Showing posts with label Gaming Opinion. Show all posts
Showing posts with label Gaming Opinion. Show all posts

Tuesday, January 19, 2010

Game Developers Should Play Games :The Lesson Learned From Reading George RR Martin

There's a great post over at Suvudu: The Lesson I Learned From George R. R. Martin. The author explains how they've taken lessons from exploring some of Martin's smaller works:
The lessons I learned from reading three straight George R. R. Martin novellas played into my own short story writing process, George a silent mentor whether he likes it or not.
continued...
The lesson to be learned from this: Most authors, when giving craft advice, tell hopeful writers to read almost as much as they write.

Wednesday, January 06, 2010

Top Board Games of the Decade

The Thinking Gamer has a great post up covering the last ten years of board games with yearly favorites and his top 3 of the decade.
Here's my take on the best board games of the last decade, broken down year by year:

     2000 - Carcasonne
A really good game, and a truly innovative design space to explore as well. It's no longer in regular rotation for me, but Santa brought "The Kids of Carcasonne" for Kira this year and I highly recommend that variant for anyone with a budding gamer who's 4-7 years old. It's easy to learn and no reading is required, but it's got a surprising amount of depth of strategy — enough to keep things interesting for parents too.

Friday, January 01, 2010

Looking Back on 2009, Heartless' Predictions Reviewed

Its that magical time of year where I get to review my predictions for the previous year. Read my original predictions post here.  My commentary is after the jump:

Thursday, December 31, 2009

In The Year 2010, Heartless' Predictions

Its nearly 2010 and without further hesitation, here are my predictions:

1. Warhammer Online: Age of Reckoning will be sold or shut down by EA.

2. Star Wars: The Old Republic will NOT launch this year.

3. Already launched MMOGs, not named World of Warcraft, will have a rough year.

4. Newer, quality F2P games will storm the market and one will challenge WoW for the mainstream playerbase.

5. WoW will remain the king cash cow as the subscription model continues its dominance.


6. Digital distribution will start being taken seriously by market analysts as Steam proves the platform's power on the PC market.

7. Digital distribution will quietly replace boxed sales completely for PC games.

BONUS REAL LIFE PREDICTION: A political uprising will shock the world and the mainstream media will only find out about it after checking their Twitter accounts.  Three days later, they will realize it was simply a mis-spelled #hashtag and re-purposed Youtube videos.

Sunday, December 13, 2009

The Economy of FREE

FREE, 29 holiday song downloads on Amazon. You clicked.  I know you did.  It's ok, I'll wait for you to get Silent Night playing in the background before you come back to read this post.  FREE is hard to resist, especially with no strings attached.  FREE is also worth money, because out of the hundreds of people that download a FREE song, some will end up buying one.

Gamasutra has some hard numbers: 58% Of PlaySpan Users Buy Goods From Free-To-Play Games
And not only did free-to-play games see the highest purchase penetration among users, they also generated the most money on a per-user basis. The average user's expenditure on publisher-sold free-to-play digital goods over the course of 12 months was $75, compared to $60 for MMOs, and $50 for social network games.
F2P games, with micro transactions, serve all levels of investment from players. There is no barrier to entry because its free to play, increasing the potential audience. Those willing to spend very little, can still access the game, earning money from a market segment that the subscription model misses. Those willing to pay more are allowed to do so and are not capped at their monthly subscription cost. Both end up supporting the ability for free riders to hitch on at no cost.  A free rider being just another sales opportunity.

World of Warcraft has forever cemented the subscription model as valid. F2P games are quickly validating micro-transactions.  This is not an argument that F2P is better than the subscription model. It shows that the F2P model is working and that those people screaming about $10 horses are falling behind the times. Also, it shows that advertising can be done with the product, not flashy Mr T commercials (as epic as they are).  That's a win for the customer as we get a free game to play, no strings attached.

Tuesday, December 08, 2009

Micro-transactions and Battlefield Heroes Beta

EA Dice made some unpopular changes to the pricing model in the free-to-play (F2P), but supported by micro-transactions Battlefield: Heroes. Ars Technica has an article with the basics:
You could buy certain items to give yourself an edge, sure, but it was just as easy to earn in-game Valor Points (VP) to purchase weapons and widgets for use in the game. Many gamers did just this, earning VP in their regular gaming session without ever paying a dime. Others made a few purchases here and there to round out their items.
With micro-transactions all the rage right now, this has created a shit-storm around the blog-o-sphere. I find myself having to step in and defend the unpopular view.

