Fortuente
12Jul/10

LOVE’s first expansion released kinda

The "alpha" release of LOVE's first expansion AVAIL was released today according to the LOVE fansite Gaming Love. Site administrator Iamacyborg wrote this about it:LOVE

Matter Mixing:
Players can now mine materials, and create automated mining platforms to gather materials. These materials can then be combined using the new matter melder's to create new effects, like fire, smoke or ice.

Effects:
The created matter effects can then be used in various ways. Tokens can be upgraded with effects, and the effects themselves can be used as grenades, either player based, or defence based, using the new enhanced radar as a trigger.

Along with a whole host of new, and enhanced features.

So what is the deal with calling AVAIL an "alpha?" I thought software at the alpha level wasn't ready for paying customers yet? Then again, is it any different than projects which are continually in "beta?" Ambiguous terminology aside, the changes sound interesting. Maybe I'll have to hunt down someone for their friend-account info ... MWUHAHAHA!

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11Jul/10

LOTRO Closed-Beta Non-Impressions

Finally, the heatwave is at an end. I logged into the LOTRO closed beta and played for a bit last night and so now I am writing a post about nothing. Nothing because it is a *closed* beta, however I wanted to communicated a couple impressions I had that are vague enough that I am sure will not violate any secrecy terms.

Firstly, when I made my initial visit to the in-game LOTRO Store, I had a tentative sigh of relief. There are so many ways the transition to a freemium model can go bad in general and despite the apparent success DDO has had, Turbine is just as susceptible as anyone to bad decisions. Though maybe not real-ID-ly  as susceptible as some. OH NO I DI-INT!

From my initial impressions, however, it seems like their basic strategy for monetizing non-subscription players is pretty sound and not what I feel was "fundamentally broken." Hence, the sigh of relief.

However, one qualm I do have is that it seems really super-duper expensive to be a "free" player. Like crazy expensive. But all that might just be me -- I am rather notoriously cheap.

It does seem like Turbine 'learned some lessons" or (perhaps their new overlords are "cracking some whips"?) with the move of DDO to a freemium model. In other words they learned they either (a) need to generate more real revenue from the Store to justify the expense of running it, or (b) realized they can make a metric shit-ton of money from these crazy store thingies.

I'll let your cynicism be your guide. As I always, I think it probably lies somewhere in the middle. Despite the fact I carried a subscription to LOTRO for the better part of its existence, I really wanted to create a new honest-to-god "free" account so I could see better how the LOTRO Store will play out. Instead I was weak and allowed myself to be suckered into resubscribing ... it has nothing to do with fishing during the Lithe Festival ... REALLY.

So I am a "VIP" in the beta which essentially means I am regular subscriber in the LOTRO freemium ecosystem. So far, there doesn't appear to be any appreciable difference between being a subscriber now and in the brave new f2p world. Which is a good thing.

I have done my best to be really vague and yet try to get across some of my personal impressions about the beta so far. I probably won't write much more on it here, because I do want to respect the NDA.

However, there is one new aspect to LOTRO I am bursting at the seems to shout about. It is looking to be a really, really, really exciting addition to LOTRO, and something some players have been asking for since the beta for Shadows of Angmar. But I won't give away the secret except to hint that it is a feature of both WoW and Warhammer, and it is game feature players who also are software devs in real life cream their pants over.

Alas, I can say no more -- I don't want a ban! But for some current-and-future LOTRO players, this news is going to by the biggest thing coming out of the LOTRO overhaul. Biggest by far, I think.

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8Jul/10

Rivendell, here I come!

Guess what? I just got invited to the LOTRO closed beta! But SSSHHHH -- don't tell anyone, the e-mail made it sound a bit hush hush, and after the smackdown CCP gave one of their CSMs I don't want to rock any boats. Though I would wager closed beta invites are not all that rare, and therefore not terribly special, but still. Color me pleased.

I would write more about how jazzed I am, but I am off now to download the beta client. Seeing as we are expecting a 100-degree day today here in Razorblade City and I live without an air conditioner, I think I may wait until the cooler weather tomorrow to actually log in and experience LOTRO's Turbine Store.

I may also do a bit more research and actually reactivate my subscription first if I am going to be relegated to only a few zones as I understand future f2p players will be. Then again, betas are betas and I imagine it would probably be more helpful to use the store to buy new zones (with the play points Turbine is giving beta participants) if that is the case. Oh, we shall see!

