I’m a gamer. I game.

There and Back Again

No, this has nothing to do with The Hobbit.  If that’s what you were looking for when you found this page, I’m sorry.

Instead, this is my entry for this month’s Round Table discussion:

We’re heading out of the summer movie blockbuster season and into the autumnal video game blockbuster season. What better time to take a look at the transition of intellectual property from the big screen to the little screen? From traditional media to interactive media? Why do so many movie-based video games fail to capture the spirit of their big screen counterparts? Is it because video games can’t tell stories as well? Is it due to budget issues? Scheduling issues? Or something more sinister (Hollywood moles attempting to undermine the rising influence of video games on consumer spending habits, perhaps)? What movie based games have succeeded? Why? How could they be better? This month’s Round Table invites you to explore video games based on Hollywood IP. Focus on a specific game, or a specific franchise, or the idea as a whole. Take a look at the business realities, design constraints, or marketing pressures. As always, your approach is entirely up to you.

The problem that I always have with adaptations of film or books into video games is that a book is written for you to hold in your hand and turn the pages, one after the other, from the beginning to the end; and films are made to be watched from your seat, for the 90 minutes to three hours it takes to tell the tale.  Games are not, or at least in my opinion should not be, designed for you to sit in front of your PC while the story unfolds in front of you.  Games should involve the player, actually involve them, not just emotionally, but physically.  The game can’t progress from start to finish without the player, at least in part, deciding how to get there.

When most movies are made into games, if I enjoyed the movie, then there is a 99.9% chance I will not enjoy the game.  Because the game isn’t the movie.  Its close, the narrative might be there… but when I watched the movie, the hero didn’t have to stop and play Bejewelled to unlock doors.  And if my participation in a game is limited to playing mini-games in order for the cut scenes to play, then I’m not interested.  The game play needs to support the story, the story needs to unfold in the gameplay, not around the outsides of it.

In a similar fashion, games turned into films suffer the same fate.  They take a game where the player is involved in the story, assisting to help it unfold, and then throwing the gamer out of the equation.  Now, you don’t get to help, you just get to watch.  Its even worse when a game does allow the player to mold the story, because then the movie is just one aspect of the story and is going to match only some of the players’ experiences.  Or worse, since the game won’t directly translate to film, they just go make up a bunch of stuff so that its not really the game any more but just some (usually bland) story with a flavor of the game.

And just like how the book is most often better than the movie… when a game takes 20 hours of solid play to complete, compacting that down to under 2 tends to hurt the story.  If the game came first, most often it is going to be better than the movie.

Personally, I think that games and movies should stay away from each other, except as inspiration.  At best, they should tell completely different stories, often with different characters, but inspired by the existance of the other.

But I don’t make games or movies, what do I know?  Well, I know that I almost never buy games based on movies, and rarely enjoy movies based on games.  Yeah, I said I “rarely enjoy” the movies, because I’m a sucker for films and I’ll see just about anything.

[include file=http://blog.pjsattic.com/roundtable.php?rtMON=0908&bgcolor=FFFFFF iframe=true width=512 height=80]

Bass Groove

When it comes to most games, I’m a team player.  I disliked Quake Deathmatch, but I was obsessed with Team Fortress.  So, I wasn’t surprised at all when I finally picked up a Guitar Hero controller a couple of years ago that I really enjoyed playing the “second fiddle” rather than the lead guitar.  When Rock Band came out, while I did thoroughly enjoy playing guitar, the fact is that I enjoyed taking up the bass in a band on tour much more.  A little thing that makes me enjoy online play a bit more since everyone else in the world seems to want to play guitar.

Rock Band 2 came out this past Sunday, and having pre-ordered it a while back, I went and picked up my copy.  The game is great.  Its like Rock Band, only better… sort of.

