Thursday, December 01, 2011

Why I failed #NaNoWriMo 2011 (13,825 words)

I was cruising.  It was day 13 and I was already past 13,000 words keeping pace with my 1,000 words a day goal (note: NaNoWriMo officially encourages 1,400 words a day).  And then it all stopped.  I finished on day 14 with 13,835 words in the middle of what I feel was turning into a good story.

The main problem I had was that the time I was allotting to write was during my breaks at work (an hour lunch + two 15 minute breaks).  When work got a bit crazy I had to switch over to using up free time at home each night.  With a family (especially the 2 year old) and games like League of Legends and Battlefield 3 to play, I just couldn't focus on writing at home.  However, there were a couple other things that derailed me as well.

I really screwed up the geography of my world building.  The story is supposed to be taking place in the east, but I ended up calling the land mass the "western key".  Then the nation of Alb I put in the east only to later realize it made more sense for Alb to be in the midlands.  Which means I should of had the ruling Kingdom of the midlands in the east.  The only group I placed correctly it seems was the foreigners from the islands of the west.

At first this mix up didn't really bother me.  NaNoWriMo is about getting words on paper which can be edited and fixed up later.  Rewriting should be the second step to a story, not a part of the process of the first draft, so I pressed on with the bad geography in the idea that I'd clean it up in editing.  However, I ran into some problems with what I wanted to do with the story.  This forced me to think far too much about what I was writing each day and lead to the writers block that ended my NaNoWriMo attempt for 2011.

When the initial writers block set in, I looked into working on just editing my 13,000+ words and getting the geography together.  As I went through the text I started getting really good ideas and started adding in large sections and more descriptive language to previous chapters.  Before long the writers block collided with the changes I was making and I was finding myself creating gaps faster than I was filling them.  So instead of pushing into the second half of the month, I put the work down.

Oh and at some point I realized I really disliked some of the main characters names: Enlil and Orten specifically.  I literally picked the name Orten based on the NFL quarterback Kyle Orten.  And with Enlil, I am not even sure how you would pronounce it.  In Orten's case I have a new name picked out that I really like.  In Enlil's case I am aiming to change up the history of his nation of Alb which will result in some pretty unique names (moving it more towards the naming conventions of the Native Americans).

I still have plans to clean this story up.  It's a story I didn't outline, but I have had the general plot in my mind for some time.  It's a dark story, but a fun one in my opinion.  And it's all aimed at a pretty climatic ending.  I actually started on the story a while ago, but had only written a single chapter.  Even though I failed to hit the full month word count, I feel like NaNoWriMo was still a useful experience for me.  It did get me writing and it did force me to think about this story a bit more.  Even if I don't finish this story I should still be able to use the lessons learned for future story writing.

For anyone interested, here are all the posts tagged for my NaNoWriMo 2011 writing.

FTFY: Steak anology for the game that shall not be named

Lifting this quote from Kill Ten Rats:
It’s like the difference between presenting a nicely cooked steak on a plate and one that has been sliced for the guest to show a nicely cooked interior.
And applying a little FTFY (fixed that for ya):
It’s like the difference between presenting a nicely cooked steak on a plate and one that has been sliced for the guest to show a nicely cooked interior.  It’s a steak either way, except one has let all the flavor run out.

Wednesday, November 30, 2011

At least I'm not alone - problems transitioning from Bad Company 2 to Battlefield 3

It was nice to find this Battlefield 3 video on Youtube where a player, Aethyal, describes his challenges with transitioning from Bad Company 2 to Battlefield 3.  Aethyal is having almost the exact same issues that I am having coming from BC2.  In BC2 I always felt that I was helping my team and that I was a decent player. In BF3 I feel that I am constantly hurting my team and being an overall liability. 



Aethyal makes a couple good points.  One, his run and gun play style from BC2 doesn't work in BF3 due to the map designs.  Two, the differences in weapons is flip flopped between the two games. 

The run and gun play style worked in BC2 because the maps were well designed and as I've mentioned in other posts, BC2 maps were designed mostly as Rush maps which is meant to be run and gun.  BF3 features maps designed mainly for Conquest game play with more open areas.  Add onto the openness of BF3 maps the fact that there is a ton of enviromental noise (sun glare, smoke, fog, dust, fire, etc.) and Aethyal's point about being unable to "clear" an area before moving on makes complete sense. Players are more likely to die in BF3 to an enemy they never see than in BC2, therefore more tactical game play is required with some brute force to clear the bottlenecks.  Flanking is also more viable in BF3 due to having multiple routes on most maps to get around the enemy, but at the same time this is a negative as defense gets invariably harder with such map design.

The second point Aethyl makes about guns in BF3 may have shed some light on my own transitional problems between the games.  I had been using BF3 weapons as I had in BC2: in short controlled bursts which to my mind should be more accurate.  However, BF3 was designed so that anytime a new burst of fire is initiated the recoil is very significant.  Once the the initial recoil is over, the weapon's accuracy is controlled much easier during the burst (aka the first shots are off target due to recoil, but the following shots are easier to keep on target as recoil is automatically accounted for during the burst).  So in my BC2 style where I am using repeated short bursts I am being penalized with massive recoil on each new burst and am far less accurate because of it.  I will have to see if I can adjust my brain to use sustained burst firing from now on and see if it improves my play.  Or conversely use the weapons that have single shot settings and not rely on any burst at all.

