I’m a gamer. I game.

Concise Gaming

Spawned from this article from Kotaku and Gamespy, this post by David Jaffe got me thinking… I’ve played through a few single player games that end up taking twenty or more hours to play, some longer.  Which since I tend to only play for an hour or two maybe once or twice a week means that these games take ten to fifteen weeks to finish, some longer.  Now, while I’m willing to accept that part of that is my fault, another part of it is that one of the reasons I only play for an hour or two once or twice a week is because there are parts of many games that feel like repetition or filler.  Many twenty hour games could easily be pared down to ten hours, if not five or less, by streamlining.

If you make a game that consists of three or four hours of genuine “fresh” game play and then seventeen or more hours of “repeating” game play, I think you might be doing it wrong.  Multi-player games can more easily get away with repeating content because it is the other players than change.  A good example of this is Left 4 Dead.  I can play the same campaign with the same three other people and still have a different experience because the weapons are in different locations, the hordes happen at different time, and the other players don’t play the same every single time.  But in many single player games, once you learn how to fight monster X with weapon A, repeating that a thousand times gets boring, and this is usually the point I save the game, turn it off and go do something else.  I’ll come back later and play some more.

Like David, I think I’d rather see game companies trim down their product, give me a concise, powerful, exciting four or five hour story for about $10.  Then sell me downloadable story additions, four to five hours in length for $10 each.  If your game works as multi-player, give me a multi-player mode and then sell me new map packs or game modes for $5 or something.  But as it is, despite their being a good number of awesome looking games on the shelves, looking is all I’m doing because $60 and all that time is just too much.

Myst it by that much…

I’m a huge fan of the old Myst series of games.  Puzzles and story, no combat.  Awesome.

Back when I was heavier into GameTap, I finally got a chance to play Myst Online: Uru Live … for about two days because they were shutting it down.  Hence the title of this post…

Well, thanks to Massively I have discovered that it is coming back, again.  And it is free!

I’m definitely going to be checking it out.  I might even look into their Open Source project.

Facebook Games and Friends

Lately, I’ve been diving into Facebook games so that I can see what they are all about.  Overall, I’m fairly disappointed in a good number of them.  Not in the game themselves, but in how they are implemented on Facebook.

I’m not new to online gaming.  I’ve got an Xbox 360 and there are people on my friend list there that I met playing Left 4 Dead or Burnout Paradise or some other game.  I’ve played MMOs and I know people from EverQuest and World of Warcraft and other games I’ve dabbled in.  I understand, and actually desire, the need for other people.  However, the way games integrate into Facebook, it requires me to be extra vigilant in how I handle my gaming friends.

In order to progress in most of these games, you need friends.  I suppose you could spam messages out to all the people who are your real friends and beg them to play, but not everyone wants to play Facebook games, so it is not uncommon to need more game friends than your real friend list gets you.  Most games, on their pages, have discussion boards where people can ask to be added as friends.  Now, I can’t just add you as a FarmVille friend, I have to add you as a Facebook friend.  Facebook does allow me to add people to lists, of which I have one called “Not” for people who are not my friends, and manage what they have access to and then I can hide them from my news feed so that I never see their stuff, but it just seems like hoops I am jumping through.

A perfect example of this is a game called Hero World.  It is fun, if tedious at time, but the main element is that the number of people in your super team directly influences how powerful you are.  So, people with more friends are more powerful.  Scouring my list of real friends, I came up with 9 who wanted to play Hero World.  With the max team size somewhere around 250, clearly my team was weak, and therefore I was weak.  Moreover, I found that in order to buy bases and continue growing my own character I needed more friends.  I utilized my “Not” group and made some new “friends”.  Yay!  I’m more powerful!  And now I’m getting spam from people I don’t know!

Perhaps I’m just missing the point, perhaps I just don’t get it, perhaps I am becoming the old man screaming at the kids to get off his lawn, but to me a “friend” is someone I know.  What passes for “friends” on Facebook just don’t seem to fit the definition.  Facebook already makes a distinction between a friend and a fan, so why not allow someone to be application level friends where we can play a game together without the instant intimacy of being a “friend”?