Saturday, October 31, 2009

How About You Ask The Pirates?

Ars Technica is running a piece about Borderlands and the fact some players were able to snag a boxed copy of the PC version days before launch only to be greeted by failed authentication attempts preventing them from playing the game.
Borderlands was a highly anticipated release on the PC, but a one-week delay of the PC launch meant that console gamers were able to enjoy the gun-collecting goodness ahead of their PC gaming brethren. A few gamers were lucky enough to find stores that were willing to sell the boxed PC copy of the game before the street date, however, but when they installed the game and tried to play, they found that without the title being authenticated online, the disc and key were worthless.

The problem? They forgot that buying a PC game doesn't involve a product, but a license.
Gearbox big wig, Randy Pitchford, responded:
"I don't know if something can be done to unlock copies for people that somehow get a copy before the street date... I certainly can't do anything about it, but I understand and am sympathetic to the frustration,"
He doesn't know. The man responsible for the game doesn't know if it can be unlocked before its street date. Maybe he should have asked the pirates that were playing Borderlands DAYS before the official street date.

It constantly amazes me the things that Publishers and Developers push off on piracy. Pirates don't buy games. Stopping them does not generate any revenue. There is not a single developer that has proven that piracy hurts their game sales. In some cases it has proven to help sales just as a free copy of a ebook often spurs sales of the hard copy!

Yes, piracy does hurt the bottom line when pirated versions are allowed to negatively affect the community and service built around a game. However, rarely, if ever, does a pirated copy equal a lost sale. That is NOT my opinion, its proven fact. Unfortunately, few companies are willing to admit this.

One time, just one time, I would like to see these companies learn a lesson from piracy. Make the game easily accessible, with no restrictions, and allow players to play as soon as they have their hands on a copy. This makes for happy and repeat customers (an educated person may have noticed that pirates tend to come back again and again to the same hacking communities that put out the best product).

NOTE: I do not pirate games or endorse piracy.

Sunday, October 25, 2009

Hulu to Start Charging in 2010 - A Sunday Morning Post

Sad news for fans of all things legally free on the Internet, Hulu officially to start charging for content in 2010:
Bad news if you like free stuff: In 2010, the popular ad-supported streaming video site Hulu will officially begin charging for content.
Let me preface this with: as a fan of Hulu, I would pay for some premium content. However, the vast majority of what is on Hulu is something I am already paying for on cable or can get for FREE over the open air waves. The ONLY edge Hulu has is the fact that it is free and on-demand (meaning I can watch what I want, when I want). Is that worth paying for? As I said, maybe, for some stuff, especially if I dump my overpriced monthly cable bill. I gladly pay for Netflix, which a similar argument can be made for.

A lot of people are stating they are just going back to their torrents. Seriously? People are going back to torrents? I highly doubt any torrenters (aka pirates) dumped their torrents for Hulu. Torrents are simple to get, often better quality, and don't come with advertisements. Hulu was there for those of us that didn't pirate, but still wanted quality free content while supporting the content developers in some way.

Come 2010, my wife and I have decided to dump our cable TV and go Internet only. Regardless of whether Hulu is free or not, quality FREE and LEGAL content is available in droves on the Internet. Its just a question of setting expectations that we may miss a few things here and there (at the same time we may discover a few things we've been missing).

Anyways, we have Netflix and I think that is where the problem is. Can Hulu convince anyone to pony up for yet another online-centric service? I think the answer is yes, especially if it works out to be SIGNIFICANTLY cheaper than my monthly cable bill.

Back to Hulu and the pirates, and lets get this post back towards game-related

I just don't buy either side here. Hulu claims to be losing millions, but all the evidence shows how successful their model is for advertisers. Not to mention Hulu giving rebirth to almost dead TV programs such as Its Always Sunny in Philadeplphia. Hulu just needs to leverage itself better and get paid for the power that it now yields.

Pirates claim they were using Hulu, which is just laughable.

We've seen this in the game sector as well. Pirates ALWAYS claim they just want a free preview or that games are too expensive. As this post from an iPhone game developer shows, its a lie.
Well, from this data we can conclude that 0% of pirates think the game is worth buying (which, by the way, is contrary to most of the forum posts we read from legit buyers).
To summarize: iPhone games are cheap and NONE of the pirates came back to buy the game after playing it hardcore.

My view on piracy and what content creators should do:
a) minimize its impact to their service (don't let pirated copies tag along on your online services, make support requests, etc.)

b) ignore it
And that's that for a Sunday morning post.

