Another “What in the hell I have been up to” post
OK, I know I don't post very often. But does it matter? There are maybe one or two people tops that read this and I don't even know them (you). But I will continue to slog away regardless.
I have been playing World of Warcraft lately ... and am just about ready to call it quits again after only about a month of it. I am pretty much over that game, which saddens me to some degree, but I am running into all the same walls and most of the annoyances that has caused me to quit in the past.

Multiple servers - I know that logistically there is probably no other way to deal with this, but I hate the fact that WoW has 300-trillion different servers to choose from. I am not really happy at this point with my realm which I picked only to participate in a reroll guild. A reroll guild which has since utterly fallen apart, leaving me stranded on a server I don't want to be on. And do I really want to pay $25 to move a level 37 character to another server I might not like either? Do I really want to grind out 1-37 yet again (I've done it probably hundreds of times since 2005) just to be on a different realm? Answer is NO to both.
Boredom - I am bored to death with WoW. I'm not even sure where to start on this one, as it is so general and all-encompassing. I think a big part of it has to do with Blizzard's focus on developing the end-game rather than the whole-game. Where is the housing and the customizable clothing? Where is the actual enforcement of the (Blizzard mandated) RP rules on the RP servers? Where is the push to nurture and strengthen micro-communities like guilds, trade associations or even mercenary guilds within the game? And even though the 1-60 grind has been given quite the leveling speed boost, it is still a solo grind that I have done more times than I might care to admit. In other words the immersion in WoW is non-existent, and it still feels like I am paying to perform repetitive, mind-numbing and time-consuming tasks over a long period of time, not relax and have fun while being mentally stimulated.
Community - I hate to include this, because I really dislike trading in simplified stereotypes of people and their behavior. But damn. There are many kind, thoughtful people that play WoW, but sadly they get lost in a general glaze of immaturity. To me, however, this isn't even the biggest or most annoying aspect of the overall WoW community. It is rather a lonely feeling that one can expect to experience in the game without a pre-existing guild or by sheer luck of finding one.
This last is probably the biggest reason for my most recent cancellation. I took up the game again on a whim, trying out the WotLK trial to see how everything was going. I ended up becoming involved with a reroll guild that went quite fantastically at first. I actually enjoyed logging in and playing - and I mean actually playing with guild members in instances and in the open world not just "chatting."
Then of course everyone flaked. And now a month later the guild has about three or four individual players including myself. Now I find myself procrastinating when I should be logging in. Or I log into LOTRO (the Spring Festival and it's hedgerow maze has made that choice easy lately). Or I read reddit. Or I stare at the wall or google Doom Metal. Anything that does not involve me logging into a crowded ghost town.
I suppose that is in itself a feedback loop since I make it less likely I will find more people. But I find it hard to stay motivated as I'm not looking for a social chat club. Unfortunately that has been my experience more MMOs than just World of Warcraft, but WoW seems particularly bad with this aspect to me. That could also just be a combination of luck and personality on my part, however.
My account is still active, however, and I do log in when I make myself. Despite my focus on the negative aspects of the WoW experience, there are still a number of positives. The original magic is still there - that is the large, seamless world where you can climb a mountain, swim in the ocean and explore for hours and hours.
I quite enjoy the new achievement system, though achievements overall are becoming rather passe; perhaps I should say including achievements just to include them is passe. A well-done system is a pleasure, and I think Blizzard did at least implement a coherent system.
If I were able to wave a magic wand and give myself absolute power over the general development direction of WoW at this point, I think I would make immediate focus on refining the current guild system and developing new in-game community systems to bring people together more. I would also have the game tweaked to be far more rewarding to group play to give the new systems fertile soil in which to grow.
Personally I have always liked the LFG system for instances that was introduced way back when and don't really understand why hardly anyone uses it. Part of my magic wand initiative would be researching why exactly nobody uses it. I suspect there is a skewed reward/effort ratio in there somewhere.
Sadly there is probably nothing to be done at this point to fix the community fragmentation that occurs as a result of the multi-shard model that Blizzard uses. So I would play to the strengths of this model rather than wallow in its weaknesses. That is, introducing realms with slightly customized rulesets.