Anyway… having been banging at some Facebook games for a while now, I’m going to start putting up reviews of them in the near future…

Why an MMO?

Back in November, I started a thread over on the Epic Slant forums entitled “Does everything need to be an MMO?”  The spark for that post came from the various announcements of features for the upcoming Star Wars: The Old Republic. Things like full voice, instancing, henchmen, focus on story, etc. all lead me to believe this game is going to play like a single player game where you might sometimes group up with other people.  I mean, how advanced is the story telling a full voice going to be?  If I get a mission to hunt down an escaped criminal, and we end up having to kill him, only as the healer of the group I stood in the back while my buddy killed him, will the quest text change to reflect that?  Will my buddy’s name be a part of the quest or will it be like every other game and proceed either a) thanking me for something I didn’t do, or b) generically offering thanks without naming anyone in specific.  Obviously, there is a lot of “wait and see” when it comes to these things, but as I said in the thread, as more is announced I’m getting further and further from purchasing at launch.  As it is right now, I’m probably going to wait at least three months because I want to make sure the advancement and progression of the game doesn’t fall apart.

Over at The Banstick is a post about Away Team Tactics in the recently launched Star Trek Online.  It looks very cool.  But I have to wonder why I’m subscribing to an MMO to play a game with an NPC team.  Tying back into the forum post linked above, from my time in the STO beta I can say I absolutely would have jumped into this game if it were a Single Player RPG with a subscription option to participate in the MMO elements and perhaps some downloaded expansion packs later on.

Global Agenda, despite being more FPS than RPG, has an interesting model.  You buy the game, and that buys you the typical FPS.  There is a good overview at That’s a Terrible Idea.  If you decide you like the game, you can subscribe which gets you access to more game play modes and other MMO type elements (in game email, auction houses, player run bases, and more).

STO could do this by making solo play planet and space exploration free, as well as perhaps a few “arena” style PvP areas, even some multi-player PvE stuff, then having a subscription to actually participate in Federation vs Klingon vs other empires and have an impact on the balance of power.

I really hope that more games that want to be MMOs consider Global Agenda’s model, as I think it is a superior one.  It allows players to scale up and down their participation and their cost without the all-or-nothing simple subscription model.  As it stands, from the beta I won’t be picking up STO as it, to me, felt a lot like Pirates of the Burning Sea which I also sort of liked but felt it was too much to pay for what I was getting.  But I’ll probably pick up Global Agenda, and if I enjoy it I may drop in to the full MMO from time to time when I feel its worth it.

To get back to the original question posed by the title, “MMO” is the latest craze in gaming buzzwords.  WoW has delivered so many money bags to the offices of Blizzard that every title wants to cash in, to be an MMO, whether they would be good at it or not.  I think more companies should take the time to consider if their game is actually going to be worth playing, and paying for, as an MMO and then design accordingly.  Either make an MMO or a Single Player game with some MMO elements, but don’t make a Single Player game and then charge a monthly fee for it.

Murder of the First

Text MUDs really didn’t have much of a perspective because they didn’t have a camera.  You entered a room and were given a description of the room.  Anyone in the same room was “within reach” and to get out of reach you left the room.  Once games went graphical, the camera became a part of the game.  On one side you have Ultima Online which followed the Ultima top-down isometric, decidedly 3rd person.  On the other side you had EverQuest which owed its perspective to Doom and Quake and other 1st person shooters.  Later on, EQ would free up the camera so that people could play in 3rd person, but the game was designed such that you didn’t really gain much from it (unless you were pulling, in which case you could use the 3rd person camera to look around corners and behind other obstacles).  As MMOs have moved on, pretty much all of them have opted for the more tactical 3rd person view.  Pulled back, staring at the back of your character, giving you an almost omniscient view of the world.  It is very popular, in large part I suspect because it makes the game easier.  When you can see around yourself in 360 degrees so that nothing can surprise you, life is more… predictable.