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.

Saturday, September 19, 2009

Fixed: Punkbuster Error "Disallowed Program/Driver 125120"

This is a quick how-to on fixing the Punkbuster error "Disallowed Program/Driver 125120".
1. Disable all screen overlay features in any running programs.
2. If all screen overlay features are disabled and the problem persists, exit each program with a screen overlay and try again.
3. If FRAPS is installed, exit FRAPS and try again.
If you want the long-winded WHY of this little bug, keep on reading.

This was annoying to track down, as all things Punkbuster are, simply because Even Balance (the developers behind PB) refuse to SHARE with the community what their error codes mean or what may be causing them to kick non-cheating players.

Getting kicked by Punkbuster for "Disallowed Program/Driver 125120" simply means that a program or driver on the computer is trying to overlay something on the game-screen in a way PB does not like. This is a common way for hacks to hook into a game. Instead of interacting with the game, they sit on top of it with an overlay. This has been a common form of hack for years.

Unfortunately, Punkbuster recently made aggressive changes to how they view overlays and thus many programs that legitimately use them are now being seen as potential hacks by Punkbuster. Programs such as FRAPS and EVGA Precision.

Now, FRAPS in particular is having special difficulties. Older versions are flat-out interpreted as hacks by Punkbuster now and running any old FRAPS versions will get a player kicked repeatedly for "Disallowed Program/Driver 125120". Disabling the FRAPS overlay will not work. FRAPS must be shut down anytime a Punkbuster game is running. The FRAPS developer attempted to fix this problem in the current FRAPS version, but as quickly as they did, Even Balance changed Punkbuster to continue the kicking. So, its a tug-o-war between FRAPS and Punkbuster and I don't see FRAPS winning.

Other programs, such as EVGA Precision are in much better shape. Simply disabling the screen overlay features (such as GPU temperature) will fix the issue. This is most likely true for any number of overlay features in many video card manufacturer's software management/monitoring programs.

Unfortunately, for dedicated players of games like Call of Duty 4 or America's Army 3, this means the loss of some great software tools. Fuck Punkbuster. Once upon a time they were decent, but they've become the porta-potty of the anti-cheat world. No one wants to use them, they stink like shit, but unfortunately its the only option.

Monday, August 17, 2009

World of Warcraft Is The Best Game I've Ever Played

There has got to be something going on in the universe when I agree with Darren.
First and foremost, I will revisit WoW off and on for as long as it is still active….especially with each expansion. My opinion (…please repeat that word to yourself…heh…) is that you cannot intelligently comment on MMOs unless you’ve played or are playing WoW. Like or not, it is the yardstick and will continue to be so until we all agree that something else is the yardstick.
I'll go one further. World of Warcraft is the best game I've ever played. I don't think you can intelligently comment on the modern gaming market without having played WoW. There are NO other games even close to World of Warcraft in terms of gaming, cultural, and online impact. For jumping sake, Leo Laporte, even plays World of Warcraft. If you haven't played it, and you're opining on the gaming market, your opinion is going to be short-sighted.

Why is World of Warcraft the best game I've ever played? Simple. I sat down to play WoW and it was immediately apparent that the game was a pleasure to play and I couldn't explain for a split second why. Every other game that I've ever played has had some sort of adjustment period or some sort of immersion breaker. I could explain to you how the game could be made better the first time I sat down to play it. I was lost for comment with WoW. The initial game is perfect in my book.

Now, even the best things in life break down at some point (chocolate melts, Star Wars has prequels, etc). WoW eventually turns out to be just another MMOG, but god damn does it hide it well.

Sunday, July 05, 2009

RMT != micro-transactions

Darren, the "common sense" gamer, believes $10 is a bit much for a mount in free-to-play, but supported by micro-transactions, Runes of Magic.
Here’s the deal….and I’m absolutely disgusted by this. A “permanent” horse in Runes of Magic, it is 199 diamonds…let’s call it 200 cause that’s what it really should be (…seriously guys…time to start rounding things up…). 200 diamonds cost $10.94 Canadian.

Are you seriously telling me, with a straight face, that a digital HORSE costs me $10…FUCKING..DOLLARS!!!@!@ That’s if you want to buy it outright…for cash. You can buy diamonds on the auction house which you can then buy the horse…but good gawd. The horses dollar value straight up is almost as much as an entire subscription.
Following up on this is a discussion at p0tsh0t:
Truth be told, while I’m usually more of the mind that RMT is the debbil, I think the RoM mount topic is a decent example of an RMT item and approach that could work in most games. What the game companies need to keep in mind is that their RMT and game models should deliver value and entertainment to a broad audience with varied time budgets.
Here's the problem. Real Money Trade (RMT) is not the same as micro-transactions.

