Worth Doing Well

Any job worth doing is worth doing well.

Any job with acceptable compensation (be it monetary, spiritual, emotional or other) is worth doing.

Any job I take on will have acceptable compensation. (I don’t intentionally commit myself to things that I know I will hate doing and gain no form of reward from.)

So, by the transitive property, any job I take on is worth doing well.

If you live your life by these simple rules, it is possible that you might have a job that sucks, but you should never suck at your job. If you find yourself being terrible at your job, you either need to find a way to be better at it or find a job that is a better fit. By knowingly, willingly being terrible at your job, you are choosing to make your own life worse and having a negative impact on everyone you interact with. Conversely, by doing your job well, you will have a positive impact on the people you interact with, and that, in turn, has a chance of making you feel that your job doesn’t suck.

For Your Consideration

I have held, and will always hold, that it is the little things that matter most.  You can have two items, two stories, that are in large strokes exactly the same, but it is the little details that end up endearing one to a generation while the other winds up mostly forgotten, completely independent of its success.  The endearing tale could be one that hardly makes anyone any money but it a cult favorite for decades, and the “forgotten” one could make millions in the short-term and in a few years people barely remember that it existed.

Almost every MMO these days uses some form of the color con system.  Red often means that it is going to be hard or impossible to beat, some form of grey or green often indicates an easy kill, with shades of blue, yellow and more in between to let you know your chances if you decide to fight it.  And yet, beyond the color or number or whatever other indicator they use, there is nothing more. We are, at this point, expected to know what that means.

A giant diseased rat scowls at you, ready to attack. What would you like your tombstone to say?

Sometimes, however, I think we’ve lost something by moving entirely to numbers and UI indicators.  EverQuest added flavor to the consideration system by spelling it our for you, giving you your faction relationship and a difficulty assessment all in one quick message.  But the most important part of it was that while some information might be readily available in your targeting window, you had to actually /con the target to get the message.  It lent just a little push toward the RP in MMORPG, that your character, that you, had to stop and look the target over, reading his demeanor and body language, that your character was a hero who kept abreast of clan markings and signs of madness, that the hero you controlled, that you embodied, would be able to look at a monster and say, “Not only does that thing probably hate my guts, I’m pretty sure he’ll beat the crap out of me too.”

To me, it’s the words that made that happen, and it is the lack of words, the purely UI based blinkies and numbers that make my brain flip immediately to math and calculations and I wind up saying, “The level disparity will reduce my effectiveness to the point that I don’t believe my DPS is enough to bring his hit points to zero before he does to mine.”

It’s just one more things that brings me again to my conclusion that I seem to be out of sorts with so many MMOs because they’ve reduced themselves to being just games instead of being more than games.

A Week of Tweets on 2010-11-14

  • When you hear rumors of layoffs, is it poor form to ping people you know to find out if a) it's true and b) they got hit? #
  • There is nothing wrong with being wrong. You make it wrong by pretending you aren't. #
  • This is the beginning of the end of the second half of the fourth quarter of the middle. Now if I can just figure out "of what?" I'll be ok. #
  • I wish people would stop linking that Cracked article about why a zombie apocalypse can't happen. It has so many flaws… #
  • Good bye, Mr. De Laurentiis. You made so many films I love. Thank you. Rest in peace. #
  • 7483. Still way behind, but it feels great to finally have my congestion cleared and to be writing again. #nanowrimo #
  • Friday is upon us! Rejoice! #
  • Rejoice? But I have joiced yet! I am disgruntled. I'm not sure how I got gruntled in the first place, but now must regruntle. #
  • Why am I awake at 2:50am on a Sunday? #

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The clothes make the hero.

Lord of the Rings OnlineArguably, the title is true for most MMOs since they are all pretty heavily gear/item based.  But what I’m talking about here is just the look of your character in game.  Over two years ago I wrote a post trying to find drawbacks in implementing a system that divorced form from function.  And just four months ago, I made another post on appearance items.  Now, thanks to Melmoth over at KiaSA, I’ve learned that Lord of the Rings Online is implementing a Wardrobe System.

What’s really interesting here is that they even went a step farther with their design than I imagined anyone would.  First, putting an item in the wardrobe will copy the name and look (no stats) and then you can sell, give away or even destroy the original item.  Let me say that again, if you like the look of an item but don’t care for it for any other reason, you can copy it to the wardrobe and then get rid of it.  Second, with some restrictions, your wardrobe is available to all the characters on your account on the same server.  Got an awesome looking hat that you want to wear on all your alts but it requires doing a high level quest and having certain reputation?  No problem!  Just put it in the wardrobe and all your alts can wear it!

