Showing posts with label Dungeons and Dragons Online. Show all posts
Showing posts with label Dungeons and Dragons Online. Show all posts

Monday, January 30, 2012

Bastion, thoughts on MMOs

I've played through Bastion once. I am playing through it again on the New Game + mode. Bastion is the rare type of game that comes in, makes a remarkable impression, and then leaves before its stuck around too long. It also has my juices flowing for a bunch of thoughts about things I'd like to see in an MMO.


The first and most unique element of Bastion is the narrator which narrates not only the story, but the player's every move. When I first talked about Bastion's narration to my wife she commented "so he just repeats back to you what you just did? That's annoying!". I attempted to sidetrack her from that position by showing her some of the game, but then "the kid" (the game's protagonist) picked up a giant hammer to which the narrator announced "the kid picks up his trusty hammer". My wife laughed and walked away. While this example is the game's narration at it's most basic it is not truly the genius that exists later in the game. The narrator is seemless, delivering not only the story but also filling in the gaps between fights and everything else that occurs in the game. By the time I finished Bastion I was a bit sad to say good bye to the narrator. I had grown accustomed to listening to his voice through my journey. It probably doesn't hurt that they have one of the best voice actors ever providing the voice and paired it with an award-winning sound track.

Where would a constant narrator fit into an MMOG? The first immediate example that comes to mind is Dungeons and Dragons Online (DDO). I know I gave DDO a bunch of hate because it was just an RPG set in the D&D Eberron setting and because it missed the boat as far as what makes D&D fun (at least for me). With my personal tastes aside, DDO to a certain degree does have a narrator in place, known as the dungeon master. When adventuring through various dungeon areas the dungeon master will announce certain things such as the "the air hums with flies here" or "the smell of decaying flesh permeates". Usually these pieces of flavor are added for things that are hard to represent in a video game (smells for example). I wasn't sold on the idea when I played DDO, but having played Bastion now I think a dungeon master that follows your entire adventure and provides constantly evolving narration to your activities would work. The real trick would be making it work in a multi-player setting, which given some time I think a developer could work out.

The next outstanding feature of Bastion is it's namesake. The Bastion is a sliver of land, floating over the destroyed world that "the kid" is able to rebuild throughout the process of the game. Each area completed generally results in a shard being obtained. The shard can be brought back to the Bastion to restore a piece of the old world. These restored parts take the form of buildings that allow the player to perform different functions. In addition to the shards there are also relics from the old world that can be placed in the Bastion. Everything from a set of banners to a smoker's pipe add flavor to the player's Bastion. Some are for show and others serve other purposes (such as launching a side quest). Over time there is a real sense of progression to the Bastion.

Now it has always been my dream to have an MMO where the players are tasked with building the world from the ground up. The storyline in Bastion is the classic post-apocalyptic hotbed of building an oasis in the middle of a world wracked by destruction. This, to me, is the perfect setting for an MMO to launch into. It lets the players decide the pace at which the world progresses. Players hold the keys and make the decisions that will forever change their existence in the world. The so called "fourth pillar" of MMOGs is touted to be "story", but why does that story always have to be something the developers created? Why can't it be the story the player's create?

For bonus points, Bastion gets the mechanic for this world building correct as well. Players retrieve shards or relics that have immediate affects on their Bastion. In the case of shards, the player get's to spend them as a sort of currency to build the buildings they wish to have in the Bastion. This is almost directly transferable to an MMOG. Player's would be tasked with retrieving "shards" from the old, destroyed world to use and build items in the new world. Each player would have their slice of the new world in which to build. Guilds and alliances can join together to focus on improving a shared area.

Another part of the Bastion experience that makes the game so refreshing is the idea of player-directed difficulty via the in-game idols. Players can go to their shrine and activate idols they have unlocked. Each idol makes the game inherently more difficult. For example, one idol makes it so enemies randomly block one attack. The reward is increased experience gains and in-game currency. It's a simple idea, but something not seen in an MMO outside of the idea of "heroic" versions of some dungeons. Now it would be a challenge to develop, but I think an MMO could have every player set their own idols to dictate their own difficulty. The challenge would be in making it play nice together with other player's idols.

The other part of the shrine that works so well is that it's not just a UI element in Bastion. It is an actual building the player has fought to restore for the sole purpose of using it's services. This gives better weight to the player setting their idols and takes something that in most MMOs is just a UI element and makes it part of the world. Everything in Bastion is managed via these buildings that the player builds. Want to change your equipment load out? Head to the armory and swap them. Want to change your unique character traits? Head to the distillery.

