I’m a gamer. I game.

EVE adding a ground game

If you dig around this site you’ll find that I occasionally praise the design of EVE Online.  Which is funny, considering that I don’t play it.  I did, at one point, but unless you have the desire and time to get involved in the forums, corporations and politics of the game or like the economy jockeying, the mechanics of the game are fairly boring.

CCP, the company that makes EVE, is looking to change that… sort of…

Enter, DUST 514.  I read about this over at Fidgit, and here is what was said:

DUST 514, featuring first-person shooter and RTS-style gameplay, will interact directly with EVE Online, CCP’s critically acclaimed flagship MMO. This interplay between the two games opens the EVE universe to console gamers and gives them a chance to become part of one of the most massive cooperative play and social experiences ever.

The primary gameplay of DUST 514 features brutal ground combat that takes place on the surface of planets from EVE, delivering the visceral, adrenaline-fueled experience of futuristic firefights. Developed for the current generation of consoles, DUST 514 combines equal parts battlefield reflexes and strategic planning, giving commanders and ground infantry real-time configurable weapons and modular vehicles to manage dynamic battlefield conditions.

Again, CCP seems to be taking risks by trying something that isn’t exactly mainstream.  Sure, console FPS games are old hat, but the idea of integrating that console FPS with a PC MMO and tossing in some RTS style elements has my interest piqued.

This article includes a video showing what I can only hope is in-game footage of combat.

I am excited to hear more, which they say we will at CCP’s Fanfest in October.

The Tools You Need

There is an old saying that goes something like this:

Give a man a fish and he’ll eat for a day. Teach a man to fish and he’ll eat for a lifetime.

Throughout my career in computers, I have often referred to various tasks as “handing out fish” or “fishing lessons” depending on how I decided to approach it.  In recent years, I have often leaned toward fishing lessons over handing out fish because I hate having to repeat work, though sometimes if a task will never need to be repeated obviously teaching is a waste.

More recently, I’ve come to realize that I enjoy working with people who can figure things out, where I don’t need to actually teach them, but I can just give them the tools they need and they’ll teach themselves.  This I have come to refer to as “giving them a pole and showing them the ocean.”  Of course, this technique does require that the person is familiar in the arena.  I couldn’t do this for a programming job with the guy who cuts my neighbor’s lawn, but if I’m talking to another programmer then he should already be familiar with enough basics that if I give them a language and a goal they should be able to fill in all the missing steps themselves.

Since I put this in the gaming category, how does this pertain?

I’ve always admired EVE Online, even if I didn’t overly enjoy the game, because the game itself is little more than a set of mechanics and some tutorials in how to use them.  If that is all the effort you even put into the game, EVE is shallow, bland, repetitive and boring.  However, using the tools of the game and the Internet (in the form of message boards and other bits) and stepping outside the safeguards of high security space, the players have crafted themselves a very deep game of social interactions and political intrigue that rivals the plots of many popular novels.  And it is a game you can’t teach.  You can’t be an EVE player and teach someone how to get involved in the machinations of the social entities.  You can only give them a pole and show them the ocean.

Worth Fighting For

One of the things that bothered me a lot while playing World of Warcraft is that most people really just didn’t care.  If you got too many monsters in the same fight, or an elite was just too strong, many people just gave up, took the death and came back.  The penalty for losing was so soft that no one minded, and in fact many relied on it to test the waters.  “Hey, let’s try this! What’s the worst that can happen? Lose a couple minutes and a little money on repairs?”  It added an element of fearlessness to the game, which had its own merit, but in the long run as you come to count on that losing doesn’t hurt, winning doesn’t feel as awesome.  Winning is just something that happens.  Winning, in World of Warcraft, is inevitable.

Meanwhile, back in the dark ages of 3D MMORPGs, death could easily cost you a couple of days worth of experience points if you couldn’t get a cleric to resurrect you.  In some ways, this was bad because people were less likely to try things unless they were pretty sure they had a good shot at winning.  However, a charismatic enough leader could convince just about any group to try anything once.  “I know we don’t have a cleric, but I’ve grouped with this druid before, and we have an enchanter to slow, we’ll be fine!”  That was the basis of some of my most memorable moments in the game.  Five monks and a druid as a group in Old Sebilis, ranger tank in the Plane of Storms, and so on.  But the greatest effect of a stiff death penalty was the will to survive.  If a pull went bad, or a wandering monster joined in your already iffy fight, not one person ever said, “Hey, let’s just die and come back in a couple minutes.”  Instead, the chat window would immediately be filled with chatter about who was tanking what, or what mob was going to get pulled away and rooted, or which mob to focus on as various forms of crowd control were tried.  My memories of EverQuest are filled with moments of healers being out of mana while the group is surrounded by five monsters all mesmerized and the enchanter ensuring us they could hold it while I yelled at the group, “No one touch ANYTHING until the cleric says he’s ready!” and people making sacrifices, “I’ll off tank this, but I can’t last more than a minute or two, if you don’t finish by then, I’ll be dead but I wish you luck with the add.”  I fought many fights where bad agro killed the cleric and the rest of the group fought tooth and nail to stay standing as long as they could.  Failure hurt, but snatching victory from the jaws of defeat felt incredible.

