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.

Gender in Gaming

By now, you may have read about the following news snippet:

Shanda (Nasdaq: SNDA) subsidiary Aurora Technology has frozen game accounts of male players who chose to play female in-game characters in its in-house developed MMORPG King of the World, reports 17173. Aurora stipulates that only female gamers can play female characters in the game, and it requires gamers who chose female characters to prove their biological sex with a webcam, according to the report.

Most of the news revolves around decrying the company for trying something like this, or as expected from the crass Kotaku commenters the CEO of the company must have had an encounter he isn’t proud of…

But let’s take this off in another direction. The game is claiming to be an MMORPG, the key being RP. Role Playing. The problem, as I see it, is that most (and I’d feel safe saying at least 70%, or in the case of World of Warcraft 99.9%) players of these games do not role play beyond the simple fact that their avatar is not a picture of themselves. Would people be as upset if the company had announced that they will be banning players who announce their true gender, breaking the role play?

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.

The Path Not Spoiled

One discussion that always seems to come up with me over and over again is the problem with spoiler sites.

My first issue with them is that they are usually just information dumps. There is never any care put into the presentation of the information. Here is the quest, here are links to the item stats and maps for drops and comments from users including location coordinates and more. I would love to see sites that actually care for the game offering tiers of information, a couple levels of “hints” before the final reveal. Of course, that takes effort and since many spoiler sites ultimately strive to be ad driven click fountains of cash, its much easier to just dump information in its most Googleable form to generate as much traffic as possible.

The next issue is the justifications used by players who frequent spoiler sites. The big excuse is that they want to know what’s up with a dungeon or instance before they go so as to minimize the chance of a wipe out, especially since wiping out wastes time and costs in-game money for repairs and/or recovery. I tend to avoid spoiler sites, and when I get in groups and head into dungeons, I do my best to force my group to assess fights before charging in, to consider consequences. We don’t usually wipe out, but even if we do I try to ensure that everyone has fun doing it. Encourage people that we can do it and try again. The people who wipe out most groups are often the ones who went to a spoiler site. Either they got bad information, or incomplete information, or worse… they got spoiler tunnel vision. This happens when you need monster X for a quest and find the directions on where to find him and how to beat him, but the page you looked at didn’t mention the trap encounter in the room prior, or the 57 other encounters you have to get past before the one you want. After enough outings like this, the spoiler-reader will just up his research, making sure they know a dungeon inside out, soup to nuts, before stepping foot inside. People justify going to spoiler sites to avoid wipe outs, but it seems to me that most wipe outs occur from people using spoiler sites to avoid actually learning to play the game.

To me, games like MMOs are about the journey, the “how” of getting to your destination. The social interaction, working with others toward common goals, that is where the fun is at. It seems, from my experience, that lots of people focus entirely on the destination, and the answer to “how” is “as quickly and easily as possible.” I just don’t understand why people would invest so much time and effort into the game reducing it to collecting widgets, be it levels or items. Why play a game in a manner that intentionally avoids most of the game?

I used to play tennis. I was actually pretty good. Many of my opponents were confused by my play style (I have no back hand, I actually switch hands to utilize two fore hand swings). But I wasn’t great. I practiced, I played in a league, but as much fun as I had and as much as I wanted to play, there was a ceiling to my level of skill. So, I settled into a level of play where my opponents were challenging, where I had opportunities to both win and lose without dominating my playtime with either. And that is the approach I take toward all gaming. Sometimes I win, sometimes I lose, and I try to win more than I lose, but neither winning all the time nor losing all the time is fun. But even so, I enjoyed tennis most when practicing and leading up to a match, or playing the match. At the end, I won or I lost, and neither matter to me at long as I felt good about how I got there.

Was I raised differently than most people? Can someone help me understand why so many folks are focused completely on the ends and are willing to justify so many means to skip right to it?

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.

Offline Play

Some days I wish I could remember to write stuff down. I had alot I wanted to say concerning this post over on Tattered Page, but I could only remember one part, so I’ll just go with that.

As much as I ultimately end up hating EVE Online every time I go back to it, I keep going back to it because ti does have a few really cool ideas. The biggest of these is the introductions of true Offline Play.

Many games before and after have had some type of reward for people who are offline. In World of Warcraft, being offline in an inn or city would result in an experience bonus when you returned. The longer you were gone, the longer the bonus would last. It had a cap, of course, but it was a nice way for casual players to feel like they had a chance in hell of keeping up in level with the people racing to the top. But in EVE, skill training happens whether you are logged in or not. So, if you set a skill that’s going to take fourteen days to train, you can log out and come back in two weeks to find it complete.

