Dead Rising 2

Dead Rising 2This can’t possibly be a full review of the game, because at this point I’ve only played it through once, and if you are familiar with the original, you know that means that I failed.  I messed up a case, let survivors die and then eventually got stupidly overwhelmed by zombies.  However, death isn’t the end in a Dead Rising game.  Death just means I get to start over, while keeping my levels and skills and whatnot.  Oh, and clothes.  One of the silliest bits in the DR games is that when you start over your character will have on the clothes he was wearing when he died.  In the original, that meant that if you died after the abduction, you could wind up watching the opening cinematics in your skivvies.  In my case, I’m wearing footy pajamas, a fedora and a Groucho Marx disguise.

I digress…  The simple fact is that DR2 is the kind of sequel you love to get.  It understands what was great about the original and makes it better, and also understands what was tedious and fixes that too.  My biggest issue with the original was that the survivors all sucked.  No matter what weapons you gave them, they didn’t seem to be able to fight.  In DR2, I actually plan my routes so that I’ll have 2 or 3 or more survivors, armed with guns, when I get to a psycho or run certain parts of the game.  The survivors actually, you know, help!  But don’t just take my word for it, read this review as well.

Anyway.  I’m totally loving this game, and think that everyone should play it (and the original too, and Case 0 if they are on the 360, and Case West on the 360 when it comes out, and Dead Rising 3 when they inevitably make it).  I still haven’t played around with the co-op or multiplayer, but I’ll be doing that this weekend.

Driving Tips & Truths

I’ve been driving cars for over twenty years now, and what follows is a mixture of helpful tips and venting about stupidity.

  • Turn signals are not for the driver. It would almost be better if they somehow made it impossible to turn left or right, or change lanes, without using a turn signal.  The problem is that doing those things is possible without the turn signal so many drivers don’t use them.  But the turn signal isn’t for the driver, hence why they are on the outside of the car, where the driver could not possibly see them.  This is because turn signals are to tell other drivers what your intentions are and allows them the ability to react.  Brake lights work the same way, which is why it’s nice when people “cover” their brakes (touch the pedal lightly so that the lights kick on but the car isn’t actually braking yet) before they start braking.
  • No one knows what flashing your head lights means. One time, I was driving down the road and a person coming the other direction was flashing their head lights.  Over the next hill there was a police car waiting to catch speeders.  Obviously, flashing head lights means “cop ahead!”  So, another time I was driving and a person coming the other direction was flashing their lights.  I slowed down because there was going to be a cop… only there wasn’t.  Instead there was a large dead animal in the road.  Flashing head lights must mean “something ahead!”  This held true for years as people flashed lights for construction and accidents and other things, until I realized that in my own driving I’d only ever flashed my head lights at two other people and both times it was because the other drivers didn’t have their head lights on after dark, and I recalled someone doing that for me once too.  So, flashing head lights must mean “something!”  In the last twenty years, I’ve come to realize that flashing head lights can mean almost anything from a cop to trash in the road to head lights being off to acknowledging that the driver of the other car is attractive, and so now I pretty much ignore them.  Well, I do make sure my own head lights are on, because that’s the only meaning that matters.
  • No one can see you waving. Really, the only time anyone will ever see you wave is when they are looking for it.  If someone lets you in ahead of them in traffic, a courtesy wave to that someone is not only encouraged, it is greatly appreciated.  Always do it.  On the other hand, if you are coming up on a left turn and you see someone on that street you are about to turn on also wishing to make a left turn, especially if the road you are on is a busy one, there is a temptation to slow down and wave them out.  Only, 90% of the time, they can’t see you waving.  Want to know why?  A) they aren’t looking at you, they are watching traffic for gaps so they can make their left turn.  B) Window tinting and glare and about a dozen other things means when they do look at your car, they can’t see you except for perhaps a faint ghostly swishing of something that might be a wave, but they can’t tell.  By the time they can see you waving, you’ve stopped short, there are now ten cars backed up behind you and the gap in traffic they were actually paying attention to a couple cars back is now closed.  And odds are you may have to honk your horn to let them know you are waiting for them.  Being nice is one thing, letting people in to stop & go traffic is awesome, but if the traffic is flowing, the best thing you can do is to get where you are going as quick as you can.  Don’t stop traffic and break up the flow just to be nice to some random person.

Got any tips or truths you wish to share?

Another brick in the Wall…

Bad Wall Usage
Click to see the Cracked post about the 10 Commandments of Facebook

My birthday has come and gone.  One thing that was very different this year over previous years is that my wall on Facebook wasn’t filled with well wishes.  This was a little sad… and yet, entirely expected.  More than a few people have made mention about not being able to write on my wall there, so I decided that I’d blog about it.

