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May 23, 2012

Tag: massively multiplayer online games

January 21, 2010

The Geek’s Version Of a Pimped-Ride

While it seems that my love affair with Star Trek Online may be coming to an end at some point in the near future, the game itself is not without some saving graces. Sure, I’ve discovered that ship combat consists of slamming the “fire at will” key while speaking in badly imitated Picard-speak, and the away missions look and sound suspiciously like their superhero titleĀ Champions Online. But the really “ooh, neat” part comes from a weakness that has existed since I was putting together Gundam models in my earlier years – and that’s customizing my ship.

Admittedly, Star Trek Online will have a strength in that Cryptic has always been good about allowing people to pimp their shiz, so to speak. From models to color schemes to interchangeable items, the look of someone’s ship is almost as important to the game’s success as making sure that one phaser array build isn’t OP. Why is something so cosmetic so important? Well, being able to pimp your ride is just another way for players to express their uniqueness and originality among others. If anything, many players in MMOs fear being just another person in the crowd, and want on some level to distinguish themselves. Facetious as it is, a ship’s look is going to help with that.

Obviously, Star Trek Online wasn’t the first to feature ship -pimping features. EVE, which has been around forever, has a variety of models and items to pick from that both serve as unique look as well as functionality. Before that, now-defunct MMO Earth and Beyond from Westwood allowed ship makeup to be determined from a combination of ship weaponry, speed, and overall look. Today, people still want to pimp their rides, sometimes much more than they would their characters – because having a tricked-out character is one thing, but having a tricked-out ship or vehicle is entirely another.

It’s definitely true that being able to change your ship to having a pink stripe with black overlay is not going to entertain you for too long. After all, there are limits to how customization can honestly affect gameplay experience. That doesn’t mean that spending resources on it is a waste of time, as some MMO players claim to believe. At some point, looks do matter – otherwise we’d all be satisfied with text-based MMOs with words instead of graphics. The eye candy factor of a game, whether on a surface level or not, is a part of a game’s selling point, and whether you are aware of it or not, you’re inevitably affected by it. That being said, there’s nothing wrong with embracing your inner fashion whore as you outfit your ride with what is the equivalent to spinning rims and hydraulics. Just be prepared to be just as big of a target, too.

January 14, 2010

The Magic Power of a Good IP

Over at their blog, Keen talks a little bit about his first Star Trek Online impressions, and how it “being Star Trek” sort of helps a little bit with dealing with potential problems with the game. The cons outweigh the pros, Keen opines, but it’s going to be played for at least a little bit because of the Star Trek feel.

Some people think that dressing up a game with a nice looking Intellectual Property dress is a bad thing, that it creates bias for players and causes problems long term, but I don’t seem to think so. Intellectual Property is, for better or worse, one of the driving marketing forces behind why geeks purchase certain things. Sure, you could sell, for example, a regular toaster, but slap a Cylon head on it and allow it to literally make imprinted Battlestar Galactica toast and you’ve got guaranteed interest even if the toast gets burned to a crisp. As jaded as they sometimes can be, geeks have a propensity towards merchandise and items that elicit feelings of joy and love for what they’re into, and IP sells that to the nines.

There’s also the idea that MMOs themselves are currently, on some level or another, “paying to beta test”. I’m an optimistic guy, folks, don’t get me wrong, but I also know about managing my expectations and realizing inevitable pitfalls aren’t always so bad. What a good or recognizable IP does, really, is help people come to the same conclusion, consciously or unconsciously. If Star Trek Online goes through growing pains (which it most certainly will), the frustration of not being able to play certain races, crash in an instanced zone, or get killed over and over in PvP will be somewhat made palatable by the fact that you are actually piloting a Federation ship or leading an away team. I can’t say that this is honestly such a terrible thing – for developers, it gives them breathing room to see what the problems behind their design are and to adjust, and for players, the (temporary) enhancement for retention rate will keep folks in the game for longer than normal.

Besides, if anything, history will teach lessons about MMO marketing, design, and implementation, so if STO somehow struggles after its initial IP charm, then later titles like Star Wars: The Old Republic, which will have the same issues, will tread more carefully. MMO releases are, if anything, a learning experience for developers, so if IP love just happens to work out, then that’ll be a huge driver towards creating more enjoyable (and hopefully more polished) games.