Oh and the distillery. Let me talk about that. It's a brilliant idea just like the shrine is.  In the distillery player's set up "spirits" (aka alcoholic beverages) which modify how the player's avatar works.  Some add straight up stats like +10 health while others are more complex such as offering a counter attack mechanic.  However, the beauty really isn't in the details.  It's in the fact that the distillery takes the monotony of the stats screen out of the UI and inserts it into a practical in-game solution.  It doesn't hurt that the player can visit the distillery at any time to "respec" their character.

I understand some of the ideas I bring up here are not entirely original and in most cases there is an example game on the market that exhibits some of the traits that I mention. However, there really hasn't been a mainstream game that has attempted to tackle any of these elements. "The game that shall not be named" with full on voice acting does cover some of the narration, but it is not dynamic and at it's base level is still just uninteresting filler for quests. Bastion's narration is so far above and beyond that it's hard to compare. A Tale in the Desert covers the "let's build a world together", but really that's about all it has. Plenty of MMOGs feature "hard" or "elite" versions of dungeons, quests, or monsters which sort of works out to be like the idols of Bastion, but that's a loose connection at best. The "UI-built-into-the-game" element would be a first for MMOGs, as far as I know. In fact, a lot of MMOGs are more about the UI then the actual game (I'm looking at you EVE and at you World of Add Ons), so seeing an MMOG work towards removing as much of the UI as possible would be interesting.

My concluding point is that we haven't seen an MMO that incorporates a lot of what I've talked about and that's a damn shame.  Bastion feels like a really simple idea, but its clearly taken time for something of it's caliber to hit the market. It's a brilliant game and in my opinion, a blue print for a successful MMOG.

Sunday, November 01, 2009

Oct 2009: What I'm Playing/What I'm Paying

Previous months: Sept 2009
Check out the "What I'm Playing/What I'm Paying" Google Spreadsheet.



Commentary:

The first note I would like to make is that I moved gaming-related computer hardware to its own line and placed Batman:AA at $0 since it was free with the video card I purchased in September.

I spent October waiting for Borderlands, which released on the 26th. I paid just shy of $34 for the game as part of a Steam 4-pack (splitting the extra copies with friends). I do not feel comfortable paying $50 for new games any longer. The $30-$35 range feels right to me.

I'll be posting more about my thoughts on Borderlands this week.

Next, I spent another $10 on Battlefield Heroes to dress up my Royal Soldier, BrettFavre. The end result:


Heroes still remains a great game, but leveling past 14 seems to be a little bit grindy and I constantly debate whether I should just pay for an experience boost to help get one of my Heroes to level 20+. Fortunately, they gave away a 3-day XP boost to all players for Halloween, so that sated my appetite for faster leveling. Plus, I got to play as a zombie-head for a few days! I'll probably put another $10 into this game at some point to finish up my Heroes' customizations.

I am still working on beating Batman:AA. Its a great game, but with so many games to play, I find it hard to dedicate time to it. I'm only 5% done with the game.

I was fairly quiet in the MMOG department:

I knocked out a few quests on my Sorcerer in DDO:EU, but am still only level 1 and sitting on the starter island. The dungeons can be set to solo, but they truly shine when grouped. I have never had a steady play group, so this may not be the game for me. I'll have to investigate the pick-up group scene a bit more.

I hit level 5 in The Chronicles of Spellborn on my Spellcaster, Favre. I need to determine which class I want to go with from level 5 onwards. Any thoughts out there? Still enjoying the combat system, even if its hard to pick up at first.

On a side note, not listed on the spreadsheet is Killing Floor. I played a bit during the recent Free Weekend on Steam. Its a quasi-pro, but way over the top, Left 4 Dead co-op zombie shooter. Personally, it made me miss Left 4 Dead and with L4D2 right around the corner, I didn't really care for it.

Conclusion:

Free MMOs still reign in my play list. While at heart (ha!) I would like to be a completely Free Gamer, there are too many good games out there that I would miss, Borderlands being one of them. Deals such as the Steam 4-pack give me value and I reward them for that with a purchase on a game I wouldn't have spent $50 for. My purchase and playing decisions remain with value: is the game and the time I will invest worth the costs?

Friday, October 23, 2009

Reaction: How NOT to do Microtransactions

Cuppy posted a "how NOT to do Microtransactions" post and I felt my response was worth re-posting here:
I agree with a lot of what you said. However, I think you are taking micro too literally. A $20 (or even $50) transaction is MICRO in comparison of the whole revenue stream for a single game. That is where the term originated (not because the transactions were ever small couple'o'buckers).

Yes, there needs to be enough $1-$2 purchases, but if that is ALL you ever stick with, you are losing out on a TON of people willing to spend more. Raph made this point not too long ago and I agree 100% with what he said then (I just can't find the link).

