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May 23, 2012

Tag: games

September 16, 2009

Downtime Doldrums

Down Button
Image by Will Pate via Flickr

Whether you’re hurting waiting for server maintenance to finish (as is the case with Champions Online), for a game to come out (Aion), or for a massive ISP fubar to clear itself up (WAR), you’re going to experience that wonderful thing called downtime at some point or another in your online game career. Even the most stable games have to take a break every so often, and I like to think of server downtime as a game’s way of telling us players that it needs to take a sick day or a floating holiday. Why not, right?

It might be frustrating when you have the itch to play to not have the opportunity to do so. It’s probably even more frustrating when you’ve set aside precious time to play your favorite games, only to see that your window of playtime has been robbed from you. Idle hands are dangerous when it comes to online games and not being able to play them, and most people are eager to take out their anger on the nearest target, such as innocent keyboards or mice, or worse yet, the game’s official forums.

Now unless you like to get your jollies cataloging how many threads get made in a 5 minute period screaming about downtime, you probably want to do something else while your favorite game is unplayable. For geeks, this might seem a bit too much Captain Obvious for you, but the next time you feel like nerd-raging over downtime, think about doing this stuff instead:

  • Surf the Intarweb: There are people who get the kind of entertainment you get from slaying rats and pwning noobs in battlegrounds from the internet all day. Sure, these people are either students, really bored paper-pushers at work, or trolls, but that shouldn’t stop you from joining in on the fun. The Internet has anything you fancy, from grinding friends lists in Facebook to “real” PvP on any news commentary thread.
  • Do some housework: You know, those dishes don’t really do themselves, and the carpet doesn’t suddenly become clean on its own, either. Laundry needs to be done and hanged, and that layer of dust on your desk except where you put your food needs attention. You’d be surprised how therapeutic a little housework can be, and next time you have friends over you won’t have to clear piles off for them to sit down.
  • Find other entertaining media: TV is full of high-quality celebrity nonsense to get yourself immersed in, music from your secret favorite artists V-Factory or the Jonas Brothers calls your name, and the 10th private re-watching/worship of “Night at the Roxbury” can’t been that bad, right? Games aren’t the only media out there that can make you “lol IRL”.

And of course there’s always…

  • Go Outside: Yeah, as much as the great outdoors might be something you only venture into to earn your paycheck or buy your latest round of Cheesy Poofs, let’s be honest. There’s little to no lag, the resolution is pretty good on most days, and if there was any downtime for it, I think we’d be concerned with more than just our favorite game not working. Outside – it’s the other other other other white meat, and you should have a bite of it every so often.

So don’t despair when that game of yours goes down faster than a drunk person after their 5th kegstand – find another way to fill the time. Your sanity (what’s left of it) will thank you.

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September 9, 2009

Natural Gamer-y Selection

Charles Darwin.
Image via Wikipedia

Ah, Darwin. So stoic, is he not? Perhaps he could have used more games in his time. Still, there’s  a reason for his appearance in one of today’s posts.

Syncaine from Hardcore Casual went through a recent purge lately, as it seems to be the trend on a couple blogs, and did a full re-install of his computer. During this practice he came upon the notion that because of the distinct lack of games that made a re-appearance, and the lack of interest in future titles, that “2009 is looking like a sad year for gaming”.

C’mon now, Syncaine, turn that frown upside down! Actually, I think that it’s been a great year for gaming, and it all comes down to the “c” word (no, not “Crap”, you silly cynics). That word is “choice”.

In the face of saturation in a particular segment of the game market, I’ve always supported it and loved it because of a Darwinistic sense of gamer natural selection. Products that have the same bugs as others, but which don’t have the quality nor the outlook to survive will fade into the background, while truly innovative and interesting titles will succeed.  Developers who can adapt to an increasingly fickle generation of gamers will thrive, while others who cannot, will not. And that sense of adaptation, leading to more titles that try to branch out into different things rather than the same tired old formulae, will have to happen faster out of pure necessity.

