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May 23, 2012

Tag: mmo

June 6, 2011

Screenshot Makes It Happen

Ah, C’thun from WoW’s Ahn’Qiraj. How I missed your beam of DOOM that some people just somehow felt compelled to run towards.

While visiting my old WoW guild’s website I found the screen on the right on the front page. It brought  me back to a time when 16 hours a week to kill things didn’t seem like too terribly large of an amount for a bit of online fame, but more importantly, gave me a sense of nostalgia. I think that the memory and creation of a sort of archive of good times is why the saying among geeks of “screenshot or it didn’t happen” gains so much traction. Much like those old family photos of you when you were young, wearing what you shouldn’t have and doing what you shouldn’t have, a good screenshot is timeless and historic.

Not everyone takes screenshots, though. I honestly wish they would, because there are some moments in games, and especially in an MMO, where you can’t really repeat something or do again to make it feel the way it does when it’s best to take the shot. Sure, that wasn’t quite the last time C’thun felt the sting of our 40 man raid, but the shot on the right captures a bit of the elation felt when the deed was done. Not to mention the fact that games in general tend to have fantastic things happening with them – certainly a lot more interesting than getting a shot of Uncle Fred right before he trips and breaks his leg getting into the pool, that’s for sure.

Mostly, though, screenshots are a great shared experience when it comes to fellow geeks in the community. With a normal photo you sort of have to try to explain the context, why you were there, what you were doing, who was the person who totally pulled their pants down in the middle of the shot – things like that that help give context. While you have to do that with a good screenshot, for the most part, someone who sees it who is a geek knows where it’s from, what it likely took to get there, and of course, what exactly was done. Even someone not familiar with WoW could look at the shot I’ve provided and come up with the fact that we’d just killed something big and ugly in a video game, and that it was glorious (a little crazy, but still glorious on some level, right?). The screenshot spans genres, from MMOs, to FPSs, to even the classics, but it never gets old as a marker of someone’s gaming achievement.  Family shot? I’ll take a screenshot to put against that any day.

March 9, 2011

The New Hotness In New MMO Classes

Today I woke up to a rather distressed post by Syp, who is confuzzled about the recent Thief class in Guild Wars 2 being not the class he was expecting when invoking the iconic master of stealing and stabbity goodness. He admits a bit of difficulty in reconciling the two, seemingly clashing images.

I too was a bit surprised at the idea that Guild Wars 2′s Thief would be a dual pistol wielding bunch of blammity goodness, but then again, I have to applaud folks for coming up with classes that are new, interesting, or even an alternative look at a traditional class. We’re quite far from the old days of warriors, clerics, mages, and thieves, so I’d say anything that takes a different tack on things is definitely a refresher for the class itself. If there wasn’t a modern sort of take on these classes, pigeon-holing would be more of a problem than it is today. While deviating from the norm is a calculated risk, sometimes you end up with a couple of new hotness classes that people tend to love.

There’s a couple of outcomes from thinking of the box when it comes to your MMO classes. One is the hybrid. We’ve seen these applied to varying degrees of success in other MMOs (WoW’s multipurpose Druid, WAR’s melee healing Disciple, Guild Wars’ buffing, attacking Paragon) but the more than people have to play with in a hybrid, the more interesting the traditional class roles become in terms of dimensions. Sure, there’s a lot to balance when it comes to a class with a dual role and at times, you might even see it as a bit overpowered, but when it works, it works extremely well as a new choice for prospective players. The other is brand new classes – RIFT is perhaps the most recent example of people taking a class system and running with it to create different, interesting, and innovative builds that can work for what’s needed. Anything new and interesting that works, is discovered by the players, and is used to great effect is a potential template for a new class in another game down the line. It’s definitely something that lends itself towards taking a fresh look at what people want to play.

