Friday, September 2, 2011

Quick Hits, First of September Edition

A lot of tidbits have been on my mind lately.

SWG: I finally made it to my second planet in Star Wars Galaxies, Naboo:

You really really want to buy a swoop soon
as you can afford one.


Once you get over the steeper than usual initial learning curve, there really is a fun game buried in there. I've been tempted to make a short "things I wish I knew when I started" post. There are a lot of simple things you need to be aware of that aren't documented well in the game. I've spent the last month discovering most by accident. However, with the SOE refusing all new subs in a few weeks, I can't imagine who would benefit from "helpful tips for newbies" post. More and more I'm feeling that it's a real shame SOE will have to close SWG down. It has almost nothing in common with TOR save setting, there is no reason these two Star Wars games could not coexist.

Nerdbashing provokes Nerdrage: I'm sure few of you missed the small tempest that erupted across the net over this post at Gizmondo. Most of the reactions were pretty negative, and I have to agree that the author of the post does come across as a fairly self absorbed and judgmental. However, I also think some commentators took the whole thing a little too personally; some of the backlash went too far in my opinion. It's her loss, no big deal. That said . . .

Is being into something nerdy really that big of a deal? To me the entire ruckus raised an interesting question. If you have a nerdy hobby like MtG or MMOs, are you automatically expected to advertise that fact to a potential date? I did once get a phone number from someone at a film festival by telling her about my Kingdom of Loathing character and how studly he was with his chef hat and frilly skirt. However, I consider that a bit of a fluke ;-) If I were going to dabble in online dating, I don't think "MMO gamer" is how I'd want my profile to define me. At the same time, scaring off folks like the author of that column with your profile might actually be a good thing. I have mixed feelings about the issue.

STO going FtP: all I can say is "Yay!" I'm still a little leery of Champions Online and Star Trek Online because my power supply died thrice previously when I was playing them. However, my new power supply is a lot bigger than my old ones and should be able to handle my GFX card being pushed to the max. The launch of FtP STO is likely going to be what pushes me to test that theory.

DDO: I'm still going strong in Dungeons and Dragons Online. The game really is a heck of a lot more fun in parties than solo, and lately someone has been on and looking to run something in my guild almost every time I stick my head in. Even solo, I've discovered the game is much more fun with an NPC than without. I rarely explore without one now. The game is also surprisingly pretty for an old game that runs on almost any system:

The gate to the plane of madness.

That's all I've got for now. Happy Labor Day weekend!

Friday, August 26, 2011

A neighborly suggestion for those using voice chat

[Warning, a bit of a rant. I spent last night experiencing one of my pet peeves in a party.]

I know that some of us live in less than ideal environments for gaming. You might not be able to help the fact that there are screaming kids, a really loud television, or perhaps constant machine gun fire and explosions where you are playing from. If you are in a party using voice chat, the background noise can be a little annoying and distracting to the rest of the party. However, I know that not everyone can afford living quarters with more that one room and/ or a secure bombproof bunker to game from. I'm not here to judge.

That said, if you are gaming from a room filled with screaming children, a desk near a blaring television [apparently being watched by someone legally deaf], a sidewalk near an active jackhammer, the middle of an ongoing gun-battle, the runway of a major airport, or an environment with similar constant levels of background noise....





FOR THE LOVE OF ALL THAT IS HOLY %#@&/$ USE PUSH TO TALK!!!



Believe me sir, or madam, your party will thank you.

Friday, August 19, 2011

Played Lately: Middle of August Edition

Austin: Things have been slow on the blog because I spent last week in Austin, Texas. It was my first time there, and I really enjoyed myself. Great food, great nightlife, but hot as the dickens. During the summer months something like a million bats hang out under a bridge near the hotel I was staying in. They all fly out in a giant cloud near dusk. It's an impressive sight (I didn't film that, but it was filmed from nearly the exact spot I watched them). Since I've been back, mainly I've been catching up on busywork in my job. However I have managed to get some gaming in.

SWG: since it's only going to be around for a few more months, I decided to stick my head into Star Wars Galaxies and give it one final try. Yeeboe the Rodian Jedi has been played the most. He also has the most pinp looking landspeeder of my 'toons so far:


My only goal in this last run at SWG is to get a character, any character, off of Tatooine. I'm enjoying it a bit more this time around than my last attempt, I suspect largely because I was prepared ahead of time for the clunky UI. Following the game's single quest line I've made it to 20 so far. I did have one quest in my chain assign me to take down level 19-20 mobs when I was only level 13, but an evening of mission terminal runs (procedurally generated kill quests for very high XP) got me high enough to taken them down.

LoTRO: I've also been putting some time into Lord of the Rings Online. My two goals there are to max out weaponsmithing on a low level alt, and to get my champion through all of the book quests before Isenguard launches.