I always thought they should implement a fatigue XP negative bonus. In fact, having played Diablo, I was expecting it when I logged in to WoW the first time. What I mean by this is having a three-tiered XP system, rather than two. As it is now you earn a bonus rate of XP gain when logged out. With fatigue you earn a negative bonus XP rate the more you play, similar to how you go from rested to normal. So if you are grinding mobs for hours at a time, you eventually go from blue XP to purple XP to red XP, where you will be taking a small percentage hit to the XP you earn for mob kills.
So why not open a few realms with this mechanic in place and see what players make of it? We could also have one or two FFA PVP with full loot realms (of course with the caveat that the overall game would not be balanced for that play-style). One could think of these servers as being griefer-sinks like mounts are gold-sinks, lol.
OK, I am rambling so I'll cease. I am interested in hearing what you think about my ideas, so please leave a comment!
And Hell freezes over …
Well, not really. But my dear compatriots, it is with a sigh and a slight passing of gas I admit that I am once more on the World of Warwagon. After some months I have succumbed to my baser desires and resubbed, though I have yet to actually purchase the WotLK expansion.
Of course playing WoW isn't really a bad thing, per se - I am merely rather given to melodrama. But I do have genuine angst over it, not because I ever entertained any ridiculous addiction fantasies, but it did consume a large amount of my time for a few years. And I can't shake the feeling that was time wasted.
No, my good friends, I am also disabused of the Calvinist tomfoolery and materialist nonsensery my fellow Americans are so inured with, so I am not concerned that I could have been building a "career" or some such dribble.
I am also not in the slightest concerned for my social life, as I believe I have already experienced enough group revelry to tide me over for the rest of my life if need be (yes, I was a "partier" in my youth). I also have a young child to care for, so while I can sneak away to Azeroth every now and then without much of an impact, I can't really stay out all night then host a 2 a.m. after-party.
Mainly what I am getting at is that for the few years I was a hardcore Wowhead, I missed out on many genuinely good titles. I had found the One Game to rule them all, and everything else was cast to the wayside.
(NOTE: I originally wrote this on March 16, but saved it as a draft and forgot to publish it. It is now April 7, but I am publishing it under 03/16/09 anyway in a semi-unfinished state.)
What I’ve been up to lately
I haven't made a post in a little while, so I want to catch up my multiple personalities (and anyone else who is interested) on what is going on with my hobbiest/permanent vacation lifestyle.
Strategy Gaming:
I still consider myself to be working on Grow Tycoon, my pot-growing Colonization mod. I have also taken on the duty of rewriting the Civilopedia for the Colonization mod Mare Nostrum. It's a (relatively) simple reworking of Colonization to fit the world of the Mediterranean Sea around roughly 700-300 BCE (if I remember correctly).
Right now I am basically copying Colonization's civilopedia into spreadsheet form, listing important XML files and tags with their appropriate entries. I figure having this will streamline the actual editing of the XML files and help ensure consistency for both these and any future mods. Of course, I am making these available to anyone who wants to use them via Google Docs.
I am slowly becoming addicted to both Nile Online and Ikariam. For someone without a desk job, I am spending far too much time obsessing over my monument's limestone production and the technology levels of my colonies' phalanxes.
I've also found myself craving sessions in Hinterland and Disciples 2. I had almost forgot how much I love Disciples ... I wonder when the new one is coming out?
MMORPGs:
Not much to report here, really. I am still playing Lord of the Rings Online and I still don't have a level 50 (not to mention 60) character, though I am a bit more focused on that as I really want to finally get down into Moria. Or maybe I'm a little afraid of those drums in the dark and I am subsconciously keeping my leveling at a snail's pace. Naaahhh. I'm a friggin Elven Lore Master from Mirkwood, what do I have to be nervous about? Right?
I have taken up playing the MUD Lusternia: Age of Ascension. Talk about a steep learning curve ... but then again I quite literally haven't seriously played a text-based game since the 1980s. Man, have I been missing out.
This is my first "real" MUD (or MUSH or whatever), and I am having a pretty good time with it. I think a lot of it is nostalgia for my textual childhood combined with the appeal of a modern MMORPG - in fact, the only thing Lusternia (or any of the various other popular MUDs) lacks is the graphics. Everything else - titles, achievements, crafting, pvp, housing, cosmetic clothing, etc. - is there with far more to boot.
In fact, in Lusternia I have finally found a game that not only lets my character smoke, and not only lets various herbs and pipes give him buffs, but even to a degree requires him to smoke to take advantage of those buffs in combat. Any game that lets me have a pipe hanging out of my mouth while I am sticking my claymore through an orc is sure-fire winner in my book.