Still, I do think Syp does not need to worry as much – despite hybridization and the creation of new classes that seem to be a departure, most of the classes made do tend to have a core and archetype in the expected, traditional roles that people tend to put themselves in. There are elements of warriors, thieves, mages, and clerics in tons of other classes, and looking hard enough you can see the influence those archetypes have on the class that comes out. I think that we are all going to be understandably jarred at times like Syp has been, but I think once we’ve seen what’s fleshed out in a “new hotness” class, we’ll be believers, too.

March 5, 2011

The Silly Setup Of Failure

A trend I tend to see in my travels across the world wide web reading about games and their release is a certain subsection of  geek that’s always piqued my interest. No, I’m not talking about that strange guy who likes to refer to himself in the third person when he posts or that one girl who has to write in pink text every time as it it was breathing. This time, I’m talking about the ones set on ensuring that they are looking for a complete failure when it comes to a game or a show or a movie that is upcoming.

The reason why these folks are so curious to me is because as an optimist, there’s a level of intrigue as to the polar opposite of my outlook on things. What must it be like to be expecting failure all the time, even when it comes to the things that might most likely be a success? For geekery, where there is always something new and interesting around the corner and there’s a high amount of intelligence that suggests it might be decent, it’s even more of a surprise. Sure, there are cynics out there, and there are pessimists, but having a negative outlook on something is different than expecting something to fail. It’s easy to spot these folks too. They make forum threads predicting doom and gloom, blog about how the next best thing isn’t quite as good as sliced bread, and are always quick to insert an oppositional, Eeyore-like shrug into conversations that excitedly talk about what’s coming up.

If I had to take a guess, it would have to be that the people who want to anticipate failure are afraid of the feeling that it gives to them when they see something they like go down the crapper.  Perhaps hurt by having high expectations, a failure-thinker lowers them to the other extreme figuring that when the inevitable success happens, they will be pleasantly surprised.  It’s a sort of defense mechanism against high ideals and immense like for something no matter how popular it is. But why, as a geek, would you allow your self to be disappointed prior to the disappointment having any teeth to it? The thing that I would think is that setting yourself for failure basically means you’re never feeling like something succeeds. You’re denying yourself the anticipation and feeling, and good vibe that can lift a day just by being there. And low expectations that are met are still, in the end, low expectations, no matter how far above the bar they might go.

Not everyone can see a silver lining like me all the time – I can get that and understand it. But I’d also hope to think that not everyone can see just a rain cloud when they look at the sky, either. It’s a sort of grey view of things and a method by which you’re always going to be sad about anything and everything. The elation of success felt when your low standards are met is temporary and only leads to the next thing that you think isn’t going to cut the mustard. It’s just not a good way of thinking. I think that being genuinely excited about something, whether it is a game with great features you like, or a tv show that really seems to speak to you, or a movie that you’ve been waiting to be made is worth feeling a little down if it doesn’t ultimately pan out. At least then, you’d only be temporarily sad, instead of temporarily happy. I’ll take the happy any day.

March 4, 2011

Cheap Update With A Recognizable Voice

I think maybe you anime fans might recognize the voice in this video.

See you, space cowboy…

More Star Wars: The Old Republic Videos

March 2, 2011

A 3-Month MMO Work In Progress

I check out a lot of other blogs in my spare time and I probably should respond to a few of them a bit more – there’s lots of talented folks out there who write about subjects that I’m interested in, and beyond that, quite a few that I can inject a bit of responsive optimism into. Today I poked into one such post by Keen, who writes that most if not all MMOs post-WoW apparently have only 3 months worth of shelf life and are built to “achieve failure”.

Whoa there, cynical train, stop pulling into the station. The idea that MMOs these days are built, consciously or unconsciously, to fall on their face is a bit of a sad analysis of affairs, is it not? I feel bad for Keen, as it appears he’s fallen into a pattern of creating positive posts about an MMO only to be dashed against the rocks and end up disliking it. I wouldn’t say that MMOs these days are built to fail within a time period of 3 months, per se. Rather, I think that MMO developers in general are finding that making a game such as WoW, or Everquest, or anything else for that matter is a work in progress rather than a finished product.

