A Cog in the Wheel

Over the years I have discussed with many people my likes and dislike as it regards the concept of “raiding” in MMOs. Back in the days of EverQuest, I was a raider. Not only did I follow other people into battle, but some times I lead them. And really, unless you done both, some of what follows may not make sense.

One thing I constantly say about the way raids are designed in many games is that I do not want to feel like a cog in someone else’s wheel. Finally though, I think I’ve come upon some examples that will really bring across how I feel…

Playing in a group, or small raid, is like a sports team. In basketball, five men take to the court at any one time, in baseball that number is nine, and I just don’t watch enough football to tell you how many are on the field, but I know its a relatively small number… not more than 20 for sure. Playing in a large raid is like being in a full orchestra. Now, let me explain…

We’ll take basketball first because it emulates a typical group size in most games. Five men, they practice together, there are rules and strategies, usually one of them is the captain or calling the ball… but ultimately, the man with the ball does what he does. If he wants to pass, he’ll pass, or if he wants to take the shot, he’ll take the shot. Any player who doesn’t have the ball is going to be trying to get open, or trying to appear that he’s trying to get open so as to distract the defending players. On the defensive side, each player will be covering a man or trying to block a shot. All this happens fairly independently for each man. Of course, as I said, they practice and have strategies, but those are prone to change on the fly in reaction to the situation, or be completely thrown out the window for improvisation when nothing seems to be working. This is like a group in a game… everyone has their role, their skills and abilities, and they do what they can, following the guidelines but ultimately their actions are their own and mutable from moment to moment.

Stepping upward, you put two to maybe four groups together for a small raid and like with larger team sports, the plays and strategies get more rigid, but still each person retains some control over their place in the game. Your healers still pick their own targets, people dealing damage do what they do to whoever they choose. Sometimes, full rigidity is called for on a boss fight, but every player, or at least every sub group of players, retains some autonomy.

Then we get to the big raids… I liken them to orchestras because really, if you are talking big raids like the old 72-man EQ days raids, individuality is really a hindrance. To get through the raid is almost a work of art. There are things that must be done in a certain order at certain timing by certain people… its like a symphony. Sure, you can drop one or your violins and add an extra cello, which will change the tone of the piece a bit, but in the end you play the same symphony. Large raids are run by one person, or a small subset of the people, conducted if you will, and if you aren’t one of those people then you are a piece in the orchestra. They need you to fill out the make up of their raid, and as long as you can do your part, things will be fine. But as gloriously demonstrated by the classic Leroy Jenkins clip, doing your own thing and breaking from formation can get everyone killed.

Some people don’t mind playing in the orchestra, letting someone else write the music and decide how its played and simply doing their own part to the best of their ability according to the plan at hand. Personally, I don’t like that. While I don’t mind giving up some control to the greater strategy, playing to the strengths of my team, I dislike giving up nearly all my control to focus on a single simple task… “Heal main tank”, “DPS”, “cure disease and spot heal”

Of course, by this point, with big raids having been so prevalent (and the fact that EQ often employed the “only one road to success” method of raid design) even as games like WoW’s Burning Crusade try to scale back raiding to smaller groups, many players continue to try to distill raids into single simple functions for their members to perform. Not to mention that the focus on item rewards and loot-centric design encourages frequent perfection causing them to desire getting the win as often and as simply as possible.

So, how can you tell if you are the cog in someone else’s wheel, if you are playing in someone else’s orchestra? Ask yourself about the last raid you went on… what did you do? how did it run? was it fun? If you weren’t the raid leader, and you are a cog, your answers will probably be whatever your class role dictates, smoothly and as for fun, well, that depends on if you enjoy the big raid life. All I know is, I don’t.

Cinematic Cuisine

The other night I had lightning strike my brain. No, not literally. I mean that I had an idea, and its a whopper.

I love going to see movies at the theater. There is just something about the big screen and even the crowd (when they aren’t doing annoying things like talking loudly or text messaging) that I enjoy. And while I think ticket prices are outrageous, I’ve learned to modify my habits to get a better deal. AMC does $5 tickets for shows before noon on Friday, Saturday and Sunday. One thing I don’t like about going to the theater is the food.

Oh, don’t get me wrong, I love having a bucket of popcorn, candy and a soda at the movies. But the prices are so insane that I will only buy something when I’ve got coupons that reduce the cost down to a more manageable level, or I just have the wife bring candy and sodas in her purse.

I’ve learned over the years that mostly this is because theaters make diddly squat from their box office and rely heavily on their concessions for revenue. This is where my big idea comes in…

Rather than have a couple of overpriced counters of undersized candy and a sprawling game room filled with games nobody plays, why not lease out space to food and candy shops?

The most obvious benefit is that the theaters could set lease agreements to make the space profitable, modify rent as needed. Next, they’d be able to cut their own overhead by reducing staff. A little healthy competition between 3 or 4 food/candy vendors would probably do the customers some good. Lower prices would mean more people willing to pay for snacks, and probably more revenue (trying to explain the “lower prices = more money” concept to some business people is infuriating though) for the stores. Better and more affordable food selection might even increase ticket sales since it might make a night out at the movies a little more enjoyable.

