Friday, March 03, 2006

Raph Koster steals my hits!

Raph Koster has his monthly break down of website statistics.

In the search terms section one of the search phrases that lead to Raph's site was "heartless blog" to which Raph replied "Sniff. Meanie."

So I must conclude that Raph is paying Google to steal my hits.

Thursday, March 02, 2006

Mob Spawning and Immersion

Darniaq has a good post up entitled "Mob Spawning and Immersion".(bad link removed) I put some actual thought into a response that is shared below. Enjoy!

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Encounters in MMORPGs are for the most part a small puzzle. It reminds me of the arguments of the "dumb" enemies in the "brilliant" Metal Gear series for consoles. The guards are completely stupid, can't see 10 feet in front of them, and fall for the dumbest tricks in the book (moving box anyone). The game has always been about a complex visual puzzle that you complete via an advanced tool also know as Snake. The story is dramatic and driven by movie like plots, but the gameplay will never be "movielike". Still the MG games are still IMMERSIVE! Read on to find out why.

Back to MMORPGs where you have dungeons ala Everquest 1 where it was more about being in the right places at the right time to "finish" the dungeon. You had to camp out the "boss" which lead to fair bit of "PvP" group/guild social dynamics.

WoW dungeons play the "everything is setup when you enter". You have to start at the beginning of the puzzle and get to the end for the "cheese". While the dungeons all aren't linear there is definite "fast" and "better" ways to do them... the difference between a veteran sodoku and a novice. After some experience you can do them relatively fast and move on to the next "harder" set.

A random encounter in the outdoors in WoW or EQ though is a puzzle in itself also. There is defined rules that you have to follow. Is it linked? Is the target out of "call for help range of others"? Is this something I can take? Then add in a group. Pull this... CC this... kill this... offtank that... etc.

So what we have is a bunch of puzzles with tools to complete them. How can you make a puzzle immersive? Variables! The more you toss into the puzzle the more the player has to manage. The more they have to manage the less they have to think about where or what this monster is doing in front of them.

By having monsters that are just there... standing like numb nuts without a purpose removes a lot of variables. Players have few "unknowns" because they can see what is going to happen before they pull. While you need a certain level of this to maintain a game aspect you don't need a lot of it. Players need to know they can go kill a few Orcs without having 1,000 Orcs charging out of the fortress and hunting them down.

Putting unknowns into the fight makes it a better experience IMHO. Instead of having a room with pirates just standing there waiting to be pulled you could have a trigger that has a half dozen more pirates drop in from a hidden upper ledge.

But lets try to get away from triggered events because that is another big block towards immersion. Well they won't attack me here, but I know if I move another foot they will start coming. This is essentially how most FPS games operate. As you advance to a new "room" (throwback to MUDs baby) you trigger the next set of baddies to fight. Now you could have a Doom 3 like experience (few variables) or a Half Life 2 experience (lots of variables), but still its setup on triggered events. Great for advancing story plots... bad for immersive multiplayer.

Randomness in encounters is key. Another key is removing static spawns. Dynamic spawning will be the future and Vanguard shows some promise of this in their "NPCs will fight each other". Its a method seen in WoW a little and some other games where a wolf chases a rabbit, but nothing on a large scale.

I am talking about something like the once planned Strongholds in Star Wars Galaxies. Structures that would "spawn" in the world and the NPCs would start building them up. If players did nothing about them then they kept growing until the players would have to deal with them. Sadly it never happened.

You can take that concept and work a bit with it having multiple factions of NPCs building. Each faction reacts differently to each other. So a Jawa Faction Stronghold would war with a Tusken Raider Stronghold that has grown to large right next door. Then from these strongholds you start spawning "layers". All NPCs would actually appear from a building until it was destroyed so in a way you have a visual key of where they are coming from. Don't want more Jawa Sandcrawlers spawning? Distract the Jawa Guards and send a crack team in to destroy the Sandcrawler factory. Every layer offers easier to defeat "groups" that are dispatched out like scouting teams, harvesting groups, trading groups, social groups (meant to give quests to players), etc. As you gain more layers the inner layers grow in difficulty.

Now players can go in and destroy it, perform diplomacy, trade, and all sorts of things. You can build up faction to get into a stronghold here or there while risking out right war with others. This is really all inspired by Will Wright's upcoming Spore (which will be one of; if not the best game ever). The whole game operates in this degree somehow, but much more advanced. A simpler system will come to an MMORPG soon enough.