Many people will tell you that harsh death penalties are a thing of the past and that today’s players wouldn’t stand for it, and they are right.  The people who would never play EQ who have flocked to WoW aren’t looking for that sort of risk, just a few odd minutes or hours of entertainment.  But to me, that sort of investment in a game is what I’m looking for.  I want a game worth fighting for.

Combat Pacing

One discussion that comes up from time to time when talking about game design for MMOs is about combat pacing.  That is, how long should a fight last, and how “active” should the player be?  In fact, just last week a thread about this showed up on the forums over at Nerfbat.

Because I’m more interested in group play and social interactions, obviously my stance is to make fights longer and reduce the need for button pushing.  I’m extremely fond of the old EverQuest design where fights were counted in minutes and players often had between 3 and 10 seconds between actions.  In my opinion, this allowed for more tactical play, allowing you to see what was happening and consider your response as opposed to faster games where you tend to approach the fight with a plan and execute it, the individual fight lasting 30 seconds or less (excluding boss and raid encounters, which are obviously tuned to large groups and to last longer).

I also like slow combat because currently, unless you are playing exclusively with friends and using voice chat on a Ventrilo server or similar service, social interactions have to occur through the same keyboard that controls game play.  If you are hitting a key to perform a combat action every 1 to 2 seconds, that doesn’t give you much opportunity to chat.  The more “intense” the combat, the more “quiet” the game gets, and you have to practically stop playing the game in order to be social.

Anyway, those are my thoughts, also expressed in the thread.  If you want to join in the discussion, I encourage you to sign up at the Nerfbat forums and do so.

Wizard 101

This will be my one and only post on the game Wizard 101 under the Freeloading heading on this blog.

Back when this game was under development, I got an invite into beta.  The basics of the game are a collectible card game, not unlike Magic: The Gathering or other similar games, but to speed up the process they’ve removed the concept of land and resources and replaced them with hit points and mana which you have from the start and carry around like any other MMO.  I immediately liked the game.  One, because it was so vastly different from the MMOs that I had played thus far, and also because it seemed like a great game for kids.  Not that I have kids or anything, but I respected the hell out of the game because they obviously chose their market and built a game nearly perfectly designed for that market.  That doesn’t happen as often as it should with MMOs.  Usually MMOs start off very generic and then through beta testing they start tailoring the game to some demographic for launch, which is often not the same demographic they will court over the life of the game.  But Wizard 101 started in one place and have stuck with it, and done it well.  That said, when the game exited beta and launched, I didn’t play… because I was playing other games at the time and this one just wasn’t what I was looking for.

First, let’s get technical.  I’ve got a 2.3Ghz single core processor, 2GB RAM, and a GeForce 7900 GS.  Its an older PC, probably two years at this point, and it wasn’t exactly top of the line when I got it.  Wizard 101 runs like a dream.  It is fast, loads quick, and never lags.  I’ve stood in the Commons with easily 50 or more players on my screen and everything moves fluidly.  And the game looks great.  Sure, its not FarCry level of realistic detail, its cartoony, like World of Warcraft but aimed more at kids.  And I’m running at the highest levels of detail with the best textures all at 1920 x 1200 resolution.  More games need to be able to do this.  Now on to game play…

As with the other game currently appearing in the Freeloading heading, my goal with Wizard 101 was to play without paying.  So I loaded the game up and my beta character was still there.  Level 5 (I think), wearing only gear that he’d gotten playing the game as I had never bought anything.  I’d played through all the content of Unicorn Way in the beta (well, almost all, it seems that a couple of quests had been added since, but those didn’t take any time at all to finish off).  I don’t remember how long it took me to accomplish that, but I can’t imagine it took me more than a couple or three days, maybe 8 hours of play at the most.    So, what remained was Golem Court, Triton Avenue and the Haunted Cave.  Every other door was either locked or would present me with a screen asking me to buy the area or a subscription.  Three days.  Friday night, Saturday, and Sunday Morning.  That’s how long it took me to finish up every single quest I could find that didn’t require entry into an area that wasn’t free, so if I had been starting with a new fresh character it probably would have taken a week.  But then again, this game wasn’t made to be played hardcore like this.  It’s designed to be done in small chunks, a quest or two at a time.