BF3 is the first game where after the first 30 hours I'm just not getting it and feel like I'm regressing more than progressing in my skill level.  I have learned the maps (aside from Metro which I pretty much refuse to play) and game modes.  I have done everything I know to do to be better at the game and it just doesn't seem to be working,  And even in matches where I focus on objectives I don't feel I'm being successful as I can't defend reliably.  It's really frustrating to me that I haven't gotten better aside from when I equip an IRNV scope or spam mortars on unsuspecting campers.  Even then, I am not breaking even on the K:D ratio and I don't even really care about K:D in Battlefield games!  However, it's clear that the guy giving up three deaths to every kill is really hurting the team and sad to say, I'm that guy right now.

Fortunately, there are vehicles.  There are med packs and defibs.  There are supply crates and land mines.  There are other things I can do to try and help my teams in Battlefield 3.  The question is whether I can pick up the rest of my game so I can do more of that instead of waiting for my respawn.

Tuesday, November 29, 2011

The New Jungle - League of Legends patch 11/29

Riot Games updated League of Legends today with controversial changes to the "jungle".  For the uninformed, the jungle in LoL is a series of neutral monsters that players can kill to gain experience, gold, and buffs during a match.  It is an optional path, but in competitive play there is almost always guaranteed to be a "jungler" on the team clearing the jungle.

Some really good information has been coming out now that the patch is a few hours old.  First up is a numbers post on Reddit covering the new respawn times and camp values based on time of clearing during the match.  They are not set in stone yet, so check back for updates (the Reddit LoL community is great for fast digestion of patch changes FYI).

Prior to this patch, jungling required choosing one of the few jungling champions and a specific set of masteries, runes, and summoner spells.  In this patch the jungle was made "easier" in the aspect that the monsters are now a bit easier to kill and are less likely to be able to kill the player.  However, killing brain dead monsters wasn't exactly a challenge to begin with so saying it got easier is more in regards to the fact that far more champions with more diverse builds can now jungle successfully (instead of just as a joke).

Maokai has been a recent jungle star even prior to the patch due to some play by some top LoL players, so he is a good champ to show off some footage of the new jungle.  If you are not a hardcore LoL player, you may not notice any difference in this footage from the old jungler.  However, the differences are there as Maokai comes away with a very fast and efficient jungle run before emerging with level 4 after clearing the camps.



The new jungle is just the tip of the iceberg for this patch. Many other balance changes came down the pipeline aimed at making the early part of classic LoL games more aggressive in nature which should speed up games and make it a better spectator sport.

Personally I have been playing a lot of Dominion (a different game mode without a jungle). Dominion has faster games and focuses more on champion vs champion combat on a capture the point map. I like the faster game times and the more aggressive play. If this patch cuts down the average game length and increases the action in classic LoL, then I will probably return for some normal solo queue action.

Anyone else have thoughts on the new jungle? On the patch? Share in the comments.

Are CCP and EVE Online back on track?

There is no doubt that EVE Online’s biggest crutch has been its own developers; CCP.  First it was CCP employees giving unfair advantages and preferential treatment to certain in game corporations (aka guilds/clans).  Next it was the micro-transaction debacle and the community unanimously agreeing that CCP was being greedy.  The core community around EVE was starting to crumble and CCPs only answers seemed to be projects completely unrelated to the core of what made EVE tick (Dust 514, virtual monocles, other games like World of Darkness).
This culminated in CCP finally realizing they were overextended as a company.  So they shut down a studio and fired a bunch of people.  They also figured out that it was about time they started to focus on the core of EVE Online before continuing with any of the peripheral nonsense that had gotten them in so much trouble as a company.  The direct result of that refocus is the Crucible expansion.
With the Crucible expansion CCP is returning to the basics of EVE, such as introducing new ships, squashing bugs, and improving the “it’s more like a spreadsheet than a game” user interface.  And that is just a brief overview of what is getting worked on with Crucible.  CCP appears to be digging down deep to work on many of the long-standing, yet minor issues that have plagued the game while at the same time taking a hard look at polishing things such as starbase management and fleet vs fleet engagements.  Graphical flair through engine trails and updated space backgrounds are also featured.
Most important to note is that nothing is mentioned about virtual monocles, console FPS spin offs, or Iceland’s volcanic history.  Crucible is aimed 100% at the core of EVE Online and CCP is selling this as redemption for their past missteps. 
Reading over the notes and feature set for Crucible I can only draw the conclusion that CCP is committed to getting EVE Online back on track.  There are several excellent improvements going into the game with Crucible, some that should have been fixed long ago (like the damn UI font).  I’m sincerely hoping CCP has learned their lessons and they will take better care of EVE Online going forward.
EVE is still the MMO that I’ve always wanted to play and these are the type of changes that will continue to interest players like me.  Unfortunately, I can’t justify a monthly subscription for an MMO with my very limited play time.  Also, I’ve already experienced the gambit EVE has to offer: massive warfare, getting ganked, “rat”ting, and watching your corp implode as the corp leader robs the coffers bare.  Someday I hope I can return and just be a lonely jackass pirate ganking newbs two jumps outside of Jita.