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Tag: Massively multiplayer online game

October 30, 2009

The Dread of TOR Non-Delivery

addyThe longer a game is out in the public eye, the more hype and buzz starts to surround it like a palpable bubble of anticipation. With this comes great exposure, and that is both good and bad. This is because while you get a lot of people really excited about a title, you also run the risk of having your anticipation bubble popped by a needle of dread and fear that the game won’t deliver on its promises.

Such as it is with Bioware’s Star Wars: The Old Republic, which recently passed the one-year anniversary of its announcement to the public and is basically chugging right along at a marked pace. Understandably, Bioware’s been a bit tight-lipped about many of the details of the game, but what has been released has done nothing but whet the appetite of the people that are raring to play it. But aside from that are forum threads and posts that are beginning to pop up from players with furrowed brows about various segments of the game and whether they’ll be able to deliver properly. With the small level of real and detailed information that has been released by TOR, the threads have become all manner of worry and even stress over what might not work.

Not surprisingly, I’m pretty non-plussed about all the agony that is felt with regards to TOR’s ability to deliver. Whipping yourself into a frenzy over the fact that the voiceovers might be tedious or unnecessary, the PvP could be imbalanced, the graphics won’t get a good pass, or that game-breaking bugs will appear isn’t worth it to me. While speculation is all well and good, especially when it comes to what Bioware will be doing with their first MMO, anticipating or fearing that the game won’t deliver just isn’t healthy for your gaming experience. I like to take TOR’s promises with a grain of salt – part of it is the necessary hype needed from marketing, and the other is the simple reality that all MMOs, no matter how good they sound on paper, will probably have growing pains. It’s been true ever since I was ganking poor little newbies for their cash and cackling maniacally in Ultima Online, and it’ll continue to be true as long as the MMO paradigm doesn’t shift severely.

Really, part of the anxiety Star Wars: The Old Republic’s potential players are feeling is partially due to the waiting. With TOR so far out from release, it’s plenty of time for people to go through a cyclical phase of devour-discuss-dread when it comes to every bit of new info. Imaginations run wild and sometimes they can get away from people. To be perfectly honest, people will either be satisfied or not when TOR finally hits the shelves. Worrying about the latter, especially this far out from the TOR release date, is just bad for you. If, ultimately, TOR doesn’t deliver for folks that are reading this, it should be based on the direct gameplay experience you have playing it, not from what might happen based upon a few nuggets of info. Do what I do, and enjoy yourself on the hype train. You’ll be less stressed out.

October 28, 2009

A Niche Of Mainstream Fun

Water Slide 2 400A couple days or so ago, Syp and Syncaine both locked horns a bit over the idea of the validity of the mainstream vs. niche argument when it comes to MMOs. For Syncaine, there’s a clear-cut difference between a game that is mass-marketed and one that is niche, while Syp counters with the idea the niche is too subjective, and that we have little evidence to provide any comparison in the ever-changing MMO landscape.

The idea of mainstream vs. niche disappeared for me a long time ago when I realized that if I was after any specialized market at all, it was the market of me having fun. Syp touches on this in the first paragraph of his post, and it’s for that reason that I side with him more than I do with Syncaine.

No matter if we play a game that 1000 people play or 1 million people take part in, the all-encompassing factor is the fun factor. Even the most hardcore players who realize that they’re eschewing the silly little things like sleep, relationships, and human contact that is not virtual start out wanting to have fun with a game. In this respect, the subjectivity works in the gamer’s favor, not against it. There are gamers who like to PvP all day and gamers who like to kill AI mobs all day. There are gamers who like FPS’s and then there are gamers who like roleplaying and creating things. There are people like me who have long since left behind the idea of getting a game because it is popular, instead opting for games which almost no one may play, but are great fun (many hours of Command and Conquer: Renegade come to mind).

