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May 23, 2012

Category: Serious Business

March 26, 2009

Buck up, young WARWalker

A smiley by Pumbaa, drawn using a text editor.
Nothing like obnoxious smilies to brighten your day.
Image via Wikipedia

 Y’know, in my many travels doing what I do for the Warhammer Online community, every so often I see a busting out of a trend, whether it’s RvR changes, or the latest patch, or even some crazy screenshots.

This time around though, I’m seeing a depressing trend, watching as various bloggers vent their frustrations and send a negatve vibe towards those reading them. Meanwhile, the pundits decide to kick dirt over the developers with glee as yet another MMO fails to meet expectations – and by expectations, I mean beat World of  Warcraft for BEST TOP MMO EVAR!

Now, I’m not going to sit here and tell all these people that they’re wrong. To tell them they’re wrong would begin a dramatic war of epic proportions, and here at OP we are all about non-war – not because of the violence, but because there is a clear lack of sunshine, fluffy pillows, and rainbows, along with the other things that make this infrequently updated blog the beacon of positive posting everywhere.

Instead, I’m going to ask our disgruntled WAR community a simple question.

What makes an MMO fun, anyway?

Remember the first time you picked up an RPG much less an MMO? Do you remember the excitement as you racked the box, read the manual (optional), looked at the patching instructions (even more optional) and dropped it into your computer? Remember the first few times you logged into the world, played with peopel who were decent and some who became fast friends? How about when you got that really cool item or when you and your mates achieved something you accomplished?

What happened to that anyway? When did we become more concerned with the tunnel vision of that specific game experience where you got nothing but frustration, or the min-maxing that threatens to break apart your group of once-tight friends? What happened to games as a way to relax and have a good time after a long and hard day – or heck, whatever happened to games in moderation?

I’m sure many people feeling the way they do about WAR right now feel that way because of a lof of time invested and problems experienced. The jade over the eyes of players and even people “in the know” has gotten so green that it’s hard to see straight. While it isn’t wrong for people to feel the way they do about WAR, and certainly, WAR has its problems, is it really that easy to become pessimistic?

I’m perenially a sunny person, but I’m not vacant, because I’m practical. If something isn’t fun, or games aren’t giving me pleasure, I simply won’t play them. If a game is so frustrating that it just sucks to log in, then is it really a game you want to force yourself to deal with? And if that’s the case not just with WAR, but with every game out there who we have high hopes for, have them dashed, and then fade away from, then is that a reflection of development, or rather, the kinds of feelings people have about gaming these days? 

Really, it’s both. At the height of my World of Warcraft career, I was raiding 16 hours a week. I was in game for nearly 30, and most of that was not spent in fond memories and forging bonds and laughing, but stressing out over the latest virtual items or encounter, or dealing with guild drama, or overall thinking about the next, frustrating issue Blizzard was going to throw at us. One day, I realized that I wasn’t really playing a game anymore – that I was really playing another life, one that had enough if not more stress than my real one. Sure seems like some of the most frustrated people playing WAR are burnt at both ends of the candle.

Denying that WAR has real, actionable issues would be silly of me. The AoE issue is overarching, the endgame still needs major work to be engaging, the performance issues of the game engine itself are unfortuante, and the community is holding but suffering under the weight of a patch released far too early for the scope of what it has. Yep, WAR has problems. But if people are getting so upset by them that they seethe with ranty rage about them, or are generally losing their faith in developers to fix their problems, what is that, really? Is that really playing a game for one’s own benefit or the benefit of others, or is it something else?

I think everyone can frankly do with a little perspective and 30,000 foot view of why they are passionate about or look at games and the game industry these days. Boil it down to the essentials, and decide from there whether WAR will give you that experience. If it doesn’t, then find something that does capture that great feeling you get from gaining that level, or killing that boss, or having a great PvP battle. Because if you don’t, you’re only hurting yourself.

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March 14, 2009

Battlestar’s Last Mission

Battlestar Galactica's Last Supper
Iconic Religious imagery = recipe for success?
Image by brianfling via Flickr

 

Next week, Battlestar Galactica comes to a close with a huge two-hour series finale. Last night’s episode was the setup, the appetizer to the “Last Supper” of the series to come.

If there’s one thing that’s been a constant about Battlestar Galactica, and masochistically, part of its charm, it’s that it has this way of giving you a fuzzy pat on the head while punching you squarely in the gut at the same time, just to remind you of the dire situation its characters are in. “Daybreak, Part 1″ was no different in this respect. For a mostly optimistic person like myself, it’s pretty difficult to remain generally cheerful about a situation in which you’re talking about the end, the last of the last, and a finale that won’t be happy flowers and hot chocolate.

The episode itself decided to take a peek into the past of several of the major characters, displaying their lives prior to the fall of Caprica. Sometimes when you’re given apocalypse every episode you sort of forget how the characters got there in the first place. There’s a lot of idyllic moments, but also, in the Galactica way, a lot of crappy “hey, by the way, life sucks” type things as well.

As the series draws to a close, we’re seeing that Galactica is essentially abandoned, that the fleet is still looking for a home, that the people themselves have gone through hell and back, and then some. Not to mention Admiral Adama’s last call for a last mission that is “likely to be a one-way trip”. Doesn’t seem like the kind of thing that would make you happy on the inside.

But as always, I see the silver lining. There’s a particular scene in this episode involving a line made of red duct tape and old man Adama telling people to choose what they want to do – live and wander space with no guarantee of finding a home, or die trying to go on a suicide mission. Doesn’t seem too uplifting, but to see the choices made by the characters, to see people cross one line or the other, knowing their various motivations – hey, that’s poignant, somewhat moving, and certainly inspiring. There’s also the faint glimmer of hope that the rescue of the half-human, half-Cylon Hera will be successful, although if I know Battlestar Galactica, I know that they’ll be looking to tell us how the story ends beautifully on one hand while rearing back to bash you over the head with the reality of things with the other.

The series has been criticized for not wrapping up continuity very well, and not really advancing or figuring out what it was supposed to do with its various characters. We’ll see if next week’s series finale actually manages to do this.

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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 18, 2008

Blog State

Book cover of

Book cover via Amazon

So today I came to the conclusion that with hardly many folks reading what I might have to say (which is pretty sparse lately), that a serious post about the blog was needed.

In order to really be taken seriously in the blogosphere I think that I probably can’t keep talking about things in an overly bright, positive way. Certainly, I can do that most of the time, but I do think a post that actually seriously discusses something without resorting to the negative is probably warranted once in a while.

In the beginning, it was easy to blog about something. There are a ton of topics which are able to be written into a style that is terribly positive but still retains a sort of snarkiness that is painfully visible, and thereby endearing. But as time goes on, topics run a bit dry. I mean, how often do you think I can go to the “WoW” well or talk about how people on forums have an amazing ability to comprehend with the manner of a slug? There’s an endless supply of topics, but I’d really like to make an actual point once in a while. Hence, all serious topics or ones which are not inadvertant, positive parodies, will be marked with the “Serious Business” tag.

In the coming weeks, I think readers who stumble upon OP will see a change, both in the frequency of posting (more, really!) and in the style of posting (more “serious” posts with a positive spin). A refocus is always a good thing, and it motivates me to blog more and get that little bit of exposure needed to be “regularly read”. So look out world – the new and improved OP is coming to you, and always with a bright, toothy smile on our faces.

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