I’m a gamer. I game.

Left 4 Dead

I am a little late to the party.  Left 4 Dead released back on November 17th, 2008, and I remember, months before, vowing that I would buy it on that day.  Considering that that day marked one full month of being unemployed, I didn’t buy it.  Most people I know who own Xbox 360’s did, and I got to listen to a lot of talk about how cool the game was.

The Tuesday before Christmas, a friend of mine gifted me with Left 4 Dead.

Quite simply, this is probably the most fun game I own for the 360.  Playing alone is often tense and thrilling.  Playing with others is frantic and heart pounding.

I think one of the most innovative parts of this game is the scenario design.  Rather than try to build one whole coherent story encompassing the entire disc, each scenario, of which there are 4 included with the game, is a separate story of its own.  In the first scenario, your group of survivors start on a roof top and you can see the hospital in the distance… so your plan is to cross the city to the hospital, which has a helipad, and call for help.  The second scenario you start out on a road heading to one town you think might be safe, and since it sits on the water you might be able to find a boat and escape.  Scenario three, your band of intrepid zombie fighters are making for the airport, looking for a plane ride out of here.  And in scenario four, you are just trying to get the hell out, but wind up at a farm house with a radio that allows you to call in the Army to your location for a rescue.  Every level of every scenario has multiple paths to the end, and playing through is an organic experience.  While in many games repeating a level gets easier unless you force up the difficulty level, with random spawns and some randomization on supplies and the dynamic AI (The Director), even playing through the same level on the easiest level of difficulty is fun time and time again.

The reason I think this scenario design is so innovative is that is sets a precedent, it manages expectations, so that in the future Valve can release new scenarios, and it doesn’t need to be a continuation of the story, or just a pack of multi-player maps, but they can drop a new mini story of a handful of levels, creating another separate game experience, without changing any of the existing game but also not feeling it is outside of the existing game.

I look forward to the downloaded content for this game.

The Advertising Twist

Assassin’s Creed has been out long enough that I don’t feel any remorse discussing the game.  If you haven’t played it and you have managed to learn nothing about the game, then please stop reading.

When the game first came out, people I knew who played it kept talking about “the twist”.  So, when I finally got the game, in October as a birthday gift, I jumped in and started playing.  As the story unfolded, as it drew me in, I kept looking for the twist… but there never was one.  In fact, I was kind of startled when the game ended because I was still waiting for the twist.

I went looking.  Did I miss it?  Was there an alternate ending that I didn’t get because of some tiny detail I missed in the game?

What I found was that “the twist” wasn’t in the game.  It existed only in the space between the advertising and the moment you booted up the game.  Well, not exactly the moment you booted it up… you had to get through the first tutorial mission type thing and exit the animus once.  Of course, even before then you could see the “glitches”, flags with a glow around them that looked like computer code, people who flicker during dialog.  The twist of Assassin’s Creed was that the advertisements made the game look to be about you as an assassin in the past, but the reality of the game is that you are in the present (or maybe the future) and you are reliving genetic memories of one of your ancestors through the use of a machine in an effort to help some people find out some information.

I really hate when games, or anything really, does this.  Its like when the trailer for a movie makes it out to be a slapstick comedy, but it turns out that all the funny bits were in the trailer and the movie is actually a tragic tale about cancer or suicide with occasional humorous scenes.

As for Assassin’s Creed… I enjoyed playing it.  Climbing all over the city and performing the tasks, I even enjoyed looking for the flags (still haven’t found them all), but I didn’t like the end of the game.  I was waiting for the twist, and in the final moments of the game nothing happened.  Not just no twist, but the story of the game, which had been great until then, had no ending, it just sort of petered out.  I uncovered the conspiracy, found the bad guy in the past which let my future overlords find the information they wanted, and then they walked out of the room, into what I have to assume is going to be Assassin’s Creed 2.

Lame.