The only real difference is the itch that MMOs and other games tend to scratch when it comes to fun, and the more general the scratch, the more people will line up to be scratched. But I’ve never believed that numbers are a sole indicator of success, nor should they be the determinant for buying something. I shrug at the pundits who choose to speak for others with regards to what they should think or feel with MMOs and games, mostly because at the end of the day, defining mainstream MMOs that lots of people like and niche MMOs that apply to small markets doesn’t matter. What matters is how much fun you the player choose to have with the games of your choice, and no one should interfere with that, really – not Syp, not Syncaine, not even me. Play what’s fun to you, and trust me, you’ll be a lot less stressed and a bit more happy.

October 26, 2009

The Subtle WAR

Sun_Tzu_Art_of_War_compact_discsOver in the land of Mythic, something interesting appears to be happening. Flying under the radar, Warhammer Online seems to be under the torrent of stormy MMO waters above. If Aion, Champions, and even Fallen Earth are ships sailing above the surface, WAR is a submarine, cruising almost casually underwater.

But as we know through Discovery Channel reports and interesting classics like Crimson Tide and The Hunt of the Red October, a submarine is far from idle. Inside, the crew works feverishly to keep the submersible going, and they only surface or send signal of their presence only when absolutely necessary. Such as it is with WAR, whose team is content to slide along quietly tweaking and fixing long standing problems – and preparing for an inevitable curiosity from players that have left it.

As I’ve written before, talk is cheap unless results deliver. The fixes to performance are definitely noticeable in the latest 1.3.2 patch, as are the changes to city siege and the ability to purchase high end renown gear. More interesting and even more subtle, however, are the communications, which are now appearing in short term bursts – fast and furious. Some of these include:

These are just some of the ways that Mythic is not only talking about what they are fixing, but actually doing so – and doing it in a way that doesn’t try to desperately grab a lot of attention. This, to me, can be nothing but a good sign for the game, dispelling doomsaying rumors of shutdowns and showing how dedicated, if not stubborn, the Mythic team is regarding WAR. Not surprisingly, I’ve always had some good things to say about WAR on this blog, and if the communications and results that ping people’s radars keep at it, I won’t be one of the few for very long.

October 22, 2009

The MMO Wanderer

1142094984_C_wanderer2These days, I’ve become a bit of a nomad when it comes to how I play MMOs. The reasons for this are a few, but they include possessing a position in which the community of MMOs takes away some of my playtime, the change in priorities for enjoyment, and the simple reality of life and getting older.

I used to attach myself to high-end guilds with a purpose and goal in mind to be as excellent as possible in the MMO of their choice.  Hours-long raids, shooting for the first kills, and excelling in PvP combat were my focused goals in playing these games.  Better yet was the reputation and aura that being in these guilds afforded, making playtime easier to deal with and doors opened that would normally not be.

Nowadays, with my changing priorities and increasingly casual playstyle, I don’t have those luxuries anymore. Being the best has given way to simpler things like enjoying myself during my limited playtime, and playing with friends who I know, love and trust. I find this to be a much more relaxing and valuable use of my time. As much as I miss the cameraderie of much larger guilds that play obsessively together for 70 hours a week or so, I appreciate games that can respect the time I put in and make me feel like I can play with whoever I want without having to give in to requirements or gear gateways.

The price I pay is that I’m a bit of a nomad. I’ve wandered from guild to guild, from server to server, from game to game. At times, I’ve felt a bit lonely as others who play more are much higher level than me or who are in guilds that are more hardcore than I am. But I’m ok with that for the most part. After all, I’ve made friends from those who are like-minded as I am, or who I have attached myself to for the short term, and if I can gain some people I can talk to from this kind of playstyle, then the MMO wanderer’s life isn’t so bad at all.

October 20, 2009

Cloaked From The MMO Radar – Star Trek Online

radarScreen-719485Over at We Fly Spitfires, Gordon weighs the pros and cons of Cryptic’s upcoming Star Trek: Online release, which has received a tentative confirmation for the first quarter of 2010, not that far from now.

