Wii balls and bats. Space pirates.

On a strange whim, and partly based on a good review by Keen and Graev, I went out and purchased Mario Striker Charged and The Bigs for the Wii. This is of some note due to the fact that this is the first Wii purchase since buying the system itself and Zelda along with it. Sadly the second Wiimote was having some issues and the Wii was not picking it up for the better part of the night, and I ended up just playing a few single player games of Mario and one inning of The Bigs, albeit a long 0-15 inning while the girlfriend lay passed out on the couch, instead of getting destroyed in a ‘friendly’ game of homerun derby. Hopefully in the next few days I’ll be able to post some kind of review for each.

Current skill training in EVE: Learning level 5; this will finish in 8 days. Funny how in real life 8 days is a relatively short amount of time, yet when you look at that for one skill on a MMO, it seems like forever. During play times I plan on switching training to get social up to level 3, just to speed up mission faction gain. Once Learning is finished, the plan is to get as many of the other skills in that section up before moving on to combat related ones. Perhaps then I will grow a pair and venture out into .04 and below space. Right now I stick strictly to Empire and agent running, with some random mining on the Bantom thrown in for a change of pace.

 

Originally I had no interest in Pirates of the Burning Sea, yet after reading so many people excited to try it out, it’s crept into my mind and is slowly becoming an itch. Hopefully some kind of open beta will allow me to test it out without having to put down cash for it. Assuming the game is actually good, one would think an open beta would work wonders for a non-traditional game like PotBS, since I’m sure I’m not the only one on the fence about the game, and as we all know with MMOs, it’s more about the hooks a game places on you than the initial surge to buy a copy. If PotBS has quality hooks, it should enjoy a nice, if niche, market. If nothing else, it might be a good holdover till WAR is out, hopefully in March 08, but we all know how release dates work…

Posted in Console Gaming, EVE Online, Pirates of the Burning Sea, Warhammer Online | Comments Off on Wii balls and bats. Space pirates.

Weekend Update.

Finally a normal weekend, meaning a decent amount of time spent gaming. Along with EVE Online and LoTRO, a buddy brought over his Xbox 360 and we played some Gears of War and Blitz, The League. Gears is a great game; top notch graphics, good controls, solid cover system, and playing the campaign co-op is a good way to kill a few hours. Blitz on the other hand was eh at best. The graphics did not impress, it does not have the NFL license, and it tries way too hard to be ‘cool’. Above all else, the controls just don’t deliver and half the time the game seems to be playing itself. Considering we were playing 1v1, the bread and butter mode of Blitz, I would have to say the game is a disappointment, especially considering how fun the original Blitz was.

On the online front, my time in EVE is going along nicely. My Destroyer is a very noticeable upgrade over a Frigate, and having 8 guns on it leads to a LOT of firepower. I have it outfitted with 4 long range weapons, and 4 short range ones, giving the ship some nice flexibility. So far no level 1 mission has really proven that challenging when using it, although a mission called “Worlds Collide” was indeed a challenge due to the fact you are forced to use a frigate. My Merlin was able to get through, although with a few close calls when facing 1v5 situations. Currently I’ve taken a small break from the Learning skills to get my Social skills up a few levels, in order to gain standing quicker through Agent missions. I think what has impressed me most about EVE so far is the fact I learn something new about the game each time I log on, whether it be from a new item drop off a pirate or a new type of mission from an agent, I often find myself asking questions in the “Rookie Help” channel, and usually getting a helpful answer.

 

As for LoTRO, a few more quests completed in the North Downs, along with one frustrating encounter. The frustration stems from a quest involving a master elite Brood Mother, sporting a cool 11k hp. The quest is level 33, and marked as a group quest in the quest log. Generally ‘group’ quests involve elite mobs, not master elites. There was nothing to indicate that this quest really did require a full group, and not just 2-3 players, and somehow that just does not seem right. Having spent a decent amount of time fighting our way up to the Brood Mother, it was frustrating to click and see that 11k laughing at you. Sadly we could not gather more party members for the quest, and instead had to call it a night. It would be wise for Turbine to creating another quest rank for Master Elite mobs, as they require far more firepower to take down than normal and elite mobs. As someone who consistently plays LoTRO with his GF, we can generally handle elite mobs close to our level, but even gray master elite would give us trouble. It would be nice to know from the get go that we should find a full group or skip a master elite quest.   