I don't think "spawning" will ever die because after all players need something to kill and nothing breaks FUN worse than having nothing to kill. There is still ideas out there to make it much more immersive. I just provided one I've built from enjoying games and game design ideas I've experienced. There are much smarter people in actual positions to achieve such things in a game.

Update: 15 Nov, 2009 - Edited spelling, applied label, and removed broken link.

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, February 26, 2006

Time

I've come to realize that I just don't have time to do things that I want anymore. I have too many things that need to be done! Fortunately all things that I need to get done are worth more than anything in the end, but still having little to no time to pursue my hobbies is a big downer. But before I get into solutions I will get into what I'm so busy with.

1. I've purchased a house.
2. I've began planning my wedding.
3. I'm preparing to move within the next few months.
4. In a few months I will be out of the active military.
5. I'm beginning research into what school I will attend after I am out of the active military.

Now, I normally like to keep real life out of my blog, but these changes will play greatly into my gaming future and the reason I am about to present some solutions to keep my gaming addiction fed.

Solution 1 - EVE Online. Since I am already playing it and skill training requires minimal interaction I can continue. This is a good idea, but as I begin to spend more time away from my current house I will not have a PC to access the net with for weeks at a time. So EVE Online and MMORPGs in general are going to be tough.

Solution 2 - Finally getting a Nintendo DS as I've been wanting to do. I gave one to my fiance as a birthday present and she absolutely loves it. I have a crack list of games to get: Mario Kart DS, Mario Bros Partners in Time, and soon to be released Metroid Prime Hunters plus the new untitled Mario DS title.

Also I would get a wireless USB adapter to plug into my PC for some online play for Mario Kart DS. Even though I will be without a net connected PC for weeks at a time there should be plenty of titles to keep me busy and any gameboy is king of portability.

Solution 3 - Give up gami.... blah I can't finish typing that. Haha...

Peace out!

Thursday, February 23, 2006

Out for the weekend... err my weekend

I'll be gone until Saturday evening which just so happens to be my "weekend". Next month I'll be switching to Sunday and Mondays off instead of Friday and Saturday. Anyways I will be out of town.

My fiance and I have bought a house after much research so I will be up there checking it out. Good luck in all your gaming... whether its World of Warcraft, EVE Online, Battlefield 2, Everquest 2, Star Wars Galaxies, Dark Ages of Camelot, Anarachy Online, Shadowbane, Asherons Call, Dungeons and Dragons Online, etc. Think I named enough?

Update: 29 Nov, 2009 - Edited post and applied labels.

Tuesday, February 21, 2006

Guild Wars world champs and thoughts on pro-video gaming

Joystiq has a small blurb up about the Guild Wars world champions. Congrats to team EviL for taking home the prize. The whole thought of gaming for cash and the comments to the article got me thinking. Along with thoughts from the Gaming Steve podcast I have some thoughts that I posted as comments to the Joystiq article.
"Videogames as a sport will not get picked up as mainstream until the various leagues learn to stick to a single game... not many games that change every couple of years.

The MLB doesn't announce next seasons is going to be played as Baseball 2.0. The NFL doesn't go and introduce NFL:The Sequel as next years "game". Profesional sports change very little overtime.

Video gaming professionally needs a constant game. In the US the closest contender we have is Counterstrike. Even then the main star of the circuit is Fatal1ty who jumps to whatever Quake-inspired game is hot.

Pro video gaming is actually a sad commercial interest for the games being played and the technology (gfx cards fo sho) the gamers compete on.

Starcraft is HUGE in Korea and is basically their national "past time". Starcraft is an old game and I doubt you will see the Koreans changing games anytime soon. Sure other games in Korea are competitive, but its basically like comparing the MLB to AAA baseball in the US. It's minor league vs major league.

And until the US video gaming tournaments get out of the commercial aspect of selling the newest and greatest hardware and software, they won't succeed."
Thoughts?

Update: 29 Nov, 2009 - Edited post and applied labels.

Sunday, February 19, 2006

Lum (aka Scott Jennings) leaves Mythic Entertainment

Mythic Entertainment, the makers of Dark Ages of Camelot, have lost one of their best today. Lum the Mad (aka Scott Jennings) has parted ways with the company. The old man was seen kicking a jar as he left releasing a magical fairy that will be flying him South by Southwest for an unknown purpose. The blogging scene is full of rumors.