I allowed my Star Wars Galaxies trial to lapse. I think it probably still has the best crafting in the MMORPG genre, but sadly it is a game that reeks of death. I found the animations poor (and not because they are old, just poor - like when a mob starts running to you, disappears then reappears dead at your feet).
There also seems to be a prevailing opinion amongst (some) players that the optional trading card game and the in-game perks you can win by buying virtual decks will ruin crafting and is a cynical attempt at "RMT" - even worse, since buying a pack of these virtual cards won't guarantee you an item. Therefore there will be plenty of players with uber gear - the same players who can afford to lay out hundreds of dollars on starter packs to find that one random item.
As you know if you read the last post, I was considering pre-ordering Darkfall. Well, if you have followed that game's launch at all, you will understand me when I say I am very glad I decided against it. Though I will point out it is not simply because of what the various users of MMORPG.com have to say about it (I believe Obi Wan would refer to that site as a "hive of scum and trollery").
The poor launch does not irk me in the least, strangely. And I say that even considering if I was one of the lucky few to pre-order. Aventurine's utter lack of any meaningful public relations is annoying and precludes me from finding them really trustworthy, but at the same time I can understand it as a tactic if they are purposely trying to keep the game small and want to turn people away without appearing to be turning them away. Bad way to do it, but I can understand.
I am bothered by the reports of botting, speedhacking and macroing. If the game is truly as PVP-focused as it is said to be, then this cheating can and will truly kill it dead. In the non-MMO world a single cheater can cause an entire server to clear out and constant cheating will earn the server a reputation that ensures nobody will ever want to play on it again. But even this, at this point, doesn't make me not want to get the game (it's still too early to really tell).
Overall, I think it's the players. Considering the type of posts one can expect to read on the Darkfall Forums and taking into account the stereotypical player of a heavy-pvp game, I'm not sure if I will ever play this game.
Ahh, who am I kidding? But I'm definitely waiting for the jury to be out on this one.
Everything Else:
I took advantage of Steam sale on Lost Planet: Extreme Condition. We'll see how that goes, as it is not my usual sort of game. But hey, it was $5 and lets you blow apart monsters in an arctic wasteland. Thanks to its handy tool, I already benchmarked it and get passable frames-per-second (~85 snow, ~45 cave) at 1440x900 resolution with 2xAA. I'll have to fiddle with some more settings.
I am still a Team Fortress 2 addict. TF2 has, by this point, become one of my all-time most-played games. A legendary list, to be sure, and a list which it shares with such luminaries as SimCity and SimCity 2000, Might and Magic 2, Civilization 3, Baldur's Gate 2 and World of Warcraft. For better or worse, I have put literally hundreds of man-hours into each of these games. Comprised as a whole, they would represent a pretty decent chunk of this life I am existing in. Fun!
Why should I pre-order Darkfall?
Well, well, well ...
Looks like Darkfall Online has finally entered pre-order. I have been considering trying this game out for some time now, but now that the time to actually put the proverbial money where my mouth is, I'm not sure if I will actually do it.
The biggest reason is probably the price: not expensive comparatively to everything out there, but still the ~$54 buy-in with obligatory $15/month subscription fee is coming at a pretty bad time. Then again, by this time next year it might be cheaper to play an MMO than eat. So why not take the plunge?

Another reason is, basically, what has come to be acceptable for an MMO launch. Meaning, often a steaming pile with an IOU tag affixed promising everyone the bugs will be fixed soon(tm). Why bother paying full-price for a game that may be wonderful, but is sure to fall into the range of non-optimal functionality to bug-ridden dung-heap?
I'm going to single Dungeons and Dragons Online out for a moment. While it's launch problems weren't the worst we have subsequently seen, it did have some issues.
Annoying graphical bugs and a client that stretched the average 2006 computer's abilities a tad too far (in my opinion). There was a backlash against it being an instanced MMO (which did not bother me), if I remember correctly. In fact, if memory serves, there was resistence to DDO's entire design from instancing to forced grouping. There was also a rather extreme dearth of content at release.
There were probably other issues I am not remember, but my aim isn't to rehash events of three years ago, but to point out that DDO has since risen up, refining it's design and adding many more things for people to do. The client works very well on newer computers and I'm sure they have streamlined it and the servers. In short, it isn't even remotely the mess it was at launch - quite the opposite.
