Do You Play Facebook Games?

I have to admit that the casual games on Facebook fascinate me.  However, their “abuse” of social networking keeps me away from many of them.  Every time a friend of mine updates me with some event in a game, or invites me to play, I hide all statuses from that game.  In a similar fashion, anyone on my Twitter follow list who enables the twitter features in most games that offer them will be unfollowed.

To date, my foray into Facebook games has been two fold.  On one hand you have games like Scrabble and other board games where you challenge people and play, or go looking for open games and play.  On the other hand you have things like Farmville and Mafia Wars (the Zynga games) where in order to succeed you have to spam and invite your friends and join groups of people you don’t care about just to be able to progress.  It is that latter group of games that turns me off.

So, what about you?  Do you play Facebook games?  If so, which ones?  If so, what draws you to them?

Goodbye 2009…

Looking over the last year, it started off rocky as I remained unemployed for a couple of months, but I did find work, and as a bonus I actually enjoy it.  I’m working at a small company again, only this time the boss seems to know what he’s doing and things are progressing rather than collapsing.  I’m still working on spending less and getting our budget under control, but I’ve also lost around twenty pounds and I’m floating around 194 and having trouble getting lower… looks like I might have to actually change my diet.

As far as gaming goes, I’ve canceled my last subscription MMO.  I simply don’t have the available time to make $15 a month worth the price.  Instead I’m playing some Free-to-Play games with micro transactions where that $15 makes for easily three or four months worth of play.

On the writing front, I failed the NaNoWriMo again, but made it further than I have before, and I completed a very short story, The Last Christmas, that I am quite proud of, enough that I posted it and plan to make revisions and keep working it.

In just about every way, 2009 has turned out to be a pretty good year.

I’m looking forward to 2010, but I’ll save that for tomorrow.  For now let’s just send 2009 out in style…  have a safe and happy New Year’s Eve!

Chat Boundaries

EverQuest was, as I’ve described before, really just a bunch of chat rooms with this mini-game of fighting monsters strapped to it.  In each room, or zone, there were several chat channels.  Local or say was distance limited, get too far from someone, twenty or thirty virtual feet, and you wouldn’t see their chat messages.  Then you had shout which was zone wide, and ooc (out of character) which was also zone wide, and auction which again was zone wide.  You might wonder why they had three channels that were essentially functionally the same.  The answer is in the second channel, out of character.  Shout was intended to be for things you wanted to say to the whole zone which was in character, or role playing.  OOC was for talking about min/maxing and last night’s baseball game.  Auction was for trade chat, selling items or offering to buy items.

The best thing about EQ was that the players did a fairly good job (on my server anyway) of policing that.  People talking about baseball in shout were asked to move to ooc, and they usually did.  This let players have control over how they interacted with the game.  If you wanted to role play, you simply turned off ooc and all the other players could chat about baseball and you’d never see it.

In recent years, as the MMO genre has grown, with millions of people playing games like WoW, and games dropping the in character/out of character conventions, the boundaries of chat are gone.  Every channel in most games is full of every kind of chat (except role play, which is getting pretty well crushed under the boot of “fun” which an ever growing segment of game populations appear to equate entirely with playing whack-a-mole and collecting loot).  Take Fallen Earth for example.  I love playing the game, but only after I filtered out both the New Player and Region chats to tabs I could hide because it was non-stop streams of spoilers and data and whining.

Of course, I’m not just lamenting lack of channel etiquette, but the loss of the RP in the MMORPG.  Many people these days appear to approach MMORPGs like they are just another way to spend some time.  They log in, they fight some monsters, they complete some quests, they level, and they log out.  Somewhere in there, perhaps, they chat with some other people.  Though with the increasing emphasis on solo game play in modern MMOs, playing or chatting with other people isn’t something most people are doing.  For me, at least, I’d love to see the return of the “out of character” channel, if only as an acknowledgment by the developers that there is a dividing line between in and out of character.

