Beowulf

Last night, despite still being ill (more on that later), I went to a screening of the new movie Beowulf.

The story of Beowulf has been done so many times that I figure everyone knows it by now, so I’m not going to review that part. It is what it is, and its still pretty good.

This movie version is a computer animated tale. It uses the same motion capture system that brought us The Polar Express three years ago. I had the same problem with this film that I have had with every single computer animated movie in the past as they’ve approached realism: eyes and mouth. Two things that computer animation hasn’t gotten quite right yet, that eyes are not steady (people tend to flick their eyes around even if they don’t realize they are doing it) and that mouth movement actually affects the entire face (when a person yells, the jaw opens and it pulls the skin of the entire face, affecting the nose and eyes as well).

Now here comes the compliment… Beowulf is the first computer animated movie to make me forget that the eyes and mouth are wrong. Going in to the film, I did not know it was a digital 3D movie. The animation by itself would have been amazing, but rendered in 3D and popping off the screen it was breathtakingly phenomenal. Astounding.

Because of this, I highly recommend going to see this movie at the theater. The big screen and the digital 3D absolutely makes this film be exactly what Beowulf should be.

Zombies: Blogstorming

So, to begin, I need to identify tasks, and seeing as how I am sure I will miss something I’m posting this to get ideas.

In a world overrun with zombies, what tasks must an individual person perform to survive. Obviously, one must kill zeds, because while zombies are a finite problem (if the world population is 7 billion and you are the only survivor there can, at most, be 7 billion minus 1 zombies, since they don’t reproduce) they will cause issues if too many are waiting outside your door. Beyond that, there is gathering food, water, weapons, clothes, sanitation, entertainment and the extremely important activity of repairing the barricades.

Lets start a bulleted list:

  • Kill zombies
  • Gather Food
  • Find/Purify Water
  • Empty poop bucket
  • Find/Maintain weapons
  • Weather appropriate clothing
  • Shelter/Barricade Maintenance
  • Books/Music/Entertainment

Optional items:

  • Maintain Generator (fuel)

I’m sure there are things I am forgetting, so if you have ideas, I’d love to hear them. However, I request that suggestions remain in the “one person all alone” realm as I plan on tackling that first before working on any kind of multi player aspect.

The Pick-Up Group Dilemma

One of the banes of MMOs would appear to be, from scanning forums all over, the Pick-Up Group. More commonly known as a PUG, these are the random people you end up grouping with trying to accomplish goals in the MMO of your choice.

World of Warcraft has had the biggest impact of group expectations that I have seen due simply to the fact that when it comes to grinding experience points and other general gameplay every player can always say “Screw you guys, I’m going to go solo.” The only situations where that really isn’t true is most instances and raids. As a result, because every player has the viable option of soloing, they put up with less, but they also don’t try as hard.

Back in the age old days of EverQuest, where grouping was practically required because only certain classes could solo well and even then not everyone could do it (it made me weep sometimes to watch druids repeatedly screw up kiting), a player just couldn’t tell everyone to go away and run off by himself. You had to make the group work, or you had to find another group.

The good side of that is that the community on an EQ server was, in my opinion, much tighter than your typical WoW server. Forced grouping compounded with non-trivial travel and no rest bonuses for exp meant players tended to stick in one area for long periods and group with the same people again and again. Doing my tenure in Velketor’s knowing people meant that they understood I was a monk, a monk who knew how to pull, and capable of joining a group pretty much anywhere. When I went to look for a group in zone, it rarely took long at all for someone I’d previously grouped with to see me, invite me, and the fun would begin.

The bad side is that sometimes it was necessary to yell at people (or rather, to type at them furious in all CAPS). If you put together a full group at the front of Karnor’s Castle, proceeded inside to set up camp, and only then discovered that your bard was a spastic mental case, you might be forced to just suck it up and deal with him because even though he was crappy at his job, a crappy crowd control class was often better than no crowd control class. However, given that the spastic bard needed the group almost as much as you needed the bard, compromises would be met, adjustments to play style made, and the exp would again begin to flow.

City of Heroes is an example of a game that has tried to make the solo and group experiences equally fun. Almost any mission in the game can be done alone, but if you bring along five or six friends the mission will scale upward in a fairly predictable fashion. But, since the game goes largely without item drops and other things some MMOs depends on, CoH is actually able to provide a weird dichotomy between the two: solo play is much much more reliable for progression, you know your own class and you can go at your own pace; in a group, classes mesh together to provide new strategies but due to the size of the scaling encounters are usually more chaotic and “exciting”, providing a different rush than solo play. In both cases, you can flag your character or group to adjust the difficulty up or down to fine tune your experience.

Overall though, despite all the frustration bad groups gave me in EQ, I’d still prefer them to the eternally disbanding groups of WoW. CoH was a nice middle ground but might not mesh well with the item-centric design of other games.

What do you think about Pick-Up Groups?

