2006: Day 3 – An Age in a Day

I could write about the panels I wasted my morning on. Well, wasted isn’t really the right word… the swordfighting display was cool, as were the various writing panels, but the free form discussion of game modding was kinda lame. I mean, how many different ways can someone ask, “But what if it doesn’t work?” and the guests respond with a new form of “Then you fix it.” I showed some friends the undead siege art. But I’m not going to spend much time on that, because frankly, I want to live in the Age of Conan.

Funcom is here and they have a booth for their upcoming game, but today they did a full blown demo using the current beta client and servers (they actually used their live data thanks to the Hilton providing the internet access). All my worries for this game have been pushed aside, and if Vanguard still wants my business they better show me something cooler than this.

The first thing we are shown is the character creation. Have you played City of Heroes? Their costumes are cool, but the body and face creator in AoC is freakin’ amazing. You can give yourself scars or a broken nose, you can be all sorts of skinny or fat, its just awesome.

Then we see combat. Auto-attack doesn’t exist. For range attack with a bow, you draw the bow, then it smoothly transitions into an aiming system, pick your target and fire. We only saw bow, but I’d guess it works the same with everything ranged, perhaps spells. We didn’t see spells. But we saw close melee combat. Your character has six sides… front, left front, right front, left rear, right rear, rear. If you swing through a side and someone is in it, you can hit them. So yes, you can do a wide arc swing and hit multiple targets. Hitting someone is a series of key presses which determine the kind of swing and the location of the strike… almost like one of those console fighting games, but without the mad slamming of keys to make super-ultra-mega-death-combos. There are combos though, as you learn more fighting moves you can use them. But the absolute best part of combat is that you actually interact with each other. When you swing at them, you swing at them, not just in the same swinging motion you always make. You slash at legs and torsos and heads. And finishing moves can actually involve grabbing the opponent, running them through and then letting the body slip to the ground. It makes for much more visceral experience. And there is mounted combat. You can ride past someone and slash at them as you go. You can trample people. And the horse leans when it runs, just like real horses.
Then there are the towns. Player towns. Run by guilds. And you have to defend them from NPCs who rise up to fight you. Towns are strickly PvE, but for PvP they have tower keeps, and you can siege them, with real siege gear, that you have built. You actually can build, arm, aim and fire a trebuchet with a rolling flaming shot that slams through the approaching forces or the enemy keep walls. Since guild towns are PvE, they are instanced, which means the landscape doesn’t get cluttered. Tower keeps being PvP are limited in number, contested.

Basically everything about the game looks great. So far, it is the game I will buy a new computer for.

I saw a preview of Neverwinter Nights 2 also. It was pretty good. It beats Conan only in that it has DM tools so you can make your own modules and there is no monthly fee. Conan wins at everything else.

There was, of course, much hanging out, costume watching, and drinking.

2006: Day 2 – Deal or No Deal

The main reason I come to Dragon*Con is actually to attend the panels. Meeting authors, actors and other people in various industries, listening to them speak and speaking with them is cool. But, I can’t deny the lure of the Dealer’s room and the Exhibitor’s hall. The Exhibitor’s are there to sell stuff or just show off recent or upcoming stuff. Neverwinter Nights 2 is down there (and it looks cool), so is Age of Conan (and Funcom is also still peddling Anarchy Online too), as are many craftsmen and gaming companies. The Dealer’s room is less refined… comic books, t-shirts, bootleg TV shows on DVD, old movie posters, etc. Porn stars are usually in the Dealer’s room, except ones like Traci Lords, because she’s a legitimate actress (at least in the eyes of Sci-Fi and Fantasy fans).

The only issue with the draw of the stuff for show and sale is that it takes half a day or more to see it, so you basically miss most of a day of panels. Today was that day. But not at first…

I have never gotten anything autographed on purpose at Dragon*Con. I think I got a poster signed once by someone who I didn’t know on a poster I wasn’t planning on keeping. The wife, however, really wanted to get something signed by MaryJanice Davidson, who happened to be doing signings at 10 AM. So, rather than go to the parade, we went to the signing. We were supposed to have friends in the parade, but it turns out they didn’t go so thankfully we didn’t waste our time. It was interesting to watch the wife get so excited talking to Mrs. Davidson, about the books and introducing friends to books and other books. A real treat.