RMT occurs when players trade real money for items in a subscription-based game. The developers rarely see a dime unless, like SOE, specifically set it up to take a cut of the transactions.

Micro-transactions are a business model, meant to allow a developer to support a game. In most cases, the game is free-to-play.

In this specific example, Runes of Magic is free to play, but supported by micro-transactions. If a player wants a horse, they spend $10 for the entirety of the time they play the game. World of Warcraft on the other hand, is a subscription-based game that has a volcanic third-party RMT market attached. Players often pay upwards of $500 for unique mounts, on top of paying $15 a month to access the game!

Further down in the p0tsh0t post, a breakdown of what an epic flying mount probably costs in World of Warcraft:
Using the epic flyer as an example, if I really applied myself, I could probably log on and earn a few hundred gold a day without outlevelling our group too much in a relatively small amount of time each session. At 200 gold a session, that would take about 25 sessions to yield the 5,000 gold for the skill and the mount. If I played an average session every other day, that would be about 50 days or almost two months of just casual self-gold farming. All other things equal, I should be ok with paying the equivalent of about $30 for my epic flyer (or the equivalent in game currency).
So, I ask the "common sense gamer" why he is flabbergasted by a $10 mount when it is obvious players are willing spend 3 times that amount just to access a service that will allow them the pleasure of working hard to obtain a mount.

The truth is that many traditional MMOG players have lost touch with the micro-transaction movement in the market. They see a $10 price tag for something in a micro-transaction game and apply the concept to a subscription game. Immediately it seems insane that anyone would pay real money for something that they feel they get for "free" in their subscription game. They fail to realize they are paying in time and real money for a mount in their subscription game. Often times, a lot more. Not to mention the players going to RMT markets to pay hundreds, if not thousands, of real dollars for in-game perks in subscription games.

I was once one of the lost. I used to see micro-transactions as RMT. It's simply not the truth. RMT does not equal micro-transactions.

Thursday, June 18, 2009

Warhammer Top 5

Jeff Hickman recently outlined Warhammer Online: Age of Reckoning's top five issues in his recent Executive Producer's Letter.
Based heavily on that feedback, our current “Top 5” areas that we are giving significant attention to are:

1. Addressing concerns related to Crowd Control and Area of Effect abilities.
2. Continuing to improve client and server stability and performance.
3. Strengthening and improving the Tier 4 experience.
4. Improving server population distribution – both in terms of overall population and realm balance.
5. Improving itemization and the overall distribution of “carrots” (rewards) throughout the game.
My comments:

1. It's sad that Mythic didn't learn anything from Dark Ages of Camelot, which had the same exact problems. Repeating mistakes is bad.

2. Performance was great in beta, but took a nosedive after launch. During my playtime, Mythic never recovered. This was probably the number one reason casual players left the game.

3. Tier 4 sucks. Horrible game design. Laughable at best.

4. Everyone knew it was going to be an issue at launch, so not sure why they are thinking they can address it now. The basic game design makes balance impossible. Without fundamental game changes, this is a lost cause.

5. I thought the rewards were pretty well distributed until players hit the roadblock that was level 40. At 40, rewards are sparse unless players grind and even then its fairly minor in terms of upgrades. Most of the low end 40 gear should have been made accessible in the mid 30s.

Tuesday, June 09, 2009

Aion: The ! of Diku?

Tipa, of West Karana, has a great non-NDA breaking post regarding Aion's NA beta:
But there’s no NDA that tells me I can’t talk about the players.

Take one step into the world of Aion, and from that moment on, you’re an expert player. All your years playing MMOs has prepared you for this moment, and nothing you encounter will give you a moment’s hesitation. By the end of the preview Sunday, many characters were fairly high level, guilds had been set up and there was a rough hierarchy of achiever guilds vs casual, friend-based guilds.
Tipa is addressing the general crowd that reads West Karana, which is probably the same sort of crowd that shows up around here. Mostly, veteran MMO players that have played everything from Ultima Online to World of Warcraft. More importantly, we all understand the Diku-inspired MMO structure. We have long been experts. We grind levels and loot bosses in our mother-f'n sleep.

