I’m a gamer. I game.

For Those About To Rock…

Yesterday, Harmonix officially released the Features List and Set List for the upcoming Rock Band 2.

Hell fucking yeah!

Over the last few years, I have noticed that I am less and less excited for new games coming out.  But back in November of last year, Rock Band really knocked my socks off.  I had played some Guitar Hero before, but the style of the game (being stuck with their personas and all that) just left me less than thrilled.  Sure, it was fun to play sometimes, but only really fun when you had someone else in the room to play with.  When I got Rock Band, however, that changed.  With the fully customizable avatars and being able to play four people at a time AND do more than just play guitar, I finally got excited about a game.

We’ve had a few parties at the house, and I have gone to a few other parties, and Rock Band plays so well as a party game.  With four people able to play at once and easily being able to rotate people in and out, and especially with the big 102″ screen and the large room to play in, everyone really gets into it.  Its not the stand still staccato snoozefest that Guitar Hero always ended up being, with one or two people staring intently at the screen clacking away on the strum bar and tapping out colored notes.  This was a band, and bands rock!

Now I need to officially begin saving up my money so that Rock Band 2 can find its way into our home…

Harmonix… From Those About To Rock, We Salute You.

The Problem With User Rankings

Not too long ago, on the Conquer Club website, they implemented a new system for player ratings.  Previously it had been based on an eBay style positive/neutral/negative scale with a comment.  You simply voted weather your experience playing them was positive, negative, or neither and then said something like “played all his turns in a timely manner” or “excellent team mate, worked well together” or “stupid dumbass only attacked his own team”.  Anyway, they switch over to a 4 stat 5 star rating system.  If you don’t care to follow the link, the short version is that after you play someone you can leave them a rating which is a rating from 0 (no rating given) to 5 (excellent) stars in 4 categories: Fair Play, Attendance, Attitude, Teamwork.  And the rating isn’t revealed until the game goes into the archive (no more ratings can be made on that game).

Going back to the eBay style ratings system, I hated it on eBay, largely because it was heavily retaliatory.  I once bought my wife a cello on eBay.  I didn’t buy the best model out there, I just wanted to get her a practice cello so she could start playing again (seriously, I’m not going to spend five grand on anything for anyone if there is a chance its just going to sit in the corner collecting dust).  The one I bought arrived and the bridge was not set up, which I expected.  What I did not expect was to wind up driving around to about two dozen music stores in an attempt to get someone to set up the bridge and have none of them willing to work on it because it was an “off brand” they didn’t sell or support.  I ended up setting it up myself, and did a very poor job of it, and after I gave it to my wife we finally found a music shop where someone relented and set up the bridge and tuned it.  So, I went to eBay and left a review of my purchase experience.  I was limited by the number of characters, but I said, “sale and shipment fine, but cello was ‘off brand’ and most music stores would not set up bridge or tune it.” and I gave him a neutral review.  To which, he replied by giving me a negative review that said “clueless user, DO NOT SELL TO HIM AND DO NOT BUY FROM HIM, liar and cheat!”  Now, because this was the only review I had, I ended up over the next 6 months unable to buy anything.  All my bids were refused.  The entire time, I was talking to the cello guy trying to get him to change his review.  I had been totally honest and had not given him a negative review, I just felt that anyone who purchased his items might want to know about difficulty getting service on those items.  Finally he relented and changed the review to neutral saying, “inexperienced eBay user, expects to get more than he pays for”.  After having a few more bids of my dropped, I just stopped using eBay.

As this relates to Conquer Club… well, I played a game with some people and I rated most of them 3 out 5 in most categories, except attendance in which case missing zero turns got people a 5, the occasional missed turn got a 4 or 3, and every player who dead beat (missed three turns in a row and was kicked from the game) got a 1.  Once the games got locked down and ratings were revealed, I got a flood of private messages from people complaining about getting a 3.  But looking at the rating scale:

0 means No Rating.  Or in other words, I don’t feel like I can judge you on this.

1 means Bad.  A rating of 1 means you sucked at whatever it was.

2 means Below Average.  This means you performed worse than I would expect.

3 means Average.  Meaning you performed as expected.

4 means Above Average.  You exceeded my expectations.

5 means Excellent.  You are awesome.

In most cases, people are Average.  To get Above Average in Attitude, for example, you just need to be gracious when you lose… or win.  To get Excellent, you need to also chat and be a good natured guy.  If you are silent the entire game, I cannot give you anything other than Average because there is nothing to base it on.  The ratings are from Bad to Excellent, not from I Want To Kill Them to Didn’t Piss Me Off.  There is a phrase where they call something “going above and beyond” and this is what they mean, you have to go Above and Beyond the Average to get better than an Average rating.