At first, the wall seems like a good idea.  Given the origins of Facebook, the wall is pretty much the chalkboard/whiteboard/corkboard on your dorm door.  People can drop by and, if you aren’t there, leave you a note.  As with many things, this also fits with Facebook’s “everything is public” mentality that those of us who don’t feel that way fight and force them to keep their privacy settings useful.  (If Facebook and Zuckerberg had their way, nothing would be private.)  Most of the things that used to appear on my wall were fine.  Birthday well wishes, holiday cheer, the occasional photo or video.  But every once in a while, something I would prefer to be a private message would show up there.  Thankfully in my case it was never anything bad, but we’ll come back to this.

Another problem (in my opinion) with the wall is that they opened it up for applications.  At the beginning, games would spam your news feed.  “Jason has a new cow in Farmville!  Click here to get a free cow too!”  All in an attempt to get your friends to all play.  But now you also get “Jason has given you a roofing nail in Farmville!  Click here to collect it!” written on your wall.  Seeing as how I don’t like very many of those games, disabling the wall stopped a bunch of those without me having to block the applications.

Anyway… back to the inappropriate comments.  The main issue with the wall is that it is (mostly) public.  If you allow people to post on your wall, your visibility options are: Everyone, Friends of Friends, Friends Only, and Custom.  Now, under Custom it allows you to block certain people or only allow trusted people, but it is a pain to do and doesn’t really solve the issue.  (Choosing “Only Me” is effectively the same as turning off the Wall.)  The majority of people never look at their security settings (and Facebook is counting on that).  Instead, most people think the wall is like sending a personal message.  The result is that over the years I’ve seen a number of things posted on walls that should be in private messages, or at least restricted to Friends Only.  Phone numbers, addresses, social security numbers, test results (yes, those kinds of tests), family secrets, and so on.  Sometimes I think about when people have bluetooth headsets for their cell phones.  They seem to forget that now that they aren’t hunched over their phone and talking into it, they are now projecting and everyone within twenty feet can hear that they are frustrated about not getting laid in the last eight months, and that since they haven’t been laid they don’t know why they have itching and burning in their crotch.  The wall on Facebook is like that.

So, back when I was running through all my security settings a few months ago, I decided to just go ahead and turn the wall off.  Don’t need it.  If you have something to say to me you can either send me a private message, or you can post it in your news feed and dedicate it to me.  I’d recommend the private message.  Sure, I’m ruining the social network aspects, the viral nature, of Facebook.  I don’t care.

A Week of Tweets on 2010-10-10

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Today

It’s 10:10:10 on 10/10/10.

… and it’s also my birthday.  I am a thirty-six year survivor.

I apologize.  I just can’t help myself.

Okay, I’m done now.

Movie Round-Up: October 8th, 2010

My Life as We Buried Secretariat to TakeSecretariat: (official site)

Another inspiring movie about a horse.  I’m sure it will be good.  It looks good.  But I’m just not going to spend $10 to see this in the theater.  However, the wife and I will happily watch it the minute it’s available on Netflix.

Life as We Know It: (official site)

Two people who don’t really get along find out they are the intended caretakers of their best friends’ child when the best friends die in a horrible car accident.  As they learn to raise a child, they also learn about themselves, and that maybe they get along after all.  Honestly, there is nothing surprising about these sorts of films.  Sure, they may have a particularly clever joke here or a particularly romantic turn of phrase, but you don’t go to these sorts of films for their originality.  You go because they are fun and make you feel good.  I got to see a screening of this a short while back, and I can say it delivers.  Personally, I’d say it’s worth a matinée price, but if these sorts of films are right up your alley, go ahead and see it.  It’s worth the money.

My Soul to Take: (official site)

Wes Craven.  I have loved, for one reason or another, every film that he has made.  So I’m sure I’ll love this too.  Plus, it’s horror.  In 3D.  If any movie earns my money this weekend, this might be it.  There is only one thing that could possibly stop me…

Buried: (official site)

… and that would be this film.  Not only am I a huge fan of Ryan Reynolds, but the mere idea of this film intrigues me.  Practically the entire film taking place inside a box where the main character is buried alive with a lighter, a knife and a cell phone.  I know plenty of people who can’t see this film.  Not won’t, but can’t.  They would have to leave from all the claustrophobic feelings.  But I want to see this.  I must see this.  Luckily for me, this weekend is my birthday, so I might just get what I want.