I don’t mind sequels.  Telling another story with the same people in the same world can be good.  But breaking one story into two (or more) games is irritating.  I enjoyed Assassin’s Creed, but I’m glad now that I didn’t buy it when it came out, and I won’t be buying the sequel when it comes out.  I’ll be waiting for the discount racks again.

Subscription versus RMT

Search around the gaming blogs and you’ll probably find out the opinions of everyone weighing in on SOE putting RMT in the form of their new Station Cash into EQ and EQII.  There have also been announcements that the new Star Wars MMO from Bioware might be a free-to-play/RMT model game.  And SOE does have FreeRealms and The Agency coming.

To be honest… I really don’t care overly much.  About the only problem I have with the whole thing is that I find it weird when a game offers both on the same server.  EQ and EQII both still have a monthly fee that you have to pay to play the game, and now on top of that there is the Station Cash which allows you to buy weapons and armor (nothing great, but definitely a leg up from starting with nothing if you are willing to pay the $10 for it rather than get gear as you play), and experience point bonus potions (where you get use it and for the next 4 or 2 hours you get a 10%, 25% or 50% bonus to your exp earning, again nothing great, but would help you out if you’d rather spend the cash than the time it would take to grind out that exp on your own).  It will be interesting to see where they take it, how much of what kind of items they end up putting on the market, and how much profit they derive from it.  And of course, if they release an expansion that increases the level cap, now that they sell exp bonus potions for cash, will they be inclined to increase the experience curve in new levels making people desire the potions more?  If that is the route they end up going, that’s where I find the problem of using both payments in one game.  So now I am paying my $15 a month to get a game designed to make me want to pay more money…  seems underhanded, if that is the direction this goes.  But for now, its all a “wait and see”.

Another reason I don’t care about which payment model they follow is that neither subscriptions nor microtransactions address the problems that I have with most MMOs.  Let’s take Warhammer Online for example.  I really wanted to play this game, and on some level I still do.  I haven’t played it since beta because my contract job ended and I am out of work.  Its hard to justify paying for a game box and then a monthly fee when I need to be saving every penny until I find work again.  (I am just about the unluckiest person when it comes to unemployment… contract ends right as the economy goes to shit… the last time I was unemployed was in 2001… you remember 2001, right?  That was when the tech field kinda collapsed a bit and then terrorists destroyed the World Trade Center… so, I’m unemployed, sell your stocks and don’t visit any targets of opportunity.)  If I were to play Warhammer Online, sadly, I could only play with half of the people I want to play with.  A bunch of gaming bloggers and readers made up a group called the Casualties of War and picked one server.  I tried to steer my old EQ friends on to the same server, but they ended up somewhere else.  Unfortunately, these two servers were not merged.  So, if I did buy the game, I’d have to pick one group of friends over the other.  This has pretty much been true of every MMO to come out since EQ.  Even with EQ, while I started out on E’Ci with my local friends when I started a new job and found out a couple of people there played EQ too, they were on another server.  Sure, we could still share stories about the game and talk about stuff, but we could never play together… and even more odd, the two servers in question had totally different communities: for example, on E’Ci, player item auctioning was done in the East Commonlands tunnel; on the other server, Greater Faydark.  One server was fairly decent about setting up a raid calendar and people trying not to close people out of content, the other was totally free-for-all.  And while it was interesting to be able to talk about and compare how two groups of people played the same game completely differently, it was overshadowed by not being able to play together without paying fees, leaving behind friends, or playing on two servers (which given the “effort” required to level and raid in EQ, playing on two servers was kind of insane unless you were only serious about one of them).

These days, when a new MMO is launching, I don’t even bother to ask if its a subscription game or a micro transaction game… the first question I always ask is “How many servers do they have?”

