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May 17, 2012

Tag: games

August 12, 2009

Stepping Into A Second Skin

LAN party.
Image by Benjamin A’Lee via Flickr

Rare is the opportunity for the geek arts to get any kind of exposure beyond the occasionally “crazy” mainstream story involving two kids, a very misplaced karate kick, and Street Fighter. Some of the sensationalism of any story regarding things like gaming is really limited to a few minutes at a time, not nearly enough to really get a good sense of what it’s about.

When there is an opportunity for this, though, it is definitely something that you will want to take a look at.

Recently I finished watching a documentary on MMOs and how players are influenced by them in varying ways. The documentary is called “Second Skin” and was first shown at the SXSW festival in 2008 to litle fanfare. What followed was a fair bit of coverage and accolades, from articles in newsweek and local media outlets to being voted #4 Documentary of 2008 by Aint it Cool News.

If you’ve ever been curious at all about MMOs, or are an MMO player like myself and want to check out how it’s influenced gamers, look no further than this documentary. Using a blend of in-depth interviews and visually appealing imagery for statistics, the Second Skin filmmakers give you a peek into the world of MMOs players, from disabled folks, to addicts, to hardcore raiders, to gold farmers, and more. There’s an expansive look that is taken at the MMORPG scene, though the MMOs covered are of narrow focus (WoW and EQ2 take up most of the screen time, but the same arguments apply).

Even though I have a small personal connection with this particular film (I work with and interact with one of the interviewees, who I also consider a friend), I still can’t endorse it enough. If you have 90 minutes to spare, be sure to check it out on Hulu below, or if you are non-US or want to just support the film, be sure to buy it on DVD when it drops on Amazon on the 25th of August. Trust me – it’s worth it, it’s balanced, and it has both serious and funny moments you won’t want to miss with regards to MMOs.

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August 11, 2009

The MMO Balancing Act

Tipping the Scales album cover
Image via Wikipedia

There’s a rather interesting post over at Darth Hater that talks a little bit about balance vs. equality as it relates to what might be upcoming for Bioware‘s Star Wars: The Old Republic. It’s definitely an interesting read and worth checking out for one person’s optimistic take on SWTOR’s balancing philosophy so far – and you know I like that bright and sunny outlook on things.

Class balance is the source of many a gamer’s angst when it comes to the title they are currently playing. With the amount of complaining people do on forums and blogs about it, you’d think that balancing an MMO is about as easy as trying to do advanced physics while sinking in quicksand. There’s calls for nerfs, buffs, accusations of bias, exchanged screenshots and hushed whispers of conspiracy based upon a quote from a dev – you name it, someone’s bitched about it. The only games that probably have gotten their balance right are games that totally aren’t digital in any form or fashion, and that’s likely because said games are so old that whoever could balance them is long since in their grave. I mean, you don’t ever hear about how the Knights in chess are “soooooo OP and needs nerf”, right?

The author of the article implores Bioware to eschew equality for balance, and not to wuss out into making everyone carbon copies of each other from a faction standpoint. There’s a rather complex example involving precious metals in the post, but to be honest, I think people should eschew the whole idea of worrying about balance OR equality, and be more concerned with their overall gameplay experience. While “fun” itself is subjective, I do think that the idea of balancing an MMO is a circus act that always seems like it’s losing plates that are twirling on various developer limbs. There’s always something wrong and nothing is ever permanently fixed, as it is in age-old games like chess. Perception is extremely powerful and worry sets in when people feel like the game isn’t balanced the way they want it to be.

Balance is relative and equality is absolute. Neither is really a perfect solution. Honestly though, does there really need to be one? I’ve learned not to get too upset over balance issues or be enraged over “that one class that is meling faces all the time” because of the fact that I’ve come to terms with the imperfection of the MMO class balance beast. No matter how much makeup or plastic surgery you take to it, it’s still terrifying to look at and even harder to handle, especially when you have a crowd of onlookers that pass by it daily. By accepting that there will always be a class that needs to be nerfed, and always a class that needs to be buffed, it becomes tons easier to shrug off the fact that MMO balance is never going to be finished, and TOR will probably be no different.