Looking for People

Wolfshead made a great post about chat in MMOs.  I often find myself agreeing with Wolfshead.  We seem to come from the same place in that EverQuest got a lot of things right about building communities and having players be social while they play.  Anyway, that’s not what I want to talk about because, honestly, if you read his post, that’s how I feel.  But along side the chat discussion is a discussion on the Dungeon Finder in WoW.

In the comments, however, Tesh used the word/phrase “self-professed” and it got me thinking, and I commented as well.  In most games, we have to trust other people when they tell you what they’ve done or where they’ve been.  Well, not so much anymore… with gear score and achievements and bind on pickup items, people don’t have to trust you, they can inspect you or check your Armory profile and verify it.  People used to have to be social, now they don’t.

Anway… back to the Dungeon Finder.  The truth is, Blizzard named it properly.  You select the dungeon or dungeons you want to do, you select your role in the group, and then you queue.  You are finding a dungeon.  EverQuest had an LFG tool.  Looking for Group.  It was poorly named.  It should have been the Look for Experience Points tool, because that’s how many people used it.  They didn’t want to make an effort to find a good group, they just wanted to join one already formed and then soak up exp.  However, because of the nature of EQ, while Exp might be what you were after, what you got was a group since getting Exp often meant sitting in the same place with the same five other people for hours.  If you didn’t talk and socialize, you had better at least be excellent at playing and making the exp, otherwise you might get kicked from the group.  But in WoW, you use the Dungeon Finder to find a dungeon, you then do the dungeon and then you are done.  Then you use the Dungeon Finder, ad nauseum…

What I really want is a Looking for People tool.  I don’t want an objective and a role, I want a funny guy who plays with style and makes playing the game more fun than grinding the floating bags of exp and loot.  The tool should be half a personality test, and matching should be made on more than just people going to the same place.  A chatty guy should be placed with a group that wants a chatty guy.  And so on…  I know it would be a pain to build, and some people probably wouldn’t want all those options, which would be why you’d hide them.  The main screen could be as simple as the Dungeon Finder: where I want to go, what I want to do.  Then, under an Advanced Options or Social Options or Fine Tuning you put another screen with a whole mess of check boxes and/or drop downs that allow people to self select a narrower group of people.  The defaults would, of course, be Any/All and then those who wish could go from there.

The first option I’d add?  The ability to say, “Only pick people/groups from my server.”  You know, the people on the other servers in the Battlegroup might be great people, but I’d rather play with people who, if they turn out to be great people, I can play with on a regular basis.

The Sacrifice

Left 4 Dead: The SacrificeThis shouldn’t be news to anyone who is a fan of Left 4 Dead and Left 4 Dead 2, but yesterday the final chapter of The Sacrifice comic came out online.  Such a good story.  Go read it.  I’ll wait.

These sorts of things are why I love Valve Software.  Not only are their games well built and fun to play, but they understand story.  From Half-Life to Left 4 Dead to Portal to even Team Fortress 2, a game will little story of its own but surrounded by tons of great videos and other stuff.

Anyway, to get back on the Zombie Wednesdays bandwagon, yesterday also saw the release of The Sacrifice DLC for L4D and L4D2.  It’s great to fill in the gap of how our original survivors get down to New Orleans, and it’s also nice that they released it for the original game as well, just in case there are some purists out there still clinging to the L4D2 boycott and never bought the sequel.

Want to play?  On Live, I’m Jhaer.  Friend me, but also be sure to tell me who you are…

Another Case for Class

It is amazing how much time I spend thinking about designing classes in MMOs when I really don’t care for them.  Or maybe I do.  Coming from a table top gaming background, many of those games had classes.  Sure, there were dalliances with systems like GURPS, but we always came back to D&D or some variant thereof.  Reading Tesh’s Quest for Glory post this morning (read it, it’s worth it – I’ll wait), I made the following comment:

I loved the Quest for Glory games, and I want that kind of differentiation between classes… however, every time I spend any serious effort thinking up a design for it, it always fails in an MMO sense. Yes, I want the rogue to advance by sneaking around and stealing things, planning jail breaks, cheating at games of chance, etc… but how do I fit those skills into a group dynamic?

Ultimately, I always end up at the idea of every character having two lives. The first if your traditional MMO style play, and the second is solo or specific group tailored quests that can cater to the class of the individual or the class set of a group (a rogue goes to the quest giver and is told “this is a two man job. you’ll need someone tough and good with a blade to pull this off.” meaning you need to duo the quest with a warrior, each of you having parts of the event tailored to your class’s strengths.