The one drawback to the new game is that there is no straight tiered solo playlist.  You can’t just get in and play down the list to unlock songs.  To unlock songs you need to either have two people and do the challenges, or you play by yourself in a band on the tour mode.  Basically, its the old multiplayer tour, but playable by one person.  The drawback is that like the old multiplayer mode, you end up playing the same songs over and over in sets until you unlock more… well, unless you owned Rock Band 1 and a bunch of Down Loaded Content (DLC), because then you can choose from any previous song.  All your RB1 favorites and all the songs you paid extra for, right from day one.  Functionally, the single player mode works like the original game, but the presentation makes it feel different.

The advantage to this system, is that as a single player, I can play bass as my method of choice going through the tour and unlocking songs.  And that totally rocks.

Mafia Matrix: My Final Review

My character is dead.  Poor guy.  All he wanted was to see a little justice, but there is none in Mafia Matrix.  The tag line for this game is a lie.  “Rise above the law, or become the law” it says, but realistically, you have no choice.  In this game, you are either a gangster clawing for power or bowing down to those in charge, or you are in the legit careers.  As a legitimate businessperson in Mafia Matrix, you are little more than an ATM for the gangsters.  You earn money by working your job, investing at the bank, and keeping the world running (the cities are designed to fail if all the legitimate careers are not manned).  Meanwhile, the gangsters will mug you, rob your house, steal your car, hack your bank, or set your businesses on fire.  Every city in the game runs on intimidation and fear.  If you want to stay legit, expect to rotate through jobs on a weekly basis, because no one will let you stay anywhere for very long, they want to keep the cows moving, churning through the careers and making cash, and most of all remaining unimportant.  Why, you wouldn’t want a mayor or a police chief to have any power at all… instead, anyone who sits in a seat of power longer than authorized will log in dead.

I tried to enjoy the game.  I kept telling myself the next career would be the one that would click.  But every time I began enjoying the game, someone would come along and tell me to move on or die.  Every career, in that light, became pointless.  If you weren’t using them as a road stop to gangster-hood, there was no point.  So in the end I finally gave in, stopped trying to be legit, and headed down the path of the hood.  Of course, it wasn’t long before I crossed the wrong person and was whacked for my troubles.  Okay, it might have been my fault… I mean, after spending months being an ATM for gangsters, I decided to put my foot down.  I got a face full of buckshot in return.

After much playing, in the end, I cannot recommend this game to anyone.  It is a giant pile of flawed garbage that is labor intensive with very little enjoyment or reward.  Do yourself a favor and stay out of the Mafia Matrix.

Is WAR the WoW killer?

Let’s be honest… asking if any game is the killer of any other game is stupid.  No game in MMO history has ever killed any other game, simply because very few of them are actually dead.  And of the ones that are, most of them killed themselves by not being very good.

However, that said, it is possible that a game could, by releasing and being similar to an existing game but different enough to warrant another game, steal enough of the population of the original game that the original game might be declared dead on a technicality.  And by that I mean that the numbers officially shrink to the “die hard fans of the game who will never ever leave until you wipe their hard drives with powerful magnets and rips their keyboards from their cold dead hands” population who will stay and new subscriptions will be few and far between, if any at all.

Warhammer Online, in that respect, is not, and will never be a World of Warcraft killer.  As similar as the play styles of the game may be, through interfaces and other measures, the bulk “goal” of the games are different.  In WoW, no matter how many arenas and battlegrounds they release, PvE raiding is the ultimate goal of the game.  Not hardcore raiding necessarily, but with Wrath of the Lich King’s supposed focus on 10 man scaled instances allowing raid groups to play through the same content as a 25 man raid but with lesser difficulty (tuned for 10 instead of 25) and reward, it is clear that WoW is primarily a PvE game.  WAR on the other hand, by all beta accounts, supports PvE fairly well, but the end game, the goal, is really the PvP/RvR aspects.  That change of focus in the late stage game, from WoW’s PvE raiding to WAR’s RvR conflicts, will appeal to entirely different groups of people.