The advantage is with the customer here, folks. Because there are so many choices, and because there are so many things we could choose to play, we can afford to be more discerning and selective with our products. I used to buy most things that were on the gaming market that were “cool” and “popular”. Part of this may have been my personal preferences, but part of it was that there simply wasn’t very much besides the big, major games out there.  We don’t have to worry about adapting or dealing with a game that we don’t find fun. We can simply try out any of the other alternatives out there, and have more flexibility to  look at something that might not get as much attention, like a Darkfall, or a Wolfenstein.  Or maybe you want to renew an old love, like a Guild Wars, an EQ2, or an EVE. Variety is the spice of life, and it has some way of seasoning things in the gaming industry as well.

So when I look at an empty hard drive with a few games on it like Syncaine’s, I don’t see despair over the decrease in quality of games. I see the ability for someone to have the flexibility to make the choice not to have as many. I see a selective gamer, one that knows what they want and installs what they want. The choices, even in 2009, are many, and I think we should be fortunate we can have the ability to apply a little biut of natural selection to the games we choose to play.

By the way, my hard drive?

  • WAR
  • Aion
  • Champions Online
  • Dragonica
  • Guild Wars
  • KOTOR II
  • UT 2004
  • Left 4 Dead
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September 8, 2009

Ask the Developer – A Mini-Guide

Opening (inverted) and closing question marks ...
Image via Wikipedia

One thing that I have been thrilled to see lately is people who work at blogs and sites getting a chance to rub shoulders with game developers of their choice. This is made very apparent when sites like Darth Hater and Gaarawarr Gabs get a chance to talk directly to the developers they have a passion and interest for meeting. Recently, over at Warhammer Alliance, I was ecstatic to get two of the guys that I managed the access needed to get the rush of talking with someone who makes a game they play. It’s an experience that I’ve had the pleasure of having many times, for WAR and other games, and hope more blog writers get the opportunity in the future.

In my times interviewing developers, guests of honor, and other such luminaries, I’ve discovered a few truisms and tips that people might find helpful. So if you ever do get the chance in the future to sit down for a few precious minutes with a developer that you’re a fan of, here’s some interesting guidelines to consider:

-Generate the questions beforehand: While this makes an interview a little bit less dynamic and somewhat a bit more “prepared”, generating and submitting the questions beforehand to your target’s PR/Community Rep, or to the developer themselves will end up being more beneficial than detrimental. Really, the point of an interview is to get information, not to put someone in a “gotcha” position – that’s for other sites with that kind of mission. If you want your interview read, you should try to make sure it has as much meaningful info as possible, and that means prepping your interviewee.

-Never ask a Yes or No question: A lot of people fall into the trap of asking binary questions such as “Will we see x in the game?” Many times, if a developer can’t talk about a feature (for fear of it being misconstrued or because they are under PR constraints), the simple “yes” or “no” answer doesn’t really provide that much more information to your audience. The exception would probably be something that is a hot topic that demands a “yes” or “no” confirmation – like perhaps something to settle speculation about class makeup, or mechanics that are fiercely debated in the community. Otherwise, try to phrase your questions as less of a “will there be” and more of a “can you explain”.

-Research your interviewee: Does your interviewee like direct and to the point questions, or do they like the flexibility to wander? Do they work for the team responsible for the engine, or are they more of a community person? Do they like their jokes sarcastic or plain-spoken? Can they even take a joke? These are the kinds of things you will want to know beforehand by reading other interviews and asking your contact what they are like.

-Research the hot topics: Topics of debate are things that a developer might be able to shed light on. If you ask a lot of “getting to know you” questions and not a lot of meaty information questions, or you decide to talk about an area of the game no one cares about, you’re not going to get a good impression from your interview. Knowing what the community is talking about, or even what they are arguing, will help you generate better questions people will find valuable. Just make sure you Research Your Interviewee and ensure they can appropriately answer those questions. If they can’t, then it’s not worth asking no matter how much people want an answer.