Really, I just don’t see why this couldn’t work out well for the theaters. Someone, please explain it to me if I’m completely bonkers…

Feeling a little beta

Two weeks and all I’ve written is a tiny review of a book.

That is not entirely true. I have written quite a bit, however, none of it is publishable. Either because it needs more thought and editing, or because it is about a beta.

A while back I lamented about how I stopped getting beta invites. My PC had fallen behind the curve and slowly had settled at the bottom tail end, dragging behind the curve like a tin can on the car of a couple newly weds. Then we bought new PCs. Then I had to kick myself because I had forgotten to go update the dxdiag on all my beta applications. Properly updated, the beta invites started coming in again.

So, World of Warcraft has been canceled, City of Heroes is on hold, and Lord of the Rings only remains because I jump in now and then (and their content patches look interesting, plus if I cancel I lose the founder pricing, makes me wish I’d just jumped the shark and bought the lifetime, I think they should always allow that to be an option for founders, at the founder price). These days I’m spending all my time on the XBox and playing games that are not yet ready for release.

I look forward to being able to tell you about them. In the meantime, I’m going to finish polishing up some other posts and see what I can do to end the drought.

Carpe Demon

The wife convinced me to read Carpe Demon by Julie Kenner. The story is basically Buffy the Vampire Slayer, if she got married, had kids and grew up.

It is a fun book, not horribly complex, but enough that I’ll read the other books in the series at some point (but not now, I tend to avoid reading series books back to back).

The Unfortunate Truth of Success

Last week, Blizzard announced that they are working on another expansion for World of Warcraft… Wrath of the Lich King.

Needless to say, many people were underwhelmed.

I am too. The new expansion looks like its going to be The Burning Crusade part II. Ten new levels, more raid zones, and another couple of tiers of gear. Sure, there is something about hero classes, but from first glance they are either going to be pointless or they are going to be game breaking. In other words, very few people will bother, or the hero classes will be a requirement to proceed in raiding or participate in PvP.

As many in the blogosphere have pointed out, Blizzard has never really been known for innovation. Blizzard doesn’t invent wheels… or for a better analogy, Blizzard doesn’t design new cars, they take existing cars and trick them out in Fast and the Furious fashion.

And why should they bother to reinvent the wheel when they’ve already got 9 million people paying for the old wheels. If only half of their subscribers buy the expansion, that’s more box sales than some of the most successful games in history. This is the Unfortunate Truth of Success… once you have a stranglehold on the lead, trying to further outdistance your competition is a waste of money compared to coasting, enjoying a downhill ride that will net you more money than other people dream of at their peak.

I doubt I’ll be journeying to Northrend or fighting the Lich King. I canceled my WoW account over a month ago because it was clear to me that they are supporting only two types of play: Raiding and Solo casual. Want to PvP? Sorry, you have to raid (or farm gold, or buy farmed gold) to get the gear needed to compete. 5 man groups? Only if you want to grind cash, pots, faction of ramp up to raiding.

WoW lost me as a player, and they aren’t likely to win me back while they continue down this same worn path.

Playing Well With Others

Many moons ago, some friends and I all agreed to pool our money and buy network cards for our PCs. Coaxial token ring cards to do an ad-hoc IPX network. All for the purpose of playing DOOM. We would actually load up our computers in the trunks of our cars and drive over to one person’s house, throw together our network, and spend all night playing, laughing and eating pizza.

It was during these gaming sessions that I was introduced to a little game called Warcraft: Orcs & Humans. We all bought copies and our game nights shifted from DOOM to splitting time between DOOM and Warcraft. It was great, and like the FPS game, the two factions of Warcraft were pretty much equal in design, all that mattered was random luck and a little player skill. When to hold back, when to charge. Warcraft II continued that trend, mostly, and we played the heck out of it.

Then came Starcraft. But it was different than the other games in that the sides were not equal. Supposedly there was balance, but since the units were different, they developed different strategies, and often times defending against an enemy’s attack strategy meant playing to your weaknesses while they played to their strengths. In online play, you either agreed that no one played the Zerg, or everyone played the Zerg because they were strong when the other races were weak. The Zergling rush was very effective and while at the beginning it was considered a cheap tactic, it eventually became a part of standard play with people devising rush strategies for the other two sides. And rush tactics began to invade Warcraft II and Total Annihilation, would become a part of Warcraft III and every RTS game around.

I hated rushing. I liked to settle in and build out units so that we could have later, larger tactical wars that ranged all over. Its not that I couldn’t rush, I could, but I just didn’t like it. It ended the game too quick and utilized so little of the game. Among friends we would set timers and say “No fighting for the first ten minutes.” or something like that, but online, it was nothing but rushing.

Real Time Strategy games were not the only place I ran into this sort of thing. Over in the First Person Shooter world, circle strafing had taken over. Running a circle around a person at high speed (sometimes while jumping, moving in impossible ways), all the while with them unable to reliably target you. Thankfully this was less prevalent in Team Fortress, which I has started playing exclusively. Death Match and regular CTF were closed to me, like with rushing in the RTS games, I could circle strafe, I just thought it was stupid.

