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February 7, 2012

Archives: 2008

November 26, 2008

Nanny Developer

Baby cry

I want my patch bottle and I want it now.

The other day I was jawing with a friend about MMO development, how it’s changed over the years, what are the significant changes, and how great Chinese takeout is (hey, why talk all business). The conversation was going pretty normally until he started talking about how bad developers had it, saying, “It must be real stressful dealing with all those players every day. They seem to want everything right away and are quick to complain if they don’t get it. Must suck.”

Why, whatever do you mean? I’m sure that developers have a great time working hours upon hours on their segment of the game, putting in blood, sweat and tears to crank out a good product, only to have it dumped on by RandomForumPoster3424. Mr. or Ms. Random probably plays it a grand total of 15 minutes before declaring abject and total failure. It is certainly not a blow to the morale, but rather, a challenge to improve.

I mean, if an armchair developer basically pees all over your product, it’s a motivator. Even if that motivator is “throttle the player through the monitor” it’s still something that gets the blood boiling, after all. Besides, realistic expectations are boring. Who wants to read pages and pages of mindless praise when you can be challenged by some Nostradamus out there who predicts that your product will fail within the week unless their specific problem is addressed?

The world needs more kindergarten teachers and nursery babysitters, anyway, so if a career as a developer doesn’t work out, there’s always that as a fallback. After all, the experience of dealing with a bunch of yelling, screaming, selfish people is easily transferred to dealing with the same group of people, only 5 times younger.

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November 26, 2008

Proof Positive YouTube Pays

Image representing YouTube as depicted in Crun...

Youtube - Attention Whores at Work.

Looks like that neato YouTube-distributed show “The Guild” is coming to an XBox distribution near you.

See that? There’s hope for all the rest of the millions of people putting up their ass (sometimes literally) on YouTube in the faint glimmer of a chance that they might be discovered. Who knows – you could be the next Felicia Day – or perhaps, the next Star Wars kid.

The possibilities are endless.

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November 24, 2008

Tabula Rasa Requiem

Tabula Rasa (video game)

Hot chick on cover fails to deliver.

So, as many folks are reporting, the MMO Tabula Rasa, Richard Garriott’s latest foray into insanity, has officially been declared dead. Lots of reasons from a declining playerbase to game-breaking bugs, to short-sighted development, to Richard’s mental state have all been stated, but the important thing to say, is, another one bites the dust.

Along with Hellgate London, Tabula Rasa joins recent MMO casualties on a pile of what is commonly referred to as “epic fail”.

Not to worry though – there’s always a silver lining. Failed MMOs always bring with it a lot of depression, but isn’t it great to be free of the chains of monthly subscriptions and slogging through of content that is more buggy than under your kitchen sink? And what about all the forum posting? Aren’t you glad that even though all the hysterical people who declared the death of the game are suddenly and definitively correct, that you don’t have to go onto there to listen to them whine all day (or in this case, crow)? Surely your sanity, as a dedicated fanboi, is much better.

Losing an MMO is like losing a significant other. You might feel bad when it happens and you might even cry about it if you think no one else is looking. But eventually, you get over it, logging it into the mental list of “things you’ll never do…at least while sober”, and you can look forward to attaching yourself like a leech to the next big thing, because the next big thing is certainly and most definitely the answer and cure-all to all your problems, right? You can look forward to going to a new forum, or a new community and proving your blind, mad devotion to the game by typing in all caps and flaming the begeezus out of anyone who dares disagree with you.

Alternatively, if you’re the kind of crotchety poster who likes their MMOs with a bit of salt, just a little on the cooked side, with a temperature of 98.6 degrees and anything else is a ruined product and a failure of epic proportions, just replace all the stuff I said above for all the people who defend games with “bash them to hell while reveling in your armchair developer’s throne”.

And life goes on.

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November 24, 2008

Alt-Tabbing is so Last Week

Rogue And Emma Frost

The Rogue poor male geeks wish they had in-game.

So it looks like the new fangled thing around town is Rogue. No, not the guys and gals who like it from behind (or so the shirts say) but the new in-game web browser, which allows you to browse that adult website of yours while you’re fighting off your enemy of choice in your favorite game.

