Zombies: Replenishing the World

One concern that has been brought up by the few people I have discussed this game idea with is: How do you replenish supplies in the world?

This is a very complex issue, that after much though has a very very simple solution, and that is: You don’t. Not directly anyway.

To be honest, one of the problems I have with many games is the endless respawn of stuff. Now, I did say this would be a world of endless zombies, but all my zombie spawns would be “at the edge of the world”. Anywhere a “populated” area meets an “unpopulated” area is a potential spawn point for zombies because they are wandering in from other areas. But monsters and items fading in to view appearing out of thin air while the player watches… not in my game, its immersion breaking.

As for food and other supplies that players go after, in their area they will eventually scavenge it clean, at which point they’ll need to either a) start with the farming, b) widen their scavenging routes, or c) move somewhere else. If they choose a, then there is no need to handle any replenishment of supplies, they will find make them themselves. If they choose b or c… well, you don’t want the world to eventually be totally picked clean, so what you do is, when an area remains “unpopulated” for a length of time, you reset it, and everything goes back to like it was on launch day.

By design, the game will take care of all potential issues except for player memory. Players who used to live in the area that haven’t logged in will have eventually starved to death (as mentioned before, the game is going to have a level of persistance not used in very many games, when you are offline your character is still living), which is one of the factors in deciding to reset the area. However, nothing could be coded to prevent a player from remembering that they used to live in that area but had moved out. They’ll remember clearing the mall and eating all the food, perhaps even burning it to the ground, but suddenly upon area reset the mall will be back and stocked (with supplies and zombies).

The only real issue facing the game is making sure there is enough world to support the players, but that’s an issue that would have to be planned for but addressed only if the game exceeds expectations.

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.

Misguided vs. Wrong

Note: The following post has nothing to do with any particular issue. Its just something I thought of and wanted to put out there.

I am rarely ever wrong.

Now, before you get all upset and fire off a ten page missive about how I am wrong, read on…

If you were to want to borrow my car, and I hand you the keys and tell you “It’s the first white car on the third row.” If you now go and try use my keys to open the door of the second red car on the first row, you are wrong. I gave you the facts, you forgot them or ignored them, you are wrong, and now you are setting off the alarm on someone else’s car. If, however, I were to tell you it was the second red car on the first row when it is really the first white car on the third, when you go to the red car, you are not wrong, you are misguided.

When I get into discussions with people, when I write long blogs here, I do so from the vantage point of everything that I know, every fact that I have… if I am misguided, I expect and appreciate when people show me how I am mistaken, clarify something I don’t understand, or show me the right path. I tend to try to treat others the same way… I try not to slam people when they state things I don’t agree with, I’d much rather get into why we disagree and see if I can learn something from them or teach something to them.

So… if you read anything on this site that you feel is not correct, please, feel free to show me where I have gone awry. I may disagree at first (because obviously I am under the impression that what I know to be true is true), but I’m pretty much always amenable to changing my mind if I can be convinced.

On the other hand, if all you are going to do is say “You’re wrong!” or some other definitive yet unexplanitory statement, don’t bother. If you can’t be bothered to show me where I am misguided, I would rather not be bothered by you at all.

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…

A Focus on Graphics

Over at Nerfbat, Blackguard has posted about the need for good graphics in games and its gotten me thinking…

I am one of those people who says that the graphics of a game shouldn’t matter. And to a point, its true. For a really good game, the gameplay should be compelling enough that enjoyment of the game shouldn’t be affected by the graphics. However, as Blackguard points out, graphics are how most people get their first glimps of the game, and advertising is based almost entirely around screenshots with game features coming later more through word of mouth than actual ads.

Where my issue comes in is that I feel that too often the graphics lead the game instead of suppliment or compliment the gameplay. Too many games spend so much time working on realism or fansy shaders and animations, and push the envelope on system requirements, that they lose track of making a game worth playing and that a large enough portion of the public can play. At the rate technology moves, and the fact that game developers keep right up on the bleeding edge most of the time, if you are at all serious about games you probably need to buy a new computer every year, or at least a few hefty upgrades. Of course, not everyone can afford that.