The problem is, people don’t see it that way.  3 out of 5 is a 50%, its halfway, and 50% is failing.  Most user based rating systems end up being all but useless for the same reason.  People being rated expect to be given the highest score possible unless there is a problem, and even then most of them want to still get the highest score possible after explaining or fixing the problem through other channels.  People rating others get pulled into the retaliation loop where they are giving higher ratings than they should because they don’t want to be rated poorly themselves.  And then most importantly, the site/game/whatever that is using the rating system, if they allow comments, usually have the length limited to the point where meaningful comments are not allowed.

I don’t know if there is any solution… you want to have the ratings to assist you in avoiding problem users, but the ratings can be, and are being, gamed so you don’t even know if a problem user is really a problem user.

Evolution versus Revolution

The first thing to note when talking about Evolution versus Revolution in games is passion.  If a player is passionate about the game he plays, he will strive to make everything about a new game sound as if it is only “more of the same” with some Evolution thrown in.  If a player is passionate about the forthcoming game, he will strive to make everything sound as if it is all Revolution over the old games and that nothing is “more of the same”.

I’ve read a number of posts claiming that Public Quests in the upcoming Warhammer game are a Revolution.  But it all depends on how you look at it.  On one hand, I can see the Revolution aspect because it is encouraging random social behavior in a PvE environment, which most games actually tend to discourage through spawn locking and quests being individualized.  (Its good to note here that while in World of Warcraft, only the quest holder gains the rewards of a quest completed, from the beginning, City of Heroes has always rewarded group members for assisting in completing another person’s quest by giving them a chunk of exp as well as many times giving them badges and/or enhancement rewards.)  But, on the other hand, the Public Quest system, to me, looks like someone took Alterac Valley from World of Warcraft’s Battlegrounds, made one side entirely NPCs and tweaked the mini-quests in the zone.  In fact, WoW could easily implement Public Quests that way, by taking Battleground style content and making in PvE, assigning rewards based on participation, similar to what they do now in their PvP versions.  Whether you see the item as Evolution or Revolution, in my opinion, seems to be dependent entirely on how hard you are chomping and the bit to play Warhammer.

And Warhammer isn’t alone here.  World of Warcraft wasn’t Revolutionary either, except in its broader market appeal, which could be considered just an Evolution of the trend seen in games that came prior: UO, EQ, etc.  But plenty of people do consider WoW to be Revolutionary, either for that reason or because it was finally a fantasy MMO “done right” or some other basis.

The real question, rather than if something is Evoltionary or Revolutionary, is “Is it fun?”  Looking at Public Quests, it addresses the one thing I have found a problem with in games since EverQuest: encourages people to be social.  WoW has its raids, but outside that, you and four friends can do pretty much everything in the game.  In fact, you can play the entire game from level 1 to level 70 without ever talking to or grouping with another person.  In my experience, WoW is the most “silent” game I have ever played.  People don’t talk, people don’t do pick up groups… most of the social activity is based in and around guild raids and battlegrounds, both of which in many cases are a minority of the players yelling at the majority of the players to do things.  So, I probably will pick up Warhammer, but I’m not expecting it to be some huge revolution in gaming… just an evolution backwards toward players actually playing with each other more.

An MMO You Could Take To The Bank

This all begins over on Raph Koster’s blog, with his post about the RPG Piggy Bank.  Then David McDonough ran with it.  Now here are my thoughts which began over on Nerfbat

I think someone really needs to do this.  It could be a revolution on two levels.  First, it could actually interest more people into saving money.  Second, it would finally put a game with a huge real world impact out there and “people” couldn’t just say that games are for kids or are just for entertainment anymore.

I would start with two different games.  The first would be kid focused.  Build an MMO with puzzles and educational things, while also including an adventurous “hack and slash” type game.  Some times you would go out and fight monsters and save the world, and some times you’d stay in and play mini-games for various reasons.  And not just the Tetris-style mini-games from Puzzle Pirates, but steal games from Brain Age, games that might actually help with learning while also still being (for the most part) fun.  The money invested into the game, either by monthly fee or by a microtransactions model (one where you buy items, game cash or points for real dollars), goes into a trust fund style account for the child.  The trust would be set up so that nothing can be spent until the kid gets out of High School, and that drafts from the trust after that would have to be approved, mostly to ensure the money is going to a college or other educational program, and perhaps have a monthly stipend paid out to a checking account for the kid (college expenses and what not).  When the kid turns 25, the remainder of the trust is turned over to the kid.  (And of course, if something happened to the child, the trust would be released to the family.)

The second game would be aimed at adults.  And I don’t mean that in a “blood and boobs” sort of way, but just that the game would need to appeal to more than just kids.  Only this time, instead of money invested going into a trust fund for college, the money goes into a retirement 401k or some other similar plan, the kind that begins payouts at 65.  Think of it as Social Security by way of an MMO.