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28Jun/10

Back to DDO in Time for Update 5

The thing I like best about Dungeons & Dragons' f2p model is that I have a hard time keeping up a steady playing schedule, but love to come back to the game. Sure, I've probably spent more buying adventure packs and 32-point builds and whatnot, but then again I also haven't paid a subsbscription for months with no playing happening. To me, at least, it evens out in the end.

After having made the Orien server my home during the first part of this year (as it is the home of some real-life mutual aquaintances of myself and Redeye), I am happy to report I am back in my OG hood Sarlona (which I chose as my home server back at launch). Why leave Orien? It isn't my DDO "home" and I lost the desire to play with the Orien guild as I gradually learned they had no clue how to play the game, or even display the slightest shred of intelligence or thoughtfulness.

Not to be too harsh, but within a few not-so-easy instances I realized that the core members' main strategy was ZERG, ZERG, ZERG!! Of course none of them are "vets" and have no clue how to run the instances ... which results in a wipe every few minutes. And like that cliched definition of insanity, there apparently was no learning of how not to wipe happening. Add to that high levels of frustration on the part of those causing the wipes and some rather racist commentary from the same. Partying with imbeciles just wasn't happening for me and so I took a couple months off from DDO entirely.

While I look forward to completing my Exploiter Drow Rogue/Ranger, Emmil Cioran on Sarlona, which I abandoned to move to Orien, I rerolled a copy of the character I played on Orien and absolutely fell in love with: a Halfling Monk/Cleric. It's all personal preference, but I have had the most fun I have ever had in DDO with this class combo. I got him up to level three before the server came down for Update 5, but didn't visit the trainer. His name is Trillax (trill + chillax = gangsta) on Sarlona.

Right now I am actually considering making him a pure Monk. But most likely I will be targetting a 17 Cleric /3 Monk build. He's a Weapon-Finesse/Dexterity build and I to focus on unarmed combat. I've begun with two levels of Monk and now will level him strictly as a Cleric; the third level of Monk will come later, perhaps around level 12-or-so. I'm playing with the build in the DDO Character Planner right now and will probably be posting it on my DDO blog when I get the chance.

I have to admit, I am sorely tempted to make him a pure Monk, however, and taking advantage of Update 5's Ninja Spy enhancements. Though that is more for the coolness factor - the Cleric Radiant Servant enhancements from U5 will suffice just fine. In fact, considering the Monk Ninja spy enhancements, I am willing to bet there is a really solid Rogue/Monk build ... I am sensing synergy with the Drow short sword racial enhancements. This will be something to consider down the road.

In other Update 5 news, Zen Archery is a new feat which should make the Divine Archer (Elven Cleric (or Favored Soul) / Ranger) I want to build even better as it allows you to swap your Wisdom bonus for your Dexterity bonus for damage. Now if only bow-based combat in DDO didn't suck overall - someday I'll bother to work through this build.

You'll also notice that guilds have gotten a lot of love. Most noticeably in the form of renown and guild levels, giving access to all sorts of items and bonuses and whatnot. And the most noteable of these benefits will be DDO's first stab at player housing - the guild Airship. This should be interesting, it definitely makes me want to join a regular guild.

Preferably one that doesn't have members that rush into death over and over pointlessly then scream "F***KING N**GER!!" when they can't figure out why they completely fail at the game - and obviously fail at life as well.

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22Jun/10

Player Auctions As Money Sinks

Recently, Brian "Psychochild" Green, of Meridian 59 fame, wrote two posts on the basics of an MMORPG in-game economy for the blog Game Design Aspect of the Month. I don't know if it was my green tea or my attempt to multi-task (and therefore my distracted state) whilst reading the posts that gave me a brilliant flash for a potential money sink.

During the of reading part two, I was struck by the sentence:

Except for taxes such as a fee for posting and/or selling goods, buying an item from an auction isn't a drain in terms of the game economy.

Taken at it's face value, anyone who has played World of Warcraft for more than a couple weeks understands this concept. However, I was struck with an idea for a "new" sort of money sink based on those awful bid-to-auction sites that have sprung up somewhat recently.