My number one complaint with microtransaction games is that some are just god damn confusing. RoM, outside of a mount, was tiring to figure out and prevented me from ever spending money (I was always holding off thinking I would get X for free and pay for Z later). Also Free Realms didn't get any money from me because I was lost between figuring out if I just needed to pay a sub or just float for free and pay for tit and tat here and there. DDO is OK, but still confusing, especially considering a lot of what can be bought can be gotten for free and it isn't very clear.

Right now, I prefer Battlefield Heroes model, which is actually a dual currency system. Pay for the good stuff, like UNIQUE character customizations and non-game-balance-affecting boosts. While they have an in game currency (VP) that is earned via playing and allows you to purchase the BASICS like weapons and healing widgets.

Thursday, October 01, 2009

Sept 2009: What I'm Playing/What I'm Paying

As a born again Value Gamer, I've decided to put together a monthly post detailing what I'm playing and what monetary investment I am putting into them. With the raw data dumped, I can check to see if it has been worth it.

Check out the "What I'm Playing/What I'm Paying" Google Spreadsheet.



Commentary:

Now the first number that should jump out at anyone is $150 for Batman: Arkham Asylum. In an attempt to be honest with myself, I included the cost of a new video card which came with a free copy of Batman:AA. So, I paid $150 for the video card and received a kick-ass game for free. That's value.

Secondly, I am including $10 that was spent on the still-in-open-beta Battlefield Heroes. That $10 resulted in this fine looking fella:


Lastly, I am still spending my MMO time in both Dungeons and Dragons Online and The Chronicles of Spellborn. With my very limited time lately (due to the baby), I am finding it hard to justify having even FREE MMOGs on my hard drive. I feel guilty not playing them enough. So, one of these two MMOs may need to be cut off at some point, but as they are both free-to-play, it should be an easy decision to make (or not make!).

For the month of September, my gaming has cost me $160, but a new video card is ALWAYS a great investment in my book. Especially when a great game like Batman:AA is included! Oh, and maybe its easier to chew on since it will ease my ability to edit high definition video of Heartless_ Jr.

Monday, September 28, 2009

New Player Thoughts on DDO: Eberron Unlimited

When Dungeons and Dragons Online was first released, I was displeased with Turbine’s approach to the game. I wanted an MMOG that recreated the D&D tabletop experience, with real Dungeon Masters and the freedom experienced at the tabletop. I still want that in a MMO D&D “game”. However, Turbine created an MMOG in the D&D Eberron campaign setting with standard MMOG practices (a subscription, faction grinding, etc.). I blinded myself to the unique game that DDO was (and still is). I’ve found myself having to come back and re-evaluate this game, because suddenly I’m finding myself enjoying it (mostly because I’m not paying for it).

I don’t love everything about the game and some of my original gripes are still valid. The DM voice-overs are still distracting and uncomfortable: so much that is said, is already or could be shown. When I walk into a dungeon and see an untouched, rusty lever, I do not need a voice-over to tell me that it “cranks and grinds” when I pull it (especially with the sound effects already going off).

Secondly, the combat still makes my wrists hurt. There is a lot of clicking and button management to operate any character successfully. Every attack or block is a click, all while managing character movement. I am not sure why this is such an issue for me in DDO. I play The Chronicles of Spellborn, with a similar click-to-attack system, without issue. I play tons of FPS games, which are always frantic. My only guess is the way DDO clumps the combat encounters together, forcing a lot of clicking in a small time period. Also, a lack of any sort of “round” timer means a lot of extra clicking is done for nothing. Also, Turbine strings the dungeon sections together with a thousand destructible containers.

Third, character creation is still ripe for confusion and mistakes, but I believe this is a problem with the underlying D&D structure. Character creation has always been a source for trouble and has been ever since I picked up my AD&D 2E books over a decade ago. D&D’s character structure doesn’t fit well into video game form, even more so when MMO is thrown into the picture. Turbine has paired the system down and changed enough to make it work. It’s not great, but it’s functional. Players should not be surprised when their first character winds up as a failed experiment unless it’s well planned out with advice from veteran players.

Another gripe I had was my lack of faith that Turbine could create new content fast enough for the game. At launch, content was limited and the leveling was capped at 10. D&D has never been strictly about leveling, so this gave Turbine room to grow the game. However, early reports showed that only a minority of content was needed to reach level 10, with the leftover content completely worthless to level 10 players.

