Snow

Snow, and lots of it = day off from work. Still working on Fire Emblem, chaper 22 right now. Good game. That is all, happy monday people.

Posted in Console Gaming | Comments Off on Snow

I think he might be on to something here…

Guess we now know exactly what type of game 38 Studios is working on. Personally I think it sounds very plausible, I mean, it would ‘break the mold’, right…?

Posted in Random | Comments Off on I think he might be on to something here…

Bringing joy, even when you don’t log on.

EVE is by far the greatest MMO to play when not actively playing it. I am on somewhat of a break from EVE currently, trying to focus on Fire Emblem for the Wii to finish it and its sequel. Besides that things have just generally been busy and gaming time is down, which in most MMOs would mean you get screwed, as you fall behind in levels or raid gear or Arena standing or whatever it is you do when you play an MMO. Not so in EVE. If anything, not logging on to EVE other than to change skills can sometimes be a boon. It lets you train up those skills you know you should training (like Learning) but hate to train when actually playing, focusing instead on whatever skill you need to use the next fitting or ship you have your eye on.

Brilliant design really, for both player and company. CCP still gets my monthly fee, and when I come back to EVE, I’ll have a more powerful and capable pilot. Plus in about an hour or so a week I can still manage all my market buy/sell orders, so not only do the skill points keep rolling in, so does the ISK, granted at a much slower pace than if I was actively playing, but still.

Posted in Console Gaming, EVE Online, MMO design | 2 Comments

Don’t put your PvE in my PvP, and vice versa.

SUWT 17 is out, and as always, it’s high quality podcast goodness, go check it out.

Near the end of the podcast a post of mine is linked and discussed, with the hosts talking a bit about PvP. I could be wrong, but I’m fairly sure none of the participants are particularly huge fans of PvP, which made the discussion a bit more interesting for me, someone who has long since declared PvP gameplay the cream-of-the-crop in an MMO game if done right.

I think the best point made on the podcast on that topic was the comparison between WoW PvP and a first person shooter, and how FPS fans play their game for the simple fact of playing it, while WoW PvP players seem to play only for the end reward, or however many points they earn towards some reward. This brings up a very important point; WoW players are not PvP players. The appeal of WoW was never an amazing PvP experience (somewhat funny considering the lore WoW is based on, but yea), the appeal has always been a superb leveling game, one which is very solo friendly and accessible to the ‘common’ gamer, both in hardware requirements and game difficulty. Players played to grow a character, gaining levels and get new, better gear. Once you hit the level cap, you are left with only items to grow, and at some point, PvP became the best/easiest source of items, funneling the PvE community into battlegrounds in further pursuit of growth. You can’t blame the players, they are only doing what is available to them in order to play the game they want to play, that being the PvE game. PvP is currently a minor inconvenience, or grind, before they return to PvE.

The major problem with PvE-based players is that they bring the PvE mentality into PvP, and when the rules of PvP are placed upon them, they are not happy. In a raid or quest, if you kill something, you get rewarded. You don’t get rewarded sometimes, and rarely does something kill you without you expecting it. Monsters don’t gank you, quest givers don’t scam you, and quest items don’t run and hide to keep you from finding them. PvE has a defined time=reward ratio. You put your time in, you get the reward, guaranteed.

PvP does not work like that, or at least should not. Even the best plans fail, a ‘sure thing’ could be a trap, and that ever helpful player might be setting you up for the kill. In comparison to PvE, PvP is far more open in terms of possibilities and consequences. It’s not ‘point A to point B’ gameplay. Some days you win, some days you lose, and the separation between a good and bad player is in the ratio. Win 90/10, you are good; go 20/80 and you might need some work. But even that 90/10 player has bad days, days were you get constantly ganked, or a bad disconnect hits you at the wrong moment and proves very costly. It happens to everyone at one point or another. The PvP player knows and accepts this; the PvE player will find it unfair and harsh.

Now I’m not saying all PvE players should avoid PvP like the plague, if anything they should give it a shot, many might like it. But it has to be quality PvP, in a game build with PvP in mind, not an afterthought. If you base all PvP perceptions on a few ganks in UO and WoW’s battleground, I would agree with you that PvP does indeed suck. Base it on a relic raid done right in DAoC, an EVE tourney, or Asherons Call Darktide, and your opinion might change. And if it does not, that’s cool too, you are simply not a PvP fan, and no one is going to force you. Just like the best raid instances don’t convert everyone into a PvE fan, no matter the quality of the zone/instance.

At the same time, you should not force your PvE-based view on a PvP focused game. Don’t expect quest focused, item based, ‘play without interference’ gameplay, just like PvP fans should not expect much when they queue up for a BG.