If you aren't already familiar, these sites (which I will neither name nor link to as they I find them morally reprehensible) entice people with promises of $20 Ipods and Xboxes. The catch is you must pay a fee for each bid you make. And each bid pushes the auction clock back X seconds. And you still gotta pay the closing price plus applicable shipping. Do you see where I am going with this?

I find the actual penny auction or pay-to-bid reprehensible because of their manipulative business plans that essentially disguise the fact they are gambling sites - if they identified themselves as such I would merely think the phenomenon foolish -- not potentially criminal. But if we were to apply this model to an MMORPG, it may produce some rather interesting results that could provide fun for the players and a large gold-sink for the game masters.

Upon quick reflection, I would structure them as special events that give the players the ability to win special items created solely for those events. Whether the items are merely cosmetic or uber phat lewtz is beside the point, excepting in their ability to generate player interest.

The players would buy bids to our special-event auction in lots, as an example say 500 gold for 49 bids. Now each bid will have a set price that cannot be deviated from; for our example we'll say 10 silver. (In our example we assume 100 silver = 1 gold.) Each time a person bids, they do not actually pay the 10 silver, but actually the 10.2 gold. To the player, they are paying "nothing," however, since they already paid for the bid previously when they bought the allotment. Keep in mind that, if strictly following the real-world penny auction model, the player will still also need to pay the final closing fee.

Continuing our example, let's say I oversee the game Planet of Pewcraft and I hold a special event auction where I auction off 50 Mounts of Worthlessness; I create the interest in the event largely by the fact these items are only available from this auction. Therefore there will only ever be 50 of them on a given server (until I start selling them for $25 in my graft item shop -- MWUHAHAHAH!!! /pinky finger), creating a high level of exclusivity. We can start the bid timer at a 72-hour countdown.

You can imagine that a good number of players will pour their hard-earned gold into buying bids. And buy bids they will, because it will then become a competition among the players to keep outbidding each other. And each bid costs 10 gold (though to the player it is 10 silver) and sets the clock back 10 minutes. This results in a self-perpetuating bidding war that could go on for weeks, driving the amount of gold sunk into bid-buying into potentially fantastic amounts. And the final bid price, should we choose to go with that aspect of the model, itself would be the icing on the gold-sink cake, even if closing at "only" several-thousand gold.

This is a rough sketch of an idea, as there are a lot of things to consider about how an auction would work both from a technical (what happens if because of the time extensions your auction never runs out?) and customer service (hopefully you don't have big gold-farmer population) standpoint. However, if carefully designed and executed in terms of knowing your players, I think an event like this could even work to "reset" a server's game economy by removing huge amounts of currency from the system.

Anyway, just a thought that allowed me to procrastinate an hour away.

Filed under: MMORPGs 2 Comments
7Jun/10

Weekly Schlep

First, I have to get this off my chest:

I think the move by Turbine to make LOTRO f2p is a bad idea. Based on its core design of heavily-instanced PVE encounters, I thought f2p was great idea applied to DDO ... but I have a bad feeling it is going to prove difficult to implement in the open world of LOTRO. However, I do think it is possible to pull off, so we'll see. The main thing I am worried about is a drastic increase in the already problematic issue of inappropriate names. Somehow I don't think there were any elves running around Lindon named "Drzztforchris" or dwarves mining the Iron Mountains named "Iwillchopu." Unfortunately for me, it breaks the game. Oh well - I am sure this fall I will be logging in for at least a bit to see what it's like.

WOTAN

Now that I have dealt with that bit of unpleasantness, I will move on to what I am really here to write about, and that is my weekly report on my non-epic schlep trek called Project WOTAN, the online single-player RPG/gamebook/pbbg/pcp/nwa/insert-cliche-or-acronym-here.

I am actually a bit ahead of schedule at this point, having finished the basics of the Treasure and Power modules. August is still looking good, though I wonder if I will be able to launch The Wizard's Tower as I had planned, or rather focus more on launching the code for WOTAN as FOSS. I am still undecided, and am leaving that decision for July so I can better gauge what is left to be done.

If, by early-July, I do not feel like I can pull off at least one decently-written gamebook to start TWT, then I will likely focus more on the generic engine. I realized that a demo site for WOTAN could function just as well as a game site in its own right. And rather than attempt to launch TWT prematurely with a randomized gamebook generator, I could make a site devoted entirely to randomized adventures with less relative effort than writing something I want to actually be taken seriously. Besides, OSS or not, I need to have a site that is diverse enough to show off what WOTAN can do, right?