Why Do I Play?

Tobold has a great series of posts up called “Why Do We Play?” (that link goes to the summary, which links to the earlier parts because Tobold didn’t go back and put links in his introduction post) wherein he examines several aspects of gaming and how those aspect are realized.  Of course, its mostly great if you aren’t a big gaming blog reader.  Nothing in there is revolutionary, and most of it has been talked before in many places, but its not a bad read.  Here is my rebuttal, of sorts…

I’m there for the social.  I want to play with other people, and if I’m not going to play with other people, then I want a strong narrative which I am unlikely to find in an MMO and will more easily find in a single player game.  One of the things I loved about EverQuest, and I’ve talked about it before, is that the game wasn’t quest driven.  Yes, there were quests, and yes, I’ve said before that there was not a single day of playing EQ where I was not working on a quest of some sort.  However, quests are personal.  It is in their design to be so.  A quest is started by you, it is on your quest tracker, and you will complete it.  Someone can help you kill raptors and collect hides, but in the end, even if you both have the quest, you both need your own hides (whether the item is shared or not) and you will both talk to the NPC separately to complete the quest.  The reason EverQuest worked so much better as a social game than WoW or other modern games is that while a player could always be questing, the bulk of the game was in fighting monsters, and fighting monsters is something you actually do together.  When the monster dies, it may drop an item that is lootable by all group members, but still each of them loots the item for their own quest, they don’t complete the quest together, but they do kill the monster as a team.  Especially in games like WoW, when you’ve collected all your items, you are best off running back to the NPC and doing the turn in as soon as possible because the next quest he gives may very well be in the same area you are already fighting in to kill monsters you are already killing but are getting no credit for since you don’t yet have the quest.  And quests reward the player better than the killing.

To that end, I was very excited about Warhammer Online’s public quest system, where a quest wasn’t assigned to you but just happened in a specific area and to be a part of it you only needed to be there.  Of course, that game also had a ton of traditional quests and the heavy PvE and quest focus of the game, plus it being level based like most every other MMO, lead pretty quickly to people not socializing, racing through content on the traditional quests.  The saving grace of the game was supposed to be the PvP aspects, but with so much focus on PvE, and trying a bunch of PvP elements to PvE sieges, it didn’t really work too well.  Honestly, I hope they keep plugging away at the game and don’t close it down any time soon.  If they just accept that they are not going to defeat WoW at the PvE game and work on making the PvP game fun and rewarding, they might manage to carve themselves out a very nice niche, and I might go back to the game.

Despite my distaste for the gameplay of EVE Online, I am repeatedly drawn to the game because the social aspects of the game carry so much weight.  And by “social” I don’t just mean hanging around chatting with people, though I do mean that too, but in how the player economy involves interaction with other players, even when done through an auction/buy/sell interface there are still other players on the other side of those transactions.  Similarly, its why I am drawn toward Fallen Earth and why I’m so disappointed that I experience so much lag in towns.  Hopefully they’ll resolve that, or I’ll be able to buy a super PC (when I win the lottery), and I can join in.

But that’s it in a nutshell.  Of all the reasons to play an MMO, the reason I’m there is for the social interactions, and not just between me and my friends from previous games talking on our private chat server while playing in guild groups, but for the random happenstance of playing with and around other people, whoever they may be.

Combat Pacing

One discussion that comes up from time to time when talking about game design for MMOs is about combat pacing.  That is, how long should a fight last, and how “active” should the player be?  In fact, just last week a thread about this showed up on the forums over at Nerfbat.

Because I’m more interested in group play and social interactions, obviously my stance is to make fights longer and reduce the need for button pushing.  I’m extremely fond of the old EverQuest design where fights were counted in minutes and players often had between 3 and 10 seconds between actions.  In my opinion, this allowed for more tactical play, allowing you to see what was happening and consider your response as opposed to faster games where you tend to approach the fight with a plan and execute it, the individual fight lasting 30 seconds or less (excluding boss and raid encounters, which are obviously tuned to large groups and to last longer).