It is a different story now that DDO has been out long enough for Turbine to release several updates. New free-to-play players have a plethora of content available to purchase and unlock. It’s refreshing to think that spending money on DDO will directly result in a quantifiable experience in game. A player buys Adventure Pack A and plays Adventure Pack A. I never thought I would like it, but as I’ve transitioned to a free-to-play fan, I’ve found it to be a model that makes complete sense.

The decision to spend money, which I have not yet done, is made even easier by how enjoyable the dungeons and areas can be within DDO. The areas do not change from one visit to the next and one visit to a spoiler website can ruin the entire experience, but when approached for the first time with no insider knowledge, the dungeons are absolutely the best in any MMOG I’ve played. This may become a hindrance at higher levels when content MUST be repeated to progress forward, but on the journey to level 20 that most free-to-play players are currently on, it keeps them coming back and wanting to progress. That leads them to spend money and unlock parts of the game they want.

That is important. Turbine needs to make money, especially now that the game is free-to-play. Eventually, the new wave of players is going to chew up what is available. Turbine has already delayed some high end development to focus on the shift to a free-to-play model, so they are behind the curve. If they can keep on top of content and give players a reason to progress, the new business model is golden.

My overall conclusion about DDO is about the same as it originally was. DDO is a great dungeon crawler, but with a sometimes cumbersome combat system and an underlying structure that doesn’t fit well into a video game. The problem of content has been solved and I’m not as angry that Turbine didn’t make the game I wanted. DDO:EU is worth checking out and now that it costs nothing to do so, I’m a much happier gamer to oblige Turbine the chance to sell me something.

Wednesday, September 23, 2009

Turbine Targeting Aion Server Queues... With Advertising?

Yes, I run advertisements targeted at search traffic on this blog. Yes, on a blog that costs me NOTHING (other than my time and dignity) to operate.

Looking over my search traffic and targeted advertising (have to keep those fucking gold selling ads in check), I've been getting a lot of Aion keyword searches into the site. The advertising targeted at the Aion keyword is VERY interesting, as shown below:


So, its terribly apparent that Turbine is targeting their keyword, search-based advertising for a completely different game. Now, to be fair, Turbine does also target the DDO keyword with DDO advertisements. However, it always cracks me up to think about how much search-based advertising gets away with. They essentially make money off the brand names and trademarks by selling redirected search attempts to their competitors.

God, I love the Internet.

Wednesday, September 16, 2009

DDO: My 28 pt, Newbie Class Build Choices!

I have decided on two Class Builds I want to try in DDO. I've pulled both from this great thread on the DDO forums. In the end, I didn't want to be tied down to a melee character. I wanted some flavor and decided I will play two toons: one melee and one spellcaster. I decided to avoid multi-classing and stuck with two pure builds.

Melee: The Backstab Fighter (Halfling Fighter)
Backstab Fighter
Level 20 Chaotic Good Halfling Male
(20 Fighter)
Hit Points: 322
Spell Points: 0
BAB: 20\20\25\30\30
Fortitude: 16
Reflex: 16
Will: 11

Starting Base Stats
Abilities (Level 1)

=======================
Strength 16
Dexterity 16
Constitution 14
Intelligence 8
Wisdom 8
Charisma 8

Spellcaster: The Generalist (Human Sorcerer)
Generalist
Level 16 True Neutral Human Male
(16 Sorcerer)
Hit Points: 170
Spell Points: 1610
BAB: 8\8\13
Fortitude: 8
Reflex: 4
Will: 9

Starting Base Stats
Abilities (Level 1)

=======================
Strength 10
Dexterity 8
Constitution 16
Intelligence 8
Wisdom 8
Charisma 18

Now all I need to do is figure out a unique name that is NOT taken already! All of my standbys are taken. Damn newbs!

Tuesday, September 15, 2009

DDO: Class recommendation for a new player?

With the discussion around DDO character builds still swirling, I figured I would ask for input from the general audience about what character I should play? I don't want to waste any time messing with building one myself, so I am sort of looking for a complete 28-point build.

I am a D&D veteran and can understand most of the slang. My current preference in play-style hovers more towards melee classes. I don't need to be top DPS, but DPS is still important. I'd rather have more utility than just outputting DPS. I would like to try avoid Cleric builds, but I am open to anything currently.

Comment away!

Sunday, September 13, 2009

Dungeons and Dragons Online's Pay Wall: 32 Point Builds

Update: Here are the new-player builds, which are attainable with 28 base stat points.

A character planner tool is available here.
Read below for my bitching:

I have been playing the Free-to-Play (F2P) version of Dungeons and Dragons online for an hour this morning and I've come across a potential deal breaker: 32 point builds. As with any game I venture into, I look for guides and general information on the forums.