Posted in Console Gaming, EVE Online, Lord of the Rings Online, MMO design | 3 Comments

The scope of EVE Online

The scope of EVE Online continues to impress me. Last night I finally finished training my ‘Destroyer’ skill, letting me finally pilot destroyers. Granted I still can’t afford one, let alone outfit it, but it was nice to finally be able to fly one when the cash comes around. I figure after a few more kill missions I should have enough to upgrade. While shopping for skills, I came across the Titan book, at a cool 4.5 billion ISK to buy. Considering most of the skills I was shopping for cost 60,000 ISK, the 4.5 seems like a stupid amount of money. The funny thing is the cost of a Titan is far beyond that 4.5 billion, which really makes you think just how far above some players are to newer players. No long is this in the realm of ‘I’m level 1, he is 50’, it’s far beyond. Some players in EVE are literally YEARS ahead of others, due to how the skill system works. As I get deeper into the game, it will be interesting to see if this is as unfair and unbalanced as it seems right now. Will I ever be able to take down someone who has a year+ in skill training on me?

Posted in EVE Online, MMO design | 5 Comments

The 9th pit of hell.

Back from vacation, finally. Odd how you always feel you need a vacation from vacation. Anyway Florida was nice, at least everything but the weather. A man can only take 100+ degree weather with near 100% humidity for so long. What ends up happening is you go through a sickly cycle of going from dead heat to artificially cooled air, and back again.  I’m not sure how people who live there put up with it, after a few days I had enough, and that was with being on vacation and spending most of my time at the beach/pool. How anyone can work in that… Anyway, it’s time to catch up on the ‘blog world’ today, listening to some podcasts and reading a few blogs. Hopefully tomorrow will be a return to more normal blogging.

Posted in Uncategorized | 3 Comments

Vacation

I’m off to Florida until August 8th. So much needed time on the beach rereading Robert Jordan’s Eye of the World. Yes that means I plan to reread the entire Wheel of Time series, all 11 books released so far. Hopefully the final book is out by the time I finish 11. Take your time Jordan; it has only been 15 years…

I’ll have some limited internet access, but the blog updates might be a little slow until my return. On the plus side, my character in EVE will continue training, considering a few skills take well over a week to train.

 Have a good weekend everyone, happy gaming!

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Live free or perma-die… but not so hard.

The idea of perma-death has been around for as long as MMOs have. It’s one of those ‘hot button’ issues that always polarizes fans and leads to long forum threads discussing its merits. This is not a forum, but here are my views on why perma-death could not only be viable, but actually add a huge element to an MMO, if done right.

The first problem with the idea is that people often times try to apply it to current games. They try to imagine WoW or EQ2 with perma-death, and then raise all the issues of why it would not be a good idea. Of course it would not work in those games, they are not designed for it. What fun would it be to re-quest the same area each time you die, or lose all your shiny epics you worked so hard to get. And what fun would it be to re-level the same race/class combo for the 8th time? Perma-death in the games out today would be a very, very bad idea.

But what if you designed a game around perma-death at its core, could it actually ADD anything new to the standard MMO formula? The first thing that would need to go would be leveling, replaced by some form of skill-based advancement. Next each skill itself would be fairly easy to ‘max out’, but the amount of skills, and the time it takes to learn additional skills would have to be vast. For example, say you want to be a warrior style character. You pick sword fighting, plate armor, and parry as your first skills. It would only take you a week or so to max those out. However, you still lack block, axe fighting, evade, etc. In addition, the more skills you learn, the slower the progress, so the order in which you gain skills will also become a factor. Lock picking is a nice skill, but if you get it before stealth, it will greatly delay you being able to stealth and actually get yourself in a position to take advantage of lock picking.

So now we have our skill based system, with its quick rewards but great depth, how exactly does that effect perma-death? Let’s say to kill an above average mob, you need 5 fighting skills maxed, plus some decent gear. If we assume getting to that point takes a month, in a months time anyone will be able to jump in and engage interesting mobs and go on the higher-end quests that offer the top rewards. Of course, it would still be dangerous, and with perma-death, a bad pull or misplaced jump would mean far more than a corpse run or some xp loss. To truly become a great fighter, someone with 10+ skills maxed, you not only need more patience, but also have to be a good judge of danger, and likely have a solid group around you helping you along the way. And even then, at any point, you could still have an ill-fated moment and die. Perma-death adds that degree of danger like no other system can.

But let’s say you do die with your 10+ skills character. If he is gone for good, it would be tough to just say ‘ah well’ and try it again. You put a lot of effort into that character, and now you are left with nothing but memories. Or maybe not. What if instead of having to re-roll from scratch, your next character would be the kin of your former. The father was slain by orcs, and now the son seeks to avenge him. He is younger, so his skills are diminished, but he shares the same goals and qualities of his father. In gameplay terms, this might mean you start with some former maxed skills at 50%, or perhaps former max skills are now gained at an increased rate. In addition, since you are the son, you have access to your fathers vault and estate, allowing you to equip what armor and weapons he left behind, as well as having a nice bank roll to buy yourself some training. In WoW/EQ terms, let’s say instead of level 1, you start with a character around level 25.