The point of this is that I, like many others, paid $50 to launch DDO and subsequently $15 a month to fund this streamlining. As of now players still must pay $15 a month, but you can buy in to the game essentially for free. It costs $14.99 and you get the first month for free.
I did the same with Warhammer Online, and did not play past the first month. In fact, I barely lasted a few days out of open beta. So that was another ~$54 dollars basically wasted. Unless I want to give in to fanboyism and think that it was magically invested in some shadowy future entertainment I will be receiving - and paying each month for like everyone else.
So what is my incentive to fork over $50+ for Darkfall, or any other MMO coming out in the future? Why not just wait six months or a year and pick up the game for $5 (like EVE's $20 buy-in) or even free (like DDO's buy-in)? If the game doesn't survive a year, then would it have been worth the $50 in the first place?
Money is tight for me right now, no doubt about it. I have a pretty good feeling it is tight for a lot of other people as well - and if you aren't one of them enjoy it while you got it. Rich or poor, prudence pays with extra dividends.
I know there is a lot of resistance to the RMT and micro-transaction model. I agree in many ways to the various criticisms of it as well. I need to end this post so I don't want to drag it out, but instead leave you with two questions:
- Are micro-transactions the optimal payment method for online entertainment in a depressed economy in which many people survive on odd jobs rather than a steady paycheck?
- Can a game that uses micro-transactions to generate income make money in an as-unobtrusive way as a game based on a monthly subscription? (By as-unobtrusive, I mean not a psychological burden on the players in the form of over-advertising or an aggressively-designed system that penalizes those who do not spend large amounts of money.) What characteristics do you envision in an unobtrusive micro system?
OK, that was three questions. Have a good weekend and maybe I'll see you in Darkfall next week!
A way to make an FPS MMORPG work?
I wonder, has this topic been done to death yet? For many of us sundry MMOers, there exists a mythical land which one can often read or listen to us opine about. A land much like any other, full of scantily-clad shield maidens and snarling manticore. A land of mystery and danger. A land where one goes about their business clicking the mouse button and aiming rather than hitting tab and the keys 1-9.
The First Person Shooter Massively Multiplayer Online Role Playing Game. That's a mouthful. There have already been stabs at it, but largely it remains an Avalon for some of us. Without going into details of the various arguments for an against, I just want to share an idea I recently had.
First, context: I have been working on an off on my Pot Farming mod for Colonization and have been putting more time than I should into a couple other strategy games like Settlers 6, and the browser games Ikariam and Nile Online. If you have read back a few posts you will know all about it.
I am an RPG, and therefore to some degree, an MMORPG enthusiast. I have been rather disenchanted with the genre as a whole lately, however. Mainly after the WAR release. I like WAR, I just don't giving-$15/month-and-my-precious-time love it. With the exception of a few games like DDO (a truly different experience and a gem for it) and LOTRO (which has the "all who wander are not lost" ethic going to help mitigate any potential raid-fueled loot race), I am pretty much disenchanted with the entire genre.
Basically: I hate raiding and I am sorry if it offends anyone but PVP is a massive joke. I hate to be the one to say it, but if you want to PVP, play Counter Strike.
So what to do? How to rectify these conflicting emotions and disparate feelings? By daydreaming of an FPS (i.e. "real" twitch-based PVP) with all the ephemera of an RPG set in a massive world.
Probably the most often argument against such a game is that as soon as you introduce RPG elements, you lose twitch. And without RPG elements it won't be an RPG. Or something like that - essentially an FPS offers a technically even playing field and by introducing attributes and skills you destroy that. But without character building you won't have an RPG and more importantly you won't have any players.
This argument is very good, and I wholly subscribe to it. So rather than continue to butt heads against this wall, what other concept can we come up with?
Well, as I have been very much in resource/building strategy games, it has got me thinking about crafting in MMOs. Like I said, I like RPGs and Fortuente cannot live on strategy games alone. So I have focused my efforts into finding the ultimate crafting MMORPG.
I wanted to try Istaria (aka Horizons) which has a good reputation for crafting, but it doesn't work on Vista at the moment. Even more annoying is that it forces you into using Internet Explorer to launch the game. I suppose that is because superfluous stand-alone launchers and support for Vista are not important. Deleted.
Right now I am on a trial for Star Wars Galaxies (gasp!). I have to say, it is my first experience with the NGE and it is ... ghetto, for lack of a better expression. And that encompasses from the crappy clip-art interface to the thrown together hodge-podge classes. But I will endure it until the end as there is still some of that old magic lurking beneath and the crafting system is still quite good as crafting systems go. I might even sub for a while.