If you really wanted to get crazy, you could allow people to set up any kind of saving fund they wanted and pay into it through game play.  Say you want to buy a new car and you need a minimum of a $3,000 down payment.  Set up a savings goal with the bank of $3,000, then direct your gaming account to desposit all funds into that savings goal.  Then a few months (or whatever) later while you are playing… “DING! Car Down Payment Achieved!”  What?  Oh!  Sweet!!  You could even set up multiple goals and split your payments into different funds, you want 30% to go into the new car fun, 30% to go into the vacation fund, 20% to go into the big screen TV fund, 10% to go into the house down payment fund and 10% into the retirement fund.

Of course, you’d need some way to fund the game… which could be done by advertisement partnerships and things like that, or even just shaving a tiny percentage off money deposited through the game as a service charge.  But seriously, I think this idea has merit.  I wonder what it would take to pull something like this off… hmm… where did I put those example business proposals? …

Programmers Are People Too

Have you ever had five or six things that you needed to do in your life?  Like perhaps you are in need of (1) Getting a Job, (2) Cleaning Your Garage, (3) Alphabetizing your CD collection, (4) Doing the Laundry, and (5) Calling your parents.  Arguably, of that list, getting a job is probably the most important (although, calling your parents might be at the top of that list depending on how long it has been… so, have you called your parents lately?  No?  I’ll wait…  okay, let’s continue), however, getting a job can be a big process which can be broken down into smaller tasks, and is least likely to be over with quickly.  You might, if this were your list, spend an hour circling ads in the paper, making a few calls and maybe emailing off a couple of resumes, and while the task of getting a job is not complete, you’d likely move on to something else.  Especially if this is not the first day you’ve spent looking for a job.  You might, given these tasks, go sort the CDs for a while, then throw a load of clothes in the wash, piddle around in the garage and come back to the job search later.  Sound about right?

As long as all the tasks were getting worked on at some level, you wouldn’t fault yourself for not spending all your time on the number one top task, nor would you fault anyone else for doing it either… unless it was their job.

It is very common in my daily work that I have a half dozen tasks on my plate.  The most important one might be to build an entire new application, followed by some bug fixes, maybe a new report over there, another field added to this screen, etc.  Just like any other person in their normal lives, when I work, sometimes, if the task is very large, banging my head against it, even if I am making good progress, gets depressing because it is not getting finished.  So, throughout any given work day, I am liable to stop working on the big task and go polish off a smaller one.  It makes me feel good, and makes working on the large lumbering task more bearable.  However, none of the people I’m doing this work for like it.  The people who want the entire new application are upset that I’ve released code with bug fixes, a new report and some screen changes, but no new application.

Being as this is in the Gaming category, how does it relate?  Ever read a patch message to your favorite MMO and found yourself thinking (or saying, because every now and then we all talk to ourselves out loud, and its okay), “Why did they fix all this piddly crap when X feature/class/mechanic is so utterly broken?!?”  The answer is in the preceding paragraph.  No matter how broken something is and how important that feature may be, sometimes a programmer just needs to take a few minutes to fix something easy just to get a victory under his belt for the day.

And believe me, you WANT him to have that victory, because a programmer who gets buried under huge high priority tasks with no end in sight is an unhappy programmer who is looking for another job… and when he finds one, he’ll be replaced with a temporarily happy programmer who doesn’t know the code as well as his predecessor (and he’ll be unhappy and looking for a job soon enough).  Those little victories are what keep the programmers believing that they can and will tackle the larger problems that exist.

Blog Banter: The Box versus the Digital Download

Always looking for sources of things to talk about, I’ve joined up with a group of other bloggers to do a monthly blog banter topic where we all post on the same subject.

Welcome, welcome to the 6th 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: Digital distribution of games vs. buying physical boxes and discs, which do you prefer and why?

If you had asked me this question years ago, my answer would have been physical boxes with no hesitation, as my closet full of game boxes will attest.  But then again, years ago, digital downloading could be iffy. Downloading a game once from some random website wouldn’t guarantee that you could get the game again later if you needed to.

That’s the main reason I always went for the physical box.  Once I have the box, as long as I don’t lose it, I can install and play that game whenever I want.  Every once in a while, I’ll pull out one of those boxes even now and throw down with an hour or two of Myst or Evil Genius or some other game you may not be able to find in stores anymore.

Of course, many of those games I own boxes for are available on GameTap now, so I don’t need my box, I just need to keep my $59.95 a year subscription active and I can play any of their 1000+ games whenever I want, on any machine I install the GameTap client on.  I’m a proud user of Steam, where I get my occasional fix of Half-Life 2 and Team Fortress 2 (games I don’t own boxes for) among others.  And with my Xbox360, well, I don’t fear Microsoft going out of business anytime soon, so I buy downloadable content through them, which I can always redownload.

