All Running, All the Time

Since I tend to want to approach games with the thought of immersing myself into the world, I tend to do weird stuff.  At least, things other people think are weird.  Like, while playing the game Red Dead Redemption, I never used the camping method of fast travel until after I’d completed the story and was just chasing achievements.  I used the wagons, and I even did the thing there you hit the button, John says “I’m going to sleep” and you skip the travel parts, because, you know, that made sense.  But setting up a campfire and a tent, and suddenly being halfway across the game world… immersion breaking.

With that in mind, you can imagine how I feel about logging into an MMO and finding a world where everyone is running, full speed, all the time.  The funny things is, back in my days of EverQuest, people were more apt to switch over to walking, at least while in town and perhaps a little more pliable to role-playing as opposed to when they were sitting in a group on a wall whacking mobs for experience and loot.  In World of Warcraft, however, I don’t think I ever saw a person walk until I went to the RP labeled servers.

In my perfect MMO, walking would be the norm, and every player would have an endurance bar.  There wouldn’t just be walking and running either, there would be varying speeds you could toggle/cycle through.  Walking to fast walking to jogging to running to sprinting, each having an increasing effect on endurance drain.  And players could get bonuses to endurance recovery, and even reductions in endurance drain for special situations.  Like, if you just switch over to sprinting for no reason at all, endurance would drain at X rate, but if you enter into combat and your adrenaline is now pumping, sprinting would drain endurance at, perhaps, X/2 rate, allowing you to sprint longer to flee an overpowered NPC foe.

I’ve yet to decide if this endurance would be used in other places, like fighting for example, but I’m leaning toward not.  At least not the same endurance pool anyway.

A Week of Tweets on 2011-06-26

  • Willis, I say unto thee, what is the subject upon which you are speaking? #
  • It tickles me, probably more than it should, when I get emails from job recruiters addressed to my MMO characters. #
  • Thanks to Michael's hacked pin pads and a douche in Laguna Beach CA, I can no longer say I've never experienced credit card fraud. #
  • @Muerte_tsd Yeah, BoA caught it and called us. Card cancelled, new card coming. Just need to clean up a few details. in reply to Muerte_tsd #
  • @Muerte_tsd For example, BoA charged us an ATM fee for the fraudulent charges… in reply to Muerte_tsd #
  • guy: "I've dated way better looking girls than that." me: "Pics?" guy: "Umm, there like, uhh, aren't any." me: "Of course there aren't." #
  • Valve needs make up some TF2 ads that mock Evony. "Free Forever!" #

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Infinite Leveling

Here begins a series of posts, when I remember to do them, in which I will discuss the elements that would make up the perfect MMO for me.

One of the things I hate most in games is levels that “matter”.  And by that I mean content that is gated or trivialized based entirely on level.  However, I do understand the desire to have a constantly rising metric by which players can compare themselves or show some aspect of their selves to others.

In my perfect MMO, there would be levels and there would be experience gained through killing, questing, crafting and any number of other things.  These levels would be entirely a measure of effort.  If you kill 8,000,000 rats earning 10 exp per rat, your level will be higher than someone who has killed only 1 ogre for 1,000 exp.  However, if the two of you were to face off in combat, how you played, what abilities you used and other factors would determine the outcome, not level.

Level would simply be… well… experience.  A beginner would be just that a “Beginner”.  As that person played the game and did things they would become a “Novice” or “Neophyte” and progress up through different titles until they eventually reached something like “Extraordinarily Experienced Grand Master” or some such.  This title could be modified by sub-levels determined by the means which you obtained your experience.  If you did so through a majority of exploration you might be “Worldly Grand Master”, or if you did so by crafting you might be a “Grand Master of Labors”.

Looking at a person’s “level” (which would not be expressed by a number, at least not a single number) would actually tell you a bit of the story of their lives.  And that is why such a system appeals to me.  It also appeals because unless you plan so poorly that you exhaust the entire English language by allowing people to gain ten or twenty levels per session, you could literally have infinite leveling.  All you need is another tier of words, and a formula to calculate how to gain that next tier.