If WAR is going to kill anything, its going to be Dark Age of Camelot that it steps on.  From all accounts, this game, WAR, is taking many of the best elements of WoW (UI ease of use, etc) and applying them to the best elements of DAoC (realm versus realm conflicts) and then throwing in a few new elements (Public Quests).  Looking at the features list of WAR, and perusing the screenshots and videos and information pooring out after the NDA lifted, unless you are a die-hard fan of DAoC’s lore or have a PC that can’t run better than DAoC, there seems to be no reason not to ditch DAoC for WAR.

So… is WAR the DAoC killer?

Blog Banter: Does Everything Need to be AAA?

Welcome, welcome to the 7th installment of Blog Banter, the monthly blogging extravaganza headed by bs angel! Blog Banter involves our cozy community of enthusiastic gaming bloggers, a common topic, and a week to post articles pertaining to said topic. The results are quite entertaining and can range from deep insight to ROFLMAO. Any questions about Blog Banter should be directed here. Check out other Blog Banter articles at the bottom of this post!

Topic: Does every game need to be a grade-A blockbuster title?  Would you be willing to play more average games or should every game shoot for the 10.0 rating?

The problem with aiming a game for a rating is that ratings are subjective.  What one person, or one group, considers to be a 10 out of 10, another person, or group, might consider to be only a 7, or worse.  As huge of a success that World of Warcraft is, there are in fact people who don’t play it.  There are *gasp* people who don’t like WoW.

The main issue I think that shooting for “WoW numbers” causes is that it fails to properly manage expecations.  (If you read my blog long enough, you’ll see that managing expectations is a common theme in most things I talk about.)  If you have a game that is set in a genre that even given the “best” game it could possibly be is likely to only attract 200,000 users, if you spend money like its going to clear a million or more, you are setting yourself up for failure.

Personally, I like seeing a variety of games come to market rather than seeing one game or game style dominate.  As Richard Bartle infamously said, “I’d close WoW.” or something to that effect.  The question of this month’s topic is misleading.  Would I be willing to play “more average games”?  Who decides what is more average?  I just want to play more games, to have more options.  If companies dump all their cash into less games seeking WoW or GTA numbers, then no matter how “good” those games may be, I think the industry and gamers on the whole will suffer.

So, no, I don’t think every game needs to be a “top of the line” title.  I think they need to approach each game as unique and manage accordingly, so that variety can flourish, because variety is better than dominance and stagnation.

Check out these other Blog Banter articles! Zath!, Delayed Responsibility, Silvercublogger, Crazy Kinux, Gamer-Unit, Unfettered Blather, MasterKitty, Game Couch, XboxOZ360, Omnivangelist, Lou Chou Loves You.

Going back to Azeroth…

… nah, I don’t think so.

There are many reasons I stopped playing WoW.  The first and foremost was that there were so many blasted servers that after the initial scatter, and then several re-homes, of all my previous-MMO friends, I ended up being invested too much in a server where few of them played, and I didn’t want to start over again, again.  Then the friends I did have on the server I was on stopped playing, or did move servers and started over.  I tried making new friends and joining new guilds, but frankly everywhere I ended up was full of one of two kinds of people, 1) hardcore, you must play now, fanatics who wanted everyone to be on all the time and either farming or raiding, or 2) people who were so casual that the guild was little more than a chat channel while everyone played alone together, soloing their way to glory.  Then when Battleground turned into nothing by a grinding gear-fest, I lost my last reason to play.  I wanted to PvP, but I didn’t want to spend the time, effort, or money required to gear up enough to be able to last more than a few seconds.  And the game supports no method by which you can PvP against only similarly geared people.

Despite my distaste for how things ended, World of Warcraft has remained installed on my PC even though my account is cancelled.  But not anymore.  I’m just removed it and I’m never going back.