A lot of people would mistake my rather laissez-faire attitude about this whole thing for Eeyore-like depression – but it’s really all about priorities. Frankly, I think I have bigger things to worry about, such as whether or not the ass of the character I’ll be staring at for hours looks good enough in their gear, or that I don’t crash every 30 secondsupon trying to finish a quest. It’s not worth worrying over whether a game is balanced  - especially when more than anything balanced classes are totally not within your control to change (though a daily thread on why your class sucks might get the attention of a dev for a few precious seconds). So shrug your shoulders, grab your favorite drink,a nd keep on playing whatever you’re playing – because you’ve got bigger fish to fry.

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August 10, 2009

The Treasured TOR Beta

LONDON - NOVEMBER 19:  A man examines one of t...
Image by Getty Images via Daylife

It seems to me that you can’t turn around on the Star Wars: The Old Republic forums these days without finding some thread out there anticipating beta. Once of the latest threads, for example, talks about a couple of the reasons why some people think they will be accepted into beta without fail, which really is just a “omg beta we wants it” topic in a clever, poll question-y disguise.

Beta for TOR is perhaps a few months away, though if the playable build for TOR is premiering at PAX, we’ll probably be seeing it sooner or later. But having the game be in front of you at a convention is probably going to make the desire for beta ten times worse, especially if you aren’t able to go. The fact that you’ll see screenshots, grainy camera footage, and will know second-hand how the game is panning out is just going to whet your appetite even more.

Beta, I think, is a legendary treasure to a lot of people who follow anticipated games like TOR with ravenous desire. Like Nicholas Cage in National Treasure, you obsess over the clues to the treasure, spend waking moments thinking about it, and with single-minded devotion grasp at any factoid or path towards it. The longer a game is from release and the more teases that are given, the bigger the hunger for the beta treasure gets. Sure, in the grand scheme of things, actually gettign the treasure may sometimes leave you unfulfilled, wondering about a “what now” scenario if expectations aren’t met. But many times, devouring an MMOs beta content before release simply solidifies a decision to purchase when the game goes to retail.

Bioware is doing it right when it comes to the beta anticipation. They aren’t revealing so many details, but they are giving people a taste of what’s coming with random shots in videos, press reports, and now with the public demo and upcoming Gameplay video. They’re lifting the skirt just a little to give you some leg, but are keeping the rest of it a closely guarded secret in order to generate the largest amount of buzz. When the beta flood does start, and those few privileged individuals do get in, there will definitely be a shared treasure-finding experience of exploring the game and playing with it before the more earthly feedback process starts. But excitement and anticipation is an important (yet still secondary to testing/feedback) function of any beta, so the best thing Bioware can do, when that happens, is be prepared to have their content dissected and blended in the worst way possible.

For now, however, beta – especially betas that are still being formulated and cobbled together – should remain a legend, a whisper in the wind, and a coded message found in a text. I mean, what’s a treasure hunt good for without the search and the reveal leading up to it, right?

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August 10, 2009

A New Kind of WAR Siege

Siege Machine (Trebuchet), Warwick Castle, Eng...
Image by Jim Linwood via Flickr

Over the weekend, the folks over at the WAR studios ran an event on the Public Test Server to test out their changes for 1.3.1. While there were a ton of things that were fixed, perhaps the most major of things was a fix to city siege, as the first part of a revamp to aspects of Tier 4 combat.

I have to say, the improvements were well received by those who tried them, and I personally like them very much so far. Those of you who played WAR may recall the first stage of the city siege as it was before, as it was a mixture of NPC kills, and PvE-like missions like burning or putting out things on fire, with optional combat with other players. This led to a sort of PvE-ish experience that was just a bit bland. Now there are objectives to hold and players to kill, which makes the experience completely PvP-oriented. The result is fast-paced, frenetic gameplay as both sides race to the 1000 points necessary to advance stages or help eject the defenders.

