Focus = Fun?

June 3, 2008

Lately my MMO gaming time has been down a bit, mostly due to DoTA, but also from the fact that currently I’m only actively playing LoTRO, and that’s with Aria, so we don’t log in a ton of hours each week. LoTRO is a great game to take at a casual pace, as there is always something to do, and even in short bursts of an hour or so you can make significant progress.

The down time has got me thinking how much game time has an effect on game enjoyment. All my best memories of games, be they MMO or not, are from games I was heavily invested in. The peak of WoW for me was raiding MC and BWL, making progress each week on new encounters. Both UO and AC peaked around the time my guilds were most active and involved in heavy PvP. My overall gaming highlight was being ranked #1 in Myth 2. In all situations, I was playing those games a rather stupid amount of time, generally around 6 hours or more each day, 7 days a week. You have a lot of free time as a student. Having graduated, that’s just not possible right now, and even if it was, I don’t think I would want to spend my life devoting so much time to gaming, not to mention Aria would kill me.

Maybe it’s just an odd coincidence, maybe it’s me just getting old, but I just don’t have that ‘pull’ with games these days as I did before. Yes LoTRO is fun, but it’s not ‘must play now’ fun. Same with the Wii, all fun games, but not anything like getting Final Fantasy 7 and playing it till your eyes bleed, taking a break, and going right back. And I think it might have something to do with consistence; the more you play a game, even if it’s just in smallish amounts but daily, the more you get ‘into’ that game and want to finish. Part of that is overall I just have less gaming time, but another factor is choice. I have more choices now than ever in what to play, and I can bounce around from one game to another at will. It’s fun from a diversity standpoint, but not so good for actually getting into a game and finishing it, hence The Witcher remaining unfinished despite being a great game.

So I think in order to get more out of the gaming time I do have, I’ll need to focus a bit more. Non-MMO games make this a bit easier because they actually have an end, so once you finish, you move on. MMO’s and open ended games like DoTA or Civilization are a bit trickier, since they never end, but at the same time don’t require quite as much time to really get into. DoTA you get into it for the length of a match, and as long as your skills stay sharp, it works. Same with Civ, but even less, since its turn based and you just need to remember strategy, not quick combos and twitchy gameplay.


Damn you flu!

February 20, 2008

The lack of updates is due to a nasty flu that hit me hard and is just now finally going away.

In actually gaming news… well other than still working my way through The Witcher (still good, not sure about that ‘after chapter 3 falloff’ talk) and hitting level 52 in WoW (I know, special) things have been fairly quiet. Once I’ve completed The Witcher I think I might finally get around to getting The Orange Box (although that has been said before here…) and seeing what this whole cake thing is about. One can only hope that after all that, a more open beta will be up for Warhammer Online, if not actual release.

Oh, and since I hit 51+ in WoW, I was finally able to see the ‘new and improved’ Alterac Valley, and I have to say it’s a bigger joke now than it was before. While the old version required minimal strategy, mostly in the timing of the special NPCs you can use to help out and to break a stalemate, the new version is a straight up grind for 20 minutes and you get your cookie. No strategy, no need to work as a team, just follow the masses and AoE everything in front of you until it ends. There is a reason Blizzard does not allow groups to queue up for AV, and it has very little to do with any kind of ‘queuing issue’. On the other hand, looking for strategy in WoW PvP is a mistake to begin with, so maybe just mindless grinding makes the trouble of getting AV marks a little easier for everyone, allowing everyone to move on to real ‘fun stuff’ like raiding, right?


Stories in our MMOs.

February 11, 2008

Scott over at Pumping Irony (great name btw) has a post about storytelling in MMOs and why they generally fail. He breaks down the current problems, mostly that character development is really just attribute development, which I fully agree with. Even many of today’s single player RPGs fall into this mold, The Witcher being the last memorable exception to this, and even then not all agree.

MMOs currently come in two distinct varieties, the sandbox and the theme park. Sandbox games are open, theme park’s are on rails which follow a set path. WoW is the best example of a theme park, while EVE is very much a sandbox. In my opinion, a theme park is very limited in its ability to tell a story with any real meaning or lasting value. No matter the lore behind it, the major problem with a theme park is that all participants follow the same relative path, meaning everyone is the hero. This path has to be safe, accessible, and overall positive, as it has to cater to the majority, leaving little room for artistic freedom. Even if we get past this hurdle, you still end up with a bunch of maxed out ‘heroes’ all having gone through the same story, which makes recalling adventures a bit pointless. When you talking about raiding Onyxia, everyone knows how the raid went if it was a success. You ran in, beat on her, she flew into the air, you beat on her some more, she used fear and whelps a bunch of times, and eventually she died, leaving behind a forged Qual’Serrar and some other ‘epic’ loot. It’s a fun experience, no doubt, but it does not make for a good story or anything truly memorable. If anything, an epic wipe makes for a much better story most of the time.