What does all this meandering mean? Going over countless forum posts for the best crafting MMO combined with my constant mental chatter debating ideas and strategies for Grow Tycoon, caused me to have a minor epiphany of sorts ... the PERFECT FPSMMORPG. According to me, at least.
First, lets shorten that damn title. What works? How about First Person Multiplayer Role Playing Game - FPMRPG. That works for now.
So in my idealized FPMRPG there are no combat skills what-so-ever. No Strength or Dexterity, no such thing as weapon specializations or talent trees. Nada, zilch - it's (mostly) all twitch, baby. But then if that is the case, where does the RPG come into play?
Ahhh, you notice I said no "combat" skills. In my Avalon there would still be hundreds - thousands - even of skills to train and use, but they would all be focused around crafting. It would be a game for a curious type of MMO gamer, the crafting PVPer.
Before when I said combat is mostly (not 100%) twitch-based, I said that because in this world there would still be some degree of itemization. A magic sword might make you swing faster, and enchanted bow might expand your opponents' hit boxes slightly or an enchanted shield might wear out more slowly. There would certainly be healing and energy potions as well (although every FPS I can think of has something like that already).
Being a 100% crafting and resource-gathering economy, there will be no repair of items, only salvage for new ones. Crafting would encompass everything (kinda like SWG) from castles to ploughs to farming. Breeding animals would be part of the crafting. I am envisioning a crafter's paradise, here.
So what do you think? Would a combat-based FPS MMORPG actually work as an RPG without combat-based skills and stats? And assuming the crafting system made every other system since look like weak sauce could such a game actually find a niche to be successful in?
Ikariam – Civ in a browser game
For the past few days I have been enjoying the Travian-like browser game Ikariam. So far I have been really enjoying, it in fact.
It has all the elements you would expect: real-time-based harvesting of resources and building construction, construction of defensive walls and military units, trading with other settlements, establishing colonies and forming alliances with other players.
What is mainly attracting me to Ikariam at the moment is the polish and depth that has been put into the game.
You can tell just from the design of the site and its graphics that there is a high degree of polish. This is evident also in the presentation of information on the game screen, though there can be some room for improvement - I find the way they use the sidebar a bit unwieldy at times. I have also caught more than one misspelling.
But those are minor quibbles, as the depth they have added to the game is something to be admired.
First, like a Sid Meier game (don't you think their mascot looks a little like Sid?), they have a tech tree. To construct certain buildings, train certain troops or access bonuses you can research a technology. There are even classes of technologies (military, economic, etc.) with research interdependencies between each other. To research technologies you must build an academy and staff it with scientists.
There are also advisors that will assist you with information about your production and consumption, military affairs ... even happiness. Yes, there is a happiness metric in the game that you must pay attention to or suffer negative bonuses.
Perhaps the reason I find myself so immediately fond of this game is that it is basically Civilization translated into a Travian-like.
So far my one complaint is that it doesn't have a really good trading system in place - but it does have one, so I am ultimately reserving my judgement on it until I have played it longer and seen more of what it has to offer. At this point it doesn't appear many people around me are using it and there are only a few basic trading goods in the game - Nile Online's trading feels somewhat limited to me, but so far I like it much more than Ikariam's system.
Ikariam is free to play, but does have a micropayment system in place. Points, called "Ambrosia" can be purchased for real money and then used to activate a bonus system that makes managing multiple cities easier. These Ambrosia points can also be used to boost your production and research rates.
While it seems Ikariam can be fully played without ever spending a dime, I suppose the Ambrosia points are useful when managing larger empires with the aim of being competitive in the leaderboards.
For now I am having a lot of fun with it, just building up my first town and harvesting the bejeezus out of wood and marble.
More Grow Tycoon Ideas
In the course of dissecting Colonization (and to a lesser extent Civ IV), I have come across a few other ideas I have for my illicit-pot-growing Colonization mod, currently code-named Grow Tycoon that I wanted to briefly write down here both for myself and for anyone else who might happen to read this and be interested.
First, I haven't mentioned it but from the beginning I have planned on morphing the Founding Father system into a plant varietal system. Meaning rather than accumulating points and spending them to have a historical figure join your cause, you will accumulate points and use them to research and/or cross breed strains of pot to come up with other strains to grow.
