2007: Day 2

Breakfast is good. Expensive, but good. Luckily this year we’ve got a ton of Marriott gift certificates to use to we basically eat for free… go, go credit card rewards points!

On to the zombie walk… okay, lets talk about a good idea: Get a bunch of people together dressed as zombies, stumble down the street. Now lets talk about poor execution… do this at the same time as the parade, along side the parade, but not in the parade. Seriously, a better show, since they didn’t get into the parade, would have been to pick a time, say around noon, and walk as a group through the three participating hotels. Ah well, maybe next year…

Saturday was looking to be a zombie day as I headed over to see the Zombie Squad. They were hilarious, but at the same time informative and cool. While they take on the far flung fantasy of a zombie uprising, they do so in focusing in general disaster preparedness. Take a look around your house, if you were to be cut off from communications, power, running water… if it were to all shut down, could you survive the first 72 hours on what you have?

A visit to Dragon*Con isn’t complete without a trip through the Art Show. Definitely some cool stuff to look at, but some times I wonder how they come up with the prices of the art… I see one piece, very nice, oil painting, $300… a few booths down, another oil, $6,500. I didn’t really see much of a difference between the two. There was another 1/8 scale diorama this year, last year was undead which was very cool… this year is Star Wars. Something about the little bastards of tattooine… jawas, storm troopers and sand people. Very nice.

After a short break, I went down and caught the end of the “Is Warcraft an MMO with training wheels?” to which the answer was a resounding “Yes” even though the “hardcore raiders” didn’t want to hear it. People were calling their game “easy” and “simple”, and it is, from level 1 to 60 (now 70) you don’t need help, you can level on your own and be just fine, but at the level cap the game gets “hard” because you wind up needing a guild, or at least a few friends to power through Arena and Battlegrounds.

That was followed by a panel on the nitty gritty of MMO Design. Mostly the room seemed to be filled with people who didn’t want to hear “Its not easy, in fact its a lot of hard work and takes a whole team of people.”

Ever watched a movie about the end of the world? Ever watched a bunch of them? Ever notice that the same archetypes of characters keep showing up? I attended a panel to discuss exactly that: what types keep showing up and why. Most interesting was the aspect of how American films differ from British films and both of those are miles away from Asian films. Fun talks.

While I skipped out on a screening of “The Signal” earlier in the day (I’ve seen it), I did want to attend a Q&A panel of the cast a crew. A.J. Bowen likes to wink at me, but I think only because I wink back… but its not in a gay way. Really.

The day ends as it always does… with drinking and people watching, running into old friends, laughing and talking… and sleep.

Good night.

2007: Day 1

Day 1 began as it always begins, check in. Really, seriously, I need to start planning on coming down on Thursday to avoid Friday. We really didn’t have trouble getting our room, it just wasn’t clean yet. So we got new rooms, but not before the bellman had brought up the bags to the unclean room. Why exactly are there two sets of bellmen? One helps you from the car to check in, the other helps you from check in to your room… two people, they each get half a tip.

With check in behind us, we set out to meet people and do stuff…

This year is seeing a few changes around the old Dragon*Con. Some tracks have been combined or changed, and there are some new ones. The old Tribe stuff has been pulled in to a new Apocalypse Rising track. I think I’m really going to like this one… I went to the kick off panel and we discussed all the ways the world can “end”, but of course apocalypse stories are not about the end of the world most of the time, they are about people surviving the end of the world they knew. Good stuff.

Next up was the MMO Obituary panel where we dragged out the corpses of all the dead (or dying) MMOs and continued to flog them, while at the same time discussing what they did do right and what we hope to see again. The Game Programming track that has finally broken away from the Electronic Frontiers Forums track looks to be another keeper.

Then we decided to wander through the dealer’s room and the exhibit halls… largely its all the same crap that is there every year. Not anything surprising, but some of it is still cool.

Back to the Apocalypse track to discuss pen and paper games. Lots of good stuff out there… Twilight 2000, Fading Suns, Aftermath, Rapture, Shadowrun, Deadlands, the Morrow Porject and more…

Some obligatory standing around and looking at costumes. Some people are crazy, and some are insane, and some simply should not be wearing that.