While the Aion beta is still under NDA, there's tons of freely available information from other countries that have the Live version of the game already. A quick search for Aion on YouTube or Bing, brings up all manner of info for the game.

The general consensus is that Aion is pretty good, but derivative of all games that have come before it. Aion delivers on the basics and adds a little flair (like flying, the Abyss PvP, etc.). It's all wrapped up in a great looking package and delivered by a company with a somewhat reliable track record. Everything for Aion is in place for it to be a serious contender in the MMO space.

Where World of Warcraft was the definition of Diku-based MMOGs, it appears Aion will be the exclamation point.

Monday, May 11, 2009

Mythic Checks Another Item Off WAR's Lazy Designs List

Great. Fucking. News. (for Warhammer Online: Age of Reckoning players).
Wards will now be pieced together to form character-centric sigils, which are placed inside of the Tome of Knowledge instead of on the armor itself. These sigils are always active, no matter what armor you’re wearing, eliminating the need to carry the right wards on the right parts. Prior players who are loaded with ward gear, do not fret! Your wards will combine together to form sigils right off of the bat, so you won’t be outdated when the new system hits.
The ward system in WAR, by itself, was not bad. However, the way in which warded gear was limited to certain sets, made all other gear attained in WAR pointless. Often times, epic gear that took 100s of hours of playtime to obtain (RvR influence rewards), had to immediately be discarded because they did not contain any wards.

This proposed change fixes not only the warded gear itself, but the randomness of waiting for a specific piece of gear to drop from a dungeon on a lockout timer.
Even if you don’t have the right wards to get a sigil, you can now unlock “pieces” of the ward by completing achievement objectives, like defeating a boss that would give you that piece of ward armor X times. So even if it never drops for you, you’ll still get it eventually.

The timing for this change is excellent as well, as the Land of the Dead expansion is going to require players to be up-to-par on their wards for the new content. Not only that, but there will be tons of new items that would have otherwise gone to waste had the ward system not been revamped.

Outside of the obvious performance issues, the debate over warded gear raged loudest and this appears to be a silencing shot from Mythic. Still, the performance issue must remain Mythic's priority, and until Mythic gets it under control, no amount of design greatness is going to save WAR.

However, it is still good to see that Mythic is slowly, but surely checking off items on their Lazy WAR Designs List. I just wish the same could be said about the WAR Performance Issues Log.

Thursday, May 07, 2009

Darkfall, The Lost Review (made possible, unknowingly, by Kieron Gillen)

Smart people, when confronted with a bee's nest, avoid it. Others carelessly walk into it and learn their lesson for the next go-around. The rest of us get a stick.

Not letting a crisis go to waste, I present a review of Darkfall, as made possible by Kieron Gillen, edited by me, and published below without permission.
There's an urge to give it one out of ten. Maybe a two, because two sounds more genuine than one. One sounds like foot-stomping petulance. Two sounds considered, as if I really do mean it. I'm not, because I don't, but it'd serve a couple of good purposes. Firstly, if considered solely as a classical game, Darkfall is bloody terrible. Secondly, if you're the sort of person who cares about the review score, it's almost certainly not for you and I should turn you off as quickly as possible.

That's what a lot of this review is going to be about. Darkfall is a strange, unusual, progressive and unique game, which may even be important for the industry and the development of the form in a handful of ways. It's not for everyone. And I've got to write a review which says that, while not turning "It isn't for everyone" into a challenge for people who quite like to think of themselves as one of the Not Like Everyones.

The name "game" is always going to confuse people. You only really work out what something should be called after a name's codified. Names for mediums are always kind of made up on the fly. "Novel" has a particularly tortured history as a word. Comics comes from the fact they were the funny pages in the paper - but soon became anything but. A century down the line, they realized they should call comics "sequential narrative", which cuts to the core of what the medium is. It'll never stick, because it's so bloody ugly and there's already a name everyone knows. C'est la vie. We're stuck with novels, comics and games - and novels that aren't novel, comics which aren't comic and videogames which aren't...

Darkfall is a videogame that isn't a game. Or at least, the game part is deeply vestigial. It is deeply interactive - in fact, in parts about interaction - but in terms of the mechanics which characterize games, there's "sporadically collecting and killing stuff". It's most like an adventure game, but there are no puzzles. The win/lose state is ironic.

That's fine. As a medium, videogames' fundamental characteristic is interaction. The classical "game" is a form of interaction, but it's not the only thing we can do, and certainly not the only thing we've loved - think of the first half of The Cradle in Thief 3, think about the rollercoaster linear scripted sequences in many shooters where you've got no chance of dying, think of selecting jokes to make in old school LucasArts adventures which don't change anything. Games are more than games. Don't come to Darkfall expecting any of that.