In my opinion and experience, the greatest MMO stories come from games which allow their players to have a meaningful impact; sandbox games. When players talk of UO, most stories revolve around other player characters, not NPC’s. That time you got ganked, or got revenge on said ganker. Or when you finally sold that crafted GM armor set off your vendor and bought a house from another player, only to get scammed. The countless EVE stories about bank heists, Corp scams, epic alliance conflicts, not one mentions NPC’s in a mission or some pre-set challenge designed by CCP (other than the lag monster that is).

Think back on what you remember most from earlier games, what really stands out to you as a memorable moment. My guess is most of those memories involve other players, and are likely unrelated to any lore whatever game we are talking about presented, at least directly. The more games limit the actions of their players, holding us on to the rails tighter and tighter, the less likely we are to have such memorable moments, moments that provide far more storyline than anything a developer could create.

I believe lore should go so far as to set the table for the players, giving us a reason why we are in whatever world we are in. The real story should begin on day one of the servers going live, driven by player action. The role of the developer should be not to provide storylines and events, but rather to give the players tools to use as they see fit, and allow the story to evolve as the players embrace those tools. When things go stale, throw in more tools to create a spark or mix things up. Above all, heroes must be forged from the player community, rather than being defined during character creation. This would allow old players to retire and be remember, while letting those new to the game the opportunity to rise up and eventually take up that spot. The ‘greatness’ of the hero will not be determined by stats or level, but rather the impact on others and the memories they leave behind.

Edit: Cameron also has two solid pieces about stories in MMOs, and his posts further reinforce my point, that NPCs are not memorable and are unable to convey a great story. He points out that with most NPCs, we simply listen to them and then agree, go kill whatever needs killing, and come back to again listen to them before they hand us a reward. While a great vehicle for player rewards, it does little for storylines or interaction.

Compare that to say joining a player guild, one which asks you first to prove you are serious about joining by making you a recruit before they give you full membership. The ‘quest’ is that process, and the end result is completely decided by your actions and those of other players. If you decide to ignore the ‘quests’ given by senior members, say by coming to a raid unprepared, you are very likely to fail that ‘quest’. Being able to repeat it and try again is not guaranteed either, like it is with NPCs.

Which really comes back to why we originally found MMOs so appealing, and that is player interaction. Simple tasks like killing rats seem new and fresh when you bring in others to share in your adventure, and the more we are allowed to shape and share those adventures, the greater the story will become.


Collision Detection, a key to smart PvP?

February 5, 2008

Ha, and just as I hit the ‘post’ button, something that I have been meaning to talk about pops into my head. Funny how that works…

A long time ago, Mythic announced that Warhammer Online will feature collision detection. Now at the time I glanced over that and really did not give it much thought. I mean how much of an impact can going around someone rather than through them have on a game, right? If anything I pictured getting trapped by a few NPCs in a town and getting annoyed at the whole thing, wishing I could just run through everything like you can in most MMOs.

Currently playing The Witcher, a game with collision detection sparked a few ideas, and seeing a gameplay video of WAR hit the point home. Collision detection in PvP is ’serious business’. All of a sudden forming an attack line or creating a wall becomes viable strategy. Formations, positioning, not running around like a loon; all important with the addition of a rather simple sounding feature.

What this also means is that now the PUG vs Pre-made distinction becomes even greater. A PUG will have great troubles holding formations and watching over each other, while a premade will execute tried and tested formations and battle plans. Tanks will position themselves correctly, ranged DPS will know where their LoS lies, healer will stick to safe spots away from the enemy. The possible amount of changes something like this brings could be immense. This means that a premade should be able to out-perform even a heavily over geared PUG, which serves only to reduce the importance of items and place more emphasis on smart thinking and organization.

As with all things WAR however, it all depends on exactly how everything is implemented. The size of a character has to be great enough to enable blocking, LoS has to be defined enough to actually matter, and pathing difficulties have to be great enough to actually allow a healer to hide behind his friends. Hopefully collision detection delivers on all its possible potential, as it alone could bring a very distinct feel to PvP combat in Warhammer Online.

Just one more reason why that WAR beta invite can’t come soon enough…


Less RL, more MMO time please.

February 5, 2008

It seems to be a slow day in the blog world date. Not much to entertain me, resulting in not much to entertain you, oh faithful readers.

