A Little House Cleaning

In preparation of using the root website for something, I’ve moved a bunch of my personal items from there to this blog. The Poetry, Parodies and Writing tabs contain the bulk of it. Feel free to check them out, or don’t.

Soon as I get myself organized, I’ll do up a post of the future of probablynot.com.

2007: Aftermath

As with every year, I really enjoyed Dragon*Con. I actually says a lot about the con when my biggest complaint is that I can’t see everything I want to see because there is so much I want to see.

The new Apocalypse Rising track was very interesting, although, at times I did feel a number of their panels were repetative, but that is the nature of the beast when talking about a topic that is very focused but encompasses so much. However, it was the first time around in the new format, so I’ll cut them some slack and see how they grow for next year.

The Game Programming (with a heavy MMO bent) spinoff of the EFF track was another favorite. The only downside there is that people seemed to want to talk about WoW too much, even when the moderators and panelists tried to veer off to another subject the attendees would drag it back to WoW. I guess that is proof that WoW really is the 800 lbs. gorilla in the market. I think this track can only get better.

In both cases, I’ve finally found tracks that have inspired me to get involved. I’ll be keeping an eye on both and seeing where I can lend a hand.

Other than a few panels here and there, or a couple trips to the short films room, the bulk of my time was spent in the above two panels. I never made it down to the Writer’s Track, which is where I normally spend most of my con time.

With panels and programming out of the way, let’s talk hotels… The Marriott is still under construction, however from seeing the parts that have been completed I have high hopes for the future of the space for Dragon*Con. Seriously folks, you really need to stop defaulting to the Hyatt bar and lobby. I know it has traditionally been the place to be, but even before the renovation the three levels of the lobby area of the Marriott were better. Lots of space for costumers to show their stuff, and even places where distance watchers can view the chaos without getting involved. The only drawback to the Marriott previously was the cruddy location of their only bar, but this year with the opening of Pulse on the atrium level, the Marriott is turning into the new place to be. Next year when they have the other 70,000 square feet of ballrooms and whatnot open, there should simply be no reason to remain in the cramped Hyatt lobby except to get a quiet drink at the little out of the way bar.

The Hilton also blossomed well this year. The halls of rooms for panels (used for gaming last year, which this year moved to the new business center of the Marriott) were fantastic, even if a little small for some of the panels they put in them (*cough*Zombie Squad*cough*). The exhibitor halls were nice, but I do have a small complaint about the dealers’ room… entering into the center of the hall and having to make several circular trips through to see everything was just odd and annoying. Some of this may end up back in the Marriott next year, but the Hilton Halls shouldn’t be left unused…

One thing I’ve always hated about Dragon*Con and still hate is the use of the itty bitty teeny tiny Learning Center in the Hyatt for the Film track. Every single set of short films ends up with a line and they have to turn people away, every one. They need a bigger room, perhaps the Marriott will have something they can use, or maybe if one of those Hilton Ballrooms winds up empty they can utilize one of them. The Learning Center is nice though, for smaller screenings, perhaps for invite only or contest won passes to exclusive screenings of new movies. That would be sweet. Or hey… you know about that Writer’s Workshop they do every year? Maybe they might consider a Film Maker’s Workshop…

The only other real complaint I can come up with about Dragon*Con in general is the lack of signs. Because of the construction in the Marriott, the traditional method of going out the back was blocked off. Thankfully, rather than forcing people to walk around the outside of the building, they opened up four staircases for use. The intent was obviously that two would be for going up and two for going down. They did place a Marriott employee there most of the day telling people how to use the stairs to get to the Hilton, but, across the street inside the Hilton is a Kinko’s, and for probably $20 or less (definitely less than the cost of manning the post all day) they could have printed up 8 very nice signs (4 staircases, 2 ends of each staircase) indicating the direction of travel, UP or DOWN. 90% of the traffic issues would have been solved right there. Other signs around would have been nice, maybe even ones indicating where photos should be taken instead of just a few signs stating when and where they could NOT be taken. They did have some signs around for things, but most of those signs where floor level signs… meaning that you can’t really read them until you are practically on top of them. Head height should be a minimum for signs, six feet, seven would be better.

So, with that I bid adieu to another year at Dragon*Con. 359 days until the next one…

2007: Day 4

Nothing much ever happens on day 4 of Dragon*Con. Everything is shutting down, people are checking out, it is both hectic and lazy at the same time. I had planned to go to a few of the programming track round ups because I’d like to give my opinion on what they did right and what they did wrong, but of course they pretty much all do those at the same time, so I picked the Apocalypse Rising track to visit… and then never made it there.

I did make another pass through the exhibitor’s hall to view the stuff and make sure I didn’t miss anything I wanted to see. I didn’t really.

Tomorrow, when I’m feeling more energetic, I’ll write an Aftermath post about the con and some views on a few things I intentionally skipped or glossed over.

2007: Day 3

Day Three always seems to start late, perhaps its because of the long day that day two always is. So, I’m pretty sure I always miss the 10 a.m. panels on day three. This year is no different.

But I did make it down for the 11:30 panel on the Future of the Game Industry in Atlanta. Pretty much as I expect the answer to “how is it?” is “how is what?” Atlanta has White Wolf, which owns CCP now and is making an MMO. There is also GameTap and the stuff the Cartoon Network is working on. Outside that it is little shops doing either gambling sites or no-budget games. Currently the best bet for anyone in the Atlanta area who wants to work in games lies in leaving Atlanta. But, that might change in the next few years. The Georgia Commerce Department recently created a division to look into drawing more entertainment ventures to Georgia. Movies, TV, games and other things are in their sites, and they really want to try to ramp up Atlanta as another entertainment hub for the US. We’ll have to wait and see.