Now, I’m all for friendly competiton with regards to neato tools and the like. I do have to say, though, that Rogue is a little bit of a Johnny-Come-Lately to the market, because there’s just so many other alternatives out there:

-Windowed mode: Ah, the old standby of obsessed Twitter users and IM freaks everywhere. Windowed Mode holds a place in my dark, evil little heart, and even though the immersion of my latest foray into my own little fantasy world is just a little bit ruined by seeing title bars on windows I’d take that any day over a browser popping up out of stealth on my game screen.

-Alt-tabbing: Where would I be without the marvel of a hotkey? Alt-Tab has some fond memories attached to it – like the time that I had to research the way to kill the latest raid boss or better yet, the time that I had to switch out my “encounter” with a player in game for an innocent page about puppies. Alt-tabbing is the “roughing it” way of doing things – knows what it wants, doesn’t waste time, gets the job done.

-Closing the game: Certainly this is the old-fashioned way, reserved for ladies and gentlemen of a more dignified nature. The thought of most modern gamers having to actually detach themselves fromt eh teat of their fix is maddening, but to these old timers closing the game out comes as naturally as breathing. Just don’t let them catch you on their virtual yards.

I look forward to the day when I can browse, send voice commands to check my mail Facebook friends, and torch noobs at the same time. Until then, an in-game browser is a good place to start.

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November 22, 2008

WAR Left 4 Dead (Not the game)

Warhammer Online CE - Female Dark Elf Head

There's more people here - honest!

So in yet another shift on the forums for WAR for which I am a moderator, I came upon, among all the wonderfully positive threads declaring the death of the game, a thread regarding the mass exodus (“mass” being, certainly, the always reliable statistic of mass of forum posters”) of the game. In it was a quote from VP GM Mark Jacobs of Mythic Entertainment, WAR’s developer, about how if they aren’t adding servers six weeks in, they’re “not doing well”.

Obviously no servers have been added – in fact, they were added at the beginning of course, so all the doom and gloomers are having a field day.

Here’s the reply I posted below, which in short, is really – the game is neither doing hugely successful things nor is it completely failing. For right now, it’s pretty much right on tack with what I was thinking, which isn’t a bad thing. So pick up those chins, WAR players!

MMO developers need to stop overpromising and underdelivering. They need to understate their goals to set realistic expectations for an increasingly impatient player base.

I would argue that “how an MMO works” has changed a hell of a damn lot since the release of the current gorilla in the market, WoW. And that’s not just because of WoW, but because of releases than came after it.

How an MMO works has been completely changed by the idea of success being “millions” of subscribers and a carrot on a stick grind to appeal to players (WoW).

How an MMO works has changed by having created the idea that players want things and want them right away, with little tolerance for downtime or bugs or “we’re working on it” awful launch issues (Vanguard).

How an MMO works has changed in that you can’t release something based solely upon equity built upon previous work – the “hey, we did x game, but we left and are doing it OUR way now” (Hellgate: London)

I could go on.

All of this stuff aggregates into current development and release philosophies for MMOs. The problem is, people’s memories are shorter than a kid looking at shiny toys in the store, and when comparing to other products on the market, can only compare to the current state of the product as opposed to the product when released. That’s a bit unfair, but totally understandable.

This all boils down to expectations. If you expected WAR to be something and it wasn’t, then of course there was disappointment, and sometimes anger. I close unproductive goodbye threads every day from people who say things that would make their mother wash their mouth out with soap and a detergent brand, if you could do that without being sued or arrested. They’re mad because they didn’t get what they thought they would.

Many people, mostly late adopters, who subscribed to WAR expected the “WoW killer”. WAR was never meant to be that game. A lot of people like to say that WAR tried to be “WoW lite with PvP”, but all that was done was something done in lots of MMOs – taking successful elements from other games and giving it your own flavor, something Blizzard does extremely well.

This only accounts for some of the people who left, but the real key is whether or not Mythic expected the loss they are experiencing. You’d have to be foolish to think Mythic didn’t know they were going to take a subscriber hit with WoTLK. The degree of that hit is unknown, but the real, true test is how WAR does through the next two or three months. If they can’t maintain the subscriber target they’ve set (a number we’ll never know), they will have real problems. But I don’t think they have unexpected issues regarding subscriptions now.

That being said, the article quoted is another in the long line of developer quotes that later end up creating foot in mouth syndrome. I’m certain Mark knows this too, but as a developer or member of the development company, you need to only rarely introduce concrete statements or numbers unless you’re near 100% certain. The reason being, is that the community will crucify you for your words later if you don’t deliver. That quote, along with another quote regarding GOA’s level of service and the “deal is off” if it isn’t, are two such quotes.