For DDO, I came across a great Character Builds forum, but could not figure out HOW to make any of the builds actually listed. All of them included four extra stat points that I did not seem to have access to in the character creator.

Long story short, players have to play with a throw away character, grind to 1750 Favor, and then re-roll a character that then gets 32 (instead of 28) base stat points to allocate. At first, I thought this was a limitation of the F2P model, but I quickly found out its a "feature". Yes, there is a "feature" in DDO that makes a player's first character something they will have to stop playing in order to re-roll a character with sufficient end-game stat points.

To add insult to this injury, Turbine's potential solution is to add the 32 points as a purchasable item in their cash shop.
At this time you still have to earn enough favor to unlock a 32 point build, however we are definitely discussing adding them in the store in the future.
Looking at the forums, this would be a huge hit with players. However, this absolutely disgusts me. Buying races and classes is fine, but paying for what SHOULD BE basic class building features is a game-killer.

However, the wound wasn't deep enough as Turbine pours salt in by forcing players to buy adventure packs to unlock enough quests which will allow a player to achieve enough favor to get the 32 base stat points. Guess what, DDO has a pay wall.

This may be a day one deal breaker for me. I don't want to waste my time on a character that is instantly perceived as weaker than the other players around him. I don't care what the counter-argument is. Bob gets 32. I get 28. That's four points I'm not getting for a character I am going to have to stop using once I've unlocked the next four points.

With all of this said, maybe I am over-reacting, as I've not invested enough time into figuring out the system and what is involved. There is still a bad taste in my mouth and I'm wasting time researching instead of playing.

Here's a tip for Turbine: F2P games fail because they become too fucking confusing.

Monday, September 07, 2009

The Great GAME Purge of 2009

Ardwulf purged the MMOs installed on his PC:
That time has come again, to free my overloaded hard drive of games (MMO and otherwise) and software that I’m not playing, and won’t be, for the foreseeable future.
Since I am no longer MMO-centric, I am going to list my GAME purge of 2009. As a bonus, hard drive space is super valuable to me currently as I am shooting a ton of high def video of little Heartless_.

Action Games

Battlefield Heroes: Staying. Its free-to-play and I've spent a few bucks to customize my heroes. Its easy to get into and offers casual FPS game play.

Team Fortress 2: Staying. Every time I think about removing this game, Valve releases an update that pulls me back in. Also, I still want a damn hat!

Left 4 Dead: Uninstalled. I haven't played in months and the friend I played with from work switched to a night shift and is never online when I am. It was a fun romp while it lasted. Also, as the game was downloaded via Steam, it is a simple 1-click reinstall.

Call of Duty 4: Reinstalled. I want to play through the single-player campaign again, and I have to admit that the CoD4:Modern Warfare 2 videos have me drooling for some CoD4 multi-player action.

Quake Live: Staying. Its contained in a browser plug-in and easy to jump into. I may suck at it, but its completely free and worth keeping around.

MMOGs

The Chronicles of Spellborn: Staying, but only if I can fix it crashing my PC. I purchased a new video card and now when I boot up TCoS, it BSODs my computer. If I can't fix this, I will have to remove the game. I don't want to, but TCoS is frozen in development, so no fixes are likely to come down the line. This is the only game that crashes with my new video card.

Runes of Magic: Uninstalled. Since the WoW Cataclysm announcements, I feel dirty playing RoM. For $15 a month, I could be having a much better experience in WoW. RoM is fun and well developed, but I have five years of WoW bias to fight every time I'm logged in. Plus, the PvP in RoM sucks.

Maple Story: Uninstalled. I said I was going to try the game that 90+ million people have tried, but outside of the card game I've lost interest. The iTCG is out of beta, so it now costs money and I doubt I'll be going back to it anytime soon.

Free Realms: Uninstalled. While some people are treating Free Realms as the next coming of Jesus, I see through its thinly veiled exterior. Its a bunch of mini-games in a world where players can interact with each other. All of the good stuff is locked behind the pay wall. I will only admit that it is well executed and offers a quality experience, but it is nothing special. Kongregate, I'm coming back.

Domain of Heroes: Bookmark deleted. Yes, I spent $10 on this lackluster game and then promptly stopped playing. It was after the $10 that I realized how hopeless the development of the game was. Changes were either slow or completely out of left field. It could be a great and fun game, but the balancing act required seems out of reach for the developers.

Dungeons and Dragons Online: Possible new install. I have to wait and see how the game reviews in its new free-to-play form. I never agreed with the fundamental design of DDO, but it could turn out to be a decent freebie that is worthy of a few hours.