For one, I’m going to be picking up Warhammer Online, and I’ve put myself in with a fairly organized group of people who don’t seem to be hardcore slave-driving raid-mongers nor solo-only chatoholics.  For another reason, you need only see the direction WoW has decided to continue heading… and by that I mean into silliness.  With the next expansion, Wrath of the Lich King, Blizzard is putting motorcycles into the game.  WoW has always been a pun filled humorous type game.  Even back in its origins at an RTS game, humor was embedding in the voices of the units (if you kept clicking the same unit over and over again they eventually got upset with you and demanded you stop touching them), but WoW has always been a step further.  Mostly, the things in game could be easily ignored, or avoided.  Or, most importantly, they were things you sought out, saw, and then went back to not seeing them.  Funny names and odd sites are great fun when they pop up from time to time.  But this is different… how often do you see people on mounts?  Your answer is probably like mine, “All the time.”  So now, we are going to have motorcycles riding around all over the place.  Not being a flying mount, they will probably be unrestricted, meaning you can ride them around the old world.

If they really wanted to put motorcycles in the game, have them be funny, but not have them be ubiquitous, they could have put in a gnome somewhere, with a motorcycle, who will help you build one.  It would be a series of quests that would give out a couple rewards, but ultimately give out a motorcycle mount, limited uses (10 or 20), non-repeatable.  Of course, people would cry about not being able to keep the mount, but a few people crying is better than unleashing the World of Motorcyclecraft, in my opinion.

With that, I’m done.  And I’m never going back.

Everything I Needed to Know, I Learned from Video Games

This month’s Round Table is about learning from video games.  The truth is that I actually learned quite a bit from video games.  From things as simple as Math Blaster forcing me to be able to do math fast enough to win, to budget management in games like Sim City, to teamwork and risk versus reward evaluation in EverQuest.  Games can teach quite a bit, in many cases they teach the same way life teaches: through experience.  You do, you learn.

Of course, not everything you do in games is a quality learning experience, and some games are best approached as a game only and not a lesson to be learned.  For example, no matter how many Grand Theft Auto games come out, hopefully no one “learns” that killing hookers is a decent source of cash.

The title of this entry is moderately tongue in cheek… because, obviously, I didn’t learn everything I needed to know from video games.  I learned plenty of things from TV, movies, comic books and an old homeless Navy man named Morty.

I’m kidding about the homeless guy… or am I?

But what exactly could I pretend I learned from video games?

Dungeon Keeper taught me that I can get more work from people if I beat them, but that beating them costs moral and breaks their spirits, so while they may work faster, they won’t respect me or be loyal.  Sim City showed me how to balance a budget, and understand that no matter how great things were, Godzilla might still come and destroy everything.  EverQuest taught me to be nice to people in random encounters because you never know when someone you chose to shit on is going to be the recruiting officer of that guild you want to join, or when its going to be that guy who you helped get his corpse back when no one else would.  Burnout Paradise showed me that you can work hard, pay attention, and be great, but the cross traffic at the intersections are still going to get you now and then.  Playing almost any console game online has made me understand the importance of preparation, because there is nothing more frustrating than playing with someone who jumped online and into your room as his first action, without even knowing how the controls work.  King’s Quest III taught me the importance of semantics by only allowing certain words, conjugations and word combinations to mean anything, everything else was frustration.  Warlords, and many other turn based and real time strategy games, showed me the importance of production schedules and how to think ahead before committing to decisions.  And Dead Rising taught me that when the zombie hordes come, everything is a weapon.

Of course, little of that is strictly true.  I don’t have any fantastic story about how a game helped me overcome dyslexia or cure cancer, but I do feel that games have, throughout my life, helped encourage and reinforce certain aspects of my education.  And I think that almost any game has that potential, given the right context and perhaps a guiding voice (of a teacher or parent).  Sometimes, though, games simply provided a break from learning, a rest for my brain, so that I could attack learning again later with renewed vigor.

[include file=http://blog.pjsattic.com/roundtable.php?rtMON=0808&bgcolor=FFFFFF iframe=true width=512 height=80]

30 Days of Game

I’m starting up a new category here at the blog: 30 Days of Game.