But what if, after your death, you decide you want to try being a blacksmith? It’s entirely possible to take your mid skill fighter son and get him started down the path of a blacksmith. It would be a slow process, similar to starting from scratch, but with the benefit of your former characters wealth and experience. Being somewhat skilled with the blade, you are also able to venture out into territory most regular smiths would not have access to, allowing you to gain more valuable ore/gems to further your crafting. It would not be the highest level stuff, as for that you would need someone with the strength of a 10+ skill fighter, but still better than a smith with no fighting skill.

By intertwining perma-death with a kin/family structure, you add depth and a new twist on character creation. Each time one dies, you get to start with a different looking character, one that already has some history to him/her. This ‘kin’ history could be displayed in a bio page for each family tree. This type of system would also allow certain characters, those that have managed to avoid death for long periods of time, to achieve greater and greater power, gaining a high level of admiration from the player community. A legendary smith, an ancient woodworker, or an unstoppable killer. It would also be quite the event any time one of these ‘older’ characters meets death, their lifespan recounted on forums or even in-game news posts.

Posted in MMO design, Perma-death | 7 Comments

Skillz yo.

Just some quick stuff today, should be a more substantial entry tomorrow.

My wallet hit 1 million ISK in EVE last night. I realize this is basically nothing, but still looks nice for a new pilot. Doubt it will last for long, as I have a bunch of skills to purchase, but hey…

 

Still catching up on “Shut Up We’re Talking” podcasts. #4 today, maybe #5 as well. Overall very entertaining stuff, although I disagree with a lot of their opinions (which is kind of the point, so all good). #3 had a quick talk about the skill needed in an MMO, and one of the hosts stated MMO’s require no skill. I would counter this by saying look at any raiding guild, and ask if they could rank their members by skill. I doubt any of the officers would have much trouble picking out the best tank/healer/dps. There is a reason guilds like Death and Taxes and Curse had the success they had back when I played WoW.

Posted in EVE Online, Random, World of Warcraft | 2 Comments

Killing ten rat tails of world saving.

Quick note: Living near Boston, it’s amazing seeing all the people chasing the Celtics bandwagon now. Sitting here in my cube, it’s taking all my self restraint not to get up and choke the damn pinkhats talking basketball, pretending to have a clue. They are the same wagon jumpers that are going to sit next to me during a home game on a cell phone waving their hands like idiots asking their mom/girlfriend/dog if they are on TV, getting up to take a picture at the most random moment, and finding the halftime performance by some $10 clown the highlight of the night, singing right along with whatever two-bit jingle is playing at the time.

Sorry, rant over, I feel better now.

Back to the blog.

 

One common complaint you hear from MMO fans is the lack of variety in quests. Too many fed-ex and kill quests. Fans always post about wanting new and creative quests, and you can’t blame them, you can only kill rats and collect tails for so long. If you ask players to reflect back on older MMOs and what moments stand out, often times it’s a particular series of quests or events unique to that game.

 

That’s all fine, and I agree to a certain extent. But let’s not kid ourselves, how happy would we REALLY be if every single quest was something totally different and actually require some tricky or creative solution? For starters, this would greatly delay xp gain and general quest completion, as you would have to spend X amount of time each quest just figuring out what the hell you are supposed to do here. If you only have a 30 minute window to play that night, good luck making progress on some complicated quest. Killing 5 of 20 rats is possible, saving the universe might not be.

 

Also consider another common complaint you hear from gamers anytime they are given something different; confusion. Bring an MMO out without the standard UI features and you are sure to see 10 posts on your general board asking how to do this, or why you can’t do X just like in WoW. Now apply that to quests. Instead of kill 10 rats as your first quest in the game, it’s some new and creative task. If you fail to understand it and you get frustrated, what kind of first impression did that game just make? I would love to see some numbers on how many players complete “kill x quests” vs the more complicated ones. Taking a guess, I would say the numbers greatly favor the tried and true rat extermination task.

 

What triggered the above little rant (the MMO one, not the pinkhat one) was a comment made by Darren in episode 2 of “Shut Up. We’re Talking”, stating how he hated a particular quest chain in the Shire which consisted mostly of running back and forth between two farmers. Granted, at face value the quest does seem a little silly, as you do indeed make 5 or 6 trips back and forth just talking to the two npcs. But let’s take everything into consideration here. For one, the two are located fairly close to each other, so the quest overall takes no more than 15-20 minutes. Second, the dialog in the quest, you know, the story part, is well written and entertaining. Third, you get a very decent amount of xp, plus a choice of items in the end, for a quick and simple quest. If you happen to have 30 minutes the night you stumble upon that quest, you just made some nice progress with your character in very little time.

 

My point is, while grand “save the world” quests are certainly exciting and necessary, it’s foolish to think that you can do away with the tried and true kill and fed-ex quests, and LoTRO should be given some credit for at least giving us entertaining writing to go along with those less ‘epic’ quests. Otherwise, if each quest asks you to save the world, after you have saved it for the 100th time, is it really still epic?