The Quick and the Zed

Its Halloween, my favorite holiday. And just in time for it, a friend sent me a link on how to build a proper Emergency Zombie Defense Station. I’ll need at least two for the house, and one for the office, though I may have trouble getting it through security.

In other zombie news, we have XXXombie, a new comic book about the undead shamblers and the pornographic film industry. If you want to know more, read this, because I’m not going into any details here.

The latest issue of GFW magazine has a nice little article on the upcoming Dead Island. Sounds like a ton of fun.

In my copious free time, I’ve been working on a prototype for my zombie survivor tamagotchi. I really hope to be able to have a playable game by the end of the year, single player of course. Maybe multiplayer if I have time. But next month is the NaNoWriMo, so you might not hear much out of me for the next 30 days, or you may hear alot… depends on how the writing is going.

Crafting and Mini-games

I could swear I’ve posted about using mini-games for tradeskills before, but damned if I can’t find it. Not here, not on blogs I frequent, not on message boards I visit.

In any event, what I’ve posted before is that I don’t agree with either extreme. World of Warcraft’s click and create method is just so lifeless, no skill required at all. Then there are games like EQ2 which required you to “battle” your crafting every single time (no idea if this has changed, but that’s how it was when I last played).

What I think I would love to see is a system where a mini-game is used to set a “quality” bar, or several to set several bars, and then click and create to actually craft the items. Expertise in the mini-game would equate to better crafting, but once set you wouldn’t have to play over and over just to make items if you are happy with the items you are making.

Anyway, not going in to much depth here, just a broad stroke idea… thoughts?

Resident Evil: Extinction

I actually saw Resident Evil: Extinction weekend before last, but I figured I’d dig out my thoughts on it for a Zombie Wednesday post. There are going to be spoilers. You have been warned.

I loved the first Resident Evil film. I’ve never played any of the games, so I went into it with just the expectation of a zombie movie, and it delivered. The only mild disappointment I might have had with it was the open ending and the not-quite-zombie monsters at the tail of the film. The second movie was more of the same, until they introduced the boss mob. That was silly. But hey, it didn’t totally suck.

The third movie, well, I was hoping for the end of a trilogy. It even seemed like it was going that direction. The world is infected by the T-Virus, dried up. If people stay in one place too long, the zombies will find them, so they stay on the move, driving around the desert in a caravan. Meanwhile, Umbrella is still around and is actually searching for a cure, sort of, and they happen to be in the desert too. Alice is still running around trying to save the people she can, and Umbrella needs Alice to manufacture the cure.

There are some really cool scenes of the caravan and of Alice as they move through this dead world. Stuff happens, people die, things go wrong… the usual. But then the movie takes a left turn. See, there is this scientist who has been using clones of Alice in place of Alice, and its not working out well. So he decides to go after Alice, but only after he creates some super zombies to fight her. The doctor ends up getting bit by a super zombie, and instead of turning into a zombie or even a super zombie he turns into a boss mob with tentacles and other weird shit (I’m told it is Tyrant from the game). Its lame. And then Alice wins, and she tells all the other hidden Umbrella labs that she’s coming to get them, her and her army… of Alice clones.

There are rumors and allegations going around that they are working on a Resident Evil 4, and as much as I now dread it, I hate movies with giant gaping open endings. Leave a couple loose ends untied? Sure. But the end of this movie was just too much. They need an RE4, if for no other reason than to put an ending stamp on it.

The Challenge of One

An idea that I always come back to that I wish MMOs would figure out a way to feasibly implement would be to allow a player to have only one character (or one character per server). My main reason for liking this idea are for community and accountability. If people are who they always are, its easier to find them, to remember them, and reputations have a much better chance of sticking.

However, building a game that only allows one character would necessitate design changes to the existing paradigms, or major overhauls in player expectations. Assuming I can stick with this theme for a bit, I’m going to examine different elements of existing MMOs and how they would benefit from and/or need to change for a single character per player (per server) design.

This inaugural entry is going to begin to cover what I think will be the biggest impact from a single character decision: alternate characters.

The issues brought up by not allowing alternate characters are many and deep. The first and foremost is education. If a player is new to MMOs, they may not be familiar with the various archetypes present in the genre, so when presented with a character creation screen they might be presented with descriptions of what a warrior or a cleric is, but without game experience they probably won’t understand what that description really means.

One thing I would propose would be introducing the concept of a “trainer module” to the game. A simulation of the game. Let players build a character for the trainer, any level, any skill set, any stats, any items. Then throw them into a randomly generated dungeon, an instance just for them completely detached from the game world. On one hand, this will give players a place to try out and understand characters. On the other hand, it also gives you and your players a tool for testing character builds for bugs and flaws.

If this worked out well for solo play, let players do the same thing but run through the dungeon with a group. Even PvP if you wanted. This might also be a good place to work on that LFG tool so players wanting to test can find each other. Hook it up to an IRC chat server and players can even sit around discussing the game. And if the multiplayer aspect of it works, you might even consider throwing in raid training.