For Your Consideration

I have held, and will always hold, that it is the little things that matter most.  You can have two items, two stories, that are in large strokes exactly the same, but it is the little details that end up endearing one to a generation while the other winds up mostly forgotten, completely independent of its success.  The endearing tale could be one that hardly makes anyone any money but it a cult favorite for decades, and the “forgotten” one could make millions in the short-term and in a few years people barely remember that it existed.

Almost every MMO these days uses some form of the color con system.  Red often means that it is going to be hard or impossible to beat, some form of grey or green often indicates an easy kill, with shades of blue, yellow and more in between to let you know your chances if you decide to fight it.  And yet, beyond the color or number or whatever other indicator they use, there is nothing more. We are, at this point, expected to know what that means.

A giant diseased rat scowls at you, ready to attack. What would you like your tombstone to say?

Sometimes, however, I think we’ve lost something by moving entirely to numbers and UI indicators.  EverQuest added flavor to the consideration system by spelling it our for you, giving you your faction relationship and a difficulty assessment all in one quick message.  But the most important part of it was that while some information might be readily available in your targeting window, you had to actually /con the target to get the message.  It lent just a little push toward the RP in MMORPG, that your character, that you, had to stop and look the target over, reading his demeanor and body language, that your character was a hero who kept abreast of clan markings and signs of madness, that the hero you controlled, that you embodied, would be able to look at a monster and say, “Not only does that thing probably hate my guts, I’m pretty sure he’ll beat the crap out of me too.”

To me, it’s the words that made that happen, and it is the lack of words, the purely UI based blinkies and numbers that make my brain flip immediately to math and calculations and I wind up saying, “The level disparity will reduce my effectiveness to the point that I don’t believe my DPS is enough to bring his hit points to zero before he does to mine.”

It’s just one more things that brings me again to my conclusion that I seem to be out of sorts with so many MMOs because they’ve reduced themselves to being just games instead of being more than games.

A Week of Tweets on 2011-06-19

  • Playing LEGO Harry Potter Years 1-4. http://raptr.com/Jhaer #
  • played LEGO Harry Potter Years 1-4 (360) in the last 24 hours. http://raptr.com/Jhaer #
  • A nice slow Monday morning… I hate surprises, Monday, so all day better be more of the same. #
  • Anyone on Fitocracy? http://j.mp/mi91vP just signed in today, might be the motivation I need… #
  • A blog a read has made 4 posts in the last year, 2 to announce a server move, and 2 to say the moves are complete. #
  • I have 15 invites to Fitocracy, the social game you play to improve your fitness. Snag one here! http://t.co/SOKnaWd (via @fitocracy) #
  • played LEGO Harry Potter Years 1-4 (360) in the last 24 hours. http://raptr.com/Jhaer #
  • First, some fun. Then, some work. And hopefully later, more fun. #
  • I unlocked 2 Xbox achievements on LEGO Harry Potter Years 1-4! http://raptr.com/Jhaer #
  • County noise ordinance kicks in at midnight. The neighbors blast their music and shake my house until 11:59:59. #
  • played LEGO Harry Potter Years 1-4 (360) in the last 24 hours. http://raptr.com/Jhaer #
  • I unlocked 17 Xbox achievements on LEGO Harry Potter Years 1-4! http://raptr.com/Jhaer #
  • IHOP, the breakfast of non-champions. #

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A Week of Tweets on 2011-06-12

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Too much carrot, not enough stick

You might have noticed a lack of my Sneakin’ Around and other WoW related posts.  I’ve cancelled World of Warcraft again.  The truth is that I absolutely loved playing in a strange way, but not enough to feel like a $15 a month charge is money well spent.  But what really drove the nail into the coffin was the constant feeling like the game was broken.

It isn’t broken.  Not really.  But I play MMOs for two things: community and immersion.  The enemy of both of those things is leveling.

It was almost impossible to play without leveling at an absurd rate.  The experience rewards for quests are so out of whack that I can’t finish a line of quests, finish a story, without being horribly overpowered by the time I read the final mission.  That boss who is supposed to be hard to fight isn’t when I’m now three to five levels higher than him.  My other option is to chase quests that have the most challenge and ignore the story.  Abandoning quests just because they go green made me feel bad.  “Hey guys, I know was helping you with your problem, but, ah, I’m gonna move on to the next area now. Hope things work out!”