While playing the Star Trek Online open beta, I found myself really enjoying the space combat.  The ground game was pretty much your typical bland MMO, like WoW or City of Heroes.  In fact, it is almost identical to Pirates of the Burning Sea.  But the space combat (much like the sea combat of PotBS) felt more much… alive.  Even though it was pretty awesome, it still felt like something was missing, and it wasn’t until a friendly discussion and an offhand comment that I put my finger on it.  A friend said, “I wish you could fight from the bridge.”  And I light went on in my brain.

What is missing from Star Trek Online, and was missing from PotBS, was a more 1st person view of the game.  STO’s space combat would be incredible if you played from the bridge, had to set the view screen, keep an eye on tactical items like scanners.

In my discussions with other folks about 1st vs 3rd person view, many of them cited PvP as being a reason for 3rd person.  You need to be able to see if someone is stalking up behind your guy.  And that discussion caused another light to go on.  In EQ, when I played primarily in 1st person, I was my character.  I was Ishiro Takagi, monk of Qeynos.  When I played WoW, where 3rd person is the default, I was controlling my character.  I was Jason, sitting at a computer controlling the actions of Ishiro, Alliance priest.  Possibly owing to its roots in RTS games, WoW plays like a giant RTS where you only get one unit.  The immersion is gone.

Stepping outside MMOs, in recent years I’ve been playing more console games.  Back in the day, before I discovered MMOs, I played a ton of 1st person shooters.  Before I started spending hours camping spawns in EverQuest, I was spending hours racing for flags and battling for control points in Team Fortress for Quake.  In the last couple of years, games like Gears of War, which everyone else seems to go nuts for, just leave me feeling empty, largely because the viewpoint of the game is watching over the shoulder of a guy, not being the guy.  I loved Dead Space, but there was a distance from the character, even though the integration of the UI into the game helped I still wasn’t in the head of the hero.  On the other hand, Left 4 Dead and Left 4 Dead 2 are just so awesome.  No longer am I looking at the back of the hero, controlling him, I am the hero fighting my way through the hordes of the dead.

This is what is missing.  This is what makes it so easy to casually cancel my MMO subscriptions and never come back.  I never feel like I am in the game, just that I’m playing it.  Sure, I could play many of the games out there in 1st person, but they aren’t designed for 1st person, they are designed for 3rd and playing in 1st puts me at a disadvantage to every other player.  I hope more games consider locking in and designing for 1st person in the future.

What do you think?

Removing Grouping – Conclusions

At the end of this, having now gone through the five elements of what a player gets, technically, from a group structure, it appears that grouping itself needs to stay unless the games are completely redesigned.  For example, in playing Wizard 101 I have been a part of a group many times without forming an actual group because the game is built around “casual grouping”.  If a player is in combat, to join them you need only step into the combat circle.  All combat is contained within a temporary group, four slots for your side and four slots for the enemy, and when combat is done the group is dissolved.  But it is turn based card/deck played combat, and not the real-time hack and slash spell casting of the traditional Diku model.

Also, as brought up by many of the people I discussed this with, grouping does bring a social element with it, a sense of belonging and direction.  There is just something about being invited to a group and joining that group that bands people together in ways that a random collection of people doesn’t have.

Anyway, I hope you have enjoyed this exercise.

Singularity

Over two years ago on this blog I decided I was going to investigate the idea of building a game where the player was only allowed to create one character.  From thinking about it on my own and from discussions on message boards, I came to realize that most MMOs simply couldn’t do it.  Mainly because their design has actually come to not only expect but actually count on players playing more than one character.  With shared bank space to easily swap items and continuing to limit characters in the number of trade skills and other aspect, as well as encouraging people to play alts and race through the old game again and again removing as many barriers to speedy leveling as possible, you simply couldn’t release a clone of any current DIKU-style MMO that only allowed one character.  You’d need to rebuild the game from the ground up.  And most MMO players simply weren’t interested.

Enter the Facebook game.

By default, the design of almost every Facebook game is that you only have one character.  As well, there is only one world and everyone shares it.  It is this element, and this element alone that has me taking a second look at the Facebook games that I originally dismissed.

