G+N

Trying an experiment this evening.  Should have posted this yesterday, but, alas, I did not.  Anyway, the idea goes like this:

Google Plus Netflix: a bunch of people watch the same movie at the same time though Netflix Instant and run a live text commentary on Google Plus.

This could be awesome.  This could suck.

My main impetus for doing this is the idea of the commentary, but in such a fashion that it was “recorded” but not a podcast, and possible so that if someone watches the movie later they can read the commentary on roughly the same pace.  Also, using a text medium like this means that there is no limit to the number of participants, so I’m hoping we get lots of voices, from the funny mocking tones to the knowledgeable remarking on production values.

Of course, the latter may be in short supply since I chose Birdemic: Shock and Terror as our inaugural film.

If you want to participate, go here.  The movie will start at 10 PM Eastern.

Give me a ping, Vasili.

Over at the Ancient Gaming Noob, Wilhelm discusses briefly his need for a flight sim MMO and then posts about World of Warplanes.  He asks in the title and at the end, “What else do we need?

I’ll tell you what we need: World of Submarines.

688 Attack Sub
Give me a 30 degree down bubble, engines at one-quarter, heading... somewhere over there where you heard the pinging.

The best part of this idea is that it wouldn’t need a high-end gaming system because I wouldn’t want to have a vehicle shooter where you drive around in your sub, strafing as you launch torpedoes at other players.  No, I’m talking about 688 Attack Sub type play, sticking closer to reality.  The player gets the deck of his sub, from which he can get status readouts of his hull and other systems, sonar screens, maps.  The only time “real” graphics would come into play would be through the periscope and if the game is restricted almost entirely to submerged play then all the periscope would get you is a view of other periscopes.  In fact, you could even remove it altogether and include “periscope depth” as just a place to go to get communications and other elements.

Taken a step further, without a new for huge graphic worlds, you might be able to have multiplayer subs, with people connecting together to run various stations.  Sure, you can run a boat on your own, but wouldn’t it be more efficient to have a sonar tech giving you the readings, a driver taking your directions and someone else loading and firing your torpedoes?  Damn right it would!

Someone, somewhere needs to get on this immediately!

The story of my gloves…

One of the things I’ve come to loathe in modern MMOs is the item grind and the lack of attachment that comes with it.  In World of Warcraft, I don’t care at all about my items because the chances are pretty high that I’m going to replace them soon.  It might be a couple of days, or a few hours, or more often than I would like just a matter of minutes.  I recall one day in particular where I upgraded my character’s pants seven times in just two hours of play.  I probably could have kept any one of those since each upgrade was just a couple of points, from 120 armor to 122 or 8 strength to 9 or adding a stat bonus the previous pants didn’t have, but I felt no attachment to any of those pants.  They’d been so easy to obtain that the stats were all that mattered.

And the appearance, but when the game practically forces you to look like a rodeo clown trying to maintain a cohesive and good look is practically futile.

In my perfect MMO, character stats would be on a smaller scale.  No more crazy strength of 874.  There would be a cap, 100 is a nice number, but then I’ve always had a soft spot for the old table top D&D standard of 25.  With a smaller scale, a single point increase from a magic item would have noticeable impact.  Magic items would then be more rare.  In fact, I’d probably place true magic items only at the end of long quests, coming from incredibly hard boss mobs (assuming the game even had them) or through the arduous labors of master craftsmen.  The obtaining of a magic item would be a story you could tell.  Rather than “Yeah, I got these gloves from delivering pies from Joe to Stewart.” your story would be more along the lines of “Well, about three weeks ago, I undertook a small task for the local sheriff…” and spiral off into a series of deeds and fights or harrowing escapes.  More importantly, those magic gloves would take a long time to replace, if ever.

Over the long haul, your character would become a graphic representation of the stories you could tell, instead of a collection of the best gear you’ve obtained lately.

I think this desire, this design, springs from the years I played EverQuest as a monk.  In the early days, a monk could barely wear any gear, and he was 70% effective even naked since his gear was so weak and he fought without weapons.  Thus, every item that I wore was something I obtained through playing the game.  Some of it from long quest chains, some of it, later, from slaying dragons and other rare and dangerous beasts, from invading the planar homes of the gods, crafted by dear friends using rare materials obtained through adventure.  Even as the game changed and the design encouraged monks to wear more gear, and more monk wearable gear became available, I’d been playing one way so long that I continued.  Every item I carried was a story.  The Treant Fists were a tale of a lost weekend in the Gorge of King Xorbb, the headband of the Ashen Order and the sash of the Silent Fist that eventually lead to the Robe of the Whistling Fists and the Celestial Fists, the Iksar shackles, the Shiverback Hide armor, and so much more.

I’d love to see a game, or perhaps I’ll have to make one, where I actually care about my gear beyond the numbers it increases.

Google+

Allow me to begin with a turn of phrase I stumbled upon that I think sums up quite a bit:

Unlike other networks that I have to actually go to, this one is where I already am.