The basic WOTAN site would eventually come to comprise many gamebooks mostly having no relation to each other. Whereas TWT or a site like it is meant to be taken itself as a series of books, there could be several concurrent series in wildly different genres with wildly different gameplay running on the "official" WOTAN site.

This morning I took a couple screenshots of my progress. Below is the basic User Control Panel. The same page virtually ever site in the world has. You'll notice that I have included a user avatar, which is actually a Gravatar. I am also strongly considering implementing an OpenID option for logins.

The basic User Control Panel

I know, it's hella rough looking, but obviously this is still an alpha work-in-progress. Below is an example of one of the things I did this past week, the Book Admin interface for the Treasure module.

Adding Treasure types to a Book.

I purposely left a custom tag, {book_name}, open so you can see how I am populating my static pages with data. So, in the pertinent view class for the Treasure module (in this case the auxiliary class treasure_widget) I merely use preg_replace to insert data from the database onto the page. (I am a big fan of preg_replace, lol.)

I probably should have used a pre-existing template engine, like Smarty for instance, but I chose not to. While not using one has been a learning experience, I have a feeling that in the future I will probably turn to an existing system.

This week I will be finishing up the core modules and their respective admin interfaces. I am expecting to create the admin panels for the Book-Page submodule to be something of a pain. I also have to create a whole other subsystem for the basic Character object. My goal is to have all these things done within the next 11 days, Friday June 18.

After I have all the core modules and their adminstration views (panels, interfaces, whatever you want to call them) essentially finished, probably 75% of the site will be complete as it will have all its basically functionality. Then I will be moving on to creating the views for the end user, the whole point for the site existing in the first place. And so during this time I will also be doing the bulk of the graphic design and it is looking like I am going to have to brush off my far-too-dusty pencils and actually create some artwork as well.

I am planning for July to consist mainly of polishing the site and adding non-core modules to the game. The most important of these modules will consist of character tracking and statistics, and possibly also a mechanism to cache data. I have also chosen mid-July as my final deadline for deciding on whether or not to put the WOTAN svn code repository on Google or GIThub and releasing it as GNU.

Either way, we should be seeing an August release of something interesting.

10May/10

LOVE First Impressions

Sadly, but not unexpectedly, I have logged in and played LOVE relatively little in the ensuing almost-week since I posted last. Partly because my life is filled with all the mundane tasks typical of the servile class, but also because honestly I found the experience a bit ... meh.

I mention that only because I would not consider this a proper review or criticism, and I would hope nobody reading it does, either. These are merely some of my impressions thus far. Overall, I doubt I will continue with LOVE past the 30 days alotted by my near-$14 (US) payment, however I can see myself coming back in the future depending on the directions taken by LOVE's one-man development team (Eskil Steenberg), because I do love what appear to be the core ideals of the game.

These core ideals, or perhaps more simply the single ideal of LOVE is to literally be a sandbox. That is the way I have taken it, at any rate. We are not talking sandbox like EVE, Darkfall or pre-CU SWG ... in LOVE it is your job to take the chaotic stuff of the ever-shifting world and mold it to your own whim.

Well, your whim and the whim of the other players around you. LOVE is very much made to be a cooperative building game. The word cooperative is a key word; players must work together to maintain order amidst the chaos of the game. A player-created city that takes a week to create can be destroyed in mere hours with barely a trace left.

It seems this is a sticking point for some - the extreme lack of permanence, the chaos, the anti-achievement mindset that must be cultivated to thrive. To those raised to achieve - to the point even their entertainment must mirror achievement-based ideals - LOVE certainly must not appeal.

Of course, even if the rest of LOVE is a wreck (it's not), this is the one aspect of the game that not only appeals to me, but that I find brilliant. Order amidst chaos does come with a very heavy price: it must be maintained with zealous diligence. The result is a long-term functioning base or city becomes more of what I would describe as a colony - an ant colony.

Some players go about their routines, molding tunnels, windows, stairs and other physical features of the base as is their whim. Other players will do the same, but range out into the wider world in search of the tokens that reward the entire colony with upgraded abilities (prettier windows, better weapons, radios, energy sources, etc).