Left 4 Mods

Lately, I’ve been down on PC games.  Playing stuff on my Xbox 360 is just easier.  I don’t have to worry about if my graphics card is going to be good enough or if I have enough RAM or a fast enough processor, I just put in the disc and play.  And when I get a job, or when Christmas rolls around, I’ll be getting Left 4 Dead for the 360.  However, the PC does have one advantage, and that is mods.

Being like every other First Person Shooter that has come before it, Left 4 Dead will allow people to make their own maps and their own custom modified rules.  And, just like every other First Person Shooter that has come before it, 99% of those maps and mods will be crappy.  For every awesome map that comes out, there will be at least a couple dozen that play for shit and cause the server to clear when it comes up in the rotation.  And for every incredible mod that comes out, there will be a couple dozen retarded super sniper invisible wall hack cheater mobs where the rules their designers came up with don’t make the game more fun they just allow you to more easily annoy other people.  However, eventually, like every game before it, the maps and mods will settle down.  The crap will get flushed and the best maps and mods will becomes standards.

Lets just hope that after having two games, Half-Life and Half-Life 2, which had a number of very nice maps and mods done for them, Valve thought ahead about how to deliver that sort of content to the console.  It would be nice if in a couple of months they had made deals with a number of map developers out there and put up a Community Map Pack in the Marketplace at 800 points, or something like that.  Or new mods for the game, available for 1600 points.  That would be something… especially when there is someone out there making the entire Crossroads Mall from the remake of Dawn of the Dead:

A man can dream…

The PBBG

It stands for Persistant Browser Based Game.  To be honest, until recently, I didn’t know this term existed.  But then, that itself is the point of The PBBG Project.  To get the term out there.  And considering that a PBBG is the kind of game that I want to make someday, I want to do what I can to help out.

In September, for my 30 Days of Game post I reviewed Travian…  October turned into a mess as I became unemployed and also because I picked a horrible game to review.  I won’t even bother to name it since I don’t think I can review it properly since I barely played it and hated every minute that I did.  In the future, I’ll be picking my games to play and review from the PBBG Project website.

Anyway, October didn’t work out, and November is pretty well shot… so here’s looking toward December…

One World

After watching the blogging storm over the problems and successes of Warhammer, I am again certain that one of the major advancements in traditional MMOs that can’t come too soon is that of getting every player on to one single world server.

If nothing else, I think games should have one single master account server and then run the entire game as instances of areas instead of separate world servers.  Warhammer, in my opinion, exemplifies exactly why this is needed.  The game, while maintaining a decent level of PvE style game play, is focused on PvP style game play.  When players are the content, you have to give the players every possible tool to solve their own problems.  And the biggest problem in PvP is population and imbalance.

When playing the game requires not only for you to have a dozen players on your team but also a dozen players on the other team, in the same place, at the same time, it is completely unfun to be on a server where you always have a dozen people and the other side never does.  Even more so when you hear that another server is having the exact same problem, but diametrically opposed: they always have a dozen on the side your server lacks, and never have anyone on your side.

I admit, the first time I logged in to City of Heroes on a stress test day in beta and saw 12 of the same city zone instance, I didn’t like it.  Grouping up and then trying to get everyone in the same instance was a pain in the ass.  Of course, I believe they have overcome much of that now.  It can’t really be that hard anyway… if you are in the same zone but a different instance that your group leader, all the players need is a “Join Leader” option that will zone them to the proper instance, or display a message if the action can’t be performed (like if the instance is already at the hard cap for player totals).  But seeing games that want PvP elements having to struggle because they have erected an iron wall between their players makes me realize that instancing can actually be a better solution.

I’m still against the idea of overly instancing PvE content, letting players go off into their own private areas and hide from the world, but I definitely think instancing in some overarching way is going to be the solution for PvP content.  Give the players the ability to solve their own problems… one that doesn’t include “start a new character on another server” and one that doesn’t require you, the developer, to write exception code to force some sort of cross server matching like WoW has done.  Sure, it fixed some of the queue issues, but you still end up playing against people that ultimately are not part of your server community.