The game play of most Facebook games still irritates me.  Some of them are what I refer to as “intensely casual”.  They are casual in that they require very little effort, but they are intense because their design is that there are actions to take and buttons to click all the time.  These games often provide so much micromanagement that a player can get lost in there quite easily.

I’d love to see some games that can dial back that intensity, like D&D Tiny Adventures (though they go a little too far and it barely feels like I’m playing a game at all), and I’ll keep looking for them.  Sadly, though, Facebook games are almost less diverse than traditional MMOs, so it won’t take long at all to go through them.

But maybe this is what it takes.  I said that to do one character in one world that MMOs would need to be rebuilt from the ground up, and maybe Facebook games are where that rebuilding can happen.

Chat Filter Abuse

The other night I decided I’d drop in to Wizard 101.  It is a great game for just jumping in and banging out some combat or quests, then logging out.  It’s casual in the best sense of the word, in that you can play at your own pace and not that it only requires a browser and babysitting.

Anyway, I had forgotten where I had logged out previously and I committed the cardinal sin of Wizard 101: moving before looking.  I stepped backwards into the street and immediately joined someone else’s combat.  No big deal really.  There was only one monster, so I picked a card and attacked.  I picked my card first.  The other guy then picked his, but when it came to casting, he went first.  He threw a damage increase, death +30%, and then I fired off my weakest death spell, which amplified +30% only did about 90 points of damage.  A waste of the damage increase.  Now, keep in mind, when you pick a spell, everyone in your group can see what you picked and what you have targeted.  I picked first.  There was a good ten second pause for the other guy to make his move.  He could have said “Don’t use that.” or something, but he didn’t.

So the round is done and the damage increaser was wasted and the guy says, “your jack o as”.

One of the great things about Wizard 101 is that it is very very kid friendly.  There are two forms of chat.  The first is completely restricted and only allows you to speak in canned phrases like “Help!” and “Let’s go fight [insert quest target enemy here].” and other such things.  The other form of chat is free form typing, however, every word you type is compared to the Wizard 101 dictionary and if it doesn’t exist in there the word will stay in red on your screen and will appear as “…” to everyone else.  What my groupmate was trying to say was “you are a jack ass” but if he had it would have gone out as “you are a jack …” or possibly even just “…”.  I honestly forget how harsh the censoring is.  So, because of the chat filter, a new slang has emerged in Wizard 101 using approximate swears.

Back to the group… he then tells me “fine ill let them kill you i wont attack at all” which was fine with me, even though a second monster joined in I can easily take two at a time in this area.  Of course, he proceeds instead to target everything I target in an attempt to make me not fight.  *shrug*  We win and then he says, “more on” “flock off bench” “your a noob end of story there”.  Translated: Moron. Fuck off bitch. You’re a noob, end of story there.

Flippantly I threw in a “less off” in there in response to his “more on”, and when he was done I said “You’re”.  Which he took for arguing, like I was saying he was a noob when in reality I was correcting his language, his misuse of “your”.  He then followed with lines that included “sheet o face”, “little bench” and he tried to explain to me that “you’re”, “your” and “you are” all mean the same thing.  “master o bait”, “shut the flock up”, “as o hole”.  The really funny part is when he claims that because of my spelling and refusal to type insults around the word filter it is because I’m a little kid.

What?  So, in most MMOs, people spouting obscenities are often younger, less mature players.  But in Wizard 101 I’m being told that proper grammar and not swearing is a sign of immaturity?  Huh?

The sad thing is that the filter while preventing real swearing also prevents real communication.  The guy asked how old I was, and I couldn’t answer because the game would not allow “35” or “thirty-five” or “thirty” or “five” to be said.  In fact, at the end of our conversation he said, “i can tell from your crop of insults your not even third team”.  Since the game splits players between “under 13” and “13 and over”, I assume he meant “13” but had to say “third team” to get around the filter.

The entire situation ended in irony.  This guy was so pissed at me for the one miscast spell and my further arguments about his grammar that he reported me.  If you go to the Wizard 101 FAQ page and click on the question “What happens when I get Reported?” you will find the following text:

When you report someone, or you are reported, a message is sent directly to Mr Lincoln that includes the chat logs of everything that was said before and after that report.

