Smiles, everyone… smiles!

Being born in 1974 means that my impressionable youth is crammed with the television and movies of the late 70’s and early 80’s.  Chief among my earlier memories are those of watching Fantasy Island on TV.  I am dismayed that only season one has been released on DVD.  I’ll likely purchase it someday, but I don’t have the heart to rush out and get it since no further seasons have been released.

Even more disheartening though was learning of the death of Ricardo Montalbán.  He brought to life both Mr. Roarke of Fantasy Island as well as bringing us, arguably, the best villain of the Star Trek franchise in Khan Noonien Singh, from both the TV series and the epic Star Trek: The Wrath of Khan.

Rest in peace, Señor Montalbán, in soft Corinthian leather.

Death Masks

Oh, it should be no surprise by now that I like the Dresden books.  And the fifth book in the series is no different.  Death Masks picks up a little while after book four, the Red Court is still calling for Dresden’s blood and someone has stolen the Shroud of Turin.

Like all the other books, the book begins with a bang, then spends a few chapters laying out the framework, and then the real action begins.

Yeah, I enjoyed it.  I recommend it.

Death Race

10 out of 13 nots.
for delivering on the promise of the title

If you are looking for an action packed film full of excitement, explosions, death and foul language, then Death Race is the movie for you.

Jason Statham takes the role of Jensen Ames, a man framed for murder in order to get him into prison so he can take up the mantle of Frankenstein, a driver in the Death Race who draws the most viewers.  This movie does not pretend to be anything that it isn’t.  Its about guys racing cars and blowing each other to kingdom come.  It is a ride, and one I really had fun being on.

In my opinion, while the movie isn’t perfect, it is definitely worth the money to see on the big screen.

Mafia Matrix

Since dumping Urban Dead, I was looking for another free web game to play and thanks to Ryan over at Nerfbat, I was pointed toward Mafia Matrix.

In an odd way, Mafia Matrix is almost the complete opposite of Urban Dead.  While the zombie game only penalized you with time, death was just becoming a zombie and you could be revived, this little mob system simulator is much more harsh.  Death is death.  You can make a new character, but a dead character is dead for good.  Of course, there is much more to do in the Matrix than just killing people.  You work jobs, collect money, buy stuff, steal from people, and there is a real community.  See, in Mafia land, players get to be the Mayors of the cities, the judges, the lawyers, the store owners, and the gangsters.  If you go whack someone without permission of the local don, you might find yourself dead.

It makes for interesting game play.  I, for example, have gone the route of being a legit lawyer.  I don’t commit crimes, but I will take any case and make sure that all my clients are given the best defence the law allows.  Of course, every criminal I get off means that the city doesn’t get that fine as revenue, so even defending criminals could get me killed, or at least run out of town, if I deny the city too much money.

Anyway, for now I’m enjoying the game.  If you play and want to look me up, I’m Jhaer and I spend most of my time in Miami.  And if you do decide to play, do so from one of the links in this post, I get something for the referral if you stick with the game.

When Big is Too Big

Yesterday, I rambled about my dislike of applications on social networking web sites. Today, I’m going to ramble about the other aspect I dislike about Internet community and social networking sites. They are just. so. big.

Back in the dayâ„¢, I played online games with, what I though was, a large group of people. There we literally dozens of us. Maybe hundreds. There were tons and tons of Quake players online, but, the community at large was segmented. Some people played Death Match, others played Capture The Flag, and then there were mods like Team Fortress. No part of it was really enormous, because even within segments, like Death Match for instance, there were further segments, built around servers and server groups, web sites, tournaments, geographical areas, etc. I can see this when I talk to people who knew of TF but didn’t play TF and I talk about us having year long tournament seasons with dozens of clans and alternates and all sorts of stuff. They just didn’t realize how big TF was… and I always thought DM was just scattered random chaos until they start waxing about the days of ranked tiers and what not. The same was true of EverQuest. While I was/am familiar with the players and guilds from my own server, outside a few standouts, the workings of other servers were non-existent. One day at work I found out a co-worker also played, but on another server. When I explained to him how “public” raiding worked, he was shocked, because his server had no public system, in fact it was a very tightly controlled tier system long before SOE ever considered making tiers. Today, I still hang out on a community board from my EQ server, and it consists of a few dozen or more regular posters with more infrequent posters and a bunch of lurkers who might post occasionally.