That is really my biggest fear for Warhammer, that the PvE community will over-influence it, and what was once a PvP based game will instead be WoW 1.5. The greatest unknown right now is whether PvP can be the base for a mass market MMO. History will tell us ‘no’ if we focus on games like Shadowbane or Fury, but that would be like arguing that PvE is not mass market because of games like Vanguard or Asherons Call 2. The truth is in all of the above, it was not the type of game that made it a failure, but the simple fact that those games were not very good to start with. If Warhammer has WoW-like polish and execution, I see no reason why it can’t hit that magic ‘mass market’ level, even if it is based on PvP gameplay.

If WAR delivers on all those PvP promises (a big if at this point), I get a bit worried when I hear PvE people talking about WAR, and how they hope it will be the next ‘it’ thing for them. If done right, it won’t be 100% safe, bad days will happen, and more often then not your gameplay will be based on the players around you. The ups and down in a PvP world are more extreme than those in a PvE world, and it’s those extremes that make it enjoyable for those that enjoy that style of gaming. It will be those same extremes that turn off others. I just hope the message is clear enough on day one for expectations to be set properly.

Posted in Dark Age of Camelot, EVE Online, MMO design, Podcast, PvP, Ultima Online, Vanguard, Warhammer Online, World of Warcraft | 8 Comments

Fire, Learning, Aliens, and WoW.

So silly eBay finally delivered Fire Emblem, Path of Radiance (GameCube game I’m playing on the Wii, prequel to FE: Radiant Dawn, actually a Wii game) a few days ago and that’s been keeping me busy. I don’t know if it’s because I’ve been playing computer games for a long time, or whether FE:PoR is actually a really good game, but it’s kept me very entertained.

Sure the graphics are a little dated (although nothing that jars you from the experience, IMO), it has the standard Japanese console game anime look (which I’m cool with, but others might find childish), the sound is standard stuff, bla bla bla. What the game does really well however is fairly key. For one thing, it’s tough. It’s one of those ‘you can’t let anyone die’ type of strategy games, so even one bad move and you have to restart the battle if you want to see all of the story elements, or just be a silly completionist like me. Adding to the difficulty is that in almost every battle (seen 15 so far) something happens midway through, be it reinforcements show up, a gate opens, or enemies you figured would not start moving do. Good stuff for sure, but it does lead to a few ‘son of a…’ moments.

Unless the game drastically changes in the second half, I would recommend the game for anyone looking for a good turn based strategy game for the Wii/GameCube. Just know that FE:PoR is a DIRECT prequel to FE:RD, so grab that one first.

Other than that, my two EVE accounts are set to finish training the rest of the Learning skills. For a  while I had put them off in favor of other skills, but now with FE keeping me busy I figured it was a good time to finally get them done. I don’t think I’ll be training the rank 3 skills to level 5, but I do plan to get all the rank 1 skills completed, with the rank 3 ones already sitting at level 4. The goal after that will be to get my main pilot in full +5 implants, which currently go for about 120 million ISK a pop as I recall. That will be a decent chunk of ISK once I have all 5, and then I’ll need to get another set for my 2nd account. That’s an easy 1 billion ISK+ just to speed up skill training, but it will be worth it I think.

Oh and silly Alienware delayed my comp (shocker, I know), so hopefully that will actually ship this week, and the gf and I can get back to questing in WoW. The group we were playing with is ahead of us now by 10 levels or so, and the longer we go, the farther behind we get. Some quest grinding will be in order once we are back online, that’s for sure.

Posted in Console Gaming, EVE Online, World of Warcraft | 2 Comments

Comp stupidity

I must be missing something obvious here…  I’m attempting to attach my old hard drive to a new PC, yet the new one refuses to recognize the drive. Both are WinXP formatted, the older is a 120gig Seagate.  The current motherboard is an ASUS M2N32-SLI DLX WIFI AM2. I’ve hooked up the old drive to the power supply and the motherboard, and it heats up when the computer is turned on (no idea if that means anything).

From the research I’ve done, everything points to needing new drivers, yet Seagate states their drive does not require additional drivers, and on the ASUS site they only have Vista drivers when I look in the SATA section. Having never updated BIOS myself, I’m a bit weary in downloading new BIOS drivers. Am I just being over-cautions, or is there something I need to know before updating the BIOS? And will updating the BIOS even help in the computer recognizing the new HD I plugged into it?

Posted in Random | 15 Comments

The death penality, it’s a good thing!

There has been a lot of talk here lately about PvP, griefing, and the differences between negative and positive sum PvP systems. As with most ‘hot button’ topics, the discussion tends to stray and generally degrades into a hardcore vs casual debate. So here is my attempt to bring things back into focus and attempt (likely poorly) to convince you why that 13 year old griefer actually enhances the MMO you play.

No one likes to lose. It’s never fun to get forced into a fight where you have no chance to win, or even escape. It’s even less fun if that encounter results in some tangible loss for you, be it items, gold, or xp. It’s also not much fun knowing you will never be able to close the gap between yourself and the ‘upper level’ players in a competitive environment. I think we can all agree on those base rules.