-Mix the difficulty up: Crossword puzzle afficianados and those who play Sudoku know – there are varying degrees of difficulty when it comes to puzzles. There are the same kinds of levels when it comes to questions – most likely divided into “softball” and “hardball” questions. A “softball” question is one that solicits an opinion or tries to be casual about extracting information. A “hardball” question is a direct, pain-point type of query that might get to the heart of a burning issue or even something that isn’t going right. Having a mix of these  will help in the long run, and challenge your interviewee as well as put them at ease.

and finally…

-Have extra questions: I can’t stress this enough. Nothing makes an interview fall a little flat than not having questions answered in a way that seems satisfactory, leading you with nothing to work with. If you have questions in your back pocket, you can pull them out at a moment’s notice to deal with a lot of “no comment” or other such nonsense. Having a backup is a good thing, not a tedious and bad thing.

I hope these tips help folks the next time they get a good opportunity to talk to game developers, and look forward to many more opportunities to read about exclusives on other sites.

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September 7, 2009

Sandboxing SWTOR

Sandbox
Image by ragemckage via Flickr

If you haven’t checked out the transcription I created of Darth Hater’s Day 1 Q&A at PAX with Bioware for Star Wars: The Old Republic, I’d suggest you do so – it’s a long, but good read.

One thing I wanted to point out in that text was almost halfway in, where a particularly spirited individual asking whether or not SWTOR’s environments would be sandboxed (Audience Member 10 in my transcript). This guy clearly loved his Fallout 3 and Oblivion, as he referred to not wanting to be boxed in by SWTOR’s linear story as well as the environment. He argued a bit with the developers, perhaps with enough passion to draw the ire of the audience, but it was interesting to hear about someone who really wanted a galaxy and planets to explore without the restrictions normally placed on MMOs.

While a lot of people will probably assume that this guy won’t find the sandbox environment he wants in Star Wars: The Old Republic, I’m not so sure about that. Part of why I didn’t feel like the wholesome Wayne Brady hearing this guy, is that in any good MMO there is something to scratch that itch you’re feeling about what to do. As a matter of perspective, you may be able to find the sandbox that you’re looking for in SWTOR.

For right now, the morality system is probably the only place we know of right now to get that sandbox feel. While there are only a couple of set paths, there are still multiple choices, leading to a variety of changes that could have possible impact later on in your career. There’s the idea that the story is your heroic story, free for you to do as you please in making decisions about the Companion characters you keep and the quests you do. With this sort of branching, there are 8 unique storylines for 8 classes but also multiple paths within the class stories as well. The idea is to create more variety by allowing players to make choices within their own storylines, leading to a different experience among the players of the same class.

Besides, MMOs in general are a sandbox if you choose to make it that way. Roleplaying, the oft-forgotten part of MMORPGs these days, is the most obvious way to do this. Using existing mechanics, settings, and lore, there are many players who have created real, actual characters and backgrounds for them, acting out conflicts, romances, and adventures. From a gameplay mechanic, people play with specialization systems for MMOs all the time, creating builds that are unique and interesting, or cookie cutter and efficient, as they see fit. Well-designed zones are places to quest and advance levels, but also a place to explore and find the more interesting easter eggs and landmarks in the game. The list goes on.

So while Mr. Sandbox might not get the exact experience he’s looking for in Star Wars: The Old Republic, if he looks hard enough, he can find something quite a bit similar, and more akin to the reason for enjoying such open worlds. Like with a lot of things, your gaming experience is what you make of it – and players should take a more active role in making it enjoyable.

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September 3, 2009

Overly Positive Thoughts: Games Iz Too Productive!

Another Day In Cubicle Paradise
Image via Wikipedia

The indomitable Jim Sterling from Destructoid dropped in an article talking about some curious comments that came through from Gundam creator Yoshiyuki Tomino. Apparently, Tomino isn’t too fond of games, saying that they are horribly “unproductive”, “waste electricity”, and are “assisting in the death of our planet”.

Now I liked Gundam as much as the next anime fan dude, but this is rather silly, Mr. Tomino. Are you aware of the laundry list of what kind of productivity games lead to? Do you have any idea what kind of planet-saving value playing games actually does? I don’t think you do, so some examples are most certainly in order.

