warcraft | 36 Comments

Difficulty settings, not tiers

While plenty of forum posters are not happy about the expert dungeon nerfs (which, I must admit, I find somewhat surprising), the more I think about it the more I realize this is not an issue of making the current offerings easier or harder, it’s about actually having different levels of difficulty to suit different players. On the surface Rift appears to have this, with normal, tier one, tier two, and raid instanced content. This is not the case however.

It’s not the case because as a player, you don’t really have a choice in what you run. You run normal dungeons, then tier one, then two, and finally raids. It’s a progression path, but that’s pretty flawed. If, say, I’m at a tier two skill level, I find normal and T1 too easy, T2 just right, and then raids too hard. If I cap out at normal, then the rest of the end-game content is too hard for me, whether I have four friends, nine, or nineteen. That’s a problem.

Looking at T1/T2 instances, they in reality replace what most themeparks have at the end in terms of dungeon content. I’m ok with that ‘recycling’ of content because your character plays much different at level 50 than they did at 20, 30, or even 40, and plenty of players miss out on those instances during the leveling game. Splitting the ten instances between T1 and T2 is the mistake, as is making the 20 man raiding content tuned to be attempted after those 5 mans.

A far cleaner solution would be to tune all ten 5 man instances to normal, T1, and T2 difficulty, with the gear requirements and rewards being minimally different, but the tuning varying. Normal would be tuned to an ‘average’ PUG group, requiring only the most basic of group makeups, T1 would be a step above that, and T2 would be tuned closer to raid difficulty.

The rewards for the more difficult settings would only be slightly higher, and all three tiers would take around the same amount of time to complete assuming equal competence (in other words, don’t call it T2 because the trash has 90k hp compared to normal’s 30k). This way, if PUG groups are wiping on T2 or T1, drop down to normal. Not interested in that difficulty level, just jump straight into a higher level.

Raid instances should also follow this setup.

One very important key to all of this, and something that I believe DDO screwed up, is to not lock the higher difficulties and require everyone to first complete normal, than T1, and finally T2. If I want to bash my head straight into the T2 wall, let me, don’t force me to faceroll normal and T1 before letting me play at the level I feel challenged at.

If this was done, I don’t see how casuals can complain about being ‘locked out’ of all the content, and I don’t see how the ‘hardcore’ could care about normal being nerfed further. Unfortunately, in the current setup, when you release something difficult you ‘exclude’ the PUGs, when you nerf you piss off the ‘hardcore’, and at the end of the day whatever you do, someone is upset.

Posted in MMO design, Rift | 20 Comments

I found those missing 600k WoW players!

Right here.

Clear message to Blizzard; one sparkle pony won’t be enough to retain real gamers!

Oh and yea, one step closer to the apocalypse.

A big one.

Posted in Mass Media, Random, World of Warcraft | 1 Comment