This is one of those features that every MMO from here on out needs to copy.  The days of mismatched, ugly but good gear or self gimping with weak gear to look good should be over now.  As Melmoth says, no excuses any more.

Ask me no questions…

… and I’ll tell you no lies.

But what I really want is for you to ask me questions so that I can lie to you.  I’ve created a profile over at formspring.me where you can ask questions and I will do my best to come up with an answer.

Below is a form to ask me questions, and when I get some good questions and answers, I’ll come back and post them here.

[include file=formspring.html]

Star Wars: The Clone Wars

9 out of 13 nots.
for great animation but a not so great story

If I were a fanboy of all things Star Wars, I might be inclined to proclaim that this movie, The Clone Wars, is the best thing since sliced bread.  Since I am not, however, I maintain that when you consider it, sliced bread is in fact still pretty awesome.  If you know you, you might have heard me say some form of that before, and basically it means that I feel the movie was a great attempt, but that it missed greatness.

The Clone Wars is set during… the Clone Wars.  It happens between episodes II and III of the Star Wars Saga.  Someone has kidnapped Jabba the Hut’s son, and since the Republic needs use of the outer rim space travel lanes to move troops, the Jedis agree to help find and rescue him.  Of course, nothing is ever simple, and lots of things go awry.

The biggest problems I have with the film stem from the same place that the problems I had with the new trilogy came from: George Lucas is just making shit up.  And I don’t mean that in a “he’s a creative genius” way… I mean that in a “he doesn’t even read his own work for consistency” way.  So, despite it never being mentioned, not once in the three original films, or in the third new film (the most logical place for it to have appeared), Anakin gets his own paduan.  Which despite its complete out-of-left-field nature, makes perfect sense given Lucas’ (and others) incessant need to manufacture adolescent characters for kids movies, because they clearly would never be interested in any movie that didn’t have a kid in it.  (Note: The original trilogy of Star Wars films, which was wildly successful, contained no children, not even pre-teens.)  The character of Ahsoka feels completely shoe-horned in.  Dialog between her and other characters smacks of the “Oh yeah!  Well, I may be young, but I’m no kid!” attitude Hollywood loves.  Its just… annoying.  And every time I hear the word “youngling” I want to punch George Lucas in the face.

Outside of issues with the characters and story, the film itself is beautiful.  It sits in a place that I can only describe as a blend of computer graphics and painting.  The textures and shading used adds a unique element to the film that lifts it from being an ordinary CGI affair.

I will say, though, if you go to see an animated movie this weekend, see this instead of Fly Me to the Moon.

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.

No RP in my RPG

One of the things I find distressing in MMORPGs today is the lack of that RP part… you know, Role Playing. I suppose that’s why most articles these days are using just MMOG or seeking out new identifiers.

Mostly, when I play, I tend to RP, at least a little. I try not to talk about sports or real world news, I don’t go on and on about the latest movie that I saw. I’m in a world where I am a hunter, and I have been tasked to kill bears, and while I don’t keep things deadly serious, I try to keep things contextual. Lots of people don’t.

It starts with names. From a hundred yards, when I see you running across the field and I target you and see your name is ‘Meattank’ or ‘Roxxingursoxxorz’, I know immediately that you are not playing your role as defined by the game world. Instead, you are likely grinding exp, loot, money or faction. Grouping with you would be a mistake, because you are likely to spend our time talking about the real world, or worse, DPS numbers and quickest routes of progression, boiling the game down into its simplest form. Of course, some ‘bad’ players still have good names.

I find, as I get older, that I’m less tolerant of people. I’m more apt to just pick up my toys and go home rather than put up with someone insisting that not playing a game at its most minimal and purest form is a waste of time. People who demand that levels and stats be maxed, that can only tell you where things are by looking them up on the latest spoiler site. Mostly though, the lack of role playing goes back to the idea I posted about a couple weeks ago. The min/max play style trumps my role playing style. A player playing the stat and loot game can hear me talk about getting a beer down at the pub and just brush it off, but when a group member breaks out with “Okay, lull that mob and will split the pair, cast x, y and z, if we happen to get the second, I’ll offtank until you guys down the first mob. Stay to the back and sides to avoid the ripostes. Max melee range so you don’t push.” well, it just kills the role play.