This above all other things is why I am so drawn to Google’s new social network.  I already keep gmail open most of the time, and I use an Android based phone, and I use the Chrome browser wherever I can.  I use calendar and reader and documents and a host of other Google applications already, so it just makes sense to thread a social network into all of that and put it right at the top of the page for every one of them.

Anyway, if you wish to find me there, click this.

When I first started using Facebook, it was built largely around Groups or Networks.  I remember joining the network for my college and later my high school, one for my work and another for the state I lived in (or it might have been geographic region, I forget exactly).  Of course, that was back when your status was just your status and not a feed of previous status or a place to share random information, but I really liked the groups.  Then the groups got pushed the back and then they went away altogether.  They are back now, but totally different.  Either way, what I liked most about them was that I could talk to someone in the same group as me without having to “friend” them and give them access to all of me.  So I was very happy when Facebook introduced Lists, which I immediately used to sort and group my friends, but still, I missed being able to chat with people who share an interest of mine but weren’t my “friends”.  I suppose to a degree the fault is mine because I didn’t seek out Facebook’s Groups after they re-implemented them, but it is also Facebook’s because they trained me not to seek them out by taking them away in the first place and driving me toward a “one feed to rule them all” design.

I digress.  On Google+ I’m enjoying the Circles.  While on some level they are functionally the same as Lists from Facebook, the interface is much easier to use and it is brought to the forefront of the overall design, not hidden in a dark corner like Lists.  And using Circles when sharing is several clicks easier than using Lists for sharing.  That ultimately ends up being the central factor to why I like Google+ over Facebook so much: everything that is hidden under several clicks in Facebook is closer to or on the surface at Google+.

Google+ also feels more like Twitter than Facebook, which is good.  On Twitter I follow a number of comedians and pundits and other random & assorted people, people who I’d probably have to Like their Fan Page on Facebook.  And again, Liking a Page on Facebook just feels more removed than Following a Person on Twitter, even if the result is exactly the same.  So on Google+ I’ve got a Following Circle that I’ve tossed in the people I’d follow on Twitter that I don’t expect to follow me back.  And while I’m no celebrity, there are people who follow me on Twitter that I don’t follow back, and I suspect the same will eventually be true of Google+.

I’m also excited because I like being in the Beta phase of almost anything, especially when the developers are actually listening.  A couple of rounds of fixes have gone in, and lots more are coming.  It just feels good to be part of the process.  I’ve suggested a few things so far and while I don’t claim all the credit because I’m sure others submitted the same requests it is kind of cool to see those things coming to be.  I’ve made numerous suggestions to Facebook other the years and since not a single one has ever been implemented, either I’m absolutely crazy and wanting things no one else does or Facebook doesn’t listen.

Playing over at Google+ has eaten up a lot of my time and will probably continue to do so.  I’ve always been luke warm when it comes to social networks, dabbling a bit here and there, but I think one has finally pulled me all the way in.  Down the rabbit hole I go…

Foreign Policy

I don’t normally get political on this blog.  I tend to want to keep this about game design or movies or zombies or other random passing thoughts. However, lately I’ve been thinking about all these wars that the United States is getting involved in and the common refrain that we should “bring our troops home”.  The reality, of course, is that we will never see all the troops come home from the Middle East.  As far as I am aware, and I could be wrong since I’m not a history professor, the United States has never completely left a country that we weren’t forced out of once we went in.  We’ve got military bases in Japan and Germany and every other country we’ve ever invaded.

“But that’s not what they mean” you might be saying, and you are right.  They don’t really want us to bring all the troops home.  These people just want us to stop fighting, bring our large combat units home and leave the usual peace keeping forces behind.  But I’ve got another idea…

We should recall all troops.  All troops.  Everywhere.  We should close all foreign bases and begin construction on a giant impenetrable dome to enclose the United States.  Think of it as a jobs program.  To make this happen we will be required to annex parts of Canada and possibly some of the Caribbean.  A dome, after all, is a circle at the base and the United States isn’t exactly an island.  In exchange for the parts of Canada we will be required to take we will give them Alaska.  Hawaii, being too far away to include inside the dome, will be allowed to form their own country, taking the US’s seats in all international forums since we won’t need them anymore.  I do not envy them their fight to retain a voice, seeing as how they won’t wield much in the way of military power, but perhaps they’ll be able to cozy up to a few European nations and trade vacation homes for protection.

Once the dome is completed, we will begin phase two, wherein the dome is converted into a sphere with large engines constructed deep beneath the earth.  At the end of phase two, the sphere will separate from Earth proper and take position as a second moon to the remaining planet.  Should the separation of the United Sphere of America cause the destruction of the rest of the Earth, we apologize in advance and promise to build a memorial garden, with both a commissioned work of art and a commemorative plaque.

This is the best, and in my opinion the only, option for the future.  It must be done to protect freedom, justice and the American way.

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.