DDO: Finally, I've taken up Dungeons and Dragons Online again. My extremely small guild has finally earned it's first airship:

It looks kind of like a rooster...

Even the lowest level guild airship comes with some nice perks. There is a shared storage chest that allows anyone in the guild to trade items. So far we are using it mainly to give crafting mats to the one character that's taken it up. There are also slots for NPCs that can be purchased with either platinum (in game currency) or Turbine points. An NPC lasts for about a week once you purchase them. Each NPC casts a unique buff for free on any guildy that talks to them. The buffs last an hour and stack with every magic item and spell buff in the game. The nicer NPCs are available for Turbine points at lower guild levels than it takes to buy them with platinum, however even our very low level guild is only paying TP for one of our three NPCs at this point. We are currently using NPCs that give a small buff to skills and offense, a buff to defense, and a buff to all incoming healing.

As the guild levels better airships will become available that let us slot more guild amenities, and NPCs with better buffs. All in all it's one of the more rewarding and interesting guild leveling systems I've seen.



Monday, August 1, 2011

Thoughts on Diablo III

Several Diablo III news items have been making the rounds today. The two big ones are that (1) DIII is launching with an online for real-life-cash auction house (Blizzard will take a small cut of all transactions) and (2) DIII will require a live internet connection to play, even solo.

I'm not sure how I feel about either. Certainly online enabled characters should be hosted on Blizzard's servers, not locally. Otherwise you get fiascoes like Phantasy Star Online back in the Dreamcast days, where everyone you met online was running around with ultra rare weapons that were best-in-slot. However, not providing some option for players to create locally hosted strictly-solo characters that are unable to interact with any of the online elements at all (multiplayer, the auction house, ect.) seems like a pretty baldfaced way of forcing players to come into contact with the new RMT auction house.

I expect both Blizzard and players with too much spare time are going to make a lot of money on this new system. I personally don't think legitimizing the sale of items for cash bodes well for the genre. This is very much going to be a pay-to-win system. Of course in any game as big as DIII is bound to be, there will be a market for items; if not legit then black. It will be a lot easier for Blizzard to control a legitimate market than one trying to stay off their radar. Everquest II has also been doing something similar for years with Station Exchange, and it has yet to trigger the apocalypse.

Regardless, I can't help but think the RMT AH is primarily motivated by profit. If you can release a product and make a-hell-of-a-lot-of-money, or a-hell-of-a-lot-of-money x3 ...what do you do? I also think that, for better or worse, Heartlessgamer has the right of it on this issue for most potential customers.

Another less commented on tidbit comes from Eurogamer, which has a glowing preview of the beta up. One item that really stuck out to me when I read it:

"Each character now has just six active skill slots (and three powerful passives, replacing the more complex traits from last year). Skills simply unlock as you level up, as do the slots - you start with two. Skill points and character respecs have followed attribute points into the bin, and skills can be swapped in and out of slots completely at will."

All I can say is "Thank goodness!" One of my major gripes with Diablo II was that it was far too easy to gimp yourself. You pretty much had to max out a skill to see whether it bit or not, and all too often the answer was "Yes, yes absolutely this skill sucks no mater how much you invest." Having skills do what they are supposed to from the get go and making them swappable on the fly sounds like a lot of fun. I also think it's interesting that Borderlands is mentioned in the article by one of the developers as an influence. Borderlands is probably my favorite Rogue-like of the modern generation.

I will almost certainly not be playing DIII on launch day. I'm not going to pay $60 for a game that jams RMT down my throat when there are similar, and less expensive, products that don't available. However, it does look like it's going to be a lot of fun, and I will likely get it whenever the price gets down to the $30-$40 range.

Tuesday, July 26, 2011

Why do I still care about Star Wars, and what am I expecting from SWTOR?

This post over at Blue Kae got me wondering why I am so much looking forward to Star Wars the Old Republic (which I have yet to pre-order, but plan to soon). My expectations for it as a viable long term MMO commitment aren't particularly stellar. However, as a game that I'll play for a month or two and enjoy, they are pretty high. More broadly, why do still I care about the Star Wars franchise at all after George Lucas pissed all over it with his atrocious prequels?

The prequels bit, to be sure. Considered as pure visual spectacles they were impressive. However, that's all Lucas seemed to care about. Considered as narratives they were utter failures. None of the characters were believable or compelling. For example, the "romance" between Padme and Anikan has to be among the least believable in cinema history. The movies seemed to almost be actively attempting to sabotage some of the more compelling elements of the original trilogy. Me watching Ep I: "Midichlorians? Really?!? WTF?" The movies were an absolute insult to Star Wars fans, and arguably to American moviegoers in general. [More entertaining takes on these issues here and here].