Last up for the night was a panel called “How NOT to get into the game industry.” I’ve been to the How To panel before, and this was a slightly more humorous take on the same subject… mostly I went to possibly meet Brian “Psychochild” Green, but he canceled, so poo on him.

Time for bed because I’ve been up too long today… and tomorrow is another day…

The End of the World

Tobold’s had an interesting post up last week about the concept of a game that resets everyone back to zero as part of a cycle. It really is a nifty idea that I think more games should consider in whole or in part. But the question becomes, how often do you reset?

The first comment on Tobold’s post mentions resetting EQ1 every 90 days. Three months seems a little fast to me, especially given the huge amount of content the game has (not to mention the ridiculous keying and flagging for some zones). Of course, on a reset model, perhaps they could remove some unneeded content (like Luclin), maybe revamp the entire game to focus on one huge storyline. If they’d thought of it sooner, the Planes of Power expansion would have been perfect for this, seeing as how in the Plane of Time the defeat of Quarm results in story text saying your characters are being sent back in time or their memories wiped or something and the defeat of Quarm is being undone since he can’t be allowed to be killed. Three months might be perfect for a game that was only the original world, Kunark, Velious and Plane of Power. In fact, I think that game would rock. Maybe you could still throw in some of those mini expansions like Lost Dungeons and Ykesha, and every three months when they reset the world they’d revamp some zones, maybe add new features, change up the lesser stories. It would definitely solve my “empty world” scenario that happens when everyone is level capped and no one plays the low or mid level game anymore.

But for the casual player, is 90 days too short? If I was the kind of person who only got to play less than 5 hours a week, in three months I’d get in at most 60 hours of play, then I’d lose my character and have to restart. I wouldn’t want to play that game if I were that guy. Wherever you set your reset at, you’ll always be eliminating a set of players below a threshold. Another blog on the subject suggested two months… that short a period would need a very shallow and/or fast playing game.

Perhaps you could just reset the people involved in the final event, or people above a certain level… or maybe allow people to flag themselves as part of the “reset content” which opens up new areas, new raids, but means that when someone wins the final event, all the flagged characters get reset. But most of these limitations come in with level gated content. What if your game had no levels? What if the only progression in the game was in obtaining items and moving through the story?

It is a lot to think about.

Ethan Haas Revealed

A while back people were scouring the Internet looking for information on Cloverfield, the secret movie project by J.J. Abrams. I’ve blogged about the movie myself once or twice. During the hunt, people stumbled upon a site called www.ethanhaaswasright.com and a blog at ethanhaaswaswrong.blogspot.com. The first had a flash puzzle game, each level played a small video clip. The second was a blog that had just a couple entries speaking about something coming and then turning into script that had to be deciphered. Lots of people thought this was for Cloverfield, many people insisted it, and then J.J. Abrams came out at Comic Con and said the Ethan Haas stuff had nothing to do with his movie.

So what was all this Ethan Haas stuff about?

Turns out it was all hype for Alpha Omega, a new table top RPG. Of course, many of the people who’d been trying to figure it out were disappointed, table top games just aren’t exciting to lots of people, they’d have preferred it be a new TV show or a movie, or at the very least a video game. But me, I like table top games, and this one looks fairly interesting, especially since it doesn’t appear to be based on the d20 system. As nice as I think d20 is, its not the only way to play, so I applaud anyone who goes down another road.

I also applaud the effort made here. I can’t remember the last time a table top RPG managed to garner so much attention. No wait… yes I can.

If you want more out of your MMORPGs than levels and loot and grinding experience points, I recommend trying to get some folks together to sit around the table and play. If you are nervous about it because you’ve never done it before, I recommend Dungeons & Dragons for Dummies and Dungeon Master for Dummies to give you a nice overview and a little depth on both sides of table top game play.

Besides, if you love Science Fiction setting games, the MMOs have never really gotten it right, but table top games have been doing it right for a long time.

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.

Aspect of the The Walking Dead

I’ve written about The Walking Dead before, and in my continued efforts to talk about my game idea without rehashing the same stuff over and over, I will write about them again.