When I look at newer game communities, like the WoW official forums or places like Guild Cafe, I’m turned off. Being a dude with a regular job and other hobbies, I simply can’t keep up with a community of thousands, tens or even hundreds of thousands (or potentially millions in WoW’s case), posting with no restrictions. I log on one day, read some threads, post, and then leave. When I come back in a week, the conversation I was interested in is over, three days dead after getting four hundred posts and eventually being locked by a moderator, or simply faded away to page 47 (implying that 46 pages of posts have been made, not just since I’ve been there, but since the last time someone replied to the topic I was interested in). I lose pretty much all interest in the site. I can’t spend all day reading posts, and I certainly can’t spend all weekend catching up, so at best I’m tagging one thread in a hundred to participate in, and at a ratio like that I don’t feel like I’m a part of any community that may exist there.

In the end, its all a question of scope… how wide does a community cast its net? If you go too wide, you will end up alienating people who might be valuable members but do not have enough time to be fully involved and encouraging people who might be less valuable yet have ample time to participate everywhere. Go too narrow and your community will die on the vine, or at best be little more than a place where your tiny group of dedicated members can hang out, which in most cases isn’t going to be enough to run a business off of unless that business is small or the price is high.

Currently, I think most, if not all, of the social networking sites are going too wide without enough tools for the users to both segregate themselves and to find the segregated communities in which they belong or wish to belong. In addition, they all seem to be reinventing the wheel in everything they do. The message board functions of most social networking sites are like stepping into the stone age when compared to the robust readily available software solutions on the market. You’d think Facebook or MySpace might consider investing in one of those.

Perhaps in a future post, I might wax poetic about what I would do if I were to invent a social networking site.

Death at a Funeral

The wife and I decided to hit the theater this weekend, and after making her go see a bunch of action flicks she was overdue for picking the film. She narrowed it down to Death at a Funeral and I Now Pronounce You Chuck And Larry. Since I wasn’t in the mood for Adam Sandler, we went with Death at a Funeral.

I’d seen a trailer before and knew it was about funny things happening at a funeral, but to be honest I hadn’t really 100% paid attention to the trailer. If I’d known it was a) British and b) directed by Frank Oz, I’d have been more excited. Upon the movie starting and discovering both a and b, I settled in for a good comedy.

And it delivered… from the funeral home delivering the wrong body to the service to the… well, I don’t want to give away everything. It was great fun, completely worth the price of admission.

Zombies: An MMO Idea

If I could design an MMO, completely from the ground up and I had full control, what would I do? Easy. Zombies.

First off, there would be only one world, and the world, in effect, would be as large as the real world. It would not be a zoneless game, but for most people it would feel like it. When you log in for the first time, you create a character, no classes, just a person (using the obligatory super cool character creator with eleventy billion combinations of body parts and textures and clothes), and you choose where you are going to be from (a nice world map with glowy red dots for player populations, so you could decide to be where there are lots of people, or where there are no people, or somewhere in between). You would also choose a “player type”. This “type” would decide if you are issued a house or if you are given a list of dwellings of appropriate survivor capacities that are currently open to new members (if you pick a type for a size of group to which none is available, a new one will be created for you and new players will begin joining you shortly). In game a player can always choose to change their “type” by simply leaving their current group and joining a group of another type (or if you have decided to abandon people and go it solo, you have to clean out a house and bar the doors for safety).