Despite my dislike of the prequels, I still find the Star Wars universe intriguing. It seamlessly blends fantasy and science fiction elements in a way that few other franchises do. Perhaps ironically, games based on the prequels were generally much better than the movies they were based on. Even if GL was an utter hack, game designers seemed to generally get the feel of Star Wars right (a few travesties excepted). While GL was putting out mindless incoherent drivel every two years, some of my favorite games set in the Star Wars universe also came out.

Star Wars Star Fighter I and II were among my favorite PS2 games, and considered as side stories that expanded the Star Wars franchise they were a screaming ton better than the movies. Not as simmy as the old X-wing PC games (which I also adored), but they still gave you a believable illusion of flying around in a star fighter. The last stage of SWSF remains among the most impressive experiences I've ever had in a game. I also really enjoyed the pod racing games on the N64, the DC, and the PS2. A long kind of silly scene in the first movie inspired sci-fi racers that compared favorably with Wipeout and Extreme G.

But those games were small potatoes. The games that really truly convinced me that the Star Wars universe remained a compelling setting for narratives were KoTOR and KoTOR II. Say what you will of the bugs in KoTOR II (none of which I actually experienced, but many others did), it had an extremely compelling narrative. Further, KoTOR remains one of my all time favorite games. I have never experienced heartbreak in a game like I did going through the evil track there. Some of the things I did toward the end disturb me a bit to this day.

When I see evil played out in a movie, I don't feel in any way responsible for it. However, when I actively choose to have my character screw someone over in a game, it can make me experience real twinges of guilt. KoTOR showed me how games can be a compelling artistic medium in a way that's quite distinct from passive experiences like books and movies.

When it comes right down to it, I'm a fan of Star Wars as much for the fun I've I've had playing various games set in the universe as I am from the movies I saw as a child (Ep. IV-VI). Because of that, the atrocious prequels really didn't do much to diminish my love of the franchise. Episode I may have been one of the stupidest movies ever filmed, but flying around in one of those neat backwards looking retro Star Fighters and blowing shit up sure was fun in SWSF. And the Old Republic has jack all to do with the characters and events of the prequels. KoTOR I and II were the real sequels to Ep IV-VI in my mind, not the horrific train wrecks that GL filmed.

On the balance I'm really looking forward to SWTOR. I'm expecting KoTOR III, and really nothing more. If it turns out to be a decent MMO on top of that, so much the better. Regardless, I expect to get $60 worth of fun out of it. And that's all I really need to be satisfied. If you don't care about Star Wars, and particularly if you didn't like the KoTOR games, I can see that there would be nothing too exciting about SWTOR to you. Apart from having a deeper narrative than most, it looks to be a pretty by the numbers quest/ level based MMO. However, if you are a fan of KoTOR (most game critics certainly were), there's every reason to be excited about it.

Monday, July 18, 2011

On Vanity: Cosmetic Slots = Gameplay

I absolutely love the ability to slot cosmetic items. Making my toon look the way I want is a game in-of itself as far as I'm concerned. Giving me cosmetic slots to fool with gives me a ton of extra gameplay, and for what would seem relatively few development resources . . .save implementing the system in the first place, of course. As an example, this is what my dwarf champion in LoTRO would look like in his current gear:


It's fine, there is nothing terribly wrong with it [Edit: on further reflection, this is only a step removed from a blind rodeo clown outfit...what were they thinking?]. However, to me it doesn't look like he is really wearing heavy plate armor. Instead he looks to be wearing some odd combination of plate and leather armor.

This is what I've been using for my appearance slots for the last year, and it looks like more like real armor. However, it still doesn't look quite as sturdy as I'd like. Plus I've simply gotten bored with the look.


Quite by accident, I discovered that there are NPC vendors in Thorin's Hall that sell gear that really does look like plate armor. Cheap NPC vendor armor, plus gray dye and a nicer helmet, and viola! This is what my guy is using for his appearance slots now, and to me it looks like he could take a tank shell in the chest and still get up:

The stats on the armor he is wearing (the top screenshot) are very good for his level. He is currently level 53, and it's impossible to craft him a better set of armor until he hits level 58. In fact it took almost six weeks to craft the set he's wearing using guild recipes. Few, if any, random drops or quest rewards will be an upgrade to him until much higher levels. Were I playing a number of other MMOs, I'd be forced to appear as the top screenshot at least until level 58, or take a severe stat hit. In LoTRO I have the freedom to decide how I'd like to look.

Just getting this set of appearance armor together gave me a good hour or two of (to me) really fun gameplay. It also made some random low level vendor items actually serve a useful gameplay purpose. The stats on the gear in his cosmetic slots are so terrible from a stat perspective that they have no functional reason to exist in the game; as seems to be standard with all vendor gear in MMOs for some reason. However, because of the appearance slot system they provided me with a great customization option.