Seeing that quote, however, you can see why the decision was made to open more servers. The game’s biggest issue in my eyes, its population spread, is the result of a decision made by the company to either have an awful launch with overpacked servers and long queues, or to launch with more than enough servers to handle the load but suffer problems from people leaving off of underpopulated servers, or leaving the game entirely due to no “massive multiplayer” in MMO. Clearly, with the bad history of launches like AoC and Vanguard had, the latter was chosen – totally understandable. But it created a problem that still exists now, and I’m curious to see how Mythic approaches it.

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November 21, 2008

The But And of a Community Post

Alphabet 02

Curse you, Letters

Sanya Weathers, former community weenie at EA Mythic and currently writing over at Massive Gamer Magazine, popped up a nice little recent piece about the value of wording responses in a way to subtly elicit the response you want. Basically, the crux is that the word “but” is a negation of whatever is before the but, which gives off the idea that you’re being disingenuous.

So instead of “but”, you use “and”, which I’m sure makes perfect sense in PR-land.

For those who don’t know, PR-land is a magical place where if you sound like you’re telling the truth, you probably are, and the rest you can gleefully sweep to the side or cover up in mounds and mounds of hype and big, sweeping statements like “a truly epic experience” and “the success of our massive subscriber base drives our continuing passion for excellence”. It sounds positively grand, right?

Anyway, I will definitely have to incorporate this little trick into my daily interactions. I’m sure it will produce the desired results:

-”Please stop ranting and kicking your feet on our forums. We have a great deal of respect for the different opinions presented, and we’d rather you not post something that looks like you haven’t had your afternoon nap.”

-”I meant to turn in that analysis and budget request on time, and if I wasn’t inundated with so much wonderful extra stuff since my fellow team members fail at competance I could have done it, and more!”

-”To be honest, I really meant to shoot the rifle so that the bullet went to the SIDE of their backside to give them a good scare – and when I pulled the trigger it just happened to recoil just like so…”

I can see the appeal already.

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November 21, 2008

Hope for Would-Be Developers Everywhere

So are you a basement dweller with aspirations to make some really great games, and of course, to make boatloads of money? Are you somehow cowed or otherwise intimidated by the fact that teams of developers make iconic titles like Halo 3, Half-Life, Final Fantasy, and other juggernauts? Concerned that your titles are just going to be awful sellers compared to those blockbusters?

Well worry not, because I found that even some of the most interesting and unique titles can make you tons of money. Take the game pictured on the right, for example. You have to wonder how much money the developers of this game made simply for depicting a stereotype over and over again in a party game format. You have to wonder how such a piece of valuable software such as this made it onto the market, though with all the bottle-opening, rifle-shooting fun it has to offer, it seems pretty obvious, right?

Lots of people like to call this stuff “shovelware”. I’d rather use the term “opportunity”, and by “opportunity”, I mean the chance to make a bunch of money for the kind of effort you would put into a bowel movement every day. I think that’s great, and a testament to the kind of effort that achieves dreams and moves mountains – well, mountains of crap, but mountains nonetheless.

I look forward to seeing your title in the bargain bin or subtly packaged with a more recognizable game in the very near future. Now get cracking, developers!

November 20, 2008

Music to my PS3

Eternal Sonata

Bandai - Guaranteeing bad cosplay for years

No, you can relax – Wiimusic or anything like it isn’t coming to the PS3 anytime soon. Although to be honest, I was, frankly, confused when I saw Eternal Sonata not only pop to the top of my GameQ from spot 3 to spot 1, but that it also had shipped, arrived, and been received by me in record time – 3 days, which for Gamefly is overachieving. Good for them. I’m sure that soon they’ll be aspiring to process my returns in a mere 2 weeks rather than 3. Ah, progress.

Anyway, I have no idea how this ended up in my queue. It certainly can’t be because I have some mindless, former obsession with Japanese animation, wide-eyed characters, and the universal notion that SHOUTING your attack makes it automatically 100 times more powerful, oh no. It also certainly can’t be because I have some kind of irrational weakness for cutesy games in between my murderous bloodlust to kill zombies and my ability to cackle endlessly as I blow up buildings with mini-nukes.