Then I went and saw some comedy short films, a panel on Eureka (I love the show, the fans… not so much), a panel on Apocalyptic themes in media, and then some apocalyptic short films. All the short film stuff is great… okay, not all of it, but most of it, some of the shorts I have to only applaud the effort put into making the film and the determination to get it done because the writing and/or acting was horrid.

But lets take a half step back and revisit the Eureka panel. I think the only thing that prevents me from going to more TV show based panels is the fans. In the case of Eureka one of the earliest topics of discussion was the character of Carter not really being dumb, but just not being book smart and college educated, that he is actually smart but in a more intuitive manner. Yes, score one for the people who watch the show, because every single episode in some way involves Carter solving a problem other “smart” people can’t. So the next topic is… Carter not really being dumb. Fine, I hear you started your comment with “I really don’t think Carter is dumb…” but we’ve covered this. On to the next topic… Carter is apparently not dumb. Whatever, we agree. Moving on… Carter’s daughter isn’t dumb either. Cool, kind of some new ground here… except that now we are talking about Carter not being dumb either. Check, not dumb, got it. Allison is a good leader for Global, oh and someone interjects that Carter is not, in fact, dumb. Oh. My. God. Carter might not be dumb, but I think many of the fans are. Either that or they just don’t listen… ugh.

In any event, after the Apocalypse short films we had dinner and then hooked up for people for partying, drinking, talking and people watching. Another day at Dragon*Con ends… time to hit the sack.

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…

A New Theme

As you might have noticed, there is a new theme to the blog. Normally when I change the site around I just say “Please excuse the mess” and make changes. I never talk much about what exactly I’m doing to the site (except that one time I went in to detail about switching to WordPress from Coranto).

However, I really want to throw some credit out this time because this new theme is just all kinds of cool.

The base theme for WordPress is called The Sandbox. Its a theme built specifically to support templates. You might be thinking “But isn’t that just what WordPress does?” and in a way you are sort of correct. However, while WordPress just provides functions that you can plug in to your themes, the Sandbox theme is a skeleton design for all those functions that can then be inherited and manipulated by the “skins” of the Sandbox. This is really where the Sandbox shines. Now I’ve got one theme that handles the nitty gritty page code, and then I have about a dozen different skins that supply new images and a CSS file, along with any other enhancements. If your webspace has size or file limits, file reusability is important.

So, now to the usual… things may change around a bit now and then here, so bear with me… Please excuse the mess. 🙂

Zombie Apocalypse

Yesterday’s post got me to thinking. Would I really want my zombie game to go on forever?

Sure, I can always spawn endless numbers of zombies and have the game drag on and on, but to inject a tiny bit of reality in the zombie scenario… Worst Case: You are the only survivor and every other person on the planet becomes a zombie. 1 living human versus approximately (using July 2007 numbers) 6,600,000,000 zombies. Zombies don’t breed, they only turn the living. It would be a long and arduous road, but eventually you could win. I mean, it would take years and years to kill them all, but then you don’t need to kill them all. You just need to build strong enough walls to keep them out and enough area inside to run a farm. Of course, in the case of a zombie uprising, the worst case scenario is very unlikely. There will be more survivors and plenty of people will die in ways that prevent them from rising again.

So, would a zombie game be well served by having it reset? Perhaps the world could reset when all the zombies are killed, or when a city is established and the area it is in is made “safe”. Or it could even be time based… the dead rise, but the virus that is animating them will die out itself in three months… six months… a year… just survive until then. I could award badges for surviving. Players who die can start a new character, but they lose out on the badge. Or maybe tag each account with a “death count” and award titles for length of survival, like “Six month survivor” and “Forty-seven month survivor”. With a game reset, you could even design a “start” event. The world begins populated by live NPCs for a few days, then one day chaos and zombies, people screaming, players running for cover… or do they run to the supermarket first?

Definitely worth considering as I flesh out my design.

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.

Catan

Almost four months ago, Big Huge Games released Catan for the XBox 360 Live Arcade platform. It is a good example of what to do right and what to do wrong with a game.

The game is a faithful redo of the board game Settlers of Catan. It retains all the fun of the original game, translating it wonderfully into a digital format. Because of this the reception of the game was high, everyone talking about how cool and fun it is, lots of people buying it, lots of people playing it.

On the other hand, right now it really plays best as a single player game. Many people have been reporting for a while now that there is something screwy with the network code. Random drops are fairly common so that its rare you finish a game with all the other people you started with. And then there is the problem with achievements… many players come to a point where they stop getting achievements, not anything being done on their part, they are completing the goals of the achievements but the achievements are not being rewarded. It doesn’t happen to everyone, but it happens to enough people that the xbox.com Catan forum consists largely of people asking why they didn’t get an achievement they believe they have earned. The rest of the posts are about disconnections.

Joe Pishgar was the community manager over at Big Huge and he posted a couple of times about a patch being worked on that he said would be available “soon”. That was back on May 15th, about 13 days after the game was released. Three months later and we have no patch. We also have no Joe as he’s moved on to become the community manager over at Sony for Star Wars Galaxies.

I really want to play Catan more, but won’t until the problems are fixed… It was a great design, a good implementation, but with crappy follow through. And, for me, a black mark on Big Huge. If they can’t fix a game as small as this, I have no faith in their abilities as it concerns that new RPG they are working on.

It is a shame that more game review sites don’t go back and re-review games, because I’m fairly certain that Catan would get much lower scores the second time around, especially when you consider most of their good reviews were done within the first week of release. Some problems just don’t reveal themselves in a week.