In the past, I’ve always tried to avoid this because it leads to heavy instancing… but I’ve gotten to the point where I think a better game design is giant city hubs of social activity with the majority of all adventures/quests in instances.

And it got me to thinking.  And while I worked the ideas rolled around in my head until I realized something… That second paragraph where I mention characters having two lives, that is exactly how the best table top games played out.

Four or five or six of us would gather and one of us would be the Dungeon Master.  We’d roll up our characters and play.  Our play would consist of two parts.  In the Adventure play, the group would head out on a quest, part of the major arc of the world we were in, and we’d investigate and fight, and mostly we’d play as a group, taking on roles in that group, occasionally a player would do something that only their class could do, but mostly this part of the game was rolling dice and reducing enemy hit points to zero.  Sound familiar?  The other half would be Development play.  Invariably, after an Adventure, we’d have learned some information that would point us into several possible directions.  The group would split up and handle tracking down leads.  The reality for this was because the full group could get together less often than subsets of our group could.  The result was that the rogue would head off to see if he could gather some more info from a bar down by the docks, the priest and paladin would head to the church library to do some research, and the mage would head to dinner with the town elders.  Each sub group would then have the DM play out for them a tailored mission in which they’d use their specific skills.  The rogue would use a disguise and then get in on a back room card game, manipulating the game and getting the other players drunk while easing information out of them.  The paladin and priest would discover a dark presence corrupting the church librarian and have to perform an exorcism.  The mage would use his knowledge of politics to get a better picture of who might be behind the dark days that are coming.  If the paladin had gone to the docks, the mage and rogue to the library, and the priest to the elders, each part would have played out completely differently, but possibly yielded the same results of finding the things the group as a whole needed to continue.

MMOs need this.  MMOs need two games.  One that encompasses the whole world and all the players with big dungeons and raids and guilds and… well, what we have now.   And they need to intersperse it with a class specific solo or small group game that caters to the class, the way single player RPGs can.  Many times in MMOs, I’m left feeling like a cog in a wheel, a box to be checked off on someone else’s spreadsheet.  Holy Spec Priest, check!  What it is missing are the elements that make me feel “Priest” or “Druid” instead of “Healing of an adequate level”, “Rogue” or “Hunter” instead of “DPS machine”.

If you are going to have Class…

Personally, I think I would be much happier in an MMO without classes.  I’d rather a gear based system or a skill based system, and if you dig around here you can find all the reasons why (mostly it’s because I want to move toward getting away from “level” as a separator and the focus of play), notably this post last week.  But, if a game is going to have classes, I think I would prefer a game to simplify it at much as possible.

Rather than try to make a dozen classes, look at your combat design and build classes based off of it.  For example, let’s take the most popular design, the trinity.  Tank, DPS, heal.  Or, in other terms, taking, dealing and recovery.  Really, a game designed this way only needs three classes.  Four if you really want to split up melee based DPS and range/magic/whatever based DPS, but functionally they are the same.  If your game is going to have a small group of players potentially fighting groups of NPC enemies larger than their group, you might want to also have a crowd control class.

Once you establish your primary roles, those are your classes.  But to keep a game from being too samey, as your classes level, give them talent trees that allow the player to add flavor to their character.  In my opinion, the talent trees should essentially define a secondary role/class for the character.

For example, rather than having a warrior, a priest, and a paladin in your game, have only a warrior and a priest, then give the warrior a talent tree of priest-lite skills and the priest a tree of warrior-lite skills.  If your game only has three classes (your game is 100% trinity based), then a warrior would have two trees – a priest tree and a DPS tree.  Your priest would have warrior and DPS trees.  And your DPS would have warrior and priest trees.  The one thing you want to avoid, however, is having a tree that improves directly on the base class.  Warriors do not get a warrior tree.  The reason for this is to avoid having a clear “optimal path” for development.  In WoW, for example, if you search around you can probably find the mathematically proven superior talent tree build for a tanking warrior.  Any player who takes a “fun” skill over the optimal path may find themselves unable to get into some raiding guilds.  All max level warriors should be as good at being a warrior as every other max level warrior, the difference will be in their gear (theoretically available to everyone through effort or auction) and in their tree which doesn’t affect their ability to take damage, taunt enemies, and whatever else you’ve determined is the primary role of the warrior.

Primarily, I like this idea for it’s simplification of balance.  If you have one tanking class, you only need to adjust his ability to tank up or down and needed.  If you have a half dozen tanking/semi-tanking classes, now you have to make sure that semi-tank A isn’t better than tank B without making semi-tank A useless and all sorts of complicated gyrations just to keep all the plates spinning.

Anyway… those are just my thoughts.  I could be wrong.