Part of the overwhelmingly positive feedback that has resulted from the test of the patch is probably a setting of expectations, done beforehand to manage player opinion. 1.3.1 is by no means a major or huge patch, but it is one that does a lot of bugfixing and revamping. With the knowledge that this is what the patch has in terms of content, players know exactly what was going to be tested and what feedback was needed where. Honestly, it’s a good move for Mythic to release patches in this manner – being realistic about the application and ability of your patches to fix certain game elements leads to more of an understanding that is reflected in player feedback.

WAR does still have a lot of work to do to fix their endgame. But the coupling of small, incremental patches and the desire to take in, more than ever, the feedback of players will lead to what will probably be a bit of a renaissance down the road, if the cards are played right. If these changes and more go through, we’ll be seeing more fun city sieges for all.

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August 10, 2009

Case of the Mondays Cure – Betas, Grants, and Pwnage

Jasper With His Pouting Lip.
Image by diana_dee_sophia via Flickr

Are you just not feeling it this Monday morning? A bit depressed since the latter half of the summer is getting shorter and shorter? Well, have no fear, Overly Positive is here with some articles to brighten that dull first day of the week for you:

OnLive Beta Still Slated to Come This Summer (via Destructoid): OnLive, the service that promises to deliver game content streaming to your PC at blazingly fast speeds, has been quiet for a while, but don’t worry – the beta is still going to be coming, according to a rep. Sure, the technology may be pushed back due to no clear date, but if that happens, it wouldn’t be too far out of line with game releases these days.

Civilization Comes to the iPhone (via Kotaku): No, I don’t mean all you trendy iPhone users are barbarians suddenly learning how to use a knife and a fork, I mean that one of PC gaming’s best classics has made it to the small screen. 2k Released Civilization: Revolution for the iPhone this weekend, and even at lower resolution and graphical quality, it’s still the Civ we know and love.

Indie Game Projects Receive Canadian Grant Money (via GamePolitics, through GamaSutra): Some hope out there for all you struggling game developers out there who are just trying to get noticed – the Canadian government has given grant money out for a couple of independent developers out there – over $500,000 in some cases. Hey – it could happen to you if it’s worthwhile!

Pure Pwnage to Bring Mad Micro to Broadcast TV (via The Escapist): The Pure Pwnage web series of episodes, which follow the (mis)adventures of a hardcore gamer named Jeremy in mockumentary style, is coming to Canadian TV (boy, Canada is getting everything today). The cast, which hasn’t released an episode in nearly a year, is extremely excited about the opportunity and frankly, so am I. Here’s to seeing more “Boom! Headshot” quotes from FPD Doug in the near future.

And that would be that folks. Enjoy that Monday, and stay frosty.

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August 8, 2009

Used To Be New at Best Buy

SAN FRANCISCO - DECEMBER 16:  The Best Buy log...
Image by Getty Images via Daylife

Over at Cheap Ass Gamer, there’s a curious little forum post from the resident dealhunters about the new initiative/test market that Best Buy is looking to leverage towards its customers. It looks like some games that would normally be priced new are going to be price-matched against used prices from Gamestop and Game Crazy. Seems like a shot over the bow to the pre-owned/used game market, and a supposedly ambitious move by Best Buy to grab a bit more revenue during these “tough economic times.

I do have to say, the true winners here are the gamers, and with good reason. Once EBGames and Funcoland went the way of the dodo or were assimilated, Gamestop and to a lesser extent Game Crazy have dominated the used games market. Not much competition means not much innovation, as well as an “our way or the highway” philosophy. If you don’t like what Gamestop and Game Crazy have to offer you with used game prices, your only other alternative is potentially less reliable methods like Ebay, Craigslist, and others. So if Best Buy is entering into a competitive pricing range with these games without having to deal with the logistical headche of establishing a used games system, it’ll make Gamestop and Game Crazy respond with even better deals for gamers looking to save a buck.