1. Lum the ever vigilant World War II gaming fan could possibly be headed to Cornered Rat software to begin design work on World War II Online.

2. SOE has posted job listings in the southwest for Lead Designer.

3. With the success of his book, MMORPGs for Dummies, it is speculated that he is retiring to Arizona to concentrate his efforts on MMORPGs for Dummies : The Sequel.

4. And finally many have speculated the man really has finally gone crazy.

Update: 29 Nov, 2009 - Edited post, removed broken links, and applied labels.

Friday, February 17, 2006

Brad McQuaid responds to my /. comments

I posted earlier in the week about the Vanguard : SoH preview at IGN.

I also posted the commentary over to the original /. posting that lead me to the previews.

Brad McQuaid responded;
"That it would take the average player, the 'core' gamer as we have described our target audience on our message boards (e.g. the group of players that sit between truly casual and truly hard core) 6-12 months to hit max level doesn't seem unreasonable. The players who have hit 40+ in beta have gone through various tweaks of the exp curve, levled up to varying degrees in the other spheres (crafting, diplomacy), etc. And for the record, we play the game on all sorts of systems, as well as test on different systems, from low end to high.

I did bring in one high end system to show off the game on a 30" monitor with all of the options turned way up (both because it looks great and also so people in the room could see the game from the various places they were sitting). And, yes, it was my system and I do play often on it, with the new Dell 30" monitor that came out -- not sure what your issue is with that unless you are assuming that's all we play the game on (high end systems) which most certainly isn't the case. Also, for what it's worth, the fact that you *can* play the game at a playable framerate at 2560x1600 with all the options turned up on a 3.8 ghz system with a x1900xtx is testament to how optimized the game is.

Obviously to run at a more typical resolution of 1280x1024 or 1600x1200 even, you can do so on a much lower end system. We're also not done optimizing, and by release, systems and graphics cards that are on the high end of things today will be much more reasonable price-wise. So while the game does take advantage of the latest hardware, shader model 2.0, HDR lighting, etc. and not just in closed off 'FPS' areas, but also outdoors where you can see for 4+ km in a truly seamless world, it will not require an 'uber' machine to run. More power than, say, WoW, yes, but nothing crazy or that would make it such that the majority of gamers couldn't or wouldn't enjoy."
Of course I responded;
Well Brad I "will" play your game at "some" point because that is the fair approach? No? I can hate all I want, but you never know I may be terribly mistaken about Vanguard. In all honesty there is even parts (housing, crafting, and mounts with bags) that intrigues me about V:SoH. Maybe it was IGN and Gamespots lackluster previews that set me off? I mean both articles are written obviously fanboi centric with nothing more than "This game is Everquest with better graphics".

I understand the media blitz. I understand the "show off the game" approach to the previews. Doesn't mean I have to like it and blogging about it surely doesn't mean I have to be constructive about it. That is what folks like Darniaq are for.

Personally I would conduct the preview in a totally different way and probably wind up with my rear on the front steps of your office. Not for being rude or unruly, but for asking questions that wouldn't be sufficient for the media blitz that you are conducting for VSoH. Now if you are so inclined and curious as to how such an interview would be conducted you can check Heartless Gamer or e-mail me yourself at heartlessgamer_at_gmail.com or hell if I would be so inclined to be granted an interview through Gamergod.com (now defunct) I may even be at your office someday. All three of which I hold no high hope for aside from blogging about it.... cause I'm cool like that.

Banter aside Brad, I hope your project the best of luck. Do I think its the right direction for such a large title? No. Does my opinion count. Probably not in the grand scheme of things. I'm not Koster and I'm not Lum. I don't make games. Therefore you can dismiss my ranting and go along with your day. It will still make me happy to post my thoughts.
So back to my blog and Gamergod.com (now defunct) I go...

Update: 29 Nov, 2009 - Edited post, corrected spelling, removed broken links, and applied label.

Joining a corporation in EVE Online

Joining a corporation in EVE Online is very similar to applying for a job in real life. Accepting an offer of employment and showing up for the first day is also comparable to its real life counterpart. This is a story of my first day "on the job" in EVE Online as a member of Ars Caelestis corporation (refered to as a "corp" from this point on).