Still other players may decide to hunt down and kill the AI competitors in the wider world. You can bet these AI competitors are also doing the same, and so far a common cause of a colony's doom has been the punishing barrage from the artillery of a nearby AI colony. The AI opponents also will also quickly  infiltrate and destroy any player colony which does not have proper defenses such as walls.

Which brings us to my first real criticism against LOVE as it currently exists. I love the game with regard to its core gameplay, or at least what I currently understand that to be (and have attempted to elucidate above). However, the I have the feeling that the game is currently too chaotic.

Days sweep past in mere minutes and it is difficult to see in the dark so before you know it you get stuck in one of the numerous crannies or pits in the landscape. This makes navigating tunnels in the dark a nightmare.

I don't necessarily think the AI bots are too aggressive as much as I think they either aren't scaled properly (I suspect they aren't scaled at all) to the level of player activity in an area. Rather than providing a challenge they seem overly punishing and the entropy rate of a colony seems a bit too fast. In other words, if the world was slowed down just a bit, I would probably have a better time.

That the world of LOVE is too chaotic is, of course, not a big criticism and certainly not enough to keep me away from the game by any means. These are the sort of typical growing pains any new enterprise suffers, especially if that enterprise is as complex as an MMO. If the game survives, one would hope a consensus about such matters will provide the needed guidance for scaling and balance concerns. Or not, Steenberg could just tell everyone to go jump in a lake after all.

If EVE Online's learning curve is a steep cliff, then LOVE's learning curve is a bottomless pit.

My main criticism and the thing that will keep me away from LOVE as it exists now lies in a complex relationship between how I view its pay-to-play model and the level of professionalism that I see in the game.

1. I can't set my own name. Why am I paying a premium for a persistent game that is not really persistent? I totally get all the art-fag bullshit, believe me - I eat it up. But I can't, at least, give my in-game self a simple identity of my own choosing? Preposterous!

2. There are misspellings in the game. As evinced by practically everything you have written on your site, I already know that you suck at spelling, Eskil, and that is OK; you make up for it in other ways like being a good programmer and focusing on innovation. However, why am I paying for a game that has an egregious amount of spelling errors?

This may seem nit-picky, but notice I said, and I quoth: "why am I paying for a game that has ..." Poor spelling is highly unprofessional - feckless, even. If you can't spell, fine - but since I am paying a fee you should expect that I would expect you to hire someone who can spell.

3. The UI is horrible. My favorite thing about the UI? That passwords are not shadowed on entry. That leaves me with such a safe, secure feeling about the server I am logging into.

When I say UI, please note I do not mean the HUD. I like the HUD, it is clean and simple. It's easy to configure and use - I might almost say it's a pleasure. Me like. But really, how many times do I have to log into the game before it remembers to turn off the Tutorial text automatically? No, pressing the button to make it go away as my first action of the play session does not count ("why am I paying for a game that has ...").

The fonts are near-unreadable, and while the effects added to them are visually interesting, because the fonts are small and hard to read I no longer even bother to try and read what is flashing around on the screen like some sort of acid flashback.

4. Lastly, I have reservations about the pricing. OK, I already know the reasons given for the pricing model and I don't really disagree with them per se. But while one would hope Steenberg would be as innovative in his revenue model as he is with his virtual-environment-designing skills, that may not end up being the case. Looks like he went for the same old same-old. Maybe he was too distracted by trying to figure out how to shadow password fields on the login screen?

Aside from the reasons given above (like the spelling errors - as a literate person I'll never let that slide), I think we can take the premise that LOVE is an extremely sub-niche product as a reality. Even if Steenberg could tap every person in the civilized world who would be interested in playing LOVE, I feel certain it would still be a tiny fraction of the playerbase of the 800-lbs gorillas (i.e. WoW, Atlantica Online, etc.), let alone come within the same ballpark of the numbers of smaller games like EQ2 or LOTRO.

While my respect for humanity might increase a bit if this opinion of mine was proved false, I'm certain it is more-or-less accurate. And I also do not think that is necessarily a bad thing, just like any other work of culture, niche games are the wonderful spice that break up the monotony of the banal.