Miscellaneous Games

The Path: Staying. I still haven't unlocked everything in this little gem of an indie-game. Plus, I think if I uninstall the game, strange things start happening in real life.

Metaplace: Staying. I don't know what to think of Metaplace. I don't believe it can be a gaming platform of any kind in its current state, but I'm curious to see where it goes. Plus, it takes up no room on my hard drive, so it makes the decision easier.

Tuesday, February 28, 2006

Dungeons and Dragons ... level 10's before launch.

Turbine has allowed people who pre-ordered Dungeons and Dragons Online to have an early start. So, it was bound to happen that a player was going to flip on hardcore mode and hit the max level (10) relatively fast. The problem is that such a player has done so; five days before the game has landed on store shelves!

The post on the DDO forums has a lot of points between the casual players and this single hardcore level 10. The level 10 claims he was figuring out if there was a ton of level 10 content to be consumed and he was terribly wrong because there is ZERO level 10 content. The more casual crowd is chanting "Thats what you get for rushing." I don't know which side is more sad in this argument because they are both horribly mistaken about DDO being a viable MMORPG.

Community member Karos says it best on page 4 of the thread...
"Ok, from reading this thread I get the impression that a lot of people feel it is fine for a game like this to end, 'the journey is everything', so to speak. Comparing this game to a non-subscription based rpg is comparing apples to oranges, as this game lives and dies by how many people is can keep playing.

Many people when they play a console rpg play it through slowly and completely, never to look at it again except in nostolgia. Now ask yourself if you would be willing to pay a monthly fee while that game is sitting on the shelf doing nothing. If enough people can honoestly say yes to that question, then this game has a future, but if not it will lose subscribers and with no bottom line it will go the way of AC2, but much quicker.

Endgame content is something every online game must eventually have to keep that subscriber. The form that content takes though can be extremely differentiated but it will all boil down to the same principal. How do you keep people busy and continuing to play after they reach the max level allowed? This question may seem moot, but eventually every player can reach that level if they continue to progress. You may think that someone reaching the end now is a problem, but it is a symptom of a much bigger problem.

Right now things are looking good and we can hope for fast new content patches. Let me finish with a different question. If every time you got together with friends for a PnP D&D game and and your DM asked you to roll up new chars and placed you in exactly the same campaign to be played out exactly the same way every single game, how long before you found yourself a new DM?"
That is a very well stated point of view that I have to agree with. The casual gamers out there are going to be hitting 10 within a month or two months time and they are quickly going to come to the same conclusion as the hardcore. The argument that Turbine is going to continuously add content as a viable way to maintain the game is utter bull crap. They've had years to build this games content (remember they already had the engine built) and they can't make more than a few days worth of leveling content?

It is true that the number of levels doesn't matter. Level 10 as max does not have to be a short journey. Turbine proclaimed how their was going to be so many mini step ups as you level that you will have content for months on end before running out of content. Turbine vastly underestimated what amount of content they did have because its not even remotely close to being viable to support this game.

I truly feel sorry for the idiots in that thread posting that Turbine will have a patch out within a few weeks with tons of content. It just doesn't work like that. They will be able to add a couple top end quests at most and that's if they go for quality. They could squeeze out a few more, but they are going to be very unfinished experiences. The majority of early patching will be in fixing technical bugs and game bugs... not content delivery.

Here are the points I dug out of the thread:

1. The content doesn't change. It's the same the first time you play and then is just a repeat. Turbine didn't even bother to have the traps or secret doors change locations.

2. The speed of leveling is not proportionate to the amount of content available. It is being compared to leveling to 20 in WoW, which took casual people about a month to do and the hardcore hitting 20 after a day. Difference being, WoW has different 1-20 content for almost every race.

3. There is ZERO level 10 end game content available. Once you hit level 10 it is a reroll and restart, farm the dungeons you've already completed, or wait for the next content patch which is X number of weeks away.

Final Thoughts

DDO is in trouble and matter of fact so is Turbine.

Update: 1 Sept, 2009 - Edited post, applied label.

Sunday, January 22, 2006

Dungeons and Dragons Online gets a D

Update: 30 Jan, 06, restructured some parts of this post.

So the preview event for Dungeons and Dragons Online (DDO) has come and gone and I finally got to play the game that I've already started ranting about. It’s hard to approach the game objectively when I've already decided the game was missing an aspect that is key to pen and paper Dungeons and Dragons; the Dungeon Master. Regardless of my reservations about the game I had to try it.

Holding Hands

If you were a new player coming into a MMORPG how would you want to be introduced to the character building process? Would you want it to be fairly straight forward allowing you to get into the game and explore OR would you want to wish you had spent a little bit longer buried deep inside your D&D rule books?