There are six collections now instead of four as when I wrote before, and the story remains good. There are elements in here that just make sense to me, and are in line with the story of the world I would present in my game. If you haven’t read all the comics, I’m about to ruin one thing for you, so skip the rest unless you want the spoiler… its not that huge of a spoiler, so don’t get too bent…

In the comic, one of the things revealed that I really liked is the idea that everyone is doomed. See, The Walking Dead doesn’t refer to just the zombies. After an incident where someone who died through other means, never having been bitten by a zombie, comes back as a zombie, its apparent that whatever causes the zombies is already in everyone, just dormant. They are all going to become zombies, no matter how they die, unless their death involves the destruction of their own bodies such that they can’t rise.

This aspect will be integral to my game. I talked earlier about how players will have to manage food and resources, and how those will deplete even when offline. When you die, you are dead. There is no resurrecting or respawning, if you want to play more you have to start a new character. Then, if you want, you can travel to your old character’s hide out and kill the zombie-old-you if someone hasn’t done it already. When you die, you are undead. Your body will rise as an NPC, and if there are people unfortunate enough to be living with you, if they aren’t careful, they may be undone from within.

Together Alone, Alone Together

Over at the nerfbat, Ryan adds another lesson, this one about Solo Content not being a bad thing.

He is right, in his way. Solo content isn’t bad, and personally I think that every game should have solo content. But to what degree?

One of the major issues you will run into here is that solo content will actually affect your entire game design and reverberate through your community. Take World of Warcraft as the 800 lb. example. Pre-Burning Crusade, soloing to level 60 was easy. Anyone could do it given enough time at the willingness to do so, with any class. But, if you only played solo content, you were viably limited to solo and small group content. Even if you did instances now and then, or even were hardcore at the five man instances, when it came to open PvP or the battlegrounds you were completely outclassed by raiders. The gear obtained from raids was head and shoulders above the rest of the gear in the game, to the point that raiders could have nearly double the hitpoints, resistances and damage output. Unless you were a perfect assassin type circle strafing PvPer, you almost could not win. Most games on the market are like this because of the weight that items carry, they are item-centric designs.

Post-Burning Crusade, it got better… the “crap drops” from “trash mobs” and easy quests were nearly equivalent to raid gear from the Pre-BC era. Of course, as people explore the raids of BC, the disparity is re-emerging because the game is designed for raiders to get better rewards than anyone else.

Of course, you could try to solve this problem by giving soloers and raiders the same gear rewards… but then your raiders would complain, or they simply wouldn’t bother with raiding since the organization and trials of doing so earn them nothing better than they could get in a group on a lazy Saturday afternoon. As a non-raider myself, I would not mind this in the least, but there are people who would.

The flaw here is in attempting to cater to many play styles AND have those play styles interact. Each style is rewarded differently, and those differences become glaringly aparent when the styles clash.

The solution? Smaller, more focused games… or move away from item-centered designs. I really think that the Xbox 360 is on to something with its achievement system. Games need kill sheets, titles and trinkets. Adornment to show that you’ve done raid X or killed monster Y or cleansed the world of Z hundred creatures or completed quest chain A or defeated W other players in combat. We need more rewards that don’t affect game balance, things that show what you’ve done without making you capably better than players who haven’t.

Pete and Re-Pete

Pete and Re-Pete were paddling a canoe when Pete fell out, who was left in the canoe?
-first grade humor

Now take a moment to consider that. If you don’t get that joke, please, please… stop reading my blog. Encapsulated in that joke is the one thing that really irritates me most about MMOs. Just the other night in World of Warcraft, my group and I went off to collect the heads of some thieves. Now, when we killed each of the offending people and take their heads, my suspension of disbelief allows me to equate that fact that each of us gets a head to be taken as we have evidence of the head, or since we all plan to go back together that there is really only one head that we share. Of course, one of our group had killed them and taken their heads and turned them in for the reward two days prior.

People in EverQuest used to make jokes… “Oh thank you!” quest giver Sarah tells you. “You found my mother’s locket!” She tosses it over her shoulder into a box full of identical lockets.