Hand-eye coordination is probably the most common thing. Think about it, Gundam guy – if we didn’t have the coordination borne from hours of playing Mario and Zelda, we’d never be able to watch your shows while simultaneously downing a Red Bull, or lift popcorn to our chubby little faces while we cheer for the latest Gundam design pounding through its enemies. We wouldn’t be able to properly operate the DVD remote in the darkness, feverishly moving past the ending and intro tracks of your show. To get to another riveting Gundam episode, where overly emotional teenagers inexplicably save the world with technology that is surprisingly as advanced as it is color-coordinated (for better merchandising of course), we need that reflex that comes only from games.

And what about the lessons we learn in games? If we weren’t desensitized to the violence of someone ‘s bowels being ripped from their stomach because of hours of Ninja Gaiden or God of War, wouldn’t you say that we wouldn’t be able to stomach episodes where giant robots blast each other into tiny bits? What if we’d never learned from 7 playthroughs of Metal Gear Solid that “love can bloom on the battlefield” and that you should treat the ones you love with hate or cold, unfeeling apathy? We’d never be able to deal with all those Heero and Relena anime music videos.

So you see, aside from boring counterarguments that any pasttime is honestly a “time-waster”, there are clear and present benefits to playing tons of games and wasting plenty of the earth’s electrical power. But I dunno – maybe Tomino would rather we spend our efforts on something far more productive – like making a life-sized Gundam. Eh – I can get behind that, I guess, right?

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September 2, 2009

SWTOR and the Public PAX Showdown

Three Luke Skywalkers
Image by Roo Reynolds via Flickr

So the pre-PAX hype is upon us in full swing, and there are going to be tons of games and developers for the unwashed masses to meet this weekend. Sadly, plans didn’t come together and I won’t be at PAX, but I’ll definitely be following all the news about my favorite games from the show for sure.

One thing I’m definitely keeping my eye on is Bioware‘s public demo of Star Wars: The Old Republic. While this demo is probably one that fans have probably heard about from the press for a while (the Smuggler PvE quests and the Star Destroyer Captain quest), I’m pretty happy about this happening for a variety of reasons. The first is attached to, simply, pure guts on the part of Bioware. It’s something to put out a gameplay video and drop a bit of playtime for the press. It’s entirely another to open up your game, however tiny that hole is, to the masses to have a look at it, criticize it, and play it. The fact that Bioware is this far along in development to provide a work demo of their game is a heartening thing to see.

Another reason is simply for the fact that Bioware, even though they are going to be kicking it into high gear at PAX, is essentially playing the wait and see game. With other titles already out, like WAR, AoC, and others, and new games like Champions and Aion, Bioware can reap the benefits of not being first out of the gate with MMO releases, allowing them to get a leg up on how the community perceives successful launch and a post-launch product. All indications seem to point to a release late next year, considering no one is even in beta yet, so this gives Bioware ample time to not only pimp the game at PAX but elsewhere as well.

PAX is in many ways a perfect venue for Bioware to showcase their game. Unlike others, they don’t have to waste time trying to draw people in or familiarize them with the content. The kind of audience that attends PAX is surely the kind that has heard of Star Wars, if not Bioware themselves, so there will be plenty of opportunity to grab new converts to the fold and hold them close until the game is in a state where others can play it beyond the show floor.

There’s going to be a ton of great stuff on the PAX floor this weekend – but I think Bioware is going to have a good time presenting their product to the public and the fansites for the first time. I look forward to all the fan impressions.

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September 1, 2009

WAR’s 1.3.2 Cannonball

cannonball smith de ilegal ! !
Image by Danny Playami via Flickr

Well – Zemanta couldn’t find me a good cannonball splash picture, but a human cannonball will be just as attention-grabbing, I think, right?

Over at Warhammer Alliance, I’ve posted an interesting interview with Jeff Skalski that talks about the WAR one-year retrospective. But there’s also stuff about patch 1.3.2 in the interview, a bonus to what I was honestly asking about when I crafter the questions. If patch 1.3.1 was the bugfixing patch, this is the cannonball splash patch, perhaps meant to draw a little bit of attention away from upcoming releases and show players that even if they are choosing to take time off from WAR, that progress is still being made.