Of course, there is a certain kind of argument that developers and publishers get hurt by a Best Buy lowering of prices the most, as not selling games at new retail value consistently may inevitably lead to less profit. Honestly, though, the reason why people sell, trade, and purchased used games is because in essence they get the same game as if they purchased it new. Packaging for new games has the potential to improve if Best Buy’s system gets put into place nationwide. Extras and bonus material like Fallout 3‘s lunchbox collector’s edition may become more commonplace, an attempt at justification of a larger markup by publishers for initial price, and a way to entice players away from buying their game DVD’s and Blu-rays in a cheap little holder at used game outlets. Once again, we gamers win out.

Of course, Best Buy hasn’t been without some sketchy past transgressions it’s had to deal with when it came to their price matching policy. But the marketing, which has only really been seen in one Utah Best Buy so far, still has the potential for great things to happen for the price of games at retail.  Time will tell – but for now, your wallets and purses should be breathing a sigh of relief.

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August 7, 2009

Smuggling Smartass

In a memorable scene from The Empire Strikes B...
Image via Wikipedia

Smugglers – the only folks who could probably get away with romancing a Jedi without getting their hands (or worse) cut off for it.

That’s what today’s developer blog for TOR talks about when it tries to typify the Smuggler class and how it is conceptually tied to the game as a whole. The Smuggler, apparently, is a class that makes their own choices, is agile enough mentally and physically to survive in a world full of dangerous (and more powerful) figures, and is out to make a buck and have fun doing it.

I find smartass behavior and mischevious scoundrels terribly attractive, which may explain the people I hang around and the women I’ve dated. So it is that the Smuggler’s description, which borrows a lot from Han Solo and Lando Calrissian but adds some flavor of its own, is certainly a tempting class to play, if not to group with.

Details are a bit sparse – from the blog article, some of the specifics are things which we know about already – you’ll have the element of surprise, you’ll be able to use cover in order to heighten your effectiveness in battle, and the best of your companions will probably be a bit of muscle to help you out of the worst of the worst smuggling situations. There is, however, a few other nuggets to glean – the fact that the amoral nature of the Smuggler class means you can be a heartless, cunning mercenary or a whipsmart, kindly profiteer, for example, plays directly into TOR’s moral choice system. There’s also the passage about “unorthodox combat moves”, which makes you wonder that to eliminate the vast advantage a Jedi or Sith might have, you’ll be able to pull off certain tricks that’ll confuse even the best of Force users, exclusive to the Smuggler class.

The appeal of Smugglers “shooting first” aside, the article itself reveals a curious way of marketing the class on the part of Bioware. They’re clearly aware that the Jedi and Sith classes, using “the best conversation-stoppers in the galaxy”, are going to be extremely popular. The article was a way to create appeal for standing out among those who might for the most part be drawn to being Luke Skywalker or Darth Vader, instead showing how even someone who uses the Force might have trouble against a well-trained Smuggler. Jedi romancing aside, the text has a ton of other examples about how Smugglers are not just able to deal with and come out on top of their more powerful foes, but also be unique, flashy, and most of all, be a sarcastic scoundrel about it. I have to say, knowing and understanding that Jedi and Sith are going to be hugely popular, and writing your article to subtly address those things, is a good move by Bioware. This, of course, wrapping everything in with the immersion and story factor of the character that is the Smuggler.

If you haven’t checked out the dev blog post yet, be sure to give a read, because even if you don’t want to be Han Solo, being able to crack a joke even as an Imperial Star Destroyer is about to ram your ship does have its good side.

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August 6, 2009

Overly Positive Thoughts: The Wonderful World of PAX

Penny Arcade Expo
Image via Wikipedia

Mike Fahey from Kotaku reports on the triple-digit exhibitors coming to this year’s Penny Arcade Expo, the fan-based show that took in all of the waylaid common gamer folk left out in the cold from E3. PAX has always been a show for the fans, and this year is no different.

Now, there’s a possibility I might be at this show this year, and while I’ve never been to a PAX before, one thing I do know is fandom. Years of working at conventions and even being crazy enough to chair them means that I’m somewhat well-versed in the ways of geek culture and how they pan out at events such as this one. But some of you might not know about the best of the best when it comes to geek fandom, so for those of you planning on attending, here’s a primer of incredible things you’re going to experience at PAX, or at any other show for geeks for that matter.