One World.  I think its a design well worth pursuing, and in some cases is absolutely needed.

Early Gaming Memories

Another month, another Round Table.

This month, Corvus has asked people to recount their earliest family gaming memories… so, let’s crank up the wayback machine and hit the road…

I think the earlier memory I have of gaming was my father bringing home a Pong system.  It played four games, which were all essentially the same game with slight variations.  But the thing I remember about it isn’t playing it, because Pong is a highly forgettable game… no, instead what I remember most is getting it connected and functioning on our small black and white TV in the kitchen.  Well, they sure as heck weren’t going to let us kids use the good TV for games, and I don’t think anyone ever intended that ancient B&W TV to be hooked to a game system.  I remember us sitting there while dad read the manual about how to hook the adapter to the antenna inputs, how to set the switch and tune the TV, and how it didn’t work on channel 3, but it worked on channel 4.  And we sat at the kitchen table, as a family, and traded the paddles around playing video games at home.

Some time after that, we got an Atari 2600.  This led to marathon sessions of Pitfall, Yar’s Revenge, Maze Craze and tons of other titles.  Particularly, my older brother and I trying to “flip” games, which means running through all the levels the designers made and having the game start you back at level 1 while often maintaining certain difficulty settings (like speed of enemies or rate of fire).  And yes, we owned and played E.T. and it was a crappy game, but at the time we didn’t know that, we just thought it was hard, not broken.  But one of my personal favorite games for the 2600 was Basic Programming.  It was my first introduction to the idea that I could make the computer do what I wanted it to do.  Well… within reason.  It was very limited, but you could make little pictures on the screen or make it beep and sound sort of like music.  I think I can honestly say that I owned more games for the Atari 2600 that I did for any other console, and possibly even the PC, although with the PC it is hard to keep track.

I can’t say my parents were ever much involved with my gaming after Pong, but my brothers definitely were.  Playing against each other, or with each other, or just watching each other play, entire days were sometimes spent in front of the Atari.  Especially Star Raiders, which had a second special controller so that one person would fly the ship and shoot while the other played navigator.  This shared gaming continued up through the PC and the NES, and even now with each of us owning our own homes we all have Xbox 360s and occationally play online (or everyone meets up at one house to rock out with some Rock Band).

Did this have an effect on me as a gamer?  I’d have to say it absolutely did.  Over the years I always gravitated toward games that allowed multiple players, even better if it was cooperative play.  And I still lean that way now.  I tend to lose interest in games I play by myself, mostly because I end up being able to notice their design patterns and predict outcomes, but another human player always holds the capability of surprising me, of doing something unexpected.  While I have run every race in Paradise City, its the Freeburns and online racing where I have the most fun.

And it has even fed into my desires to make games.  I don’t dream of making the next Galaga or some other single player adventure.  I dream of making the next online sensation, something that brings people together.  And I dream of playing them with my brothers.

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30 Days of Game: Travian

Welcome to October 1st, and to our first installment of 30 Days of Game.  This is where I play a game for roughly a month, and then review it.

First up: Travian.  From their own page…

Travian is a browser game featuring a world with thousands of other real players. One begins the game acting as a chief of a tiny village.

To get a decent idea of what the game is like, I suggest running through the tutorial.  It only takes a minute.

Basically, you start with an empty village surrounded by resources.  You place your town hall and then get to building.  Each resource field (woodcutter, clay pit, iron mine, cropland) produces a set amount of its resource, which you can increase by building up the level of the resource.  In town, on the various plots, you can build a variety of buildings, from armories and stables to warehouses and crannies (for hiding resources from attackers).  As you construct buildings and upgrade them, you unlock new troop types and other abilities.  Eventually, you can raid and even conquer other players.  Yes, its a PvP game.