However I think it is short-sighted to simple say ‘I don’t like that, ban it’. I don’t think any game designer sits down and says “let’s make some rules that allow our player base to be abused by others, that will be fun”. What they do is create a system that will balance itself, and work in the long run. Too many games today are a simple arms race, with each expansion or update releasing bigger and flashier stuff. Take a look at Ironforge these days, instead of a medieval setting, it looks more like a bunch of Power Ranger rejects walking around. At what point do you reach the glowy spiky neon limit? And if you are a new players wearing your lowbie green quest gear, how do you compare standing in your chain mail next to a guy with six flaming skulls on each shoulder carrying a floating crystal mass which is listed as a mace?

In addition to looking beyond silly, all that previous time and effort spent creating the previous generations gear is lost, never to be seen again. Same goes with the instances and zones that provide that gear. How likely is anyone to ever craft Thunderfury in WoW again? Odds are slim.

So how exactly do you keep all this content relevant, how do you keep your players interested without constantly giving them bigger and better toys? You introduce a give-and-take situation. You don’t make a system of ‘once you have it, you have it forever’. The only way a player is going to go after the same item again is if he still wants it, but no longer has it, and the only way to get into that situation is to find a way for the player to loss his original item, or at worse to make having multiple copies beneficial.

I think that’s the side of item loss and death penalties people overlook when we talk about a PvP system. We don’t think about a fun way to lose things, we just think about fun ways to get them. But if you manage to keep content relevant, you not only encourage players to re-visit content, you also give them extra incentive to go back to a place they loved the first time around. If UBRS was your favorite instance in WoW, instead of it being a sightseeing tour now, you could go back and actually gain items with the same value to you as they had on your first trip. Of course the entire system would be different, so it would not be the same items, but I think you get the idea here.

In addition to keeping content relevant, item loss also solves the fundamental problem with crafting, in that crafting is only useful for the one or two ‘max power’ items, with everything else becoming useless. With item loss, crafting a cheap but decent sword still has value, as not everyone will always be using their prime gear, and will instead settle for average stuff when they know they will be entering a dangerous, and likely costly, situation. As an added bonus, at any time you do put on your grade A stuff you give yourself a noticeable boost in power, at the cost of increasing your chances of a larger loss. Now all of a sudden that glowing spiky shoulder actually has some real value behind it, some real menace. If you see a guy decked out in top-notch gear, and you are in your day to day stuff, you know it’s time to run unless you have support. At the same time, if you do have support, you could be in for a nice pay day should you take him down. Regardless, that player only interested in crafting knows his Iron Sword will still have buyers on a daily basis, even if a new instance or zone is released with slightly more powerful stuff. This keeps crafters crafting, and the economy rolling.

To me the problem is not whether to include such a system, but in finding a way to balance it. Yes I think you need item loss, but at the same time I don’t think we need to bring back UO’s ‘die and lose everything’ system. That was not a death hit; it was a death kick straight to the nuts. Asherons Call Darktide had a nice system, in that you would lose an item at random, but each item had a value, and the higher the value, the more likely it was to drop when you die. EVE has ship loss with insurance to help you recover, and ships are always available, with money being the only limiting factor on whether it takes you a few minutes or a few weeks to recover. At some point I believe you reach that nice balance of meaningful death, where you avoid it, but it does not ruin your entire day if it happens. Where reckless players are punished enough to either change or be left behind, but the casual player does not lose weeks of progress due to one unfortunate run-in with a PK. A tough nut to crack, but in my opinion a worthy goal to pursue.

edit: Credit to Swift Voyager for reminding me of this, but just to add to the above. Regardless of how severe a penalty you have, you have to protect players who are not ready to engage in certain activities, while also giving players great motivation to enter dangerous areas later. Starter areas should not be PvP areas, while at the same time it should be impossible to reach the upper levels of power without putting your neck out there.

Posted in Combat Systems, EVE Online, MMO design, PvP, Ultima Online, World of Warcraft | 7 Comments

Goodbye 07, hello 08.

So the first calendar year as a blogger is over, and it’s been a very interesting year indeed. The blog was started in June, with the usual ‘all my thoughts in one place’ idea that many bloggers follow.

It started strong, with posts comparing WoW to other MMOs, leading to links from high traffic sites that gave me a quick start of sorts. I then hit the usual ‘blogging slump’ sometime in the third month, and blog traffic reflected this. While still posting 4-5 times a week, the post were below whatever usual quality previous entries had. Still not having an established base of readers, the blog depended on outside links to drive traffic, which is a fickle master. On days with a major site link, traffic increased greatly. On days without a link, the blog was basically just me talking to myself. (Which is fine btw)

Then on September 6th, I was somehow linked by the BBC tech front page directly, which resulted in a massive two days of traffic, the end result being over 22,000 visitors. A crazy amount considering the average at that time was somewhere around 50, and even today the total number of hits is under 50,000. After that two day stretch, the blog has maintained a healthy amount of readers, along with a steady supply of comments, which really help in getting debates going and providing future post ideas.