One of the most awesome things about Wizard 101 is that if you need help fighting a boss that is too difficult and there is no one around (likely because the game put you on a lower population server when you logged in) you can go to the options screen and switch to another server or another copy of your area, literally within seconds (one loading screen, which is even faster than other loading screens because you’ve already loaded the zone).  This made getting stuck nearly impossible.  I’d get to a door to a boss and wait a few seconds, look around, and if I didn’t see anyone heading my way, click click click, I’d be on another server.  If there was still no one around, I had to wait 60 seconds to be able to switch servers again.  It never took more than 2 or 3 server hops to find someone else standing at the boss’s door and we’d go in and fight together.

Much like Free Realms, Wizard 101’s greatest weakness is its social interaction.  Being a game aimed at kids, they’ve put in plenty of parental controls and the only way to ensure that another player can read what you say is to stick to the canned text.  Click the word bubble icon in the upper left of the screen and navigate the menu to find something like “I need healing” or “Let’s go fight [insert quest monster here]!”  If you type your own words, you run the risk of people seeing only “…” which is what the game replaces questionable text with.  The most important use of the friend list isn’t actually to keep track of your friends, but to use the “Teleport to Friend” function to get through a door you can’t get through on your own.  Not into pay areas for free, I tried, but some boss doors will not be available to you if you have not gotten to that part of the quest chain yet.  Instead, the person with the quest invites you as a friend, they enter, then you use the teleport function to join them.  My friends list is full of people I used or that used me to get inside towers.  I practically jumped out of my chair the first time I encountered a person who was actually chatting.  We talked for about a minute, but they had to log out.  Its been nothing but canned text ever since.

Again, like Free Realms, even with the social aspects so weak, the game is actually quite fun to play.  Like any collectible card game, there is strategy to building decks, choosing your cards to include, and strategy in the order to play them, and game knowledge of what monsters have what cards and guessing the builds of their decks.  Especially if one gets into the PvP arena area of the game, I can easily see this being many long hours of building decks and playing matches.  I messed around in the practice area myself and quickly realized that if I wanted any real challenge I would need to pay to get access to the ranked arena as my deck simply blew away most of the people I played with.  (Hint: as most card gamers know, a fat deck is not always better, I use the Starter Deck that has less slots so I can more predictably get the cards I want, reducing the luck of the draw.)

The one place that Wizard 101 really shines over Free Realms is how they do their unlocking.  Both offer a subscription that unlocked all game content, Wizard 101’s is more expensive by a couple dollars, but Wizard 101 does not lock any classes or cards (at least that I’ve run into) requiring membership to use.  Free Realms is lousy with them.  Probably 60% of items I get from questing in Free Realms I can’t use as a free player.  Wizard 101 also allows you to buy areas, unlocking them forever.  So if you want to go to Firecat Alley, you can buy it for 750 crowns (in game cash) which equates to about $1.50, less if you buy crowns in bulk.

And this is why this post will be Wizard 101’s one and only appearance under the Freeloading heading.  Where Free Realms hasn’t yet convinced me to spend any money on it at all, yesterday I dropped $10 on Wizard 101 for 5000 crowns so I could unlock more areas to play in.  I’ve heard you can unlock the entire game for $80 (with the exception of the arena, which you pay per fight or per day, or subscribe for unlimited play).  That is about the best review I can give a Free 2 Play game: it hooked me enough to give them money.  You win, Wizard 101.  You win.

People and Absolutes

One of the things that makes blogging about game ideas difficult at times is the level to which other people will misconstrue what you mean.  Take, for example, my Monday post about procedurally generated content (PGC).  Almost every conversation that I had throughout the day with people on that subject jumped to the level of Love, which is a game that is using primarily PGC for its entire game.  For me, however, my intent was only for the rapid generation of content that would require a minimum of tweaking to sit alongside hand crafted content.  Have the PGC engine whip up a huge city of a hundred blocks, and then zip back in and touch up the buildings, even replacing some with entirely hand built ones.

One of the arguments was actually someone insisting that PGC will NEVER be used, and that games needed to be 100% hand crafted, all the time, forever and ever.