I realize that designed content is limited, and players will exhaust content faster than it can be created, so I’m not sure what the answer is here… except to stop generating content. The one thing that EVE Online does better than any other game I have played is to encourage you to get involved in PvP. Honestly, unless you really enjoy playing the economy game of buying and selling goods (I have a friend who makes a billion isk a month and rarely ever leaves his hanger), or grinding the same twenty missions over and over, there isn’t anything else to do. Of course, EVE Online is a niche game.

And that comes to the real point… its one I’ve made before and will continue to make: the world needs more niche games. We need more companies who plan properly and would be happy with fifty to one-hundred thousand players, maybe less, maybe more. We need more companies who actively do NOT want to be the next big thing.

You`ve been Data Mined!

Over at Broken Toys, Scott has brought up an issue that was the butt of one of Blizzard’s April Fool’s Day gags. How much of a game’s data is public fodder?

Personally, there are only two valid reasons I can see for having the Armory work as it currently does.

  1. Virtual dick measuring. Some people love to compare gear, to lord over others the awesome gear they have. It is naturally inherant in any item-centric game.
  2. Harassment. I, personally, have already had one instance of someone telling me I should be able to solo certain content, then retracting that statement after they pulled up my Armory profile and began telling me how crappy my gear was. And the number of gold and item auction site tells and mails I have gotten has increased.

Honestly, I could do without the dick measuring. There already exists enough of it within the pre-Armory game, but localized to servers. Now you can pull up the inventory (including bags, bank and talent builds) of any character anywhere. Do we really need that?

As for the harassment, sure my story is anecdotal, but that doesn’t make it less true. And if its not being used for this widespread yet, it will.

There is really only one “good” use for this tool, and that is statistic gathering. No game has ever made available (that I know of) this level of character information to the public. But this one good function would not be hurt by allowing players to “opt-anonymous” of the Armory. Show my gear and talents and bank and everything, just keep my name and my guild out of it. That would solve both of the aforementioned problems and have no impact on statistics gathering.

I’d really like to see Blizzard offer this option.

EVE: Worlds Collide

I have been playing EVE Online again. This time a bit more aggressively that before. I’m doing more combat, and only doing mining as an AFK task when I have better things to do. One thing I really enjoy about the game now is that they have added more agent missions to the game since I last played. Before it was either “Do this supply run.” or “Go here and kill a few pirates.” Now the missions have a little story.

One of them, and one of the more infamous ones, is Worlds Collide. Two cartels are fighting and a supply ship has been caught in the middle. They want you to rescue the crew from the disabled ship. And most people will tell you that this mission is nearly impossible. Which is it, if you get it “too soon”.

However, one of the main reasons people find it so hard is that the mission is actually a departure from the usual stuff you do in the game. Even with a little more story, many missions are still of the “take this there” or “kill these guys” types. So when you are told the story of two cartels at war and the disabled ship, most people’s first thought is to kill them all and save the crew of the disabled vessel. But if you read the story, if you pay attention to the details, your contact tells you that concerning the two warring cartels… they don’t care, they’d sooner just sit back and watch them destroy each other, except for that stuck crew.

When you approach the mission point, the first one, you find yourself with two gates to choose from and a half dozen or so fighters on each side. The key here though is that you are between the gates, and while the gates are 45km away, the fighting factions are 90km away. Its a race. You could fight them, but you don’t have to. You can just run to the gate and warp to the next area.

Either gate you take warps you into a shit-storm. One side is admittedly easier than the other, but both sides are still rough. With the frigate that most people are likely to be piloting at the point in the game where they get this mission, fighting isn’t really an option. In fact, surviving at all isn’t that high on the probability list either. But, while you do warp into a hornets’ nest, you also are within 16km of the next gate. Again, you don’t have to fight. Just defend and run.

If you make the next jump, the final area is your disabled vessel with about a dozen fighters flying around… but these aren’t the rough customers of the last area, in fact, these hijackers are the kind that practically explode if you breathe on them too hard. Make your moves, draw them out, fight them, its a fairly easy win.

And that’s essentially what your agent tells you to do… rescue the crew, forget the cartels.

One of my favorite missions so far. Strategy over brute force.