There is no solution to this. I’m just venting. I’ll still keep trying to role play, but real role playing is probably going to have to stay at the table top game level.

2006: Day 3 – An Age in a Day

I could write about the panels I wasted my morning on. Well, wasted isn’t really the right word… the swordfighting display was cool, as were the various writing panels, but the free form discussion of game modding was kinda lame. I mean, how many different ways can someone ask, “But what if it doesn’t work?” and the guests respond with a new form of “Then you fix it.” I showed some friends the undead siege art. But I’m not going to spend much time on that, because frankly, I want to live in the Age of Conan.

Funcom is here and they have a booth for their upcoming game, but today they did a full blown demo using the current beta client and servers (they actually used their live data thanks to the Hilton providing the internet access). All my worries for this game have been pushed aside, and if Vanguard still wants my business they better show me something cooler than this.

The first thing we are shown is the character creation. Have you played City of Heroes? Their costumes are cool, but the body and face creator in AoC is freakin’ amazing. You can give yourself scars or a broken nose, you can be all sorts of skinny or fat, its just awesome.

Then we see combat. Auto-attack doesn’t exist. For range attack with a bow, you draw the bow, then it smoothly transitions into an aiming system, pick your target and fire. We only saw bow, but I’d guess it works the same with everything ranged, perhaps spells. We didn’t see spells. But we saw close melee combat. Your character has six sides… front, left front, right front, left rear, right rear, rear. If you swing through a side and someone is in it, you can hit them. So yes, you can do a wide arc swing and hit multiple targets. Hitting someone is a series of key presses which determine the kind of swing and the location of the strike… almost like one of those console fighting games, but without the mad slamming of keys to make super-ultra-mega-death-combos. There are combos though, as you learn more fighting moves you can use them. But the absolute best part of combat is that you actually interact with each other. When you swing at them, you swing at them, not just in the same swinging motion you always make. You slash at legs and torsos and heads. And finishing moves can actually involve grabbing the opponent, running them through and then letting the body slip to the ground. It makes for much more visceral experience. And there is mounted combat. You can ride past someone and slash at them as you go. You can trample people. And the horse leans when it runs, just like real horses.
Then there are the towns. Player towns. Run by guilds. And you have to defend them from NPCs who rise up to fight you. Towns are strickly PvE, but for PvP they have tower keeps, and you can siege them, with real siege gear, that you have built. You actually can build, arm, aim and fire a trebuchet with a rolling flaming shot that slams through the approaching forces or the enemy keep walls. Since guild towns are PvE, they are instanced, which means the landscape doesn’t get cluttered. Tower keeps being PvP are limited in number, contested.

Basically everything about the game looks great. So far, it is the game I will buy a new computer for.

I saw a preview of Neverwinter Nights 2 also. It was pretty good. It beats Conan only in that it has DM tools so you can make your own modules and there is no monthly fee. Conan wins at everything else.

There was, of course, much hanging out, costume watching, and drinking.

Crisis on Infinite Earths

It has been a very long time since I read through the 1985 DC Comics event, but last year Marv Wolfman decided to write a novelization of the comic. Crisis on Infinite Earths tells the same tale of the original comic, only this time largely from the point of view of Barry Allen, The Flash.

If you’ve read the original, or if you read the first chapter of this book, you know from the get-go that Barry Allen dies. If you have followed The Flash comics since the original Crisis series, you also know that Barry didn’t really die so much as join the Speed Force (well, first he skipped off into the future, had a couple kids with his wife, Iris, and then permanently joined with the Speed Force, but that’s not really important right now). So from the first pages you know Barry is dead, but somehow and for some reason, the Monitor and the Speed Force are keeping him around in some sort of super accellerated ghost state. Appearantly he has something important to do.

The story is fairly confusing as it leaps from Earth to Earth and through time all over the place telling you things out of order and upside-down. But the snippets are still interesting, and the end of the book ties everything together nicely, adding a new dimension to the old comic book without destroying it.

If you liked the original Crisis, then I recommend this book.

However, I do have one complaint. The original series was published in 1985. This book was published in 2005. Twenty years. Alot has changed in those twenty years, and Marv lets slip in a number of current and recent pop culture references that simply didn’t exist then. Then again, comics have always been a very weird art form since their characters tend not to age while their world usually stays fairly up to date with the times, so I can overlook it a bit but I strongly feel that every one of those references could have been removed form the book and it would have worked just fine. It didn’t need pop culture. Still, it was a good read.