Welcome to a world populated by endless zombies. You and your group (or just you) need to implement and maintain defences as well as gather survival supplies, food, fresh water, broken pipe replacements, clothes for the winter, a way to stay cool in the summer, weapons, etc etc. And of course the zombies need to be killed, because zombies tend to bunch, and if you don’t keep an eye out you’ll be surrounded and starve to death before you know it. Zombies tend to walk, but some will run when they see food. Rarely do they think, but once in a while they’ll be accidentally crafty. Log in, survive, log out… but don’t forget to make sure you’ve got food before you leave, you might starve while you are gone (working in groups helps, if your mall has 24 residents you can afford to not log in for a month as long as the rest of your group keeps you fed, but be careful, if you don’t pull your weight, they might feed you to the ghouls).

When you are logged out, your character is an NPC in defence mode. Unless other members of your group are online to manage the perimeter, its assumed you will warn people trying to break in and kill them before they succeed.

If a place gets too overpopulated by players, not only will you run out of zombies, but you’ll run out of food, unless you start farming, but farming (unlike your home) isn’t safe and you might get robbed. Get enough people working together and you might rebuild a city, at least until people stop logging in… dead players becomes zombies, and your city might be destroyed from within.

And what about player death? Well, a player can only have one character at a time. If they find out friends or coworkers play, they can always travel to them… if they can survive the trip that is. Death is death, and you have to roll up a new character, but without levels in the game, the only thing you’ll really have lost is your home and your possessions (given to your groupmates if you had any, left for scavengers if you didn’t).

What can you do besides fight zombies and survive? Well, anything you want to really, as long as you are also fighting zombies and surviving. Rebuild a PC and get a working satellite dish and some power and you can hook up to the remains of the internet and communicate with others, even play games… or play games with your group mates or other neighbors when you have them over for tea (or they get cut off while scavenging and needed a place to hide until daybreak). Depending on bandwidth and licensing issues, run your own TV station or radio station… publish a newspaper. Rebuild a car and go for a drive (be sure to lock the doors).

Essentially, Second Life… but with zombies!

Defeat Not Death

There is a really great post over on the Tattered Page that I want to post about, but my head isn’t very clear today and I have too many meetings to attend, so I’m going to put that off and return to a subject I have hit before…

I want to touch again on “the Death Mechanic”. No, that is not a new horror film, nor is it a job title. It is the unfortunate moniker given to the question “How does your game handle player defeat?” Sadly, too many games have, possibly due to the moniker, limited this to player death. And so, as I’ve said before, I feel games need to feature alot more variety in player defeat so that not everything equates to death. One specific thing I would like to see in games, especially in PvP, is player defeat resulting in a temporarily unconscious/immobile player who then returns to full health but with a penalty, like a limp (slower movement) or an injured arm (slower attacks) or even a head injury (lower accuracy). In this way, defeat stings, but since the defeated player would “catch a second wind” and put him up to full health, they’d also be given a temporary boon to attempt to avoid repeated ass kickings (since, logically, if a player lost a fight, he would have done some kind of damage to his opponent before going down).

The main reason I want to see this type of change is to throw a wrench into the current game dynamic. How would PvP and even PvE be affected if a player had to be defeated (reduced to zero hit points), say, three times before they were more permanently removed from the action (knocked out for 3 minutes instead of 10 seconds)? What if players couldn’t actually kill other players, only knock them out and loot them, unless both players (attacker and target) were both flagged to allow death, but experience or other rewards for PvP were greater when flagged? Then throw possible permanent death into the mix… Perhaps not every outcome would be desirable, but it certainly would be different from the bulk of current games.

I really think that many games have boxed themselves into a corner with their death mechanics. Think about it… if a player dies as part of normal activity of the game, what must you do? First, you have to create, both in function and in lore, a way for players to return from the dead. Sure, you could just go the first person shooter route and just have people respawn *bam* with no reason, but this isn’t an FPS, this is an MMORPG. Role Playing Game. In addition to that, since you have defined defeated as dead, hit points are really life points (or blood points). The character is being hit and bleeding to death, so now you need magical healing (or at least, people have come to expect it).