Eyes glazed over? It's safe to say that Darkfall isn't for you. It'll try your patience far more than a mere 500-word "what-are-games-anyway-man?" intro. And it's even more pretentious. No, really.

Darkfall is a riff off the old MMORPG. You choose between six races: Elves, Dwarves, Humans, Mahirim, Orks and Alfar. You're then deposited at the start of your racial capital, with little more than a name, some basic equipment, and a neutral alignment. You’re given two commands. One, go kill stuff. Two, be killed. If you obey, another player will kill you in a couple of minutes and you’ll be told by the death screen you've lost all of your gear. You probably won't do that. You go off and find a wolf to kill. Eventually, after the confrontation, you've wandered outside some clan’s city, in the rain, and you slowly limp inside before being presented with a semi-interactive nightmarish walk around the city before you're finally escorted to the death screen with oblique, brutal images. You’ve just been PK’d. Now the death screen says you've succeeded, and you're deposited back on the selection screen with a race played and five more left to go.

In the previous paragraph, read that wolf as "Wolf". It's not that literal. In fact, if you're looking for literal, you're really in the wrong game. The Wolf is what, for better or worse, puts an end to your character. Everything is explicitly shown, and some ends are suggestively brutal. You suspect that the developers would agree with Poe's famous quote about the death of a beautiful woman being the most poetical topic in the world.

So it's a horror game, in an atmospheric, oblique manner. The atmosphere is the point. It's about as goth as Dracula's armpits. And as dark, though less smelly. The visuals are dated, jaggged, and drab. The smears of sound alternate between semi-pastoral and openly nagging oppressive, swelling brilliantly in the game's set-pieces.

And then there's the actual game. You're on a single track, and any interaction with the controls makes you take another step along this delirious route. If you don't keep moving, someone will find you and I've never actually been brave enough to just leave to see what happens. This fact, for me, is one of the finest formalist parts of the game - that step-to-move captures how you feel when you're actually getting PK’d. Running through houses, knowing something's behind you, trying to escape, knowing you're on a track, trapped...

It's not the only place where interaction is reduced for an aesthetic effect - though generally speaking, they're less successful. For example, to interact with anything in the game, you press F, and then your character will wander over and have a nose at whatever's nearby. To interact, you stop interacting. I more admire the elegance of that control system than its obvious deconstruction. The one total mis-step is removing the run option when you're out of stamina, forcing you to walk around. It actually discourages you from exploring these locations as it takes so long to do. The most interesting parts of the game - this misty lake, this abandoned fort, this massive stage - find their effect slightly neutered.

The stars of the game are the other players. From their visual design, to their animations, to the one-liners they respond with to whatever they just did, each is well characterized and memorable. They live and they die and we know them better for that. Replaying the game for a second time, actively seeing what each player makes of something an earlier player did is part of the... fun? No, fun's not the word. But the interest. To see what happens. To explore.

If you put aside its pace - which is its point - the biggest reservations with it are how it both introduces itself to you and how it uses its game elements. The irony of the lose-everything-on-death undercuts somewhat callously any affection you had for your character, for example. When it clicks, the UI is obvious - icons on a hotbar and a map towards the periphery guiding you towards interesting locations - but when a game throws as many visual distortions over itself, it's easy to miss their importance. There's some minor twitchiness around some of the characters - like running into trees or characters magically appearing, which cuts the atmosphere for a second.

The problem with Darkfall is that to explain it is to ruin it. It's an exploratory game, and being surprised by the first time you see something, and wondering what it's for and what it's about is the main thing. The game rarely spells anything out. You spend a lot of time bemused - sometimes in a good way, sometimes in a bad - and wondering what it's about.

I'll say this: you'll have a strong opinion on it if you play it. Friend-of-Eurogamer Ed Zitron was profoundly perplexed by the game. Others have come claiming it's a rape simulator - which, for the record, I consider unsupportable by the game, even if you take everything on a solely literal level. It is, at worse, a being raped simulator - though I'd say that was a misreading too. What do I think? Metaphorical story of a character’s growth to adulthood, with each "death" leading to the birth of the next. But that's an essay. I don't know for sure. If you play it, you'll have your take. That's kind of the point too. It sticks with you and provokes thought. It's probably art, if the a-word matters to you.