I would like to have a mechanic that has a more sandbox feel - similar perhaps to the way one would create new units in Alpha Centauri. The player could mix and match to create strains that have specific bonuses (easier to grow, worth more money when sold, etc.), however for this mod I want to keep it as simple as possible. So an easier alternative given the Civ 4 engine is to simply make pre-defined strains that are researchable along a "tech tree" or in the case of Colonization the "Founding Father" tree. Plus, I always have fun coming up with silly names like Spanish Trampoline and it might make a nice way to pay homage to some real-life historical strains like Maui Wowee or Northern Lights.
Another thing that I have had in mind this whole time but I believe I have not mentioned is crucial to my decision to use Colonization as a base rather than Civilization IV itself - the town and trade system. Because pot farming in real life is itself an industry I want to preserve that (Tycoon) element by using the city-building aspects of Colonization. Where it uses schools, cigar-rolling factories, stockades and the like, however, I will be using (water) wells, generators and CCTV security systems. All which, like Colonization, must be constructed over X amount of turns and be manned by a "colonist" (I still haven't come up with a generic unit name yet).
As I mentioned in an earlier post, the scale of Grow Tycoon's world is much reduced from that of the other Civ games. But I was still having a hard time working out exactly what that means to the game. The way I have decided to approach it is to leave the basic mechanic largely unchanged and chalk up the scale difference to nothing more than graphics and text.
Which means you will still be using a unit to construct farms outside of your city, but it will be presented as constructing fields outside of your base camp. The base camp (like the Civ city) houses your workers and contains all your important buildings. From the base camp management screen (city management screen) you can assign your workers to pot fields you have constructed or other duties I haven't come up with yet. An example for a potential tile assignment would be guard duty that provides a bonus to defense from the Law or criminal gangs.
I'm going to end this here for today. As I am finishing the task of fleshing out my basic concepts I am turning more an more to creating specific units. Like the wagon - a land resource transportation unit - which I want to have a few different versions of to take into account for things like SUVs with hidden compartments, tractor trailers that hall other goods to disguise your contraband or basic cars that can travel fast but have a higher chance of getting caught by the Law. Or maybe only have one basic land transport unit that takes advantage of the experience-point system (but then how will it gain xp if it is destroyed on being caught?). That's the kind of stuff I have been moving on to lately, which I suppose means development is proceeding at a fair pace.
If you are familiar with Civ 4 and/or Colonization and would like to make some suggestions, I whole-heartedly welcome them! If you aren't familiar with Sid Meier strategy games and like turn-based strategy I also recommend you give them a try. Modding in Civ 3 was good, but as you might have seen modding in Civ 4 allows you to do almost anything you want with the only real limit being your time and expertise.
Darkfall Crafting
I have a confession to make ... ok two.
First, I have actually been following the development of Darkfall for a just little while now (no, I am not an '04er), even though the sundry cries of "vaporware!" still ring throughout the mmorpg landscape. I don't care, if it comes out I'll try it and if it doesn't, I'll just keep on with LOTRO and maybe take up Vanguard again (whatever other problems VG has, it definitely has my favorite crafting system).
My other confession is not really a confession, but a declaration: I love being a explorer/resource-gatherer.
What I mean is, the biggest treat for me in an mmorpg setting is exploration. The large, seamless world is what hooked me on WoW, without a doubt. I mean, you can run across an entire continent then swim out into the ocean and keep going until you die of exposure - that was, by far, the source of WoW-crackness for me. Resource-gathering is practically a corollary to exploration and has grown as a habit for me over the various MMOs I have played.
But perhaps as a tangent to my love of exploration and gathering, I also quite like crafting in games, especially in online games for the economic aspect of selling your wares or services. And for some reason I am one of those people who find it a more fulfilling activity than pvp or (gasp! retch!) raiding. Though of course I appreciate both of those activities because they provide the economic stimulus for said wares and services.
I am thinking about all of this because of a post made on Forumfall that has me thinking about crafting in Darkfall. Perhaps it was just a troll - or maybe not. But it got me thinking about as someone else mentioned resource gathering in Star Wars Galaxies - putting down thumpers and collecting hides. Good, good times, but alas so brief for me (I got in then left just before the NGE hit).
When looking around, typical to Aventurine's lackluster public relations, there wasn't much on the subject, though all does not appear to be so bleak. I also came across some burgeoning crafting communities like Darkfall Merchants Association.