I think one of the major successes of World of Warcraft is that they game runs well on moderate, even low end machines. Personally, I’m running a 1.2GHz Althon with 1GB RAM and a 256MB ATI 9800 video card. It runs very well, except in Ironforge and in open PvP with a hundred or more people running around. I play Half-Life 2 on it also, another success. I tried to play EverQuest 2 on it, and it just died. I got the game to finally run smoothly by turning down the graphics so far that it wasn’t worth my time. 8-bit or Nintendo style graphics I can handle, but fuzzy blobs running around fuzzy blobby landscapes I can’t. City of Heroes ran fairly well. I didn’t have all the highend particles turned on, but not many people do. City of Villains upgraded the graphics engine just enough that I had to tune down the graphics just below the threshhold of “playable”. When the faces lose their eyes, its actually borderline disturbing.

And that leads into another issue I’ve got… why haven’t any companies made a game that actually tunes down? Why isn’t there a slider to reduce polygon counts and use “flatter” textures? Instead, as the sliders move toward the low end, you lose definition and the world begins to look like you forgot to put on your glasses, like a bad runny watercolor painting as things blend and smear into each other.

Perhaps I just need to accept the fact that I need to put in my budget a thousand bucks a year on computer upgrades… no wait, two thousand because I have to upgrade the wife’s PC as well. I can’t imagine having a family and needing to keep three, four, even five PCs up to date. Five grand a year just so the family can continue to game together. It makes you want to go buy some board games

How to Truly Listen

If you know City of Heroes, and you frequent the message boards, you might be familiar with the battle cry, “Repeal the Purple Patch!” and you might even know what they are referring to…

First off, what is the Purple Patch?

When City of Heroes first opened, it was possible for a player to fight and defeat a foe that was 8 to 10 levels higher than he was. These battles were usually fierce and hard fought, but with the way experience was given turned out to be well worth the effort. See, exp in CoH is done on a scale.. a mob is worth X exp, and then a bonus or subtraction is made based on other factors. The major factor is your level. If you are the same level as the mob, you get X. If you are higher level, you get less than X, and the scale works quickly down so that once you are 4 or 5 levels over it (and the mob is easy to defeat) you get nothing. On the other end, there is no limit… if the mob is 10 levels higher than you and you do 100% of the damage to defeat it, you wind up getting something crazy like 4 or 5 times the exp, so a mob worth 50 exp becomes worth 200-250 exp to a lower level. The issue is, the game is largely balanced around you fighting mobs your level. So, at level 10, you might get 20 exp for defeating a level 10 mob, which is 2% of your exp for level. 50 level 10 mobs, and you level. If, however, you can fight a mob and get 200 exp, then you only need to defeat 5 of them. Problem is, they didn’t expect people to be able to defeat a mob 10 levels above them, and didn’t expect people to level quite so quickly.

As a result, the Purple Patch came into play. What they did was once a mob goes purple (4 levels above you), your chance to hit begins to decline very steeply… VERY steeply. So steep that once a mob is 8 levels above you, realistically you have 0 chance to win the fight because you will be simply unable to do more damage than he will be able to regenerate due to missing. (Originally, it was harsher than this even, the decline started sooner and a mob 5 levels above you was impossible, but they eased up, so the original patch is not important anymore, only the existing situation).

The effect this had on players, was that now that they were relegated to fighting mobs 4 levels above and lower, the exp rewards were not as ludacris as they had been. Leading to the inevitable “they nerfed all the fun out of the game” cries because people couldn’t earn mad exp while fighting impossible odds. To a degree, the players ARE correct. However, as often is the case, they are single minded.

This can be tied in with my MMORPG Project (link over on the right)… See, the players are focused on “repeal the purple patch”, but what they don’t realize is that the purple patch isn’t the issue… its that the mobs they “should” be fighting (according to the developers) are too easy and not rewarding enough. Would they still be asking for the repeal if the fights with orange (level +2) and red (level +3) mobs were more harrowing and yielded a better reward?

I don’t think they would. And this is where the developers should focus. They were right with the purple patch… players should be fighting things 8 and 10 levels above them… but players should regularly seek challenge, even level to red con, and they should find it fun and rewarding.

The devs are on the right track… now its just a wait and see to see if they follow through.