Players, however, don’t quite follow the same mindset. Some of this may come from the fact that the playerbase is larger, which means that the old school MMO player finds themselves surrounded by folks who were not raised on games like UO and EQ, but rather on things like console games and modern online play, which provide a mostly finished product with additions and bug fixes being the only thing that needed changing. The issue is that the mentality is transferred to MMOs, where finished products are expected of virtual worlds that are always changing and never quite set in stone. When these players crash up against the fact that an MMO is not only persistent but not something that has a closed end to it, they’re not willing to be as forgiving as they good be. The mass migration and practice of MMO tourism is pretty much based in this mentality.

The other fact is that the mentality of a finished product that is able to provide years of entertainment infects old school MMOers like Keen, too. There’s a bit of selective memory in some of us folks who’ve been around for a long time – we don’t really remember the fact that UO took years to fix some core bugs and player-killer issues or that EQ raids sometimes had issues that crippled encounters. We don’t really remember that in FFXI you used to be able to (accidentally or not) run a mob who was chasing you to the end of a zone for some poor adventurer to die to upon entry. We don’t even remember that WoW’s release  had a couple classes that were arguably not fleshed out and a  dungeon system that shouldn’t have, but did have some busted pull issues. We just remember when it was fixed, polished, made easier, or otherwise was made to be more fun, more engaging, and yes – more of a finished feel. That’s the stuff that takes more than 3 months.

I don’t think I’m saying that people should change their playstyle if they like to rush to level cap, prefer to take their time, or yearn for the increased difficulty and dynamic sandboxing that Keen does. You can only really stand in the way of that flood for so long. Nor am I advocating that developers release unfinished or unpolished products that they can use for a quick buck, either. What I am advocating, is a little bit more of a positive outlook and perspective on MMOs that last, persist, and have a community that sticks around for 3 months or more. A sort of idea that MMOs have bugs, have balance issues, have only a limited amount of content based on game design constraints, and most of all, that things can be changed, updated, or worked on. A chance for something like an MMO to evolve and grow with its interested playerbase, that understands and can commit to things being a work in progress and not an immediate failure.

I think if people adopted more of this attitude, both on the player and developer side, that we’d have less MMO “failures” and more MMO successes in the market – or at least a bit more shelf life to today’s MMO market. They say hindsight is 20/20, but I’d like to say that when it comes to foresight, you can only hope to get as good as 80/40, or worse. Why is this? MMOs, as I’ve said, are a work in progress, always persistent, always changing,  and always affected by its players in new and unique ways, whether through innovation, or through bugs and exploits. There’s no real good way to test for the dynamic nature of human player interaction on a large scale. It’s why developers rely on meaningful feedback that isn’t a rant to fix and change things.

If the players were more positive on the long term outlook of a game that inevitably has to be changed and fixed, and the developers were more positive on the right kind of player feedback that can make their game better (even if it undoes the design a little), we’d have happier folks overall, and not ones that have a contentment level lasting 3 months.

March 1, 2011

The Return Of The Dynamic In MMOs

Today marks the launch of RIFT, a new MMO for which I know a couple community folks that are toiling away (be kind to them, they need sleep!). Like any MMO launch, the usual chaos and craziness abound, as well as a chance to try something different from what people have been waiting for or anticipating.

But one thing that I think the RIFT has been doing that has piqued interest for players is a bit of the dynamic. For those not in the know, occasionally there will be short public questing events that happen in random portion of the zone. These involve a rift opening up and a set of stages during which tasks need to be accomplished, usually in the form of killing things. At the end, players get rewards, so they’re encouraged to group up to get the job done. Sometimes, the event is zone wide, and with quest hubs and NPCs under attack, players across the territory are needed to group up together and prevent the invasion.