Its like a real time strategy game, only slower.  Every building, upgrade or troop training takes resources and time.  And while each building’s ability is independent (can be researching new armor, new weapons, training foot soldiers, horsemen and building siege devices all at the same time), setting your people to work on building or resource upgrades are only allowed one at a time.  So you need to plan, which buildings do you need first?  Do you go offense and raid other players for supplies or do you go defense and protect against other raiders?

You can join alliances with other players which allows you access to a private message board on the site for your alliance.  And each server is generally allowed to run for 300 days (100 for speed games) before it resets and starts over.  So, yes, this is not your traditional neverending MMO grind.  The game has a finish, and leaderboards, and enough servers that you can pretty much always guarantee that one is going to restart soon or has recently restarted, so there is less worry about jumping in and being so far behind the curve that you can’t possibly win.

The City of M`antra G`ald - My City
The City of M`antra G`ald - My City

Now, technically, I’ve been playing for more than 30 days, because I couldn’t think of a new game to start and I was already playing this one.  However, I’m enjoying what I am now referring to as a Lazy Time Strategy game.  Early on, when build times on things were very short and didn’t cost too much, I visited many times a day to keep my peasants working.  Lately, I visit two, maybe three, times a day, trading goods with other players and kicking off my next project or sending out armies to do my bidding.  Through my alliance I have heard other players talk about getting bombarded and overrun, but I haven’t had any trouble with that just yet, and I might not before the server resets.  I am just now getting to the point where I might be able to found a second city, which took longer than it would have if I’d gone straight for it.

Travian isn’t a deeply enthralling game, but I definitely think it is one I am going to continue playing because it is enjoyable and doesn’t require a dedicated hardcore player to enjoy it, although I am sure more hardcore players could find something in this game – be it min/maxing the build orders, or just crushing your neighbors.

iWoW

About a month ago, I gave my thoughts on if WAR was the WoW killer… since then, in the back of my mind, I’ve been wondering a few things, a few aspects as to why no game in the near future is going to be a WoW killer.

The number one reason… Apple.

Face it.  Apple is growing.  I’m a diehard PC, and I’ll never switch to a Mac because, 1) I hate the desktop for the Mac OS, and 2) there are no Mac exclusive softwares that I desire.  Of course, I could come to eat my words if somehow Mac manages to overtake the PC, but I really think that is unlikely.  However, Mac computers are becoming increasingly popular in a number of areas, and one of those happens to be in people who like gaming.  In fact, a number of people I’ve known through gaming over the years still have a PC they use for gaming, but they use a Mac for their day to day stuff.  Mostly Macbooks.  And the main reason is because they also have iPods and/or iPhones and those devices work more seemlessly with a Mac than with a PC.  They aren’t incompatible with PCs, but there is no doubt that Apple designs for the Mac and then ports to the PC.  Why wouldn’t they?

A set of data I would like to see are the sales figures and subscription numbers for people playing World of Warcraft on a Mac in the US and UK.  The reason I’d like to see those numbers is that right there, immediately, you have a defined set of “MMO Players” who cannot play WAR, or AOC, or LotRO.  They couldn’t play Vanguard or EverQuest II.  They could play EverQuest, but the game only went up to the Planes of Power expansion and its only minimally supported, and its on its own servers so you can’t play with your EQ PC playing friends. (Arguably, this makes the Mac version of EQ better than the PC version, because they are frozen in time at the point when, in my opinion, the game was at its best before they mudflated the game into oblivion.)  But Mac owners can play WoW, and they play on the same servers as everyone else and with all the same expansions and everything.  And realistically, its the only “successful” fantasy MMO on the Mac.

So that, basically, in a nutshell, is why I think you can’t really kill WoW.  At least, not until some other new fantasy MMO decides to support the Mac.

And yes, before anyone says anything, I realize you can dual boot the new Macs and play any MMO… but not everyone wants to dual boot, not everyone who buys a Mac wants to install Windows on their machine too.  Many of them went Mac to get away from Windows, they want support, not work arounds.