In short, the reason I do not like the current pricing scheme is that I fear it could starve off the oxygen of exposure that a niche game like this needs to succeed. (As an interesting aside, though, subbing for a month actually gets you two accounts though the caveat is that the parent account must be logged in for the child account to work.) And while there has been relatively good press coverage and word-of-mouth for such an odd-ball project, I think the subscription in turning away prospective players not quite trusting enough to lay out the fee negates those gains.

But I hope I am wrong about that, and like EVE or Darkfall, I hope LOVE becomes successful at providing a unique experience to its audience and providing its creator with some income. But LOVE is far, far more niche than either EVE or Darkfall have ever been.

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4May/10

L O V E

Crap, can you believe I missed the launch of  LOVE? And it was a full month ago?? This has probably been the most anticipated ever to cross paths with the reddit hive-mind, and I missed it.  Extreme hyperbole aside, I guess that's what happens when you lose touch with reality in asynchronous blahblahscript and php debauchery. And to think I was going to spend my 15 dollars of milk-money on a month of LOTRO.

If you aren't already aware of it, LOVE is the brainchild of Eskil Steenberg, a one-man indie-game-making madman. It features a lush, impressionistic style fully rendered in a 3d world and it has completely open-ended gameplay - literally a sandbox. Steenberg describe it as "a cooperative online first person adventure game." ...

You play as a scavanger on a small planet who together with other scvangers will build a settlement by placeing a Monolith some where in the world. This Monolith makes the ground lose so that you can shape the environment around it in to what ever you want. Build walls, catacoms, houses and shape your settlement any way you want.

To strengthen and evolve your settlement, you will need to head out in to the world to find tokens to bring back the settlement. Once placed in the settlement they give everyone in the settlement new tools to build new things and new abillities. With time you will gain tokens that will let you build powergrids to build defences and to manufacture power up pods.

OK, you know I will have to break my long-standing tradition of not updating this blog more than once every two-four months to bring you more news about my experiences in this game. Even if it isn't that great, I am positive it will be an interesting experience. Just look at what we are talking about:

LOVE

OK, I need to go now and get my account set up and see how it goes.

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23Feb/10

Coming back … again and again

Well, I've taken another couple month break from the old blog. In fact, I've taken a couple-month break from life.

I wish I could say I spent the bulk of January and February in a sensory deprivation tank a-la William Hurt in Altered States, but alas I'm much more boring than that. I spent a few weeks visiting Los Angeles and that was fun. I wasted a solid month-and-a-half being way too old to couch surf but fucking doing it anyway; I wanted to get in touch with my inner hippie.

I have also been having some familial issues, and now they are in the process of sorting themselves out. Of course I will not go into all the gory details here, but lets just say I could have a pretty good treatment for a TV drama if I cared to write it. Everybody is learning, growing, sharing and whatnot.

I do have no compunction relating my gaming experiences herein, as that is the purpose for which this blog exists. Sadly, those experiences are also rather dull.

Sucker for a sale

I spent more money than was prudent during the weeks-long gang bang that was the Steam Holiday Sale. However, I got loads of sweet games for hella cheap (to use the patois of my northwestern American home), mostly comprising games I already wanted but was too stingy to buy at full price.

The winners in the "waiting-for-a-sale-and-already-knew-I'd-like-it" category are Children of the Nile, Company of Heroes and Day of Defeat. I scored on these and I am thrilled about it. Sadly I haven't been able to play Children of the Nile as much as I want and no matter how hard I try I just suck (big-time) at Company of Heroes (though I still love it), but I went on a Day of Defeat bender for a couple weeks and loved every minute. Avalanche is my favorite map so far, though I have developed a bit of a Donner fetish.

The winners of the "impulse-buy-and-didn't-care-for-it" category are Zombie Shooter 2, Evil Genius and Killing Floor. I can't say I cared for any of these, and my reasons are various. I may still enjoy playing Evil Genius someday, but I couldn't get past the tutorial which made me want to punch things -- I believe I had issues with its rather glacial pace. I just can't get into Killing Floor for no particularly good reason (which could change in the future, however) and I outright dislike Zombie Shooter 2. If I would have spent more than $2.50 on ZS2 I would have felt completely cheated. While I don't really dislike Killing Floor or Evil Genius, if I had a second chance I probably would not bother to buy either.