I also like slow combat because currently, unless you are playing exclusively with friends and using voice chat on a Ventrilo server or similar service, social interactions have to occur through the same keyboard that controls game play.  If you are hitting a key to perform a combat action every 1 to 2 seconds, that doesn’t give you much opportunity to chat.  The more “intense” the combat, the more “quiet” the game gets, and you have to practically stop playing the game in order to be social.

Anyway, those are my thoughts, also expressed in the thread.  If you want to join in the discussion, I encourage you to sign up at the Nerfbat forums and do so.

Designed to Grow

As an offshoot to the discussion over at Psychochild’s blog concerning Dread and Hope in Lord of the Rings Online, I wanted to expand on something I touched on in my comments there.

Originally, dread and hope in LotRO was a flavor.  It danced around the edges of your play.  You would run into a little dread and have to find a way to combat it, either through adding hope or just by more cautious play, going slow instead of rushing in due to your reduced stats making your character less effective.  However, as the game has expanded and they’ve raised level caps and added new content, they fell into the same trap that has caught every other game.  Dread and hope aren’t just flavor anymore, they are now a core mechanic.  There is content you cannot participate in without enough hope, so people are forced to wear the radiant gear that provides it, limiting choices.  In the future, I expect as people complain about not having choices, more hope gear will become available so that it opens up more choices to the players, which in turn will trivialize hope and it will become like the other stats on items: mostly ignored as long as you keep enough of it around.

The failing here, at least in my opinion, is that they designed something that was pretty awesome as a flavor to the game, that added a narrative and story element to the game that also was based in the mechanics of play, but didn’t, in their core initial design, plan for expansion.  Because they didn’t leave room for the core to grow, they’ve had to co-opt the flavor and make it core in order to give players somewhere to advance that wasn’t just more of the same.  Personally, I liked dread and hope the way they were, and feel they’ve lost something with it becoming “just another stat” that characters min/max.

Of course, I’m also a proponent of games with less “advancement” (usually found in the form of grinding levels and stats, mathematical increases) and more “story” (more places to go, more things to do).  For me, gear in games is just the tool that allows me to pass the artificial barriers the designers placed in game to wall off content.  I’d prefer they didn’t wall off the content and just let me experience it as I came to it.  But then, MMOs make their money off time invested under the subscription model, and if they allowed me to play the whole game at the speed I wanted, they’d get less of my time, but more of my support, which, ironically gets them more of my money as I’m more likely to remain subscribed to a game with lots to see and great story over one that is just a gear grind-fest.

Anyway, back to my original point… most games seem to run into this as they mudflate, as each expansion raises the level cap and they go looking for new ways for people to need to grind out more gear.  They co-opt every element of design and turn them all into points on a scale and suck all the fun and flavor out of them.  I dread games that grow like this, and hope games in the future can avoid it.

The Group is the Thing

Let’s begin by saying that if you are the type of person who prefers to play MMO games solo or “alone together” then I am not talking to you.  I get it, you like being able to play by yourself and any game that “forces” you to group is a game you won’t play, blah blah blah… understood.  Now, for the people who play games to actually play with other people…

Always on my mind is ways to encourage grouping in games.  Fact is, while I think solo play is perfectly viable and that games should make playing alone possible, I don’t think solo play should be the best method of advancement.  Over at Epic Slant, Ferrel posted about Encouraging Groups and while replying on it I hit upon an idea that I wanted to expand on…

First, you have to consider the question “Why group?”  In most games these days there are only two reasons to group up with other players: 1) Social aspects, 2) Defeat non-solo content.  Especially in games following the WoW model, solo play is so easy that even some content designed to be non-solo can be done solo if you are willing to out-level it.  But there is raid content and group instances, specifically at the level cap where you can’t just out-level it.  And with the social aspects, well, back in EQ with auto-attack and slow cast times there was time to chat, but in newer games they wanted play to be more “active” and now you spend combat hitting buttons a lot and it make chatting in text difficult.  But games are coming along with voice chat, and people have solved that problem outside games for a while now with things like Ventrilo, however sometimes (like if you game while the baby is sleeping, or just late at night) voice chat just isn’t a good option, and besides, no matter how many people try to tell you different, deep barritone voices coming from dainty female characters is just something you never fully get used to.