Interestingly, I never got into mining in EVE. Maybe that would have helped keep my attention longer?
More Pot Farming Mod Braindump
OK, so I bet all of you are tight and ready for an in-depth description of how my Pot-farming Colonization mod is shaping up? Uh, yeah, about that ...
Seriously, I have not (a mere week-and-a-half) later decided to abandon it. I have, however, not being working on it at all. I am still basically at the conceptual stage with a final few issues to work out:
How will stealth/secrecy work? Will it be in game at all?
How do I bring together the way Civilization treats resources and my concept of it?
First, the secrecy aspect I am still clueless about. I have no solid, definable way of dealing with it which is why I am considering leaving it out. But then how do we prevent the wandering police units from wandering onto our farm and shutting it down? Perhaps with buildings or "national wonders."
Originally, however, I had envisioned giving each farm or civ (hereto referred to as "grow operation") a modifier like that used in diplomacy. Or reintroducing espionage from Civ 4 back into Colonization - or both. Assuming I keep this in the mod, it is likely I will definitely use the former from the outset and introduce the latter in a later iteration. In fact I don't know why I have angst about using something approximating a secrecy mechanic - it is probably due to a lack of the same perspective I suffer with the next issue: resources.
Being a long-time Civilization player, I am having a problem staying focused on the physical scale of the game. As in all the regular civ games, individual tiles represent quite significant chunks of land. One tile is simply not a "farm" or a "mine" but it is taken to represent a small industry of each. A large city occupies a single tile.
In this mod, I am not dealing with cities and nations. The entire area of a huge map for this mod equates to only a few tiles from a regular civ game. I simply need to keep this in mind more as I go over the mod in my mind and on paper.
A useful way I have found at looking at the situation is to view cities and their cultural boundries as houses with their property boundries. This is basically how I am planning for a typical map to play out. The downside is that it will increase the amount of custom graphics needed.
What I have to work out for this is how to morph the city culture rating and boundry growth. I am not sure having actual property value in the mod is worthwhile to the game (though it sounds like the beginning of an excellent real estate Civ mod), and I definitely do not want property boundaries to grow of their own accord from a rating - more land must be purchased with "gold" (which will certainly be changed to US dollars in the mod).
In this way I plan on having the "cultural" boundries set in stone at the beginning of a game with the ability to change shape through purchase or trade. It will also open the door to introducing the ability of putting farms on land not owned by you - i.e. one could play a map where the majority of land is a national park owned by the government.
So that's all I have right now in terms of musings. Once I get it nice and clean, I plan on putting my text documents online for whoever to see. Maybe I'll use Google docs - I'll let you know. Other than that my current goals are to catalogue every unit and building in the game so I can figure out what I need to change, add and delete. Essentially I am dumping the Civilopedia onto a spreadsheet.
I am also slowly familiarizing myself with Visual Studio 2008, but as I haven't touched a compiler let alone written C++ in almost 10 years, you can imagine how that is going. Slow is the key word here. But before I am able to truly move beyond the concept stage and into realizing certain mechanics I will likely have to master it.
If you are reading this and it sounds interesting to you, I welcome any comments below. Though it is true, I am mainly making this mod for my own selfish pleasure, I have no problem sharing and welcome any insights that could help make this a mod everyone can enjoy!
Finally, I need to finalize the working name for this mod. I have to admit I am rather not partial my original name "Pot Farmer Tycoon." Interesting it is not the Tycoon part that puts me off. So I am going to finalize the working title right now: Grow Tycoon. If you can think of a better name, let me know - this is just the working title.
Settlers 6 and Colonization 2 Modding
First off, for the past few days I have been completely engrossed in Settlers VI - Rise of an Empire. I'm feeling a little short on words today, so all I can come up with is that I think it "kicks ass."
I'm almost through the campaign missions, and I have been enjoying myself quite a bit. It's the perfect blend of RTS for a turtle like myself. Basically, it has elements of both combat and base- (city-) building, but with the building elements fleshed out much more than the combat elements. This is almost always the opposite in RTS titles, with buildings only being a means to create different and better units.
So focusing less on martial topics, it leaves you free to create a large and prosperous town in its fictionally generic medieval world. (No magic or monsters - just plenty of mead, Vikings and large-chested wenches.) I suppose you could think of it as carebear RTS. And it is precisely what I was looking for.