Fly Safe, Capsuleer

The surprise hit of the sale was a brand new $5 EVE online account. I am happy and nerdy to say I have been glued tight to the Verge Vendor region of New Eden since around Christmas, learning the many vagaries of asteroid mining. While technically not a "new" account -- I activated a trial account I originally made in 2007 -- I have been enjoying EVE nearly every day for the past two months and feel as though I have finally "found" an MMORPG I can truly enjoy.

I put "found" in quotes, of course, because I have actually played EVE Online off-again-and-on-again since 2006; I find it a bit strange I only now have actually taken to the game. In my previous attempts to grok the game I always knew there was something about it that I like and enjoy, but I suppose until I tried being a full-time miner I didn't actually know what that something actually is. So right now that something is mining and mineral trading, which I am utterly cracking-out on. Dangling preposition FTW.

And now with the recent announcement of the SimCity-like aspects of the upcoming Tyrannis update, I will probably be hooked for at least another several months, if not longer. If you want to look me up in-game I'm Dank Fortuente and the asteroid belts of the Aidart solar system is currently my main stomping grounds.

The only other MMORPG I am dabbling in at all is Dungeons and Dragons Online, which continues to be a treat now that I can play sporadically without worrying over paying a regular subscription. I don't get to play terribly often but I have been working on a Drow Exploiter Ranger which I named Emmil Cioran. His bio reads only "ennui is the echo in us of time tearing itself apart;" perhaps "reality is a creation of our excesses" would be more a-propos to the venue, LOL.

Moving On

Well, it is nearly time for me to wrap up this post. So I will leave by saying that I am still here, still building cities and RPing like a nerdy dork, even still working on my PBBG, despite various hurdles and setbacks. I suppose I could go on for longer about my love affair with MySQL InnoDB and foreign keys, but I will bore you with that in another post. Until then blaze high -- you know I will.

6Dec/09

The Path Ahead

Every so often I like to browse through the forums at mmorpg.com ... yes, I know it's Trollville, but some subforums are better than others and you quickly see past the sea of trollery to find the core members that are actually intelligent and fun to interact with. Plus, sometimes when I am not in the mood to play it is the only way to really get my MMO fix.

A few days ago, I came across this post: Having an "adventure" again?

Right away I was intrigued, as it hit upon one of the major problems with post-WoW MMORPGs - community. I tend to think that for all my or anyone else's musings on What is Wrong with the design of these games, a lot of it can all come back to the lack of quality community.

Are people who are part of a community that they enjoy and take part in less likely to complain about the little things that irk them in a game? Are they more likely to blow those little things up into huge things?

The Path Ahead

It seems like I wasn't the only intrigued as the thread quickly became a hot topic and a mere few days later it was featured as a mmorpg.com Community Spotlight. Now there is a Guild Portal site set up for our cause and we are in the process of choosing a game to play.

It seems like a phenomenon I have heard mentioned more than once is that back in the "old days" bugs, exploits and all manner of "game-breaking" issues were rife ... but people put up with them. Most often this accounted for by the assertion that there were far fewer choices of different games, occasionally it is said that we were more "innocent" back then.

Those two assertions may (and at least to some degree are) true. But there could also be another explanation - the general communities were just better.

Sure there were trolls and loud, foul-mouthed children playing back then. But were there as many? Was the signal-to-noise ratio quite the same now that literally millions of new MMORPG players have been introduced to the genre?

It's funny, and maybe I don't get around as much anymore, but it seems like these days you don't hear a fraction of of the complaints about maturity level (quite low) of the Counter Strike community like you might have five years ago. Now you hear the exact same complaints but about it is the World of Warcraft community.

For me personally, I would relate my experience in LOTRO. I subbed on opening day and thought the game was a lot of fun. Except for the fact that the community out of the gate was pretty awful. I was just coming off of playing nothing but WoW for about two years or so (literally, I can't believe how many quality non-WoW games I missed between 2005-2007 that I am still finding out about) and was quite sensitive to anything having to do with player2player interaction. If I could have put the global population on /ignore I would have happily done it.

When I quit LOTRO the straw that broke this camel's back was being chased around Breeland by a player named, and I shitteth thee not, "Iclubbabyseals." I couldn't take it, I unsubbed, uninstalled and didn't look back until almost a year later. And ironically went back to WoW ... there had to be some element of abuse psychology at work there.