So, lets take hit points back, all the way to the beginning, back when they were not intended to mean your life literally, but were meant to be the character’s ability to move and avoid death by rolling with blows, taking a punch. Now, only critical hits are actual bleeding hits (and they’ll carry with them a damage over time component unless bandaged), and the rest just means you are taking blows or ducking out of the way tiring yourself out. Now, instead of magical healing, players can hit you with toughness, invigoration, agility… and these things will increase your hit points because they are extending the amount of ducking and taking blows you can do.

Yes, in the actual function of “healing” in the game not much will change, but once you disassociate the combat from bleeding and death, it opens up many other possibilities for how to handle defeat in the game and the directions your story can take. As I’ve mentioned before, wouldn’t it be cool if when you are attacking an enemy city and your group wiped out, they captured you instead of you being dead and resurrecting/respawning? I think it would…

Stuff on the Net XIV

Its been a while since I put up links…

The problem with Superman, it turns out, is that he landed in Kansas 10,000 years ago.

My issue with this story is that I got out a ruler and measured my head… 6 inches just wouldn’t be large enough.

Amber Night blurts out probably the single best mangling of Colonel Jessep ever.

Scriptapalooza, a contest for television script writing, has had its deadline extended. I didn’t partake of it this year, but assuming nothing Earth-shattering happens to me in the next year, I probably will in 2007.

I am horribly addicted to Line Rider, even though I totally suck at it.

Someone who does not suck at Line Rider. Search around YouTube for more… some of these are just incredible.

Fun threads over at the MMO Round Table: Variable Death Penalty, the Death Mechanic, Making Self-consistant worlds fun, Your Ultimate MMO in 10 Bullet Points, Roleplaying in Games, and Rewarding Longterm Players.

And that’s enough for now…

Death Penalties

One thing every game has to deal with somewhere in its design is the penalty for losing. Some games have opted to have none, but in my opinion this leads to the “lemming effect” where player has absolutely no fear of losing and will repeatedly slam into a brick wall until the wall gives in. Other games have chosen to allow methods for the reduction of penalties, like clones, insurance, returning to your body, praying at your death site, etc… the list goes on forever.

Long ago, EverQuest had a very stiff penalty, depending on your level at the time, you would lose experience equal to ten to twenty percent of your level. On some levels, that was hard to earn back. To that end, players avoided death, and dying made them angry. Later, Sony reduced the death penalty enough that the last few groups I was in before I quit didn’t really seem to care about death at all. And of course, experience loss deaths mean very little when you are level capped and have a good buffer.

Other games, like City of Heroes, maintained the exp loss death, but also allowed you to continue forward progress, and you could never lose a level. You earn “debt”, and while you had it fifty percent of your experience went to pay it off and the other fifty percent went toward your next level. Sort of good, but it lead to people not minding defeat, which in a superhero game leads to a little more heroism (but a lot more stupidity). Of course, with CoH having a penalty actually helped because it forced you to level slowed, gain more influence (money), and be able to keep up to date on your power enhancements (store bought).

The one thing all of the games I’ve played have in common, and the thing I would like to see change, is they all have one kind of defeat. Just one. You die, you lose exp. You fall, you get debt. You are killed, you drop an item (Asheron’s Call). You lose, your equipment is damaged (World of Warcraft).

Why no variety?

What I’d love to see in games is multiple layers of defeat. Why must lose of hitpoints always equal death? Why must monsters you fight be relentless until they kill you? When a mugger attacks me in the city, why not have him beat me into unconsciousness, steal some money and then run away? If I enter hostile territory, why can’t they beat me down, then if they defeat the entire party, drag us to the edge of their land and leave us for dead? Why can’t I be disarmed, paralyzed, and laughed at?

I don’t see a reason for having so few options except that the more options you have, the more code it requires. Building a bigger box.