The topic of this category is going to be to review a game I have played for 30 days.  The idea came to me quite some time ago, but to be honest the thought of buying a bunch of games, or even one a month, just to play and review them, no matter how much they sucked, was unappealing.  So, until game companies are willing to send me 30 day free trials, I am going to stick to games that are free to play.

I want to start this in September, after I return from Dragon*Con, with my review coming in on the last day of the month.  That said, I need some candidates, some recommendations.

Previously on this site I have reviewed Urban Dead and Mafia Matrix (a new review of that one is coming, since I am considering quitting), so those two are out, because I want to approach 30 Days of Game games as a new player.  For right now, I do want to stick to free to play MMOs, so, if you know of one you think I should give a shot, post it here in the comments or email me at jason (at) probablynot (dot) com.

Somewhere Between Impossible and Impossibly Easy

This month over at Man Bytes Blog’s Round Table, the topic is game difficulty.

When I try to think of examples of games that I played that are either “too hard” or “too easy”, I usually wind up going way back to the King’s Quest and Hero’s Quest series of games by Sierra.  Of all the games I have ever played, I think that King’s Quest III: To Heir Is Human is probably the most difficult game I ever played.  Not because it was really all that hard to figure out or challenging, but because the game used a typed interface and required keywords, which were not provided to you.  If you wanted to pick up a duck and put it in a pot it might take a good thirty minutes or more to discover that you needed to “get pot”, then “hold pot” and finally walk to the duck and “put duck in pot”.  It was, in a way, very similar to the maddening “open eyes” command you needed to execute at the beginning of the Hitchhiker’s Guide to the Galaxy text game, only it happened a lot more frequently.  On the other end of the spectrum, Hero’s Quest employed an almost entirely mouse driven system.  In fact, to win the game all you really needed to do was walk into a room and drag the mouse across the screen over every object and see if the cursor changed.  If it did, you clicked on it.

It is those two ends of the spectrum that determines how much effort I am willing to put into any game.  If a game’s control system is so obtuse that even when I am sure I know the answer I can’t seem to actually solve the puzzle, or if I walk into a room and it is covered in highlighted objects and glowing question marks and exclamation points, I lose all interest in playing.

This even applies to MMOs… when I first tried out EVE Online, it was clearly an example of the first.  There were no tutorials on the UI, nor was there much in the way of any sort of quests or missions.  I ended up doing the things in game that were the easiest to figure out (mining) and was bored out of my skull.  I quit.  Later, I would return after they added in a number of tutorials and more missions, and it has gotten much better.  On the other end you have World of Warcraft where if it isn’t marked by a giant floating exclamation point there is almost no reason to investigate at all, and once you have investigated the exclamation point you are rewarded with a bullet list of things to do before you return to the giant question mark.

To me, from the point of view of having to figure things out without struggling and not being given “the” path, I understand why I played EverQuest for so long.  In that game you entered the world with a note saying to visit your guild master.  You did, and in most cases were rewarded with your first quest, where they asked you to do something, but you weren’t given a bullet list.  Learning that talking to people got you quests, you would then talk to other folks, some of which had quests, and some of which just added flavor to the game.  As you traveled, you talked to more folks… visiting an inn?  Talk to all seven NPCs while you are there.  Of course, some people played the game in such a manner that they felt required to talk to every single NPC in a town, running themselves ragged and making detailed maps and notes to be sure they had talked to absolutely everyone.  I never did that, I just talked to the NPCs as I found them.

Of course, EverQuest is not like that any more.  Now they have co-opted WoW’s features so that new quests do give you a quest log bullet list of highlights.  You don’t even need to bother reading the quest, and if the NPC doesn’t have the appropriate level range in the tag over his head, you can just avoid them altogether.

I can see the argument that some people use against EQ, in that its quests didn’t properly lead you from one area to the next.  Breadcrumbs.  But in newer games, I feel like they’ve got so far as to bypass breadcrumbs and just install a rail system.  They don’t suggest I should try the next town so much as they point all my quests to the next town and if I don’t go there I won’t have anything to do.  The problem is that often I would like to go some place that is personally more interesting, but I get there in WoW and find there is nothing to do because I went the “wrong” way.