August 19, 2009

Sith Strength and Ayane’s Sadness

Chad Vader screenshot, episode 1.
Image via Wikipedia

…now with semi-witty alliteration, even! Aren’t I just clever.

So the big reveal from yesterday’s GamesCom foorage when it came to Star Wars: The Old Republic was Gamespot’s Q&A about the Sith Warrior class, the newest class to be revealed for the game. Modeled after Darth Vader, the Sith Warrior is supposed to be a front line, damage dealing monster, dishing out merciless bits of damage and Force Chokes for all. If you like to hurl yourself into the midst of combat and wave your sword in the air like you just don’t care, Sith Warriors just might be for you.

You’d think people would be heartened by such a description of a class as visceral as this one, but Ayane’s Moon Over Endor isn’t convinced. Knights of the Old Republic had a system in which the same pool of powers was used, but the choices determined a light or dark side character – one that, to Ayane, has been set aside in TOR. There’s also a disparity she points out between the Sith’s description as a brutal murderer and the game’s moral choice system, which will allow you to display mercy and compassion if you so choose. The interview seemed to have the opposite effect of hype on her, dampening her excitement for the game to the point where she’s considering not playing it. Oh noes!

Well, this is what Overly Positive is for, right? I have to say that it’s not like Ayane doesn’t have legitimate points and all. They’re fair considering Bioware‘s choice for the depiction of the Sith Warrior, which seems more like Episode III’s destructive Anakin Skywalker rather than the iconic, yet cold and calculating Darth Vader of Episodes IV – VI. But I do have to say that interviews, any of them, are meant in part to create buzz and excitement, not provide specific details. There are a couple of reveals on the nitty gritty in this interview, including the description of an Impale ability that sounds downright Mortal Kombat in its brutality, but honestly, not much else. This has been Bioware’s MO all along – reveal only a little bit, but only what you are comfortable talking about, saving the details for later. I wouldn’t come to such awful conclusions without at least seeing the Gameplay Demo video later this week.

There’s also a certain sense of needing to have a separation of Force abilities betwen light and dark side, too. If Star Wars showed us anything, it’s that good and evil are iconic, that they occupy specific, compartmentalized spaces. The Force, from a purely lore perspective, is like this – they’re two sides of the same coin, but very different, which means different abilities and style for each side. If the Sith are most certainly brutal, merciless, and evil – something which the trailer shows very well, then having abilities that match that only makes sense. From a practical MMO standpoint, there’s also something to be said about making classes unique and not mirrored (meaning the same abilities under different names for both sides). Considering what’s been shown to us so far, Bioware appears to have gone the “unique” class route, and that creates more diversity and choice. What will perhaps be clearly “you’re a Sith” versus “you’re a Jedi“, as you don’t have any grey area isn’t something that will hurt the game – it’ll probably help it a bit more.

And speaking of that diversity, the inclusion of the degree to which you serve the Empire as a Sith through the moral choice system is an interesting wrinkle in the story of the Sith Warrior. To be perfectly honest, games like The ForceUnleashed and Jedi Outcast have already explored a character who starts out in one area of loyalty but then makes moral choices putting them squarely into another by story’s end. Let’s not also forget the biggest example of a flip-flopper of Force affinity ever – Darth Vader himself. Considering the journey of Vader, giving the Sith a choice of being less brutal or completely merciless is nothing, really, and will only serve to give the player a less linear experience when exploring the Sith Warrior story.

Besides, if we are to assume the worst and that the Sith class is bland in its one-dimensional violence, that can only be a good thing for class diversity in the actual game. We already know that there are going to be a significant number of lightsaber wielders in TOR – and if the straightforward evil of the Sith Warrior seems boring, it’ll only serve to get players to choose another class with less iconic value but with more perceived variety (like the Bounty Hunter and his or her toys, for example).

So don’t be down, Ayane, and others who are feeling a bit put off by this Q&A. There’s method to the madness, reasons why these are good decisions, and most of all, specific detail to look forward to. We’re not there yet – so I hope you stick around a little longer to see where things go.

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