First things first – don’t think that you’re going to be a unique snowflake on a winter day. Just because your gamertag or userid is Sephiroth3 and you are totally cooler than all the other Sephiroth‘s because you got the single digits, doesn’t mean it’s going to cut it with your fellow geeks. Think about it – you are here with (literally) the unwashed masses, and unless you made a name for yourself getting caught having cybersex with a female who turned out to be a male who turned out to have a female voice, you’re not going to be known. Tens of thousands of fans come to PAX every year, so being unique is a bit difficult. On the bright side, if you don’t want someone to know about your escapades as Arktooth the Sex Hunter Orc, it’s real easy to blend in with anyone else.

You’re probably going to encounter at least one person who you might consider a “fanboy”. Now, unlike a forum, you can’t hit ignore on a fanboy, nor can you go to another part of the boards, or worse of all, take out your favorite blowtorch and flame them to death. The first two are difficult to do, and the third, while probably immensely satisfying in the short term, would probably land you in jail in Seattle. Fanboys typically lack social cues – meaning they don’t know that rolling your eyes or turning your back on them means you don’t give a crap about what they’re saying – and they most certainly will always stick to their guns even if you try arguing with them. There is, however, a good side to fanboys. First, they’ll always make you feel better for that secret fanboy-ish type fetish with Princess Toadstool that you’ve been hiding. And second, you can always counter one fanboy with another. Find another fanboy who agrees, or even better yet, disagrees with the one harassing you and turn them towards each other. Like Furbies, they’ll just keep yammering away while you make your escape.

Lastly, you might think that you’re all that and a bag of Salsa Cheetos against the AI or even online against scrubs, but don’t worry – PAX will be a humbling experience for any competitive game you choose to play.  You’ll be up against human players who can not only trash talk you over the mic but who you can see give you the middle finger as they teabag you into submission in Halo. You won’t have to hear that some 9 year old who uses the XBox as a babysitter trounced you in Street Fighter IV, you’ll see it happen, sometimes in front of a live audience of your geek peers. Relax though – all of this is either A)A learning experience that tells you that you need some humility on the geek ladder or B)A way to make yourself feel better that you can always fall onto the tired, yet classic excuse of “having a life” (despite going to conventions) as opposed to your 50 hour a week, never-gotten-laid-ever opponents. So either way, you win!

Yep, PAX – something every geek should definitely look forward to – maybe I’ll see you there. Just don’t hate me for having a grin on my face the entire time, ok?

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August 5, 2009

Plain-Spoken WAR

PhotonQ-M.Soleil in the BrainWarRoom
Image by PhOtOnQuAnTiQuE via Flickr

Over at Gaarawarr Gabs there have been a series of interviews about the state of Warhammer Online from various members of its development team that have been posted. They are interesting reads so far and I encourage you to check them out.

While there are certainly bits of information to be gleaned about WAR, one of the other things to be gleaned from the interviews is a different kind of tone than was taken in previous interviews. While there’s still a bit of confidence on the part of Mythic in order to fix the struggles the game is currently going through, there is a certain kind of plain-spoken straight shooting that eschews marketing hype for matter-of-fact evalution. For example, Josh Drescher states:

“Over the next 6 to 9 months, you are going to see a lot of that type of internal soul-searching going on trying to really ego-check a lot of decisions we have made.  Because it is very easy to look back on something that you know in your gut is wrong and try to construct a defense around it.  That is almost never the right answer.  The right answer is almost always to go “It doesn’t matter why we chose to do this thing, but that it turned out not to work the way we would like it to.”  The only thing that matters is that we have the clarity of vision and the sort of fortitude necessary to look straight at it and go “OK, we need to make some changes.”  And that is where we are right now with a lot of things.”