The highlights revealed include:

  • Removal of stun from the game entirely, to be replaced by a break-on-damage mez called “stagger”.
  • Surgical look at several Destruction classes, including Magus, Witch Elf, and Black Guard
  • A possible Underdog system to assist the faction being dominated on a server

While these things are tentative and not final, this is definitely a splash in the pool for WAR fans everywhere. With AoE and CC being the main issues being worked on, the removal of a single form of CC is going to be huge in and of itself. The scalpel is finally being taken to classes that need it, as much of an admission of not giving as much love to some classes as you’re going to get. Population imbalance also has a chance of being helped along as well. Coupled with the other things that have been teased already, like a hireling/sidekicking system and the reworking of fortresses in T4 RvR, this seems to be the patch to watch for and see what happens.

It is probably not a long stretch to assume that Mythic has adopted a sort of all-out attitude with patching and fixing. With them arguably being out of the spotlight for a couple months, it will be WAR’s time to fix issues, gain their reputation back, and be ready for those curious enough to return to another stab at the campaign. To be perfectly honest, they have nothing to lose, so if they’re bleeding chips and betting on a couple good hands, all the more power to them. I personally like them very much, and hope that WAR can and will be a viable player in the MMO market. Some may not believe that – but patches like this show they aren’t giving up any time soon.

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August 21, 2009

Meat And Potatoes Are Served – The SWTOR Gameplay Demo

vlcsnap-2009-08-21-17h31m56s29So Bioware has finally decided that it’s time to stop teasing SWTOR fans by only showing a little ankle under the skirt of their game, and has moved on to giving us a little leg to stare at for a while. Today’s SWTOR Gameplay Demo weighs in at a hefty 20 minutes. You can grab the vids over at this link on IGN to see for yourself – they had to divide it into 4 parts, each covering a specific class.

Before I get into a bit of a breakdown, I do want to say that this is definitely a great thing that Bioware did in terms of presentation. There’s narration, and there’s the usual marketing sell, but what it is accompanied by is actual gameplay footage. This is a calculated risk for Bioware, considering that fans may take a look at the graphical presentation of the game, or its play, and decide not to bother with it for one reason or another. But at the same time, it shows that Bioware is A)confident about its product to show it in this state and B)giving the players what they want. A three to five minute walkthrough would have been nice – to see twenty minutes of it is a blessing that exceeds expectations. It’s also worthy to note, as you watch, that the gameplay, aside from shifting from topic to topic, is compeltely uncut and continuous. That means that whether it has flaws or not, Bioware wants to honestly show off the current state of their game, and thinks that you’ll want to play it despite them. It’s something you don’t see in the buildup for MMOs these days.

So I’ll be sticking to a bit more of a summarization and the high points of the walkthrough. To be perfectly honest, as pleased as I am with the demo, there’s no way I can give it justice by doing a granular breakdown – that’s what the walkthrough is for, after all – and you can and should watch it. So I’ll keep it simple.

vlcsnap-2009-08-21-17h27m59s218

Part 1 – Part 2 – The Bounty Hunter

What we see:
Our first look at the basic UI, the first conversation we have regarding a mission to join “The Great Hunt” to find the best Bounty Hunter in the galaxy, some character choices, and long range/short range combat with the class.

Impressions:
It’s clear that the conversational style mimics Knights of the Old Republic/Mass Effect. It’s good to see Hutta, although we don’t see enough of it to really get a good impression of this being the home planet of everyone’s favorite carbonite collector, Jabba. What is nice, however, is a look at the Bounty Hunter’s versatility, a supposed hallmark of the class, looking at the traditional blaster weapons, a stun dart, and a nice little bunch of flame for close range combat. Boba Fett fans won’t be disappointed. It’s also good to have Bioware state that they fall into the camp of making the player independent despite it being an MMO – that heroic battles with multiple enemies are the norm and that death from adds is not going to happen too easily.

vlcsnap-2009-08-21-17h53m07s212Part 2 – The Smuggler

What we see:
A tricksy class with a bunch of interesting mechanics at his disposal. The Smuggler’s cover system explained in some detail, an ability called Barrage that fires off a volley of blaster shots, and of course, a well-placed kick for close combat.