Posted in Lord of the Rings Online, MMO design, Random | Comments Off on Killing ten rat tails of world saving.

Warhammer will kill World of Warcraft!

The latest Virgin Worlds podcast was part 2 of a top ten MMOs of the future series. While the entire podcast is very entertaining, it was not a huge surprise that Warhammer Online was the groups #1 game. That said I was a bit surprised how far ahead it placed in terms of expectations and the feeling that it will be a quality game. This got me thinking, how huge will WAR be? 

I always laugh whenever a game is tagged a ‘WoW killer’. The only possible WoW killer is Blizzard’s WoW 2, and even then it would only be a killer if it had similar specs to allow the current fan base to switch without having to upgrade hardware. Back on point, no game is going to come out and ‘kill’ WoW, just like WoW did not kill every game before and after it (unless the game deserved to die like Motor City Online).

 

That said, it IS possible to cut into WoW’s 8 or 9 million subscribers, or post a sub base of 5 million plus. If any game has a chance, it’s going to be WAR. As noted in the podcast, it would seem that the next wave of MMOs will usher in a new era of PvP focused gameplay. With the harsh fan reaction to TBC’s raid-focused gameplay, the scene is set for PvP to come in and steal the show. Instead of a 5 hour grind, grab 5 friends and go compete verse other players on a battlefield, be it for 30 minutes or 10 hours, the ‘content’ is always there, ready and waiting.

 

The difficulty with PvP is that if the balance is off, the player base will be quick to catch on and demand changes, or simply leave. Yet again, if anyone has a chance to achieve that balance, my money is on Mythic. Say what you want about the shortcomings of Dark Age of Camelot, but the Realm vs Realm aspect was ahead of its time. While by no means perfect, it certainly brought PvP to a new level, and really expanded it beyond the simple ‘group and gank’ gameplay.

 

Now Mythic is set for round two with Warhammer. It’s RvR 2.0, and from all the info available it really seems that Mythic is focused on making that aspect the crown jewel of WAR. Let’s assume it works as well as it sounds, how big could WAR get? Will it steal the PvP players from WoW, along with those bored of raiding? Will it bring in Warhammer’s already considerable tabletop fan base? And perhaps most importantly, will it have the ‘snowball’ effect WoW had? Will it reach 2-3 million subs and become the new ‘it’ game that people will play based on word of mouth, leading to the massive growth that propelled WoW to the record-breaking numbers it enjoyed in its prime?

 

It could.

It has the buzz, the solid IP, a solid dev team, and EA’s marketing money.

It has that ‘perfect storm’ feel to it. Now it just has to deliver.

 (And it could gain more buzz if someone would slip me a beta invite and I could secretly blog about it, hint hint)

Posted in Dark Age of Camelot, MMO design, Warhammer Online, World of Warcraft | 3 Comments

UO in Space.

After a re-roll over the weekend, and a much better understanding of the basic concepts, I had a very enjoyable time with EVE Online the last few days. In a lot of ways, it reminds me of the early days of Ultima Online. It has basic rules and laws, an open-ended world for the players to work with, and a skill based system to mold a character how you see fit. Crafting and trade are just as viable as combat, and the entire game revolves around Corporation (guild) politics and zone control. It has a limited quest system, but it’s more of an after-though rather than the focus of the game. I think the biggest draw for me is the scope of the game. The fact that one of the early spaceships in the game cost around 50,000 ISK (the in-game currency), and you read about the cost of the biggest ships being in the area of 15 billion+ ISK. It’s an amazing amount of money, even for large Corporations. The crazy part? That 15 billion ISK ship can be destroyed by a rival Corp, especially since it takes a month to construct one in a space port, and that space port can be destroyed as well, capital ship going down with it. Very similar to UO, everything in EVE can be destroyed. A players ship, all weapons and equipment on it, everything in its cargo bay, even the player themselves can be killed, resulting in possible skill loss. It’s very possible to have a very, very bad day in EVE. Or a glorious one, if your enemy is on the receiving end of a well planned attack.

Speaking of massive destruction, it’s not uncommon to read about a battle involving massive amounts of giant ships, with both sides taking heavy losses financially. Fleet combat involving 50, even 100 pilots is something I can’t wait to see.

I think the most surprising thing about EVE is how different it is compared to all other MMOs, and it was released in 2003. In a market filled with EQ clones (WoW included), its nice to see a game break all those rules, set its own goals, and stick to its vision. It may not have 8 million subs, but for the 170k or so that it does have, it provides a very welcome breath of fresh air.

 

My trial account runs out in two days, and it’s going to be tough not to put down the $15 to keep going, if only to venture out into 0.0 space at some point and see all those stories I hear about first hand.

Posted in EVE Online, MMO design, Ultima Online, World of Warcraft | 5 Comments