Whenever I see things like that, I’m reminded of a friend of mine, let’s call him Bill.  Bill loved EverQuest.  He played it five or six hours a day, minimum.  He spent most weekends, from Friday afternoon until 3 a.m. Monday morning playing.  When we dragged him out of the house, he talked about playing it.  He encouraged other people to try it.  And then one day, he decided he didn’t want to play anymore.  Not only that, but no one should play.  The game was destroying our lives and ruining our futures and every minute we put into the game was a minute wasted.  I’m pretty sure he broke and burned his original CDs.  Instead of EQ, Bill started up Kung-Fu, which was awesome.  He practiced every day, and all weekend.  When not Kung-Fu-ing he was talking about Kung-Fu and how everyone should be doing it.  Well, until he decided he didn’t like Kung-Fu anymore…

Another great example of people going to extremes: try entering into a discussion of MMO features and suggest that you’d like to see more benefit to grouping.  People will proceed immediately to claiming that “forced grouping” (an MMO Myth, by the way) is terrible and that eliminating solo play is bad, regardless of the fact that you might even be saying that solo is a perfectly viable way to play the game but you’d just like to see grouping have some advantage beyond “not playing alone”.

As with most things in life, moderation is usually best.  There is a time for everything, an appropriate amount of everything.  Game design is no different.  Every idea is worth considering, and not as an absolute, not as “the way”, but as a tool, a flavor, one thing among other things that can help you.  PGC has a place in gaming, and different companies will use it in different ways.  I’m just waiting for some game to come out, blow people away with their awesome design, and then for the devs to come out and explain how PGC had a large hand in it.

Of course, if that happens, the gentleman above who was insisting PGC had no place in gaming will probably start insisting that PGC needs to be used for every game, always, forever and ever.

Left 4 Shaun of the Dead

Like Left 4 Dead?  Like Shaun of the Dead?  Want to play Left 4 Dead in the world of Shaun of the Dead?

Well, you might one day get the chance on the PC version of L4D thanks to the Left 4 Winchester project.  It almost makes me want to get a PC version of the game.

A World as big as the World

One of the things I’ve always dreamed of in an MMO was playing in a truly enormous world.  For example, if I were to play (or make) an MMO for a zombie apocalypse setting, I would want the world to be so large that even if I had millions of players, it could be as sparsely populated as you might expect a horror themed zombie game to be.  Of course, players could choose to cluster, for safety and companionship, but the possibility to walk for miles and miles and find no one else needs to exist.

The problem is that taking the time to build that world would be too much.  And that is why this has me very excited.

The CityEngine by the people over at Procedural just floors me.  Lots of people will tell you that hand crafted games will always be better than a procedurally generated one, and in one aspect they are right.  If your goal as a game maker is to tell a story, a narrative, like a Halo game, or Dead Rising, or any other traditional PC or console game, then yes, hand crafted content is the way to go.  Your story demands it.  But in an MMO or other Virtual World type game, where the players and their interactions are the real story, and your setting and lore are just a sandbox for them to play in, procedurally generated content done well is, in my opinion, the far better choice.

Thanks to Critical Distance for the link.

A Difference In Gaming

Occasionally, the group of us who played on the E’ci server in EverQuest will get to waxing rhapsodic about the “good old days” and how EQ was somehow “better” than more current games.  Usually discussions like these can be dismissed as a “first love” problem, where the game that got you in to MMOs it always remembered better than it was and nothing later can give you that same rush.  But, we’ve had these discussions often enough that most of the first love elements have begun to drift away and we’ve gotten more into specifics of design and approaches to game elements that were “better” back in EQ than the direction that later games went with it.

I’ve often tried to put my finger on exactly what the difference is between EverQuest and World of Warcraft, but I always seem to fall short.  This most recent time around though, I think I have hit upon a comparison that really does encapsulate the differences between the two games and makes clear which game a person might prefer based on their tastes.  So here goes…

EverQuest was like going camping or going on a road trip, while World of Warcraft was like a theme park.

In EQ, you were dropped in the world, there wasn’t much lore or story before that and you wandered around chatting with NPCs and fighting monsters.  There were quests, but often they required some reading and figuring out, and they’d take days, weeks or even months to complete.  You sort of did whatever you wanted.  At first, there was nothing in the way of tiers, that came later, and in the very beginning there wasn’t even any level gating.  When the Plane of Fear first opened there was no level 46 restriction.  I saw my first dragon raid when I was level 30, though I died quick and wasn’t itching to get back until I had more levels under my belt.  And there were people… like when camping there are other sites or on a road trip when you stop at diners and other places… and if you kept going back to the same places, you’d run into the same people, and if you all wanted to do the same stuff at the same time, you had to share.