MechWarrior: An Exercise in Game Design

The purpose of this post is simple: If I were to design an MMO for a MechWarrior game, how would I approach it?  Please feel free to point out my flaws, add your own thoughts, or propose your own designs.

If I had to tackle this as a game designer, I don’t think I would bother trying to do any kind of class or archtype system beyond possibly giving some initial choice of a small (2-5%) bonus in certain skills.  But then, what would I do?

First off, I would completely and absolutely separate character level from character power.  As a player does things in the game, be it quests, or crafting, or combat (both PvE and PvP), they would earn experience which would go toward a “rank”.  I’d probably steal ranks from the military, and for each rank I’d have a few mini-levels inside, like to move from Private to Private First Class you might only fill the exp bar once, but going from something like Sergeant Major to Second Lieutenant you might have to fill it 5 times signifying the harder jump from Noncommissioned Officer to Commissioned Officer.  This level would largely be a measure of how much ass you have kicked, but without a real relation to the power of the character.  Meeting a Brigadier General on the field as a Colonel doesn’t mean he’s going to win, it just means he’s been doing this longer or more than you.

Second, I would tie the player’s power into sort of an “item level” system.  As a MechWarrior, you pilot a Mech (giant powered robot armor), and if you like your wrist mounted pulse lasers, the more you use them, the more experience you earn with them, and you’ll level up your wrist mounted pulse laser skill which directly would affect your accuracy with the lasers, but indirectly would allow you to use more complicated and intricate wrist mounted pulse lasers.  On the other hand, if you prefered wrist mounted welders and repair kits, you’d get similar skill levels, but with wrist mounted welders and repair kits instead of lasers.  The key here being, if you can level up both if you want to spend the time, but you can only have one equiped when you leave the garage.

In a way, this would mirror Eve Online’s system of skills and things you can attach to your ship and which ships you can drive, but without the forced delay of a strictly time based advancement system.  Think of Eve but also being able to actively grind out the skill instead of logging out one day and coming back a week later when Frigate level 5 is done training.

Anyway, as will the item skills, there would also be rig skill.  Items attach to slots on your rig, rigs come in various shapes and sizes.  As the game expands, more and different rigs could be added, new items and item groups, specialized items.

Because experience given is based on usage (you plus item used plus target of item use times the success of the usage in some formula), there would be no need formalize grouping or raid structures for the dividing of experience points, so groups would end up being just communications channels.  Then you could even add in skills and items to support “hacking” so that you can “tap in” to an enemy’s chat, and of course to monitor for taps and counter them.

I think the entirety of the game would be PvP.  The beginning focus would be on One on One gladiator style combat, expanding into Two on Two, Five on Five, 3 or more Teams, Free for All or whatever.  Then, just like they have for first person shooter and racing games (or for that matter, World of Warcraft’s Battlegrounds), you can add “mission” types.  Capture the Flag, King of the Hill, Marked Man/Escort, anything you can think of.  In fact, the game might go so far as to run contests for player designed submissions for maps and rulesets.

If a “larger” game is needed for people to play, you can make a robust guild system having people swear allegience to an army and fight for them in massive battles.  The guilds/armies can build their own bases, run scrimmages for themselves or against other teams.  Blending that in with the “missions” from above, you can actually throw in leader boards and seasons to turn them from random battles into an organized sport.

Outside of the Mechs, players would have an avatar, a character, to run around “the city” in, to meet up with other people and talk.  Or not… you could also go the route of EVE Online and just have an avatar image, a picture of you, with no animation (although, even EVE is adding in stuff for people to walk around space stations).  The world outside of the combat zones becomes just a simple chatroom.  If you really wanted to get crazy, you could even drop the text and have it all be voice chat.  If you did that, and made the game playable with a controller, you might even get an MMO you could run on a console, cross platform even.

So there, in a completely un-fleshed out outline is what I would do for an MMO based around a MechWarrior style mythos.  Feel free to comment…