But back to that main reason… being able to install and play any time I want.  If EA has their way, that’ll be a thing of the past.  SecuROM is actually going to make me not purchase Spore, a game I have been dying to play, because its some of the most idiotic copy protection I have ever heard about.  Similar problems crept up when Bioshock was released, the copy protection invalidating the game, which could be avoided by either getting the console version or by going through Steam.

I guess in the end, what I am saying it… assuming the source for the digital distribution will stick around, or that I can burn my own copy of the download for safe keeping, I don’t mind not getting a physical box anymore.

Check out these other Blog Banter articles! Living Epic, Silvercublogger, Mahogany Finish, Video Game Sandwich, thoughts and rants, XboxOZ360, Zath!, Delayed Responsibility, Gamer Unit, Hawty McBloggy, Triage Effect.

Fallen Earth Announces They Are “Feature Complete”

I have to admit, seeing a game company announce that their game is feature complete while still in the alpha stage gives me a tingly feeling all over. I am tired of games getting into beta and still adding classes and entire sections of game play.

So what does this mean, this “Feature Complete”? In theory, it means that they have implemented some rudimentary form of every game mechanic required to play the game in all the ways they intend the game to be played. The nuts and bolts. If true, it means that now they will begin overhauling each feature looking for bugs, making them more robust, and polishing them until they shine.

Of course, I will believe it when I see it… I really do hope this game turns out well. After talking to these guys at Dragon*Con, I want to see them pull this off, and I want to play it.

Read their announcement yourself.

Welcome to Town (US) (PvP) (14)

If you don’t understand the title, well, I wouldn’t blame you, I just made it up. But the idea behind is has to do with instancing.

One of the best elements of the game Guild Wars is that as long as you and another player are playing in the same expansion, you can play together. When I see games utilize instancing only to produce an infinite number of copies of Random_Dungeon_X or to produce seventeen copies of “town” to keep the populations low and yet they run a dozen or many dozens of world servers, I see it as an opportunity lost.

Where are the MMOs that utilize instancing as a method to eliminate the need for multiple servers? Worlds where everyone lives in the same place, they simply choose how they want to experience it when they leave “safety”. The title of this blog would indicate that you have entered “Town”, the localization is for the US (American English), its a PvP enabled instance, and it is the 14th of its kind because US PvP instances of “Town” are popular.

Of course, a game like WoW that has worked so hard to eliminate zoning except when going into little pocket dungeons and raid zones, this idea wouldn’t really work. And I realize that putting in a UI chunk that deals with switching instances, be it to join friends or escape crowds, might be off putting to some, but I think the idea has merit if only to avoid playing a game only to discover you can’t play with any of the people you meet at work or a party or wherever without someone (or several someones) having to pay to switch servers or start all over again. People might be resistant to it at first, but overall in the longterm I think it would be better for the virtual world of the MMO.

I hope to see it some day in more than just Guild Wars…

The Forest or the Trees

This Zombie Wednesday post is being partially co-opted by the Gaming category…

I’ve run into a problem with my Zombie MMO design.  I’m trying to think ahead a bit and not just blindly dive in and I have one point which I can see will be a major problem later if I have chosen incorrectly.  Do I approach the whole thing as “chat with a game wrapped around it” or “a game with chat as a feature”.

Personally, I want to start with the chat.  Mostly because I think ultimately this is going to be a more social game than it is going to be an achievement type game.  The current design doesn’t even have levels beyond the length of time you have survived.

However, starting with chat means I need to stop and go learn how to build either an IRC or a Voice Chat system, so its very tempting to just begin building the game, the world and its mechanics, as I am already a database and user interface programmer.

So, that would be the question… should I start with chat or should I start with the “game”?

Directed Instancing

One of the things I find discussed quite often is the use of instancing in games.  Some people like it, some people hate it, and there is every shade of gray in between.  The problem with no instancing is that places can get crowded… you go out to kill orcs and find that all the orcs are being killed.  The problem with too much instancing is that it can seem like you are the only one there… messing around in Guild Wars with their version of instancing, in the city there are people, then I go outside and am usually alone.

Just spit balling here… but what about a “directed instancing”, where you have an area that is an instance designed for a few dozen people/groups each unit performing different tasks.  The idea would be that before leaving “town”, you or your group has to select a task.  Once you leave town, the task is locked and you zone out into an instance that all but guarantees that no one is performing the same task you are, but may be populated with people performing any one of the couple dozen tasks the area supports.  You might head into the forest to kill orcs and run across a player chopping lumber, another hunting bears for meat and skins, a group searching for a missing child, and a raid about to siege the wizard tower at the far end.

Would that work?