Impressions:
Having a cover system for an MMO is going to be interesting. For PvE, it actually is a nice little boon for a Smuggler – being able to utilize the environment in the manner that was shown in the video was great. Obvious cues for taking cover with big green icons, as well as a change in abilities are going to be great for getting players used to this new mechanic, and having a statistical bonus against enemies isn’t bad either. We’ll see, if there is PvP in TOR, how the cover system works in that respect, but if there was any class that could serve as the most common class to be played besides any Republic Force-wielding class, this is it. There is a channeling of Han Solo‘s swashbuckling tactics here – and it shows.

vlcsnap-2009-08-21-18h00m46s201Part 2  - Korriban and the Sith Warrior

What we see:
An environmental walkthough of the home planet of the Sith, as well as some of the Sith Warriors deadly melee skills. We also get a look at some of the organic creatures you’ll be facing off with in the game, and how NPCs may react in battle to your movements.

Impressions:
Ah, a lightsaber-wielding class. The most crucial thing that Bioware needs to get right with all of these classes is, more than anything, the animation. Combat in the Star Wars universe with its most iconic weapon is meant to be elegant and flowing, yet deadly and precise. From the few shots seen here, that is exactly what Bioware did. You can see the swings of the lightsaber for the different abilities flow into each other, as well as a logical conclusion to battles – the Sith Warrior’s buildup of points to unleash finishing moves like the spinning Impale is easy to track. Of interest is also the opening move, the Force Charge. This isn’t like a running move like expected, but an actual Force-powered jump and two handed slash onto an enemy. That’s not bad. There’s also an interesting side note – enemies take cover, which means the system used by the Smuggler is also used by NPCs. That will provide a different challenge, even for players wielding the Force like the Sith.
Overall, a nice and expected, reveal for the newest class in SWTOR.

vlcsnap-2009-08-21-18h15m38s157Part 3 – Part 4 – Flashpoint – A captain, a Star Destroyer, and one heck of a Jedi party:

What we see:
The oft-explained demo that has been shown from E3 regarding the quest with multiple choices for an imperial star destroyer captain and a Republic boarding. The choice to be made is highlighted and the consequences are shown in detail from a gameplay and narrative standpoint.

Impressions:
Now this is something those who have been following the game probably have become familiar with. But this is the first time we’ve seen it actually working out in actual gameplay. As some of you may know, killing the captain leads to a harder fight, but the narrative explains that the rewards could be better for doing it on “hard more”. Multiplayer dialogue may affect this greatly, but the random choice of the player making the decisions is definitely something that will need to be dealt with the avoid griefing. We also saw some additional abilities – the Force choke for example – as well as a lightsaber-to-lightsaber fight, which I especially enjoyed for the back and forth between the player and the enemy. It’s interesting to note the teamwork with multiple enemies as well, with the Bounty Hunter providing some firepower and the Sith Warrior rolling over enemies from melee range. And of course, looking at the loot, which included a second lightsaber for the victorious players, can’t have been a bad thing.

To be honest, overall I felt above average about the demo. It’s not everything, and it omitted the Trooper class, but for 20 minutes, it was well spent. The reveals and various details are going to set off a whole new slew of speculation – and I know that this won’t be the last time I post about the gameplay demo, either. Again – the real heartening thing is to see uncut, continuous gameplay, with no qualms about hiding some of the elements that are going to make the game possibly one of the best releases. If Bioware is cautious enough to polish and release the details as they have here, in huge, detailed chunks, then the future of the game is bright indeed.


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August 21, 2009

A Champion’s Taking A Beating – CO Compilations by Syp

Champions Online
Image via Wikipedia

Ah, the wonderful world of MMOs, where these days folks are more fickle than fair weather sports fans and first impressions are more than important – they’re everything.

Such it is with Champions Online, which, looking at a compilation by Syp of Bio Break, many people seem to dislike at the moment due to the current crop of problems. Reported issues include bland gameplay, stability issues, and overally bugs. To many, this might seem like a gamebreaker for people looking to try new MMOs in September, with alternatives like Aion and Fallen Earth waiting in the wings.