This is an interesting, yet nice, tone that I’ve seen Mythic take with their game, and, perhaps the first public acknowledgment in any comprehensive form that things haven’t worked out as they could have. Plagued by the release of WoW’s Wrath of the Lich King, a few bumps in the road for class balance, and several core problems with endgame, WAR has been taking a few body blows for quite some time now. Until now, we haven’t heard much about how Mythic has felt about such events, but it appears that the time for putting on a face of things being all right with the ship are over.

Being so able to speak plainly about their product is part of Mythic’s charm, something which may have been lost in the midst of all the craziness of dealing with a post-release game and all the MMO community shenanigans that go with it. Some people might think that this new tone is a little too late for the game’s longevity. But I personally think it’s a good way to them to turn the corner, talk about how they’re feeling, and most importantly, deliver in the form of results, something that will realistically take months, beyond the release of new shinies for MMOs that people will flock to, temporarily forgetting WAR in the process.

But along with this new tone of voice heard in interviews, perhaps that is what WAR needs. It needs hunker down in the war room, concentrate on keeping the players and subscriptions they do have, and fix the glaring bugs which aren’t “marketing sexy” but which will, long term, create a better game, one that has the legs to keep going. There are a lot of people out there who want to, and have, declared WAR dead in the water, but the truth of the matter is that it’s not done yet. Yesterday’s EA earnings call for the first fiscal year of 2010 listed WAR as one of the main drivers of online subscription profit, meaning they aren’t taking a loss on the game just yet. Business appears to be more than usual over at Mythic, with a new Live Event and a bugfixing patch on the horizon. All in all, if the game was in danger of being shut down, no one has told Mythic – which, on another note, probably feels the pain of creating a perceived underperforming product more than anyone.

The next few months will truly test the WAR development team. But I take heart in the fact that they, as well as the playerbase, understand how difficult those months will be.

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August 2, 2009

Interfacing With the World of TOR

We Interface album cover
Image via Wikipedia

There’s a really great post over at SWTORBlog.net that provides a bit of a breakdown of what is currently known about the Star Wars: The Old Republic UI, gleaned from screenshots, videos, and the like. There’s some great cropped screens of the various elements and I highly encourage you to check it out.

If there was one word that Underlord40 used during his post the most, it was probably the word “standard” – as in, the party window, quest tracker, action bar, and the like all look “standard”. Now to some people, this might seem like it’s bland and it’s a bad thing, but I do have to disagree. User Interfaces in any MMO are probably the one thing that, at least from a “vanilla” or “unmodded” standpoint need to be standard and even a bit bland. The best UI’s out there are the ones that don’t really draw too much attention to themselves. Players aren’t there to gawk at a UI, really – they’re there to use it, and in many cases, modify it to their own liking.

So it’s not too terrible that the screens that we see from the UI so far are really basic stuff. Frankly, when it comes to innovation, it’s probably best to create things that naturally occur from how players have normally modified UI’s. Mythic, for example, led by Carrie Gouskos in this department, has done extremely well here. The WAR UI is easily moddable and integrating a ton of features from a “Mod Squad” of players who author add-ons. It’s also created major improvements in convenience with an intuitive guild interface, LFG and group search, and Layout Editor – all things that are great for players, but which are also decidedly not flashy and are instead useful. Mythic’s new collaboration channel with Bioware makes it all the more likely that some of the things that Mythic learned from their UI process will make it into the Bioware TOR product.

As for my personal preference, I’ve always liked simple UI’s with a bit of tweaking to make them work for me. The TOR UI, if it is worth any salt from other UI’s, will probably have a way of shutting off some of the extraneous stuff or getting creative with the scaling/size. It’s nice that the TOR UI does look a bit Star Wars-ish, what with the fonts and squarish look and feel, but I’d be totally fine with a pared down version that I can control to give me more screen room. Many people go a bit crazy with their UI modifications, and that’s fine – I think that if Bioware can accommodate minimalists like me and visually complex setups for someone else, that they’ll be in a good place.

Of course, just being able to lay eyes on the UI, period, is a treat in and of itself, as many people are salivating for any bit of info on TOR right about now.

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