It's totally no fun. It's interesting, but there isn't a fun bone in its mopey body. But I've paid to go into modern art galleries. I've paid for really oddball, minimalist art films. I've gone to gigs where music is divorced from any physical reaction and raised to some cerebral, abstract place - and plenty of gigs where most sane human beings would consider there was nothing actually musical going on. I haven't, but could pay for experimental theatre tickets. Lots of poetry. Whatever.

In our corner of the world, the thing with close-to-pure art-games... well, they're all pretty much free and buried away on the internet. Darkfall is on one of the biggest game distribution systems in the world, for a reasonable yet "proper" price, and still does what it does. Its existence is a statement of belief that, like any other media, there's a small niche of people who are happy to actually pay for this kind of cultural material.

That's who Darkfall is for. And if you're one of them, Darkfall is probably worth it.

If you're not, really, run for your bloody life.
For those of you lost; Aventurine declined Eurogamer's offer to have Kieron Gillen re-review Darkfall. But don't worry Kieron, I've saved you the pain of having to stoop to their level.

Tuesday, March 24, 2009

Bob's Red Ball

From Broken Toys we meet Rights, Profit, and Drama:
Rights: Well, of course. He’s stating the obvious. Does your landlord in the real world, even though he owns your house and the land it’s on, have any right whatsoever to read your mail and pop in unexpectedly when you have a date? Why should virtual landlords have more rights than realspace landlords?

Profit: I can’t believe we’re even having this discussion. If I’m going to be threatened with lawsuits because of constitutional rights you have to my server, I’d have to be retarded to ever open my company up to such liability by making a server. These are entertainment products, and we are being paid to create a safe and enjoyable environment for everyone. There is no such thing as virtual civil rights, only EULAs. And if you somehow get the courts to disagree, we’ll take our balls and go make console games.

Drama:
I KNEW IT I KNEW IT I WAS RIGHT I KNEW IT the company needs to give me my account back now.
Read on through that link for the full article. Read below for my thoughts.

I have always had a simple idea of ownership. If Bob paid for the red ball, is holding the red ball, and decides to give it to you to play a game of kick ball (for free or for a rental charge), Bob still owns the ball.

Virtual space is still real. It exists on a hard drive somewhere. Thou who controls the physical media, owns the virtual goodies within. End of story.

MMO gamers don’t own the physical media and should not have rights to it. MMO gamers pay to access a service. BOB OWNS THE FUCKING BALL!

Thursday, September 18, 2008

Age of Commenting

Half of reading is comprehension. A certain member of the MMO blogosphere is confusing MMOs with politics, where 30 second sound-bites are all that matter. Sadly, that is the trend on the Internet we seem to be posting in as MMO bloggers. Anything posted past a good Bartlism is considered a wall of text. Every blogger wants to write a wall of text, but not many of them want to actually read one. Those of us that do, usually leave a comment and form the core of the MMO blogosphere. Those that don’t read, quote the part that caught their attention for two seconds and proclaim that the sky is falling.

This comes full circle when one religious commenter, with too much free-time, collects a few quotes, takes them out of context, and tries to make a point. All while going ‘nah nah nah. I can’t hear you’. Not having learned their lesson, they do it again. Before we know it, several bloggers are flooded by this one insignificant commenter who has no purpose other than to quote Bartlisms and go “HA! Gotch ya!”. Of course, they couldn’t have anything until they make an actual point, but that doesn’t stop them.

There is no victory to be had against ignorance and bias. The best we can do is point at them, laugh, and then slap a /ignore on them until they are blue in the face from holding their breath. Eventually they will pass out.

Without further ado, Openedge, /point /laugh /ignore

Friday, August 29, 2008

Click It or Ticket

Wilhelm doesn't believe he should have to read the fucking manual.
To that I can only ask, how well does RTFM work as an answer in your world? Because it doesn’t fare so well in mine, so RTFVM isn’t going to fly. (V is for virtual for those who are still in shock after following that link and finding out what the F stood for.)
Now, he does have a somewhat valid point. Games, especially MMORPGs, can't abandon new players to simply learn from a manual. There needs to be something there the moment a player logs into the game to direct them in the right direction.

I think Wilhelm has some valid criticisms of WAR. The game does drop in new players disoriented from their starting quests (a bug maybe?). Yellow dots on the map are confusing.

However, the question I have is whether or not a player that refuses to read the manual when presented with a problem has any right to complain? I can't walk into court and say "But your honor, I didn't bother to find out whether or not I needed to wear a seat belt in South Carolina!" and expect to walk away without a ticket. I can argue that the state didn't put up enough signs. I can complain that the signs are hard to read.