While this is not completely as such, this is really a return to dynamic events in MMOs. We haven’t really seen anything like it since, well, the time of the MUDs, where GM-controlled characters would roll around during holidays and setup events or give away some rare prizes to a lucky few. The logistics of setting up a dynamic events system have long since escaped developers due to all of the organization and the anticipated issues involved. While RIFT doesn’t return us to the days of yore with GMs that changed environments and spawned monsters, this certainly is a step in the right direction – mostly because people are quick to get bored with doin gthe same grindy thing in a zone. Rift events break that up a bit, and despite teh complaints, are a nice distraction.

More than anything, the dynamic event goes to show how well players work together in an MMO under some kind of pressure or timer. Watching some events fail with little to no coordination and others succeed with clockwork-like execution is a social experiment that I think the developers and players should keep an interested eye on.  After all, MMOs in general are all about how players interact, plan, and react to situations placed in front of them. I’d say that putting a giant black and purple rift above them and spawning some crazy monsters might just give them the test they, and I, want to see in future games.

February 26, 2011

Cheap And Cute Update From RIFT

I knew there was a reason I pre-ordered this game…

If anyone’s interested in grouping up for RIFT, I’ve divided my slow-leveling toons between Faeblight (Defiant), Deepstrike (Defiant), and Sunrest (Guardian). Look for Morden.

February 24, 2011

The Crazy Fun Of Launch Madness

A friend of mine once said that the best part of chaos is being right in the middle of it as it flows around you. Ok, granted, he was a dude who was the type to annoy people in crowds by stopping, but still, the quote has relevance.

Launch of something when it comes to MMOs is a unique experience. I say unique because of the fact that unlike something you might see in the annals of Black Friday or a midnight game or device release, it’s one that is lived entirely online.  The curious part about that is that you still get the same kinds of archetypes you do when you have someone waiting for an actual release at an actual place. These include – the Guy Who Can’t Stop Whining, The Fanboy Who Knows Too Much, The Random Girl With No Interest In The Game, and Frazzled Staffer With No Sleep. The behavior is the same – people standing around talking about what they’re going to do, folks who’ve probably been camping the place since hours beforehand, at least one person who is yelling just a little too loud for someone’s benefit.

But more than that there is anticipation and excitement. An eagerness, if you will, to get your hands on something and experience it. A need to be the first to experience it. And above all, to share that experience with others. Yeah, it’s packed, and its crowded, and there are long waits and not everyone gets what they want on day one. But the fact of the  matter is that you were there when it started, you suffered a little bit, but eventually you got to do what you came for. In MMOs, that holds even more power because of the fact that you’re sharing the experience not just with someone who is local, but with others who are all over the world.

No one can predict these days what will happen in the weeks following the launch of an MMO. Some succeed, some stay afloat, and others sink. But it’s nice to know that at least for a few moments out of the day, the madness of launch and shared excitement is something that no self-respecting geek gamer wants to miss. I hope everyone holds onto the excitement of logging in for as long as they can for their favorite MMO of choice on launchday. In the midst of the inevitable pain of patching, balancing, nerfing, and crashing, it is something worth remembering.

February 22, 2011

Bardic Coolness: The Literal MMO Rockstar

I’m totally convinced that the Bard-like classes in an MMO, that base attacks and magic around playing music, are the middle child of MMO class-dom. Sometimes completely ignored in the midst of the traditional “trinity” of healer-dps-tank classes or otherwise of low standing for their odd, non-traditional role, Bards have never probably received the love that they so richly deserved. How do I know this? History is one teacher. When I ask people, for example, who they feel their favorite character from the Final Fantasy series is, people would be hard pressed to say “Edward”, the famous harpist who used singing skills and flashy music to help defeat enemies. Nobody talks about Edward unless it’s in the context of a badly translated quote for which he’s being made fun of.