The catch is, nothing is saved. These characters are not persistent. You leave and they are lost. You gain nothing. No experience points, no items, no badges, nothing. If you want to test a buid over and over, you have to rebuild it over and over. Maybe if people complain you could allow them to store builds, but that shouldn’t be a first priority, the major objective here is giving the players the ability to understand characters without investing hard work and time that they’ll get angry about later when they discover the character does not play the way they interpreted the description.

A good idea? A bad idea? Of course, no idea can exist in a vacuum, and future entries I plan to explore more options and issues.

30 Days of Night

I went to the movies this weekend to catch 30 Days of Night. Overall, I liked the film. Great story idea. I wasn’t even disappointed in the cast. I’d recommend it to horror movie fans.

I did have problems with the movie though… The pacing felt wrong, a little forced in places, and there were some logic flaws in how things went down. And once again I’m forced to ask why people who make movies have a hatred of “fade to black” cuts. Almost every cut in this movie is from a well lit scene to another well lit scene with no transition and sometimes they put text on the screen to let you know that time has passed. This kind of quick scene cut tends to heighten urgency, like you are supposed to be cutting from action to action, but when used between scenes that are supposed to be emphasizing loss and desperation, it just ruins the mood.

Example of quick cut:

Scene shows people locking themselves into a building. People settle down into corners, some near windows to keep watch. One person sets down a bag we previously saw get filled with supplies. Guy at the door says, “Looks like we’re stuck here for a while.” Quick scene cut. Text on the bottom of the screen says “Day 27”. People now look a little more tired, someone is licking the inside of a twinkie wrapper and the guy at the door says, “We can’t wait anymore.” …

Example of fade to black:

Scene shows people locking themselves into a building. People settle down into corners, some near windows to keep watch. One person sets down a bag we previously saw get filled with supplies. Guy at the door says, “Looks like we’re stuck here for a while.” Scene fades to black. Text on the bottom of the screen says “Day 27”. Scene fades in and people now look a little more tired, someone is licking the inside of a twinkie wrapper and the guy at the door says, “We can’t wait anymore.” …

This being a text medium and all, I’m not sure I’m getting my point across. Maybe I’ll need to drag out the video camera and shoot some short scenes, put them up on YouTube or something. I’ve just seen so many movies over the past couple of years that just didn’t communicate the passage of time.

30 Days of Night was a good movie. Semi-feral vampires are always better that Elizabethan top coat wearing gay vampires any day of the week. But at the end, it really only felt like 3 Days of Night at most. Worth seeing, but don’t pay full price.

GuildCafe

Though I loathe the idea of joining an infinite number of community building websites, I am on MySpace, Facebook and LinkedIn. And now I’ve gone and joined GuildCafe.

In much the same way I participate in Wis.dm, I’m interested in GuildCafe for the possibility of gathering statistics that might mean something. And maybe it’ll make finding my next group of people to play online games with a tad easier. Who knows.

Choices That Matter

Reading up my morning blogs, Tobold has thrown down a decent shot at the missing “good vs evil” elements of WoW. He’s right, of course, the design of WoW can be described as “colorfully bland”, its vibrant and exciting, but strip away the artistic elements and both sides are the same. Kill those guys, collect these items. Later on, they even share all the same quests in the “neutral” settlements and can choose the same side in the Burning Crusade’s faction division.

I’ve got high hopes for Fallen Earth. For one, a sci-fi apocalyptic MMO that works would be awesome. But beyond that, having had a chance to talk to the developers at this year’s Dragon*Con, they plan to have 6 factions, arranged around in a circle each one will have an opposing faction, two semi-allies, and two semi-foes. And they are working on making the factions matter. Since they can take over and control/influence a town, it will be important to help your faction win and to assist in the defeat of other factions.

Realm vs Realm was what attracted me to Dark Age of Camelot, sadly I found the PvE game (which was the only way to level up at the time) to be boring, repetitive, and exactly like EQ, which I was already playing and I just wasn’t inspired to start over. Had I gone to DAoC later when they put in battle grounds and other things the game might have stuck. World of Warcraft’s stabs at it had left me wanting. The battlegrounds were predictable and short, and not overly fun when raiders beat up on the non-raiders with their superior gear. The open PvP in WoW was a joke, and the tower stuff they added in Burning Crusade was great for about a week or two… then it devolved into a bizarre cooperative dance, each side letting the other side win, trading back and forth. Capturing was better than holding, so its better to let go and recapture, for both sides, that it is for either side to hold it, unless they have a strong desire to withhold rewards from the other side while reducing their own reward gain.

I really want to play an MMO where things I do, things everyone does, really matter. And the first person to suggest EVE Online will get bitch slapped. Call me when they allow me to get out of my ship and walk around the space stations and planets.