DDO starts you off in a small un-guided cluster of a mess. For MMORPG veterans it may be intuitive to click on the nearest NPC as you enter the game, but for a newbie the hand holding approach needs to be used. Also it is very nice as a veteran when a new game takes my hand and guides me in my baby steps.

Guided steps are another key to introducing the player to the game. Turbine's idea of combat orientation is giving you one of four doors to choose from IF you actually figure out that they exist! The four doors are off to the side and had I not just out of curiously investigated them would have never discovered them. Each one offers a different combat training experience because I guess it was too hard to teach you about ALL your avatar's abilities at once.

Once you are familiar with what you are doing it is not hard to find your first quest and set off. The beginning quests are simple and actually do serve as a good stepping stone into the game. It just stands to reason that the combat training would have been much more fully integrated into the quests.

The minor victory that is achieved after completing the newbie area is quickly lost as you hit the same unguided wall when you finally reach the only city in DDO; Stormreach. I found myself just as lost and unguided as the newbie area. Hopefully by this time you have figured out to look for the big yellow swirl symbols that mark the entrance to a dungeon instance. They are equivalent to graffiti in any major city. Luckily you can click on a dungeon entrance and be directed to the NPC that hands out the pre-requisite quest required to enter. Its up to you how to actually get started in that quest line.

Combat isn't for Wimps

The combat of DDO is not for wimps. It also apparently is not for the standard MMORPG player because it’s radically different. Radically may be too strong a word. The trinity still exists: heal, tank, and damage.

The radical comes from the controls for combat. Auto attack is all but removed. Every click is an attack, a swing of the weapon, a block, or any number of various skills. Combat is real time and it is very hack’n’slash inspired.

Sadly this left me with soar wrists and fingers after only a couple hours of play. Sometimes I just wished I didn’t have to click a dozen more times to hit my target. I don’t really understand why the clicking gave me soar wrists or pain in my fingers because after all I play FPS games for extended periods of time with no problems. I think it came from having to constantly have a key depressed to keep the camera in a decent position.

It is just poor design to have an action inspired control scheme that requires you to control the camera. In the end the combat does not feel like a true representation of D&D. Don’t ask me how to fix it because I don’t know.

Crazy People Repeat Themselves

There is a Dungeon Master present in every quest instance you adventure into. It is the same computer controlled DM that you will meet in every single adventure. It does not change. It does not adapt to play styles. It does not feel like a real DM.

On top of not being real there is a huge immersion breaker when the DM repeats every action you take. I know that the rusty metal gate just clanked open because I saw it with my own two eyes and just so happened to have pulled the lever to make it do so! I know the chest just opened because I opened it! I know the ladder just broke because I was climbing it when it happened!

The idea works in some areas. At first the booming voice of the DM was very welcome and added to the experience. The enjoyment was short lived when I realized every action I took in my adventure was going to be narrated back.

With a little time and effort this system could have been much more effective. The system shines when it accurately notifies party members of an impending trap or situation that their skill checks passed. This makes every party member have to pay attention because the clues given by the computer DM don't go to every person in your group. This is good. Repeating my actions is not.

Warforged

Warforged are in DDO because of Turbine's decision to host the game in Wizard of the Coast's new world of Eberron. Warforged are a significant element of Eberron and that has pretty much sealed their fate to exist in DDO.

Remember playing the game "One of these things is not like the others?" when you were a child? Well then you will have a similar experience when you get to the race selection screen of DDO. The Warforged neither fit in appearance or in MMO familiarity. They are large. They look funny. And most of all they are not a race players can identify with at all. Dwarves, Elves, Humans, and Halflings are all Fantasy 101.

I kept finding myself pulled out of the immersion because of a lumbering hulk of a Warforged standing around. D&D always has relied on openness and allowing players to be anything they want to be. The problem I find is that DDO does not have this openess and therefore having one unique race really hurts the game. Now if many other races could have been included we may have a more diverse selection to fit Warforged into. Unfortunately the selection is small and the Warforged stick out like a sore thumb.

In the End

The game got a passing grade from the D&D creator himself, Gary Gygax. Still this doesn't sell the game to me. The lack of a real DM was a main detractor before I even played the game and after playing the game I am 100% confirmed in my prediction.

Lacking and uninspired combat just adds onto the laundry list of things that don’t translate between D&D and MMORPG. DDO doesn’t deserve the D&D in its title. Don’t get me wrong. The game is set in a D&D setting, but the rules are much maligned and overall poorly implemented into Turbine’s vision.

Vote with your wallet and vote no for DDO. I give Dungeons and Dragons Online a resounding grade of D (no pun intended).