Bards in general may have been doomed in MMOs to live a stereotypical connotation of dressing in clothing way too flamboyant. If not that, they are alternatively a Monty-Pythonesque annoyance to other players. After all, Bards have traditionally played a sort of odd hybrid support role, providing mild healing and a secondary support while occasionally doing damage.  This, combined by the fact that primary weaponry consists of a lute, a song, and a distinct lack of a tour bus makes the Bard a seemingly silly role to play.

But Bards are seeing a bit of  a resurgence, most recently in games such as RIFT and LOTRO, where the musically inclined can not only serve a helpful support role but one that is essential. Healing is a bit better, the options for damage are greater, and the appeal of the class as one that isn’t expected and a potential refreshing change for people like me who tire of the “green bars go up” support role and want to try something different.

That’s not to say that playing Bard is not a spam button class either. Like their precursors from EQ and DAoC, Bards today are a study in why gamers can get carpal tunnel. Keeping songs up that buff the party and provide a little more punch to a raid or group means being able to continuously refresh them, a sequential process called “twisting” in MMO terms. I forget where the term “twisting” came from, but considering as a Bard class I juggle as many as 5 things at once, I can see how I could literally twist myself into not being able to type for a couple weeks. And that’s just talking about one element of a class that can potentially heal and do damage, as well.

All the recent hubbub about Bard classes in recent MMOs gives me hope that the class itself will not be ignored for future game releases. I personally like the Bard, stereotypical feathered cap and all, for a change from my normal protective roles, but more than anything, being a Bard for PvP is great. Not for the damage, and not really even for the support in groups – but mostly because dying to anything that uses a lute as a weapon must seem to be particularly embarrassing. So bring on the opponents – because unlike my singing and playing ability in real life, I’m sure to belt out a tune that will knock your socks off.

February 18, 2011

The Silly Comfort Of Tinfoil

Geeks are usually smart people with a good head on their shoulders. Ask any geek to rationally explain to you why you shouldn’t be afraid of cellphones giving you disease, computers being able to see that you visited the Hello Kitty fansite 450 times in the last week, or anything else that would normally freak you out, and they’ll be able to do it with typical aplomb.

Ask them what they think about one of their favorite games receiving a hotfix because an ability is broken, though, and they immediately become an irrational whirlwind of rage – crying, pounding the ground, and generally having an outburst online that John McEnroe would be proud of. Read any forum, check any fansite, pop into the comments section of any video, and you’ll find these tinfoil hat wearers everywhere. To them, any explanation leads to a definitive conclusion, any set of words can be connected together to fill a hidden agenda, and even a seemingly innocent update about the inclusion of in-game donuts is evidence of some larger scheme designed to do something else, whether that is good or bad.

I’m kind of not sure what makes the tinfoil hat so comfortable to wear, but I do know that it is certainly something that an optimist like me isn’t really interested in putting on my head. For one, it’s a lot of effort. Tinfoil is light, to be sure, but the weight of reading between the lines at any possibility of finding something is a heavy and stressful job. It’s also exhausting, too. If for some unknown reason I was to run around in circles waving my arms around whenever someone said something to me about lunch plans, I think I’d have very sore arms and aching legs. Multiply that by a few days and a few hundred posts and you’ve got someone for whom it is a literal mental strain to actually read anything. Rough stuff.

I think that removing the tinfoil hat is something that will go a long way towards simply enjoying a game for what it is, what it could be, and what it inevitably always has to patch to be. Yes, there is a reason for doing and saying a lot of things, but finding out about them along with everyone else, right from the horse’s mouth, isn’t necessarily a bad thing. To be perfectly honest there are more important things to worry about other than the fact that the latest and greatest something is going to put you to the road to ruin. Games have so much more to them than what the developers tell you about them, whether that is how you personally enjoy them, how your friends perceive them, and how they change the industry overall. Worrying about the methods and design of how they get there, or hidden motivations or agendas is ultimately just has a negative effect – so I say, enjoy those in-game donuts. I know I am.

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