So… where am I going with this?

What if, you had a game that was designed around player created and/or controlled towns, and when a citizen of that town logged out in town he was given a menu of a list of work tasks that the town needs performed that he can set himself to do while he’s logged out? Things like, collect garbage, defend walls, work the mine, tan leather. And all of these things would amount to resources that the town leaders could manage and pay wages for.

The mayor says he’s going to pay 2 gold per pound of trash/weeds cleaned up from the street. Now, a player could, if he chose to, while playing, run around picking up junk and pulling weeds, turning them in for pay. But how many people would really do that? Instead, based on the town size, the mayor lists he needs three garbage men, and a player who logs out can pick that, his character will be seen (as an NPC) walking the streets and collecting garbage during daylight hours that he isn’t logged in. When he does log back in, he finds that over the last week working as a garbage collector he earned twenty two gold.

But who wants to be a garbage man? Why not join the town militia? The militia pays ten gold a day, and while you are logged out, your character will be used as an NPC to patrol the city walls and to fight off attackers. Now, you won’t die while you are offline and lose your character or gear, but the point is that non-player-based-NPC guards are always of level or strength equal to the average citizen minus two, or something like that. So getting players to be guards is likely better than leaving it up to the NPC guards, unless you are new to the world and fall below the NPC level. (Of course, in my overall design, the game is PvP and players playing will be given the option to actively defend assaults before NPC-players or NPCs are populated.)
And working in the mine? the fields? fishing? You help increase the resources of the town. Players as NPCs would always be slower/worse than players playing to give incentive to play, but would allow players to still feel like they are contributing and not falling so far behind even when they can’t play.

I’m sure there are many complications that I haven’t thought through, but its an idea I’d love to see a game take a whack at.

Graphics in Games

One of the things that continues to baffle me is the push for more intense, more realistic graphics in games. While I’m sure that focus groups have show that people respond to the “better” graphics, and that shelf sales increase based on graphics buzz, every game I’ve ever played, and every game everyone I know has ever played, gets played longer based on the game play and has nothing to do with the graphics.

Seriously, if the game sucks, you put it down. In MMORPGs while box sales are important, continued subscribers and word of mouth are what make a game a long term success. World of Warcraft doesn’t have the best graphics in the world. Sure, they are highly stylized and pretty, but the fact that my 1GHz, 1GB RAM, 256MB ATI 9800 machine runs it great is just awesome. Other games that have come out almost refuse to install on my computer at all. And while I don’t want to put down WoWs graphics, its clearly obvious upon long and repeated play that Blizzard spent alot more time on game content and less time on the graphics than some of their competitors.

At arcades all over the world, despite their being a number of “better” games graphics wise, people still continue to put quarters in games like Pac-Man. Simple graphics with immediately engaging game play. City of Heroes grasped this concept well. With its fast paced wham-bang superhero action, its almost pure fun. Its only real flaw is that the snail’s pace at which later levels progress will make any but the more hardcore gamers and diehard fans stop logging in to play.

So, for me, the perfect MMORPG would have “good” yet not overly expensive or time consuming graphics. Less polygons and shaders, more variety of color and style, and with the millions being saved not being spent on a AAA graphics team, I’d be able to hire a few more content designers to help keep the game exciting to play even if its not the most exciting to look at.

Monster!

I borrowed ‘Dreamscape’ on DVD from my brother. This isn’t a review, but I’ll go ahead and say that I really like the movie. Normally when you pop a DVD in and it comes to the menu, ‘Play’ or whatever phrase they use for play will be the default. On Dreamscape, it was the Scene Selection.

The main menu had 4 options: Scene Selection, Special Features, Feature (Play), and Monster!

After watching the movie and going through the special features, I moved over and selected Monster! The screen goes dark, then the Snakeman’s head pops up and he goes “RRRrrraaaaaaa!!” Then it goes back to the menu. I selected Monster! again… Snakeman, “RRRrrraaaaaa!!”… Monster!, Snakeman, “RRRrrraaaaaa!!”… Monster!, Snakeman, “RRRrrraaaaaa!!”… Monster!, Snakeman, “RRRrrraaaaaa!!”… All the while, I just can’t stop laughing.

It just seems like such an odd thing to put on a DVD.

Monster!, Snakeman, “RRRrrraaaaaa!!”