Outside of MMOs, whenever I play a single player game, I always feel that I need a good strong narrative to keep me going.  I enjoy Half-Life 2 and Bioshock because as I progress of location to locations, even though I know I am on a rail and there is no other way to go, the story and the action keep me wanting to go that way.  Then I pick a game like Lost: Via Domus and I barely played into the game at all… I just didn’t want to go the direction the story wanted me to go.  I want to explore the beach while the game wants me to run into the jungle, and just as they finally manage to make me interested in the jungle they are now forcing me to go back to the beach.  Someone is shooting at me and I want to fight them, but I’m not allowed to, whereas in HL2, someone is shooting at me, I’m not supposed to fight them and the I don’t want to fight them, I want to run.

Anyway, this post has been enough of a rambling mess, so I am just going to stop now…  I’m not even sure I managed to cover the Round Table subject…

[include file=http://blog.pjsattic.com/roundtable.php?rtMON=0708&bgcolor=FFFFFF iframe=true width=512 height=80]

The Instance and The Bench

Reading this post over at Clockwork Gamer got me to thinking about why raiding in most recent MMOs never excited me.  Back in my days of EverQuest, when I would lead raids, I often would take anyone and everyone who showed up.  Some of my “raids” were silly, intended to train people for raiding.  I took five groups into the Mines of Nurga (before they revamped the zone) and made them form up groups, main tanks, pullers, heal team, etc.  Just like a huge raid, but everyone was around level 30.  Many of those same raiders would show up later when I started doing Epic raids, smaller hits for pieces to Epic Quests.  Places like The Hole, City of Mist, etc.  Of course, I also lead some dragon raids, and some Hate and Fear, Chardok, a few bits in Velious, and even some Planes of Power raids.  It was all great fun.

The only raid I never got off the ground was the Plane of Sky.  The reason for this is that the islands in Sky gave out random numbers of keys, and the zone had a very very long respawn time for most spawns.  In order to take a large raid to Sky, you needed to use complicated corpse summoning to get from island to island.  It was easier on a small raid, but small raids, due to the difficulty of the zone, needed to be very regimented, certain amounts of certain classes.  I’m sure its not so hard now.  Sky can probably be single grouped, or even done as a duo.  But “back in the day” it was much more difficult.

In EQ2 and WoW (and other games), raids are often (always) instances, with caps on how many people can go.  One thing I never like to do is bench people.  If a personal is capable of surviving the raid, I’ll take them… I mean, seriously, I did raids in EQ with 90 people.  Of course, in EQ2 and other more graphically intensive games, I couldn’t imagine 90 people being in the same place and having the game be even playable.  Even WoW can struggle.. just try going to the auction house in Ironforge. (I might be showing my age here… is the auction house in Ironforge still crowded?)

I seriously don’t like the idea of raid caps.  Having 25 people show up to fill 24 slots… I’d rather not.  Over in this thread at the Nerfbat forums, I put forth the following:

I’m all for removing hard caps on content. I realize that a developer may want to design his content to be optimally experienced by 5 people, or 25 people, but it really sucks as a player to keep running into the wall because I have 6, or 29, friends and we have to repeat content not just for the loot, but simply so people can experience it. Game devs should consider ways to remove hard caps and instead reward soft caps. Design the content for 5 people, but allow any number to go in, however have the reward scale upward as you approach the “optimal”. That way, people who want to min/max content for the best possible reward can do so, but also people who just want to play can experience it as well without having to jump through extra hoops just to play with their friends.

I’d love to see a game at least give that a shot.  And I wouldn’t even mind going back to the flagging model of EQ, where you could bring any number of people to the raid, but only X number would get the flag.  You’d still have to repeat the content, but at least you could repeat it with the entire raid group instead of playing musical chairs mix and matching your raiders in order to be able to do the raid with only X number of players.

Maybe.  Someday.  Perhaps.