If there’s any MMO out there that has flown way under the radar, cloaked better than a Klingon Warbird, it would be this one. This is interesting in a variety of ways – for one, Cryptic has an MMO that just released that’s currently taking up its spotlight in Champions Online. Even though the hoopla for that title wasn’t as large comparatively to other MMO releases, it’s still that development team’s first major project post-City of Heroes and has garnered a lot of attention. The fact that Cryptic may soon be dividing resources between two live games is interesting, to say the least.

The other is that this is the Star Trek IP. Comparing this to, say, Star Wars: The Old Republic from Bioware, the amount of exposure the two games are getting is like night and day. Despite being cautious with their detailed info, Bioware’s PR storm has been far more prevalent than anything cooked up for Star Trek: Online. It’s a bit intriguing considering that Star Trek could be compared to Star Wars in terms of being well-known and famous in the sci-fi and geek world – yet the hype for this upcoming title has been next to nothing.

I can’t say that the strategy is one that is detrimental by any means, even if you take into account that this blog is always sunshine. The reason I say that is that many MMOs have been burned by the searing light of hype, expectations, and buzz without real detail. They’ve gotten a lot of attention only to be hurt by people quick to judge it as not meeting the needs of the MMO community. Where Star Trek is going appears to be a different approach – build the playerbase from the ground up as opposed to from the skies downward, offering a title that may have some initial problems but which could get a dedicated playerbase enough to spread the word. Star Trek’s famous aura in terms of sci-fi supports this kind of careful approach. Aside from Star Wars fans, Star Trek fans are among some of the most analytical and rabid I’ve ever seen in the years I’ve been moderating forums, and a game based upon that is going to need to be careful where they tread lest the community burn them at the stake.

It’s possible that being so cloaked from the community might end up being more hurtful to Star Trek: Online than helpful, but I can’t help but wonder if the title is planning on being a sleeper, moving in quietly to secure those disillusioned by the current crop of MMOs to offer a more realistic experience that isn’t “this game was hyped to x but didn’t meet the expectations because of y”. It appears that Cryptic has less to lose in this regard – and the fact that I’m writing about a title that only a couple months ago we heard almost nothing about shows that the strategy is somewhat working.

October 19, 2009

The Lighter Side Of PvP Gaming

invasionAh, nothing like seeing the land run red…with your killers’ names, of course.

PvP in MMOs has mostly been about serious business and competition to the highest degree. Whether it take the form of prepared teams going at it in a sanctioned match or a spontaneous explosion of virtual guts and glory, PvP is equated with a sense of meaningful and definite achievement. Where PvE-focused players get their kicks from defeating the latest and greatest in AI-controlled epicness, a PvP’r defines pleasure in the conflict and battle between human intelligence. The best MMOs feed this need and create situations where PvP folks can prove themselves.

But there’s another side to PvP that is not quite about being the best in combat with other players but simply being the most creative and interesting. The dynamic nature of this kind of PvP has been seen before in the form of creatively stealthed attacks, mechanics that take advantage of unaware players and best of all, simply creating as much havoc as possible to the normal routine of the opposing faction. In many cases, this takes hilarious forms, and I participated in something like that just last night.

My good friend Kristen invited me to a bit of a crazy mission for Aion last night to bust up the grindstone gag-fest. This mission would be to see how far we could get from the opposing players’ level 20-25 base once transported there. As a secondary goal, we would see just how long it would take for people to realize that her gladiator boyfriend was being healed from two hidden places while he smashed people’s faces. The goal was not victory, nor was it bragging rights, nor was it to “pwn faces”. No, this particular insanity was all about causing chaotic behavior in a hostile zone that favored the enemy.

The results, aside from the screenshot above, were hilarious. Most of the enemy players, used to  tunnel-visioning onto completing the next in a long line of excruciating “kill x things” quests, did not know what to make of a single hostile target being healed from hidden places that crushed things on the main road. A couple of them paid for their hesitation with a respawn. Others actually flew past us. But eventually we drew the ire of a legion of players who helplessly beat on our gladiator while he was healed. Eventually, we showed ourselves and killed a few more, including someone who happened to just be resting and afk, before finally being overwhelmed by what seemed to be scores of annoyed enemies.