Mr Lincoln then reads the log and assess the situation. He determines how bad the offense was, looks up prior offenses for the reported individual, and based on that assessment he issues sanctions such as muting or banning and sends an email to the offending account explaining the violation and the sanctions.

If the report was falsely made, that is determined as well, and the player who made the false report is investigated as to whether or not they have made previous false reports. False reports are just a egregious as valid ones, and similar sanctions can be levied against repeat offenders of false reporting.

Everything that a player enters into the chat window is logged. These larger chat logs are also routinely checked for those infractions that are not reported.

Under the question “What is considered a Reportable Offense?” you’ll find:

We appreciate that our players want to make Wizard City the best it can be, and we’ve placed the tools in your hand to report players for inappropriate behavior. We ask that you use the reporting feature to identify truly egregious behavior, such as creative profanity (swearing around the filters), solicitation of usernames/passwords, predatory threats, racist comments and other such actions as outlined in the Terms of Use. The old story of “the kid that cried wolf” has a lot of bearing in this situation and we trust that all reports received by players are valid and require support intervention.

So, shortly after my new friend departed (I did add him to my friend list), a pop up window told me I had been reported.  Shortly after that, my new friend vanished, both from the game world and from my friend list.  I can only assume my friend managed to get himself banned.  On the other hand, my account was muted for 1 day.  I asked for clarification and got it.  Apparently, when my friend said “you little sheet” and I responded “Sheet of what?” my use of “sheet”, a common sidestep for the word “shit”, was enough to warrant a 1 day mute warning.  I have asked if any action was taken against my friend, and I emailed them screen shots of the conversation, since I was unable to report him myself.  No word as of yet…

Oh well…

Removing Grouping – Part V

The last thing I want to approach, and it is last only because I wracked my brain for weeks and could only think of five things a group mechanic provides (communications, status updates, rewards, content gating – everything else was purely social and not tied to the mechanic itself), is balance.

Many games these days that have groups use those groups to affect the design of the classes/characters in the game.  Some players may not think so, but a lot, and I mean a ton, of time is spent tuning things like “what should the mana cost of this spell be?” and “what differences should there be between the single target version, the group version, and the area effect version?”  You can look back at EverQuest and see that clearly in their buffs.  A single target version of a spell might have a 2 second cast time and cost 200 mana.  The group version has an 8 second cast time -making it harder to cast during combat- and costs only 700 mana -making it a big savings in both time and mana when casting it on a group of 6 players.  The area effect version has a 30 second cast time, costs 3000 mana, and uses a pearl, making it impossible to cast in combat, wipes out the mana of the caster and costs in-game money, but it lands on “every player within a radius of X” making it fantastic for casting on a ten group raid at the beginning of an evening of raiding or for spamming buffs at the bank but little else.  Every game (in the Diku mold) does this to some degree, using the group as an element of balance.

In Lord of the Rings Online, there are even group maneuvers where one player starts an action that opens up options for other group members to continue the attack.  Without the group mechanic and the built in selection of who to notify of a group maneuver, the game would need to move indicators of group actions to the target itself so that a random collection of people without a formal group structure could pull off the same action.

Like with rewards and content gating, the group structure here is a fundamental element of the design for balance and weighs heavy in lots of the decisions made in what players can and can’t do.

Do You Play Facebook Games?

I have to admit that the casual games on Facebook fascinate me.  However, their “abuse” of social networking keeps me away from many of them.  Every time a friend of mine updates me with some event in a game, or invites me to play, I hide all statuses from that game.  In a similar fashion, anyone on my Twitter follow list who enables the twitter features in most games that offer them will be unfollowed.

To date, my foray into Facebook games has been two fold.  On one hand you have games like Scrabble and other board games where you challenge people and play, or go looking for open games and play.  On the other hand you have things like Farmville and Mafia Wars (the Zynga games) where in order to succeed you have to spam and invite your friends and join groups of people you don’t care about just to be able to progress.  It is that latter group of games that turns me off.

So, what about you?  Do you play Facebook games?  If so, which ones?  If so, what draws you to them?