Next, you have to ask the opposite question, “Why avoid groups?”  In World of Warcraft soloing up to the level cap is actually far easier than grouping because a) as long as you are not an idiot, you don’t have to deal with idiots, b) no loot splitting, c) no experience splitting, and d) you can always do exactly what you want.  They’ve made solo play so easy that it puts the group experience bonuses to shame.

So, in the end we have two reasons to group, and about a half dozen reasons not to.  Of course, my first thought is usually just to up the group experience bonus and make people want to group for faster leveling, but given a long enough period of discussion I will always talk myself out of it because speeding up the game, in my opinion, isn’t a good thing.  (People should want to play your entire game at the speed that allows them to enjoy it, not skip past a giant chunk of it to get to “the real game”.)  And then I’m off trying to find other ways to make people desire to group…

What about a game where items not only have bonuses for you, but also for your group?  To rephrase the example I put on Epic Slant: Instead of a game giving out a chest piece that provides a 20% defense bonus to the player wearing it, the game would have a chest piece that provides a 4% defense bonus to the group (player included) and stacks (so if 5 people have the same chest, the entire group now has 20% defense bonus), or a chest piece that provides a 10% defense bonus for the group and stacks but only to a max of two (so if 3 people in the group have the same chest piece, 1 of them can swap his out for one that gives a different group bonus).

I can already hear the solo players griping about how since they don’t group they are handicapped with a chest that only gives a 4% or 10% bonus and not the 20% that grouping players get.  But, as long as the game is still playable solo with the base item stats, then frankly I would be perfectly comfortable telling them to go play World of Warcraft or some other game that better supports solo play as the primary style of play.

So, what do you think?  Good idea?  Bad idea?  What other ideas do you have that would encourage people to want to group?  Just keep in mind, I’m not talking about demanding an existing game make changes, but looking at how to design a new game that would encourage group play…

One World

After watching the blogging storm over the problems and successes of Warhammer, I am again certain that one of the major advancements in traditional MMOs that can’t come too soon is that of getting every player on to one single world server.

If nothing else, I think games should have one single master account server and then run the entire game as instances of areas instead of separate world servers.  Warhammer, in my opinion, exemplifies exactly why this is needed.  The game, while maintaining a decent level of PvE style game play, is focused on PvP style game play.  When players are the content, you have to give the players every possible tool to solve their own problems.  And the biggest problem in PvP is population and imbalance.

When playing the game requires not only for you to have a dozen players on your team but also a dozen players on the other team, in the same place, at the same time, it is completely unfun to be on a server where you always have a dozen people and the other side never does.  Even more so when you hear that another server is having the exact same problem, but diametrically opposed: they always have a dozen on the side your server lacks, and never have anyone on your side.

I admit, the first time I logged in to City of Heroes on a stress test day in beta and saw 12 of the same city zone instance, I didn’t like it.  Grouping up and then trying to get everyone in the same instance was a pain in the ass.  Of course, I believe they have overcome much of that now.  It can’t really be that hard anyway… if you are in the same zone but a different instance that your group leader, all the players need is a “Join Leader” option that will zone them to the proper instance, or display a message if the action can’t be performed (like if the instance is already at the hard cap for player totals).  But seeing games that want PvP elements having to struggle because they have erected an iron wall between their players makes me realize that instancing can actually be a better solution.