Honestly, though, the outcry of the blogging community, and certainly fans of Champions, isn’t necessarily a bad thing. For one, it shows that everyone’s just a bit more cautious and guarded than they were about a year or so ago. The MMO community’s always been, well, shall we say, critical and passionate about the games they play, but it wasn’t until Vanguard, commonly thought of to be released prematurely, that players began to be clearly less tolerant of bugs and issues. You might think that Cryptic must be wincing at all the negative feedback they’re getting, and they probably are – but they’re also crystal clear on the game’s core issues prior to its September 1st launch. If anything, it’s a way to set priorities and make sure that as much as possible is cleaned up for a better superhero experience.

There’s also a certain sense of c’est la vie I have about Champions’ current problems as well. What’s that? There’s lag? Oh, there’s an issue with gameplay? Sounds like just about every single other MMO that has released, well, ever. A lot of people point to Aion as an example of “how to do it right”, but the comparison is almost unfair due to the fact that Aion has had over a year to work out bugs and issues in the more lenient Asian market. Even though these are the circumstances in which Champions has to deal with in order to work out well, it isn’t like they are things that are unheard of with MMO releases. Even WoW, arguably the king of game releases, had a terribly rocky launch.

To be honest, the real determination of MMO success or survival these days isn’t necessarily a launch. A launch that is buggy can be recovered from – it might not land you the most immediate subscriptions, but you will be able to focus your priorities and get yourself back on your feet in a respectable way. The real, core thing that will retain subscribers is how the company responds to and patches the game about 6 months after its release. By then, the usual “paid for beta” things that you discover at release have been addressed (or not), people have an idea of where the game is going, and the way that the developer responds the community will have been tested. If any one of these things are still a bit wonky, then maybe you’ve got cause for concern. But many MMO players, for all their bluster about “epic fails” and “rage quitting”, are more willing to stick out a game’s problems than you might think – especially with respect to a specific audience like the kind that plays superhero MMOs.

So yes, Champions Online is hurting a bit – but it’s far from permanently crippled. Syp’s compiled another list of folks who actually like Champions, and there are probably many more people who, like me, understand the inevitable problems with MMO launches and are willing to put up with it. While Champions probably has their work cut out for them, it’s still in its infancy. Time, like everything, will tell.

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August 19, 2009

Helpful Humpday Highlights – Up Past Midnight

camel droop
Image by seeinside via Flickr

So considering I didn’t have enough semi-regular features on Overly Positive, I figured I’d just add in another for those middle-of-the-week doldrums. Sure, it’s only halfway to a weekend that seems more out of reach than hooking up with Jessica Alba or Brad Pitt, but nevertheless, it’s half over.

Helpful Humpday Highlights is going to show my terribly small readership wider horizons than just my optimistic writing. Let’s face it – I’ve got plenty of blogs on my blogroll, and will probably add more, but without a little pimpage, you might not be so inclined to click on them. Well, Humpday will change all of that, starting today.

Today’s Helpful Humpday Highlight focuses on a blog that just got started (again) – although the author has been doing a lot of work to justify her not putting her thoughts on paper. Up Past Midnight is the blog of one Aiiane Miraelia, and if you don’t recognize the name, all you need to do is look at Curse and check all the addons by her. Warhammer Online has benefitted from the talent that Aiiane possesses, in the form of core UI modifications that are a staple of any player’s arsenal – Squared for warband and unit layout and selection, LibSlash as a code library for the basis of many WAR addons, Twister for managing those pesky auras for Knights and Chosen, and much more. With all of these achievements, someone lesser would have been a bit egotistical, but not so with Aiiane, who has remained not just humble but helpful to fellow modders in her community. Aiiane’s got a history in other games too, such as Guild Wars, and the upcoming Global Agenda.

Aiiane writes about a variety of things on Up Past Midnight, including user interface elements, MMOs, and more. True to the blog’s namesake, Aiiane’s night owl tendencies mean that the blog gets updated at odd hours, but it’s definitely worth a read if you want to peer into the mind of a budding programmer. She just got started writing again, so be sure to roll on over to her blog, add her rss feed to your reader, and leave some commentary to encourage her to write – and hopefully get to sleep at a decent hour!

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