My gaming time has been randomly limited of late, and what time I have had has been spent in WoW trying to catch up to my instance group. Hopefully this weekend I can get back to The Witcher and try to finish it up, as it really is an excellent game. Once that is complete, and WoW returned to its regular low maintenance level, I should have a bit more time for EVE, as I need to get back to some PvP in that. I have a few ships all set and ready to go, and the last few weeks have been well spent finishing up some much needed skills. I also need to stop being lazy and finally get enough ISK together to purchase a Hulk, something that is long overdue considering I’ve had the skills to equip and fly it for over a month now.


The Witcher, gaming done right.

January 29, 2008

Over the last few days all gaming has come to a near standstill thanks to The Witcher. I figured I would put down what really strikes me about the game. Notice that this is all purely based on a limited amount of time with the game, specifically up to the start of Chapter 3, which is perhaps 20 hours in, so things might get better/worse as I get further in.

First I’ll just cover the basics; The Witcher is gorgeous, and not just in a ‘million polygons per model’ technical way. Everything in the game looks ‘right’, it all fits together and never draws you out, while still having its own unique look. The characters, the towns, the monsters, even the weapons, it all works. The sound is equally good, oftentimes being used as a queue for combat, be it to continue a combo or to inform you that something just popped up behind you and is ready to take your face off. The voice acting, while always debatable, works for me. From the random banter in town between NPCs, or towards you as you pass them, to dialog during the many in-game cut scenes, nothing you hear will ruin the gaming experience for you, and at times will make you laugh or slightly shock you in its directness. More than once I’ve been running through town only to stop on a dime and turn around due to some NPC yelling something vulgar at me. While amusingly childish in a game like Grand Theft Auto, for some reason in The Witcher it sounds real, and at times it can be tough to disconcert random quips from something story driven, which is a huge plus towards immersion.

The combat system, a timing driven take on the Diablo’s ‘click to attack’ model, is solid but not great. If the appeal of The Witcher relied heavily on its combat model, it would simply be an average game, but due to the fact that everything else in The Witcher is top notch, the combat being serviceable is not an issue. This is not to say that the combat is bad, as visually all the combos and finishing moves look fantastic, and the system itself has a bit of depth with the different sword types and fighting styles. For me however, I find I look at combat as a means to an end, I engage to push the story along, rather than engage for the pure enjoyment of the system itself.

This brings me to the parts that I feel The Witcher hits dead on, story and immersion. In most RPG’s you either play the good guy hero, or are given obvious choices whether to play the good guy, the neutral guy, or the ‘kinda bad but ultimately going to save the world anyway’ guy. The Witcher is all shades of gray, with most choices being a tough call between the lesser of two evils, with future impacts that are very difficult to predict. Knowing that regardless of the choice you make, a possibly innocent NPC is going to get butchered actually makes you stop and think. And instead of trying to pick the dialog option that will yield the most gold or grant the best item, I often found myself thinking about which path will leave the characters I like alive, or which choice I should make to exact revenge. It’s odd that such meaningful choices are so rare in games, that it is so rare for a game to come along and do a great job in hiding the outcomes so naturally. Without even being halfway through the game, I’ve already been genuinely surprised a few times by the consequences of my past actions, choices that at the time seemed so unimportant are coming back to haunt me and determine the future of my progression. Once you see a result, you honestly get that ‘what if’ feeling, leaving you to wonder how different things would be if you made a different decision a few hours back.

The story itself is also interesting, a simple case of chasing a murderer and thief that quickly gets very complicated. The game is filled with great characters, each one as two faced as the next. That seemingly helpful grandfather turns out to be a cannibal, the local thug leader becomes an ally, and the shady merchant turns out to be nothing more than a shady merchant rather than some greater evil, despite his best effort to make himself seem important.

Everything has an adult overtone to it, which is mostly successful. The f bomb gets used, plenty of women get called whores, actual whores walk the streets, you sleep with a bunch of women, some of them whores, racism is rampant, kids get sold into slavery, and it seems everyone you talk to is a murderer, rapist, or just plain crazy. The few times you talk to a seemingly honest character, you suspect them more than anyone else, since it feels like everyone in The Witcher has skeletons in their closet. All of this would not matter much if the choices you made did not have so much impact, or if the game did not pull you in as much as it does. A classic case of the sum is greater than its parts I guess. To me personally the whole ‘adult’ thing works, and feels natural, but others might find it crude, offensive or maybe even childish.

To me The Witcher is a breath of fresh air, not only for RPG games but gaming overall. While not one single feature is revolutionary, the game overall just feels so different than any game before it. While a game like Oblivion gave us a huge world to explore, it was still filled with the generic RPG characters we have seen time and time again, with a story that while well crafted, did nothing truly memorable. In contrast, it’s going to be difficult for me to go back to another RPG after playing The Witcher. I think that more than anything else is a statement to the impact The Witcher makes. Highly recommended.