Accepting the Offer

Ethic of Kill Ten Rats vouched for me to be admitted into Ars Caelestis and the AC folks were glad to accept me. It was in a bit of a hurry up as there was a convoy heading out to 0.0 space to deliver folks to the Huzzah federations station.

Now there is thousands of systems in EVE Online and unfortunately 0.0 space is labeled with all sorts of number and letter combinations. I would love to tell you where I journeyed to and from, but alas I cannot. What I can tell you is that I'm located in Catch region... wherever that is! Haha...

With the offer accepted to join I parted ways with any gear I wouldn't be able to carry with me. This was after all going to be a long trip out to the middle of nowhere. After selling off my industrial ship and all its equipment I was left with just my little Tristan frigate. I un-docked and caught up with Ethic a few systems away.

Setting up the Convoy

Now I don't want to pretend like I understand half of what was being done to set up this convoy. I warped to Ethic and we started a few jumps behind the main force. Ethic was able to get us back in line with the others and before long there was 30 of us waiting around in space to journey out to 0.0 space.

Learning the Basics

As we waited around for the convoy to get organized Ethic took me through some of the basics. It was very "real world" like in the fact that Ethic was just handing me gobs of information (in the form of bookmarks) that I would need to survive in the corp's region of space. On top of this there was the briefing that the convoy leader was kind enough to give to all the people joining that explained the basics of such things as aligning stargates, setting targets, adding the correct waypoints, and the basics of combat target calling.

Overall I was very impressed with the leadership. I wish I could pull names out, but just learning the basics was keeping me plenty of busy.

A Safe Journey

The high point of the journey was when one of our scouts called out a 12 ship formation at the next gate over ventrilo, but unfortunately it was only in jest. It did get the blood flowing for me though as I anticipated my first EVE Online PvP encounter. While it would of been fun to get into a battle I know I was ill equipped in a very weak ship.

The trip was long, but with all the stopping and aligning required you stay quite busy. There is still plenty of time to chat away in various chat channels so it was a rather enjoyable experience. Without friends though I could see myself getting bored on future trips.

Moving On

From here on out it is just more skill training for me. There is really nothing I can do in 0.0 space, but I now have a jump clone installed for future quick traveling. The next goal is to get back up into empire (0.5 - 1.0 security space) to continue learning the game along with raking in cash.

The future looks bright for me in EVE Online!

Update: 29 Nov, 2009 - Edited post, corrected spelling, removed broken links, and applied labels.

Thursday, February 16, 2006

Vanguard preview @ IGN

Vanguard : Saga of Heroes is in a media blitz and IGN has a review up and I have it in my crosshairs. It has me more than disapointed... it has me downright angry. Angry because of the setback this pile of steaming crap will be on the MMORPG market.

Read the preview for Vanguard here.

Lets start with the stand out comment of the article; "The actual game mechanics should be familiar to anyone who's dabbled in MMOs in the past few years."

- Holy fizzle... Vanguard really is Everquest 2.0 (not to be mistaken with Everquest 2 from SOE). Read that quote again. Translated to human speak the previewers impression was "This is Everquest with better graphics."

Something about housing that caught my eye; "Once you start racking up a lot of dough, you'll eventually have the resources to build your own house and you can create a list of specific people who are allowed to enter it. Housing is not instanced, but the world has tons of open space for staking your claim."

- OK I'm going to calm down a little bit because they are the first MMO really since UO to attempt this in the fantasy setting. This does have potential.

Next on the chopping block is this beauty of a quote; "(Right now, the plan is to have a level cap of 50 at launch. With the current content balance, one beta tester took over four months, playing twelve hours a day, seven days a week, to reach that point.)"

This of course is followed up by this dandy; "That's primarily why McQuaid has a 30" Dell LCD powered by a Radeon X1900 XTX -- because they like to play."

- We already knew this game was made for the hardcore and I'm over that fact. What really hits hard is Brad's PC setup. Way to keep it real Brad. For bloomin' sakes... you would think they may want to test/play this game on a system THAT MORE THAN 10% OF THE GAMERS OUT THERE OWN OR COULD EVEN AFFORD!!! Just my opinion of course.

There is another preview up at Gamespot which I'll digest later, but for now I am pissed off so no need to bite off more than I can chew.