If you know me, then you know that I am also a Tolkien nerd and so of course I couldn't stay away. So I resubscribed and made the server Landroval my home (it was/is the unofficial RP server). Lo and behold the experience was amazing. Landroval had (has) one of the best MMORPG communities I have ever experienced in an online game. That is why I am still subscribed even though I rarely play anymore. Even if I am not terribly fond of LOTRO anymore, the exceptional Landroval community keeps me coming back.

So Why do MMORPG Communities Suck?

I really hate being a WoW hater, but as the years are turning the more and more I am convinced that it has had an extremely negative impact not only on the MMORPG genre but on PC gaming in general. I know that is a stretch and it's nothing I am going to stake my life on, but it is worth considering.

To me it seems like the older games were meant to be more like a typical PnP game, where you and your friends hang out for a few hours and have fun battling some orcs, slaying a dragon and saving a princess (or prince) or two. The allure of the MMORPG over the PnP game of course is that the online video game could connect friends living on separate continents and unlike those Saturday afternoon games, MMOs are going 24/7/365.

But if you look at the technological innovations in general, you almost always find that they do not live up to all the promises they make about making life better. So for instance, now the modern worker has more work and obligations and lives a much more harried and less satisfying life than a medieval peasant. Even as productivity of a worker increases, he or she must work even more and continue to be more and more productive. Hey, at least it makes anti-depressant manufacturers big bucks.

Now I'm sure there is a lot of controversy over that example, as there are other factors at play aside from mere technological process (I'm looking at you, you Calvinist bastards), but it illustrates what I think has happened to online video games.

An MMORPG these days seems to be less about casual (not speaking in the current and popular sense of that word) fun and more about working on achieving goals and being productive as a player. And all the focus seems to be on achieving those goals as an individual player - the group only exists to get you as an individual to where you want to be; there are no communal goals. The individual is the only thing that matters; selfishness is a virtue.

Again, I hate the fashionable trend of disparaging WoW simply because it is WoW, but I can't help but feel that World of Warcraft, more than any other individual game, has inculcated this behavior in the greater mass of players.

But these behaviors are not new since WoW, you can see them everyday. Just look around you at the people going into debt for fancy houses and cars, committing every sort of privation on their lives to "make it." To live the corrupted fantasy of a life that currently passes for the American Dream. Greed is good, right? He who dies with the most toys wins.

I think that WoW tapped into these memes and put them into its core design is precisely the reason it is as popular as it is - it addresses the same lusts and character defects in general society inside the game. It has nothing to do with it being "casual" or that it is a game for "non-gamers." The sad thing to me is that it has seemingly has trained a generation of gamer to expect that in all games.

And what is the result? Turn on CNN or Fox News and you see the real-life equivalent of the WoW player. By focusing only on the needs of the individual - to the point of exalting them - the general community has become diseased, like a rotted piece of wood. So you experience phenomena like a large upswing in the troll population - those who resist the unnatural condition of hyper-individualism and try (usually subconsciously) to wreck the system almost always without realizing why (explained as being for the "lulz" or some similar example of infantilized behavior).

You have players who retreat from the community and focus solely on the "solo game." You have the smarter jackals who set up "professional" guilds to make sure they achieve all they can often at the expense of its members and the non-pro guilds whose members will quit at the drop of a hat to be in the pro guild. You have the phenomenon of entitlement - those who think that because someone is not "hard core" they should not have the chance to experience all the game (e.g. endgame raids) has to offer.

Essentially you have all the real-world bullshit we have to put up with, consciously or not, invading one of the last sacred spaces of lackadaisical dreamers of the world. And the community becomes more like the real world in the sense it is fractured, cut-throat and dysfunctional.

So you can see now why I am very interested in this new group of players from mmorpg.com who are banding together to fight both virtual fantasy evil as well as the real evils of misanthropic behavior and alienation. The thing I think we share in common is the same thing that made older MMORPGs so much fun, despite the bugs, lag and other nasty fubars and glitches. We want fulfillment from playing together as a group of people - learning from and enjoying each other. What in today's games seems to have been superseded by achieving goals set by the game developers and the all-important goal (in both PvP as well as PvE) of competing against each other. Maybe The Path Ahead can learn what it is like to have fun again and leave the "work" behind.

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