There are valid arguments on both sides here. At some point the state can't be blamed, after all there are signs at the state border, on the highway at various intervals, and continuing television commercials telling drivers to Click It or Ticket. However, if these items are not in place, I have a valid argument (but I am still not absolved of being guilty).

For Wilhelm, he feels that Mythic has not reasonably planted enough signs or aired enough commercials. I'm not quite sure what he expected though. There is no evidence he has these complaints about other games he has played, and he seems to have adjusted over the years he has played them. Actually, he mentions that WAR simplifies a lot of things into a single tome of knowledge (an example directly compared to EVE's hundreds of screens).

There are other leanings in his post that show he didn't even really try. For example: he heard somewhere that Public Quests > sliced bread. In his experience, he didn't really get them. To quote:
This is supposed to encourage community and cooperation. It does so about as well as WoW battlegrounds do, from my own limited observations. Everybody ran about in a mad rush at each stage with no plan or order. However, the “everybody” was enough people that we defeated each stage and nobody died.
There in lies the problem, he didn't adjust. He felt it was a WoW battleground and evidenced by his own post, played like it was one. It didn't seem he tried to learn about open groups, even with the giant pop up when entering the area, which are all over the place in Public Quests. He didn't bother to click his Tome of Knowledge unlock to figure out what the quest was about. He failed to notice the constant stream of +influence messages and quest pop ups detailing his progress in that area which would net him rewards. Worst of all, he just assumed everyone else was in it for themselves.

Wilhelm didn't seem to really try. He missed the forest for the trees. He ran around in WAR as though it was WoW. Bartle was right, he has played WAR before, it was WoW.

Thursday, August 21, 2008

Jumping Sharks, a Colloquialism Examination

It often amazes me how things come in pairs on the Internet. Today is no exception.

Shark, Jumped, a post from Grouchy Gamer, is a great example of properly using the colloquialism, jumping the shark.

Warhammer Online: The MMO that jumps the shark, from Brent of Virgin Worlds, would be the opposite; a how-not-to-use the jumping the shark colloquialism.

First, let’s examine the full meaning of jumping the shark:
Jumping the shark is a colloquialism used by U.S. TV critics and fans to denote that point in a TV show or movie series' history where the plot veers off into ridiculous story lines or out-of-the-ordinary characterizations, undergoing too many changes to retain the original appeal of the series. Shows that have "jumped the shark" are typically deemed to have passed their peak as after this point critical fans can point to a noticeable decline in the show's overall quality.
As mentioned, Grouchy Gamer (aka Genda), hits the nail on the head. Blizzard’s recent addition of a motorcycle as a mount in the upcoming Wrath of the Lich King expansion for World of Warcraft is a fine example of jumping the shark. The motorcycle is completely out of place, even in the pop-culture-phenomenon that is WoW.

Fans critical of WoW will be able to look back and point to this very item as the possible downturn of quality in WoW, just as Genda has. Especially in the soon-to-launch-face of WoW's potentially stiffest competition yet, WAR. History will be the ultimate judge, but the concept of Blizzard jumping the shark is at least there.

The concept is not there with Brent’s ramblings on Virgin Worlds. Brent spends the better part of two pages explaining how Warhammer Online: Age of Reckoning (WAR) is one giant plateau of MMO game play. According to Brent, WAR brings nothing new, other than Public Quests. In his eyes that means Mythic jumped the shark with WAR.

When confronted on the idea that he may be missing the point of jumping the shark, Brent offers no defense. Darren of Common Sense Gamer gets involved, but fails as epically as Brent in understanding the colloquialism. Neither can point to any change that WAR is bringing that is equivalent to “The Hog” of WotLK. Actually, both seem to agree that WAR will succeed and in the process of succeeding will bring a great new feature to the MMO genre with Public Quests.

Brent is just tired of the current MMOs and he is waiting for something fresh and new, different from the games that have come before. His burn out does not mean WAR jumped the shark and it is obvious to me he wanted nothing more than a flashy headline.

There is a war of words in the comments where I try to get Brent and Darren to understand jumping the shark, or to at least get Brent to inform us what he defines as jumping the shark. Brent and Darren offer nothing more than attacks. According to them, I just don’t understand.

Maybe I don’t understand. I’ll let everyone that wants to comment here tell me which of the above articles properly uses jumping the shark.