For 2008, I hope to maintain the consistent rate of posting, be it in-game reports or random design foolery. I also look forward to participating in more podcasts, with two under my belt so far. For actual MMO games, I’m looking forward to Warhammer to draw me in and hold my attention from release to at least 2009. Other than that, I plan to continue learning and exploring EVE Online, questing and running instances in WoW with my guild mates, and perhaps getting back to LoTRO to hit 50 and see the remaining content.

2007 was a good year, and hopefully 2008 will top it.

Posted in EVE Online, Lord of the Rings Online, Site update, Warhammer Online, World of Warcraft | 3 Comments

You are not special.

A few days ago I made the comment that current MMO players are ‘soft’ compared to those that played UO/EQ and such. Instead of using the word ‘soft’, I think I prefer spoiled. Spoiled by todays crop of games into thinking we are more important than we really are in an MMO world. The very idea of an MMO is that you are but one player in a giant, living world, out to make your mark on it in any way you can. Somewhere along the way, this changed to ‘you are the hero, and everything revolves around you’.

I’m not exactly sure when this happened, and I don’t think you can blame any one single game out for the shift in thinking, but comparing the MMOs of today to the originals and it’s very clear to me that this has happened. The old joke of doing multiple ‘kill rats’ quests reflects this, in that back in the day players often did seemingly un-heroic deeds to get by, while in todays games everything you do is wrapped around earth-shattering lore and conclusions. Instead of killing a few bears to feed a farmer, you now raid a food stockpile to save an entire continent from starvation.

The problem is that everyone is saving that same continent from starvation, only I did it in my instance, and you did it in yours. And somehow we both came out with the same exact epic sword as a reward. And since everyone has done this epic quest, it’s now just ‘quest x’ along the way to maxing out, so we can get together with x number of people and raid the pantry of evil to save the world; all for a far more epic looking sword, the same one you saw in town being used by twenty other characters.

In reality today’s MMOs share more with a single players RPG than they do with anything ‘worldly’. Somehow developers tricked us into paying $15 a month to log into a single players game, where we jump from instance to instance completing quests while gearing up. Oh well I guess we pay that $15 for a chat room of dubious quality and the ability to bring a few friends along on some quests, right?

To make matters worse, nothing you do can really impact the world you are in. No one outside of their server cares who the top raiding guild is, or who is the top PvP team. Hell even world firsts are forgotten as quickly as the forum post drops off the front page. Few of todays games give anyone the opportunity to be a Rainz or Istvaan Shogaatsu. Unless you have a hit youtube video, you are not likely to be the next Leeroy Jenkins.

Players today are tricked into thinking they are the hero, and in actuality any abilities to do something truly special has been stripped away. Instead of a PvP guild making its mark on the world by making certain regions dangerous to traverse, we now have repeatable ‘epic’ quests to open gates to instances, gates that will eventually open regardless of any one players actions. Instead of a famed smith producing rare items, we have an auction house packed with any ‘epic’ item a player could want.

This has also led to the trend of players expecting to get everything they want as quickly as possible. Anything that takes actual planning, patience, and yes work, is considered ‘unfun’. Far too often you read a forum and see a ‘I don’t play games to work, and I don’t want others interfering in my gaming’. Is this not what MMOs are about, are they not a living world that we INTERACT with, good or bad? If you truly want a safe ‘I’m the hero’ experience, should you not be playing a single player RPG?

Posted in MMO design | 28 Comments

Keeps return to WAR.

I told myself I would not focus on games ‘coming soon’, as nothing disappoints more than getting all hyped about a game that when released is simply ‘meh’, but with that said, I am very encouraged by the latest WAR podcast. Without breaking it all down, the part that I found most interesting was Mythic’s re-focus on open field PvP rather than instances. Now who (other than beta testers) really knows exactly what this ‘re-focus’ actually means, and instance PvP is still in the game, but at the very least it sounds like some form of open field PvP will be supported. From all my PvP experience over multiple games, the most memorable moments have always been the unexpected ones, and it’s rather difficult to have something unexpected happen in an enclosed, preset instance.

The open field PvP will also be highlighted by the return of Keeps, a key feature in Dark Age of Camelot, Mythic’s previous game. Keeps were generally the area where the major battles took place, and hopefully this continues in WAR. Rumors on forums before the close of the last beta indicated that capture points were too easy to tag, and were also somewhat pointless. It seems Mythic listened to a lot of that feedback and now intends to give open PvP some meaning.

Posted in PvP, Warhammer Online | 1 Comment