Appearance customization slots also partially alleviate another issue that a lot of MMOs seem to have. Once the level cap passes a given set of raid content to a certain degree, there is really no reason for that content to exist any more. Players are not going to fool with it once the stats on the gear you can get are horrible compared to normal top level solo quest rewards. For example Molten Core and Blackwing Lair currently have no reason for existing in World of Warcraft. They are old level 60 raid dungeons. As badass as some of the armor you can get there looks, there's no real reason for it to be in game right now (or there wasn't when I last played, there was talk of revamping BWL to drop gear relevant to 85s, they may have implemented that by now for all I know). However, if WoW had appearance slots I can totally see going in to get those armor sets on a small party of bored level 85s.

Cosmetic slots turn obsolete encounters and vendor trash into potentially compelling content, even to bored players twiddling their thumbs at the level cap. I've never been able to understand why they aren't a standard feature of more MMOs.

Thursday, July 14, 2011

Where have I been? Where am I going? Adventures in navel gazing.

For the last few weeks, I've been asking myself "What am I trying to do with this blog?" To post my ruminations on this subject seems almost unimaginably self indulgent, but here I go. . . ;-)

There were a few key points I had in mind when I started this blog. I wanted it to be nearly a strict MMO blog. I also wanted to point out in various ways that I don't think there's anything fundamentally wrong wrong with the MMO genre. There are a great diversity of products available catering to a wide variety of tastes. In fact, for all the whining about a "lack of innovation" in modern MMOs, there are tons of downright experimental games out there. Ironically enough, most whiners will dismiss existing innovative games without bothering to even investigate them. If you really want to see more innovation in MMO space, you need to vote with your wallet or at least enough of your spare time to download some trials.

Another big theme I had in mind is that I think the venom aimed at some of the more popular MMOs is misplaced, and somewhat toxic to the social community that engages in discourse about MMOs. There seems to be this idea floating around in some corners of the net that if developers weren't so blinded by the success of games like WoW, Rift, and LoTRO that we'd see more "innovative" and "immersive" big budget MMOs. What innovative and immersive would look like is rarely described in any detail, but in some cases it seem to be code for EQ or Ultima Online with modern graphics. Since developers apparently aren't paying attention to any games but the more popular ones, all "theme-park MMOs" must be attacked as often and loudly as possible. If you generate enough noise, eventually developers will take note and stop putting big budgets behind "WoW clones."

The thing is, that won't work. First off, for any number of financial reasons, you'd be a real ass to spend tens of millions of dollars on an unproven game design that caters to a market of unknown size. No-one in their right mind is likely to do it. However, let's assume for the sake of argument that wasn't true. If you were a game developer, would seeing one or even several bloggers and message board commentators constantly whine that a particular fairly popular game "is teh suxxors" convince you that they represent a large untapped market? Particularly when they usually don't express what they actually do want in any real detail, and the few details offered differ from one angry ranter to the next?

Posting something along the lines of "This game is a WoW clone with zero innovation, everyone that likes it is one of the mindless morons ruining the MMO genre" accomplishes nothing save making the poster sound obsessed, angry, and possessed of rather fringe tastes. What developer would see that and think "Yeah, I want to spend millions developing something for that guy!" It's certainly nothing like a compelling argument for whatever you want to see developed.

Lately, I've begun feel that I'm in danger of becoming utterly repetitive if I keep revisiting these basic themes. I now find myself wondering where I want to go. I'd like to hit 200 posts by the end of the year, but that's a fairly arbitrary goal. The MMO news lately hasn't really inspired me. Of course it's to be expected that things get a bit slow in the middle of the summer. I do consider this something akin to my MMO personal record, so expect to see the occasional "What I've been up to" posts regardless. However, I think I need to change what I've been doing a bit to stay engaged with the blog. I have a couple of ideas I've been tossing around, expect to see some changes, minor or major, in the coming weeks.

One fantastic side effect of running this blog is that I've gotten to get to know so many generally like minded individuals. Most of my blogroll was unknown to me when I started this. It's been great finding out that there is a solid group of knowledgeable and generally upbeat MMO commentators. Many of the highest profile MMO blogs read like three note tunes, sophisticated trolling attempts, or narcissistic whining to me. That was mostly what I was familiar with when I started this, and it's great to know I was mistaken. Of course the converse is that I don't see as clear a need for a blog in this format as I did when I started. I now feel less a voice in the wilderness than a member of a community I didn't know existed.

[EDIT] Bit of a drastic re-write for clarity. I'm not going anywhere, and have never seriously considered shutting down the blog. This whole post is more of a thought exercise for me than anything else.