I can only attribute my momentary weakness to a fond memory of music. Yes, I was that band geek in high school, though no, band camp was hardly the American Pie experience that only modern raunch comedy can give you. I played pieces by Chopin, by Beethoven, by all those guys that somehow had some kind of debilitating flaw but yet became famous (hey, it still happens today – I’m looking at you, soon-to-be-former President Bush). So it was with a shrug that bore the dejection of someone that was supposed to get Resistance 2 that I put in the game.

Now, maybe I’m crazy, but I have to say the game has a certain charm to it. Sure, sitting through some mindless 7 minute anime-style cutscene that tries to set the stage might seem like it would put you to sleep, but if you’re going to be slogging through an RPG you need a good nap to start out anyway. How kind of them. And the names of the characters are certainly not predictable and not at all meant to just be arbitrarily given. Why, when I think of Polka, I always think of some teenage blonde haired girl who has a mean imbrella swing. And when I think of Beat, the very first image that pops into my mind is not one of percussion, but of some oddly dressed little boy who inexplicably knows how to fire a rifle better than a gangster from the old country. Hooray for perfect imagery.

Now normally, if you’re after a story that has some depth, you need to use some boring things like plot continuity, or character development, or any of those silly things. Why have that when you can randomly make giant rats and boars the size of horses bosses, and where you can somehow generate explosions by swinging your sword around in the air while shouting some flashy code word, like “Sun Slash” or “Phantom Wave”. If you can’t understand how great that makes musical appreciation then I really don’t know if I can do anything for you.

I’m sure eventually I’ll finish Eternal Sonata and send it on its merry way to be devoured by the US Post Office or that failing, some moody kid with a Pokemon fetish. But until then, such a happy little world can’t be denied me, especially since we all knew Chopin dreamt of giant pumpkins, pelicans with swords and shields, and guys with feathers for shoulderpads.

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November 20, 2008

Your Soul is Mine

Christian Arthas

Be a badass like him - after 2000 DKP and 400 hours.

So marking yet another milestone in the war of PC gaming, it seems that Blizzard’s hugely successful World of Warcraft franchise has hit a new note, logging 2.8 million units sold in the first 24 hours, according to Gamespot.

Let me tell you that once, a while ago, this needle was firmly in my arm. Not only was I a subscriber, I was a raider, an officer, and a DKP counter, a trifecta of time-consuming borderline second jobs that eventually drove me more insane than I already am. So, like any other recovering addict, I look upon the former object of my time and money with a sort of plaintive regret, as the small portion of me that wants to re-subscribe gets repeatedly bitch-slapped by my common sense. I like having common sense. It’s less expensive.

Anyway, don’t make this seem like this is a big old hate post. We don’t do that at Overly Positive. In fact, I’m happy for the millions of people who have decided, once again, that even though that they have gotten to the pinnacle of geek fame by possessing the gear the sparkles the most, that it wasn’t enough. I’m glad for the fact that lots of people will decide, instead of crowding the places I tend to go to, like bars, restaurants, and theaters, to sit in front of a computer staring at the rear end of an avatar they have more than a passing attachment to.

I mean this is obviously the end, right? Ten more levels to 80 and a cool new class which is amazing simply for wearing black and wielded badass weapons. There can’t possibly be anything beyond this that keeps players hooked like crack whores, if you don’t count the shiny, the desperate need to be recognized, and the awesome ability to go to a forum and post “QQ moar” to the person who you beat in PvP. In fact, this could possibly be the greatest game ever. And by that, I mean the greatest game ever to make people do the same thing over and over and over again, wrapped in different packages every time. If only politicians and scam artists could learn from the methods of the MMO developer – they’d probably be as rich as Oprah.

So kudos to Blizzard, and the now-11 million subscribers of Crack of the Lich King, for smashing records and the social lives of gamers everywhere. I’m sure there will be plenty more people to hook out there.

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November 20, 2008

Because Punching is the New WiiFit

Looks like Kotaku has a brief article about the new Wii Punch-Out game, which will have an interesting new peripheral – boxing gloves.

There’s nothing like actually feeling like you’re a little scrawny geek taking on huge, overmuscled guys than getting winded trying to punch with these babies. Hey, I’m optimistic as always. You never know – if this stuff takes off it might be marginally more successful than the the last time Nintendo put out a Power Glove controller type. I never got one, but I’m sure others did.

It’s nice to know a whole new generation will experience the kind of head-scratching idea of punching the screen, only to have it register a punch so weak that it couldn’t kill time.  Go go!

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