WoW, on the other hand popped you into the world staring at an NPC with a giant punctuation mark floating over its head.  From that first moment you are following the designated paths, doing the designated tasks, and if you leave the path, you’d often find there is nothing there.  (Not always, sometimes you find some little treasure trove of mini quests or a random NPC in a hut put there on a lark by some developer.)  You have to be this high to ride this ride, and everyone gets a turn.

For me, every time I have ever gone camping or gone on a road trip, they made memories that stuck.  If this were that sort of post, I’d regale you with the story of going camping with the Cub Scouts and a few of us wandered off and found houses, and there was this girl undressing in the upstairs window… There is a lot more to that story than just some boys almost seeing their first real live boob, and maybe I’ll tell it some day, but the point is that I remember it.  And I remember EQ, because all the choices were mine and I went anywhere I wanted, and even when the game did point me in a particular direction it still felt like it was my choice.  When I go to Six Flags or some other theme park, I might remember the people I went with, or a general feeling of how I felt on certain rides, but lots of the details are gone.  WoW feels like this.  I remember the first time I entered the Plane of Knowledge in EQ (and that is years after the game launched) and what I did and who I was with as we explored, but the details of the day I entered the Burning Crusade or started my Blood Elf?  Gone.  Mostly from WoW I remember going from punctuation to punctuation, walking into towns and seeing a sea of punctuation which meant I would be busy, but very few of those punctuations stick out.  But from EQ, I recall details of days sitting in the Plane of Storms or The Overthere, pulling and grinding mobs, and chatting with people, and leading a group into Kaesora or the City of Mist or Kedge Keep, running from Qeynos to Freeport.  I know I led groups into the Scarlet Monastery, but for the life of me I can’t pluck out any details of what we did there beyond “we completed some quests”.  I went to the Deadmines and plenty of other places, but I don’t recall much of what we did.

Of course, not everyone is like me.  There are those who love and remember theme parks the way that I remember camping and road trips.  People for whom EQ was a neverending grindfest of wall sitting that blurs together, while WoW was a carnival of instances with their favorite group of friends and they can tell you stories about every one.  But it boils down, I think, to the difference between camping and theme parks.  When you go camping you have to make your own fun, but when you go to a theme park someone has designed the fun for you.  EQ more easily let you do what you wanted (even if it was boring and sucked), while WoW had its fun laid out for you, and its up to each player to know what sort of experience they are looking for.

I wish more games were like camping.

Stop! Socialize!

Back when I played EverQuest, I often described the game as a chat server with a D&D style game tacked on to it.  This felt right because most of the game could be played without paying specific attention to the graphics.  Most of the action happened in your chat window.  People talked, the NPC text scrolled by, even damage output was all in this little window (until they allowed you to customize the UI, at which point I shoved all the damage output into a tiny window that I barely paid any attention to so I could focus more on the chatting).  With World of Warcraft they put more of combat into the hotkey bar, made you care about refresh timers and started dragging your attention away from the chat window.  They even eliminated the wall-sitting exp grind and forced you to keep moving around, so you had to actually watch the screen instead of just waiting for the puller to get back with a mob to fight.  In Free Realms, the mini game design requires so much attention that I find myself playing for an hour and realizing that I haven’t been reading the chat window.  I complain about not being able to find my friends in Free Realms, but to be perfectly honest, they might have come on and sent me tells, but I missed it because I was too busy chasing NPCs or looking for quests, or in mini games where I’m too busy playing a game to be watching chat.

The progression of MMOs that I am seeing is to get people more involved with the game, but less involved with the people.  In order to socialize in Free Realms, I have to actually stop playing and stand around.  In EQ, progression and socialization could happen (did happen) simultaneously.  And we won’t even go into the fact that I have not once grouped with anyone in Free Realms, even when I’ve wanted to and tried, it just doesn’t seem to be something people care about… or maybe they simply aren’t seeing my area chat asking for a group because no one is reading.

One of the best things about the Xbox 360 is the built in voice chat that works by default in all games.  If you play multi-player, you can chat with the other players.  It would be nice if MMOs could integrate voice chat more fully since they are taking our eyes away from the chat box and using our keyboard more for play than talking.  Ideally, a game would have some sort of spacial chat, similar to the way “say” worked in EQ (and other MMOs), so people within a certain distance would hear you.  That way when you were hanging out with your group in a dungeon, your group hears you, and when you walk in to town you hear players within an X foot radius, approaching people you want to hear, moving away from people you don’t.

I’d love to see it happen, because the current trend of having to choose between playing and socializing is killing my interest in their games.