Saturday, January 14, 2006

Dungeons and Dragons : The DM difference

With all the post-NDA opinions floating around about Dungeons and Dragons Online's beta I have been thinking about a crucial part of what has always been the most important aspect of a tabletop game of D&D. That aspect of course is the real, live, and breathing Dungeon Master (DM).

Let's step back to DDO for a minute. Turbine has gone a long ways to make sure the aspect of the Dungeon Master was not forgotten. They have added pop up text boxes that go into some detail about each and every area a player visits. Also there is narration to help better explain some of the different events within a quest or adventure. It gives an overall impression of there being a DM present, but in reality I doubt any player will ever believe a DM is truly watching over their play.

Turbine has decided that the DM is not a role that needs to be filled by a human. After all, that's what they have servers, graphics, real time combat, and the game itself for. There is no need for a DM to be there. Turbine's quest team has hand built numerous quests and areas for players to adventure in. They have gone the extra mile to make adventures that are exciting and multi-faceted. What possibly could a DM be needed for?

Human > Computer

It is a simple fact that a human would serve as a better DM than a computer.

Your party has been rolling through a dungeon. No monster, trap, or ambush could stop you. No monster, trap, or ambush could... because the dungeon doesn't change based on how well you're doing. The difficulty hasn't scaled. The computer is not smart enough to do so.

Insert a human DM into that situation and you have a different story on your hands. The DM could throw down a trap to slow the party while he prepared the next wave of attackers. What may start as an easy fight could escalate quickly as the DM jumps in to control one of his summoned creatures. Now the party is fighting against a real opponent.

This even extends beyond just interacting with the party as they adventure. It pays its dividends in the end also when the true reward of adventuring in D&D pays off and that is at the division of the experience points. A computer is going to reward you the same amount for the same quest (with diminishing returns for DDO). A DM on the other hand is going to analyze the fight. Was it hard for the party? Do they deserve a little extra maybe? Do they deserve less possibly because they took the easier path? These are questions to think about the next time you earn experience in any MMORPG.

What about getting a bad DM?

Well it is a possibility and I would like to think there would be quite a need for DM with the number of adventurers playing. So the possibility of getting a poor DM that is unable to enhance the adventure is a real possibility.

Things like DM rankings and scorecards would go a long way to alleviate this. After every adventure the party could rate their DM and a DM would rate his players. Other things such as rewarding a DM for achieving better rankings and giving them more power as they achieve higher ranks could also help. These are things that just haven't been explored and until real DM are placed in game it is hard to expand upon them.

For some ideas on ranking and rating systems check this article out.

Its too exploitable

I know what people are going to say. A bunch of buddies get together and jump into an adventure with their buddy buddy DM. The DM makes the adventure a cake walk and then rewards insane amounts of experience at the end. Everyone else feels cheated because there is nobodies all of a sudden level 10 after a week of playing.

No one likes cheaters and sadly cheaters will always look for maximum return with the smallest investment on their part. Its a sad fact, but there are ways to deal with it.

One idea is to randomly assign the DM to an adventure. That way no party can “shop” for a DM that will help them exploit the system. But honestly do we need to go so far as to push the players and the DM apart?

Honestly the simpler fix would be to just not connect the game to hub worlds. Disconnect the player base from itself and offer a separate way of connecting. Server browsers work great in FPS games. Give the adventurers a simple chat interface linked with a game browser so that players can hook up for a game. Each game could then be stored for players to join in later.

Without the connection of hub worlds the effect of the exploiters would not be seen as a negative on other players experience. The exploiters would be playing their own games and the other gamers would be playing theirs. If an adventure called for a party of five level 5's then it would not matter really how each character entering got to level 5.

Again the DM has control of the adventure. If players come in with items the DM doesn't feel are appropriate they could be easily replaced or restricted. If a character comes in weak the DM could boost them up for that game and that game alone.

Conclusion

The DM holds a great power in D&D. Without their presence the D&D experience is not the same. Pretty graphics and flavor text will never replace the human imagination. D&D has never been about what 1,000's of other players are doing, but more about what you and your small group of friends are doing. An online version of D&D needs to simply increase the size of the pool from which you pick your fellow adventurers and in turn hopefully make some new friends.

DDO may be a faithful representation of the world and rules of D&D, but it will never capture the spirit.

Update: 28 Aug, 2008 - Updated labels.

Monday, January 09, 2006

Dungeons and Dragons (DDO) beta preview/review wrap-up

Update: 29 Nov, 2009 - Removed post as all links were broken. This will be kept as a historical placeholder.
This originally linked to various articles detailing previews/reviews of Dungeons and Dragons Online's beta.