I’m still against the idea of overly instancing PvE content, letting players go off into their own private areas and hide from the world, but I definitely think instancing in some overarching way is going to be the solution for PvP content.  Give the players the ability to solve their own problems… one that doesn’t include “start a new character on another server” and one that doesn’t require you, the developer, to write exception code to force some sort of cross server matching like WoW has done.  Sure, it fixed some of the queue issues, but you still end up playing against people that ultimately are not part of your server community.

One World.  I think its a design well worth pursuing, and in some cases is absolutely needed.

Early Gaming Memories

Another month, another Round Table.

This month, Corvus has asked people to recount their earliest family gaming memories… so, let’s crank up the wayback machine and hit the road…

I think the earlier memory I have of gaming was my father bringing home a Pong system.  It played four games, which were all essentially the same game with slight variations.  But the thing I remember about it isn’t playing it, because Pong is a highly forgettable game… no, instead what I remember most is getting it connected and functioning on our small black and white TV in the kitchen.  Well, they sure as heck weren’t going to let us kids use the good TV for games, and I don’t think anyone ever intended that ancient B&W TV to be hooked to a game system.  I remember us sitting there while dad read the manual about how to hook the adapter to the antenna inputs, how to set the switch and tune the TV, and how it didn’t work on channel 3, but it worked on channel 4.  And we sat at the kitchen table, as a family, and traded the paddles around playing video games at home.

Some time after that, we got an Atari 2600.  This led to marathon sessions of Pitfall, Yar’s Revenge, Maze Craze and tons of other titles.  Particularly, my older brother and I trying to “flip” games, which means running through all the levels the designers made and having the game start you back at level 1 while often maintaining certain difficulty settings (like speed of enemies or rate of fire).  And yes, we owned and played E.T. and it was a crappy game, but at the time we didn’t know that, we just thought it was hard, not broken.  But one of my personal favorite games for the 2600 was Basic Programming.  It was my first introduction to the idea that I could make the computer do what I wanted it to do.  Well… within reason.  It was very limited, but you could make little pictures on the screen or make it beep and sound sort of like music.  I think I can honestly say that I owned more games for the Atari 2600 that I did for any other console, and possibly even the PC, although with the PC it is hard to keep track.

I can’t say my parents were ever much involved with my gaming after Pong, but my brothers definitely were.  Playing against each other, or with each other, or just watching each other play, entire days were sometimes spent in front of the Atari.  Especially Star Raiders, which had a second special controller so that one person would fly the ship and shoot while the other played navigator.  This shared gaming continued up through the PC and the NES, and even now with each of us owning our own homes we all have Xbox 360s and occationally play online (or everyone meets up at one house to rock out with some Rock Band).

Did this have an effect on me as a gamer?  I’d have to say it absolutely did.  Over the years I always gravitated toward games that allowed multiple players, even better if it was cooperative play.  And I still lean that way now.  I tend to lose interest in games I play by myself, mostly because I end up being able to notice their design patterns and predict outcomes, but another human player always holds the capability of surprising me, of doing something unexpected.  While I have run every race in Paradise City, its the Freeburns and online racing where I have the most fun.

And it has even fed into my desires to make games.  I don’t dream of making the next Galaga or some other single player adventure.  I dream of making the next online sensation, something that brings people together.  And I dream of playing them with my brothers.

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Hamlet 2

7 out of 13 nots.
for being fun and funny, but not overflowing with either

Hamlet 2 is a twist on a story that has been done before.  The school is going to shut down the drama program and the teacher and his students have one last shot to put on a play that will save everything.  Only, this teacher is a buffoon, and the play he decides to do is an original work, a sequel to Shakespeare’s Hamlet, where Jesus returns to the world, and then travels through time with Hamlet allowing him to save all the people who die in the original play.  The production is punctuated with songs like “Rock Me Sexy Jesus” and “Raped In The Face” making the play in the movie is more fun than the movie itself for its absurdity.

If you are a huge South Park fan and live for that style of humor, then run right out and see Hamlet 2.  You’ll love it.  But if South Park isn’t your heart and soul, then you may want to pass on this one, or at least see it at a discounted rate.