Instead of being upset, we merely laughed. While fifteen minutes is hardly a massive impact when it comes to PvP in MMOs (especially since we lost, quite handily), it was fifteen minutes where PvP wasn’t simply about victory at all costs and being totally l337, but just about creating something dynamic for everyone to experience. At its heart, PvP in MMOs is just that, no matter how you decide to play it. It’s something that isn’t really scripted, but tests yourself in a situation where intelligent players will react to your actions. In my case, it was just another way to entertain myself by doing something different from the norm. PvP’ing to win certainly has its merits – but it’s not the only way to create PvP in an MMO and enjoy it.

October 18, 2009

The Voice Of MMO Purchases

microphoneOver at Hardcore Casual, Syncaine has a bit of a missive about what purchasing Aion says about you as an MMO player. He states that if you purchase a game like Aion, which from some general impressions is nothing innovative but highly polished, that you have basically said that you prefer its style of play and have thus surrendered your right to complain about it.

I enjoy and respect what Syncaine writes, much like anything else I read that’s sitting on my rss feed, but if I had a bizarro version of myself, or a villain nemesis, perhaps he would be it. Bizarro Me seems to imply a sense of cynicism, negativity, and a mildly felt sense of discontent with the MMO genre as a whole.  One interpretation of what Syncaine writes here is that niche MMOs or those that do different things are lost in the inexorable sea of voices that are apparently shouting that they like more of the same Oliver Twist-flavored gruel.

Tut, tut! If I am so bold to see a villainous version of myself in a fellow blogger (which, by the way, either makes me hilariously silly, pretentious, or just plain crazy, take your pick), I do have to say it’s a rather bleak way of looking at things. The voice that people speak with when they choose an MMO is not a subscription to what they will experience in the next few months but rather what they may have experienced in beta and what they think they will experience as they play. Sometimes that impression is mistaken, as shown by the many folks who have already left Aion behind as another title that didn’t live up to the expectations they had by it. But by no means is someone saying, when they subscribe to an MMO, that they have the foresight to see completely what the experience will be like.

When someone subscribes to an MMO, I think that what they are buying into is a package that is comprised in part from the advertisement the game offers (in varying degrees, hence “buying into the hype” or not), someone’s ideal expectations of their regular MMO experience, and most of all, sharing that experience with others. They aren’t subscribing to a certain ideal or way of design – for any one person to understand fully the idea of a particular MMO’s design is a bit impossible – that’s why MMO developers are teams and not single people, after all. Better yet, they’re subbing to some degree to a leap of faith, a notion that for whatever reason, they’re going to have a decently good time playing. There’s nothing wrong with that kind of optimism, and someone shouldn’t lose the right to be able to criticize or complain about it when that optimism doesn’t pan out, simply because they didn’t forsee a company’s difficulties or core design elements.

Really, I think the voice with which we speak when we purchase an MMO is a very personal and subjective one – and bloggers like myself, Syncaine, or anyone else don’t really have a place in putting people’s words in their mouths for them when they speak with their credit cards for their favorite games. My voice for my subscriptions might fall in line with other, similar-sounding ones, but in the end, my reasons are my own, not of a genre as a whole. And as long as I’m enjoying myself, it really doesn’t matter, yes?

October 16, 2009

Dealing With The Dog Days of Grinding

grindersIf there’s one thing that destroys MMO enjoyment, it’s the inevitable hamster wheel, the leveling ladder, the idea of “grinding” – repetitive activity that is needed in order to advance.