And lets not forget that unless my friends and I played dozens of alts, we could almost never play together because missing a single gaming session could leave you five or more levels behind your friends.  Slow leveling of old games never felt like work to me, but constantly playing catch-up in an attempt to just be able to effectively group with my friends did.  I supposed I could do what most other people do and just accept the fact that we’ll even out at max level, but the prospect of playing for 85 levels as filler until I get to the real game doesn’t entice me to want to log in.

The reality here is that Blizzard has seen that people are generally happier when they are “progressing” and rather than allow people to actually work for and earn things, they just lowered the bar so that you practically can’t log into the game without gaining something.  And most people seem to want that.  They’ve become reward junkies, the constant dinging of achievements and levels and other random things bringing them joy.  But to me, it’s all empty.  I’ve got over 50 levels and dozens of achievements on one character, but I look at him in the armory and don’t feel any attachment to any of it.  I didn’t really earn it.

That isn’t to say that there aren’t hard earned achievements in WoW, there are plenty, at the high end.  However, the 85 level escalator to get there is full of Fool’s Gold and cubic zirconia.  And I think escalator is the right word to describe the ride.  You get on and it is pushing you forward and if you’d like to stop, you can’t, but you can stay relatively still if you run backwards, working against the flow.

Where am I going with this?  I don’t know.  I really don’t.  I only know that playing World of Warcraft simply doesn’t get me what I want from an MMO, and I don’t think any of the offerings coming down the pipe will either.  I want a game, where I’m playing the “real game” from the moment I exit the tutorial, and I want that real game to have as few restrictions as possible, to let people make their own rules.  A guild should be a guild because the people want to be a guild, not because raids require X number of people with Y number of tanks and Z number of healers and a DPS output of greater than N.

Back in my EverQuest days, I used to tell people all the time that it’s “not just a game”.  And maybe that’s what I want most, to feel like it’s more than a game, and WoW, with its flashing lights and rapid rewards feels very much like just a game.

Wii U

As you no doubt may have heard, Nintendo announced their next console: Wii U.

The short of it is this… pretty much a Wii on steroids.  Better processors, better memory, better graphics, embraces HD, wiimotes and the balance board are supported as are all Wii games.  The early word is that it will beat out the 360 and PS3 for power, but don’t expect that to matter too long as Microsoft and Sony will probably launch their new consoles a year after this and put it to shame… unless the market decided to go sideways instead.  I mean, it’s very possible that the next Xbox will be the same as the 360 but with better processors, memory and graphics (and maybe 3D) with an integrated Kinect over a separate peripheral.  Sony could do that as well.  Iteration over innovation.

But then you get to the other part of the Wii U: the controller.

 

Aren't you a little big for a game controller?

 

Yes, that is a screen on the controller.  The obvious bits are that you can use it like a tablet and surf the web, and you can also use it as a main display (freeing up the big TV for other activities if needed), it even has a stylus for drawing, but it can also be used as a secondary screen.  Immediately many people pointed out it could be used for maps or inventory or other bits of a normal game that could be shuffled off to this second mini screen.  I started trying to think of other things…

How about an Aliens game where the pad if your motion sensor?  Even just as a large controller with extra touchscreen buttons and virtual keyboard, MMOs become much more possible.  A flight or driving simulator where one player controls the action while another player with the pad navigates, does damage control and performs other duties.

So many lost hours...

My best idea yet?  Dungeon Keeper.

In the original game, you play the overlord of a dungeon.  You set up traps and other things to run your dungeon and protect your treasure room from the heroes who come seeking to steal your loot.  It was great fun.  But with a setup like this, you could have one player being the hero on the main screen, hacking his way to fortune and glory.  On the tablet you have the second player, the overlord, playing the RTS similar to the old game, laying traps and scrambling to react to what the other player is doing.

Really, any game that requires one person to have hidden information from the other players would work beautifully.  The only shame here is that thus far word is that only a single new controller will be supported and so card games and board games played local multi-player may be out.

I’m excited for the possibilities… now I just need some people out there to make games like these.  Just in case, I’m going to start putting away a couple bucks per paycheck so that I can afford this when it comes out.  For once, I actually might want to be an early adopter.

A Week of Tweets on 2011-06-05

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