The last couple posts I was musing about my desire to see a Pot Growing Tycoon game. While I wrote it in the hope some amateur designers or modders will see and be inspired, I've decided to take the plunge and work on my version of it. Despite knowing absolutely nothing about game design other than what I learned from playing the wretched time-sinks over the years.
So first thing I realized is that considering the main limitations of time, motivation and technical knowledge, I would not be well-served in attempting a grandiose web application, let alone a stand-alone executable. So the obvious choice is to begin a mod for a pre-existing game.
My first thought was, as you might have guessed, Settlers 6. In fact I think that Settlers makes the perfect framework for the game I had in mind, as it focuses on resource acquisition, refining and building with a small amount of combat mixed in - almost exactly as I had imagined it. However, while Settlers boasts an excellent map-making tool, either it won't allow the level of customization I want or modding with it is not realistic given my three main limitations.
So I have been thinking about it, and at the end I thought Colonization 2 might make a good game to receive the "Pot Grower" touch.I am also thinking it will be the (relatively speaking) easiest to mod.
First, a great deal of the actual modification can be done simply through XML files and secondly because it is based on Civilization IV, there is already an abundance of resources to make use of in the case of customized units as well veteran modders to ask for help. Plus, I am very familiar with both Civ 4 and Colonization so win/win if you ask me.
At this point I am having a bit of trouble reconciling the differences between what I had in mind and the constraints that will be placed on me by using Colonization. Mainly I had in mind a game that plays out in a roughly similar way to Children of the Nile, Settlers, or even Hinterland. Settlers comes closest, however. Colonization like Civilization focuses more on macroscopic view with the building of multiple bases and distributing material between them.
This can still work, though. I suppose I need merely keep Railroad Tycoon rather than Rollercoaster Tycoon in mind, perhaps. I also find the trade the system used to interact with Europe to my liking in the context of this mod.
As I envision it currently:
- Rather than building "cities" or "forts" the players will build illicit growing operations and they can build a network of these farms across the given territory. This can bring players into conflict with each other and with the locals.
- The territory will also be inhabited by "natives" - in this case the locals with established towns with residents and security. Security consists mainly of police, which will also patrol the roads and randomly stop pot farmer units.
- Pot farmers will earn the bulk of their income trading items - largely pot - to some degree with the locals, but mainly to the "Big City" which replaces Europe in this mod. In the big city you can also import specialists - i.e. Trimmers and Thugs as well as buy goods like guns, plant clones or growing equipment. Of course locals will also trade items like these back and forth as well.
Some things to think on further:
- How to resolve the hidden aspect of the pot farm with the locals? In other words, the local security must not inherently know about the existence of the pot farms or network. And if there should be a mechanic that enables them to find out and attack the farm.
- And in Colonization, the fights are life-and-death. There would need to be a way to account that most busts go down without gunplay let alone deaths - and ultimately result in jail or prison. If a player is found out by the locals and raided, how would that play out?
- Should the farmers be allowed to take over entire towns of locals? If you spend all the money you make selling pot to fund a small army, what would stop you the player from simply destroying the nearest town (whether or not it is a nuisance)? This is completely unrealistic, I need to find a way to address it.
- At the same time, there should be a mechanic to allow infiltration of local towns by farmers in order to change laws or bribe officials. Perhaps this could be handled by setting the locals as decidedly neutral to the pot-growing issue but use them as spawning points for police units that attack-on-sight pot-farm units.
- The police units could use a non-combat animation similar to the one used when a worker unit is captured in Civilization when busting a farmer unit - in fact, they could become literally captured and stored in a jail. Then they could be released after X turns, released early through the diplomacy (lawyer) screen, or busted out with a "thug" unit.
I suppose the whole conflict of life-and-death versus liberty-and-imprisonment could be resolved by making the player some shadowy ubermensche much like in the Civilization series. But while it would be impossible for the player to be busted, it would be all-too-common for his units. And eventually if the right combination of diplomacy, secrecy and thuggery are not employed the result will be the confiscation of all farms and units.
I wonder how deep into Civ 4 territory you can go with Colonization? The thought just occurred to me that the espionage tactic could probably be used to both hide and discover secret farms. One would imagine the locations of farms between players would be secret as well.
Hmmm. Stealth Civ - I'm starting to like where this is heading. I'm going to head out for a gravity bong and ponder this some more. If you would like to add your thoughts on my pot grower civ mod, please do so below!