When EverQuest came out, I looked forward to the idea of settling back and playing a table top RPG in a 3D world. I’d actually enjoyed UO, even PvP in UO, and this looked to be like a step up. But EQ attracted the FPS crowd, and flaws in (or a simple lack of) game design allowed circle strafe jumping to take over the PvP side of the game. Again, I could do it, I just thought it was lame. Honestly, have you ever tried holding a sword, running around a target in a circle, jumping repeatedly AND successfully hitting that target? Its nearly impossible to hit, and even if you hit that is going to be very little power in that swing. Even now in World of Warcraft, the Battlegrounds are ruled in melee range by circle strafe jumping morons.

One of my more recent addictions (which I recently realized I’ve been playing for over a year) is Conquer Club. Its basically RISK online, but with a couple dozen or so maps, some with very different rules. Playing random pickup games, I run about a 33% win ratio. I’m happy with that. However, I’m a little envious of some of the people there who have regular teammates and work together to develop strategies. So, last week I hooked up with a guy I’d recently won a game with and we decided to play 6 games together as a team. We created the games on Thursday, and in less than 2 days, we’ve already lost 2 of them. In both games we lost to the same strategy. I spent some time looking around and have found, like rushing and circle strafing, this tactic has become prevalent in the team game world on Conquer Club. I don’t like it. I don’t want to play games this way. It makes the games short, and usually ignores any rules of the map… to me, its cheap. Sure, I could do it too, the strategy isn’t that hard, but I don’t want to. Luckily, the strategy only works in team games, so all I need to do is avoid games against prearranged teams.

Overall, all these strategies boil down to one thing that I don’t like… the best defense for them is to use them yourself. Using any of these tactics dumbs down the game and removes nuance. Both teams are now fighting exactly the same way and the only factors remaining are “luck of the dice” and who can execute the strategy faster. I can respect when someone executes a thoughtful attack and forces me to change my plans to react, but I just find it distasteful when the strategy they use is a trump card: I either lose, or I play the game exactly like them.

Can this be fixed? Should this be fixed?

I don’t know… but I do know that slowly it is driving me away from real time multi player games and more toward single player and turn based games with clearly defined rules of game play. You can find me on Xbox Live playing Catan, Carcassonne, Uno and others.

Stardust

Last night I had the pleasure of going to see a screening of Stardust, the film adaptation of Neil Gaiman’s novel of the same name.

Really, I went into this not expecting much. I’d never read the book and only had a vague idea of the story as being in the fantasy genre. Something about stars being alive, one falling to earth, and a witch who wants to eat the star’s heart to stay young forever.

I would put this film on par with The Princess Bride. Adventure, romance, fighting, chases, and most of all… fun. From the get go Stardust is an enjoyably fun film full of action and unexpected laughs, love and villainy. It was just, simply put, a good movie.

Most absolutely I would recommend seeing this film. It was good enough that I might even go see it again at the theater. Two big huge thumbs up.

Harry Potter and the Deathly Hallows

No spoilers here, so don’t worry. All in all, a decent book and a fitting end. I was satisfied, and as long as Mrs. Rowling doesn’t write any more books in this world she has crafted, it is a very nice collection that feels complete.

However…

Since the Order of the Phoenix, I’ve seriously felt like she should just have been honest and titled one of her books Harry Potter and the Boring Chunks of Exposition. Up through Goblet of Fire, J.K. was pretty good about keeping the action, the story, moving, only stopping once in a while to fill in a gap here and there. It is something that tends to happen in any book that tries to keep secrets from the audience, since you have to omit certain things to retain the mystery, there will come a point where you have to show that it has been figured out. How uncomfortable or odd that telling is usually depends on the type of information hidden and how much. In the Potter books, entire characters are essentially hidden from the reader, and trying to get that much information back to the reader is hard. J.K. Rowling, by Order of the Phoenix, just started resorting to “the lecture”, which is to say you suddenly (or not so suddenly) get an entire chapter of one character explaining things to another character. In many other books this is usually avoided by having the unknown information spread out among a handful of characters who meet up and share, the back and forth of it and the fact that many characters are also finding out stuff too involves the reader much more deeply than when one character just dumps fifteen pages of backstory on another.

In that respect, Deathly Hallows was the worst book of the series. There probably nearly a dozen chapters of someone dumping information on Harry, only some of which he has figured out on his own and where he hardly participates in the conversation except to repeat back some of the information in the form of questions to prod the other person onward.

I also can honestly say that I wasn’t very surprised. The book consisted almost entirely of telegraphed punches, you can see every twist coming if you are paying attention. Of course, this is, after all, a children’s book, so don’t bring your CSI trained analytical mind with you and you’ll enjoy the book much more.

And just to make sure people don’t think I’m hating on the book, I really did enjoy it, and I gladly recommend this series to anyone. It is worth the read.