There’s a lot of people who dread the MMO grind like they would if a ferocious tiger burst through their window and proceeded to munch on their heads. The funny part is, the aforementioned tiger might be a preference to the tedium of killing the same mobs over and over and doing the same quests ad infinitum to gain that next precious level. Combine this with the usual annoyances and bugs you might find in an MMO and it’s a recipe for not disaster (which if you’ve seen any disaster movie would at least be different), but boredom.

The most recent example people can provide is not-so-much-Eastern-MMO-anymore title Aion, which, once you get into the 20′s, seems to be an excruciating exercise in leveling. The fear over not having enough experience-boosting quests and the seemingly insane amount of grind necessary to get to the next level has led to some folks I know scrunching their faces in what I can only describe as a cross between Oscar the Grouch and Bill the Cat. I don’t blame them, really. Seeing that you need millions of experience til the next level can be pretty disheartening.

Still, not surprisingly, I’m pretty non-plussed and most of the time am happy to grind away even though I feel the pain sometimes, myself. A lot of it is due to the “multiplayer” aspect of MMO.  Having others to play with, talk to, and yes, even complain about the endless grind helps it go by a lot faster – and if they are close to your level, grouping is a great way to make the bars fly by. I’ve also taken to being sociable in chat channels, watching for the usual laugh-worthy commentary, and putting in my two cents when appropriate. Sure, going in and saying “hey, it could be worse, you could be being eaten by killer zombies with fangs” in the midst of an MMO chat throwdown isn’t always effective, but it does help when you are hurting for something to distract you from leveling.

Really it comes down to enjoyment and engagement. It might seem like a “duh” move, but if you are really feeling like you can’t see the light at the end of the tunnel to the next level and you are pushing a boulder up a hill, take a break, relax, watch some really bad reality TV – anything to take your mind away from it.  It might seem like you really need to login for 12 hours a day to level, but trust me – 3 hours of fly-by grinding will be much more effective than 12 hours of your mind feeling like mush.

October 14, 2009

The WAR Stability Balancing Act

StabilityIf there’s one thing that has made Mythic’s Warhammer Online a bit more difficult to bear for customers over the past year or so, it’s stability and performance. In a game that is dependent on both population and massive group combat in order to increase fun factor, it’s critical that the game run as smoothly as possible. Of the reasons that folks have cited for deciding to (temporarily or permanently) leave WAR, one of the largest reasons is the fact that the game has struggled to perform well in situations where it needs to be.

Well, it’s possible that relief might be on the way. During 1.3.2 PTS testing, Mythic seemed to find something in their engine that needed a bit of tinkering, and as a result, overall performance response is theoretically better. Last night on the PTS, this was put to the test as hundreds of players logged in to stress test keep sieging and open RvR. Performance for me was significantly increased and I didn’t crash once, something I’d experienced on and off during the time when I was playing WAR more frequently.

If the patch goes live, those that are playing WAR currently should see a similar bump up in terms of the performance with a reduction in hitching, lag, and crashing. Live is going to be a test in and of itself to see if the engine fix is working properly, but things should hopefully improve.

Not surprisingly, I have positive things to say about this revelation and change. While stability changes are far from “sexy”, the fact that such a core change can be made to the engine to improve it means that things could be heading in a correct direction. There’s a bit of a balancing act Mythic is playing with these stability tinkerings – tweak a bit too much and you could create new problems, but don’t do enough and players will think you aren’t able to fix fundamental problems with your engine.

Still, as I’ve written many times, the incremental and cautious approach is a good one, and with changes to core problems the priority, the way could be paved for the “marketing sexy” that Mythic can use to trampoline WAR back into the MMO radar – expansion perhaps? We’ll have to see.

October 13, 2009

[Darth Hater] The Massive World Of The Old Republic

Over at Darth Hater I have a brand new article up about the issue of SW:TOR’s massive world in light of the new Coruscant Developer Dispatch. I talk about how Bioware’s reveal details a lot of good things, but uncovers a possible issue with making the setting a bit too large and segmenting the population as a result. Be sure to check it out!

http://darthhater.com/2009/10/13/the-massive-world-of-the-old-republic/

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