Then we went to the Art Show. There are alot of really talented artists out there. There are some that suck too, but that’s to be expected. And of course, talent is in the taste of the beholder, or something like that. One piece really stood out, and sadly I can’t share photos of it with you because they don’t let you take any, was a huge diorama of the front of a castle, mote and gate, being sieged by the undead. It was just very damn cool.

After that we hit the Exhibitor halls and the Dealers’ room, and saw a great many things that would be great to own. But alas, most of those things are simply not in the budget.

It was about 5 PM by then. So the day was pretty shot for alot of the panels.

We hung out and watched the costumes go by a little while and then went to Star Wars trivia. I don’t know nearly as much as I thought I would. We heckled instead. And then went back to hanging out and costume watching.

At 9:30 PM we made the decision to go see some short films… that started at 10, and the line was huge. We wandered around again, but returned at 11:30 for another round of shorts. We got in. I really wish we hadn’t. It was billed as comedy, and two of the four items were… one was weird but oddly humorous… the last was… well, it was neither comedy nor short. Forty minutes of some crap about a Jedi and some other Jedi and a group of Jedi and an army of Sith and a tree with black bark and roots and a snake and some of the stiffest melodrama ever filmed. It was… gut wrenching. It just droned on and on, and it wasn’t even bad enough to be made fun of. It just sucked.

More hanging out and watching costumes intermixed with stepping into various rooms to find out that I don’t like hentai, or filking, or watching TV shows in a room full of smelly people, or the drum circle, or DJs spinning techno, or Cruxshadows. Bed is nice. Its 4 AM and sleep is good.

Tomorrow, panels.

2006: Day 1 – The Best Laid Plans

It was simple. I told my boss I’d be off September 1st to the 4th. The wife request off the weekend from work (a year ago). We’d be off, come down to the Con on Friday, get our room first thing and spend four glorious days among the freaks, finally heading back to our regularly scheduled lives on Tuesday.

Wrong.

She didn’t get the day off. So she’s working until 12. Fine, she’ll drive down after work. But then I have work to do in the morning too. So I’ll be a little late. By noon, I’m just finishing up. She comes home instead and we drive down together.

We check in to the room, which is supposed to be right next to the rooms of two friends, we reserved as one and were assured a block of rooms. When we ask if its possible to switch from the two double beds to a single king, we are told that doing so will split us from the group. Well, if we are with the group we can suffer. Only, after we get up to the 28th floor, we learn one group of friends is on 23, and the other is on 35. Back down in the lobby, I complain and get our room switched. We are up on 40 now, much better view, and the king beds are nicer than the doubles for sharing. But… unlike last year’s room we have no fridge and no microwave, and the couch has been replaced by a single comfy chair.

Whatever, its fine. So we head to registration. Its in the Hyatt. There are signs. We follow the signs. At registration we are told that you have to enter from Baker Street, from outside, this is exit only. None of the signs leading us here mentioned that. But we go outside and eventually find the one sign that says it is the registration entrance.

By the time she got home, we load the car, drove downtown, checked in, twice, and registered, its 6. We hooked up with some other friends for a snack and plan to start catching panels at 7. Nothing starts that we want to see until 8:30, at least nothing that we didn’t miss completely. To pass the time until then we go try to find the people we were supposed to be rooming next door to.

They are at Wrestling.

Of all the things you expect to find at a Sci-Fi and Fantasy convension, wrestling isn’t one of them. But its funny. Some of the guys aren’t bad at the acting, some are horrible. Everyone gets into it and is yelling and laughing and screaming.

When that’s done, we stand out in the halls and watch the costumes stroll by. Some people have made excellent costumes, some people… haven’t. Pictures will come eventually.

Pretty much nothing went according to plan the first day, but once we got here it was fun. Hopefully the rest of the weekend will be more of that and less of the other stuff.

Scamazon.com

Over at not much’a nothin’, Cliff has run into Amazon.com’s price scam.

It’s simple. If you shop there often, they build up a database of the things you buy, the things you look at, and the things you store in your wish list. All of this is supposedly aimed at focusing your shopping experience. If you buy lots of DVDs there, you’ll find that DVDs start getting recommended to you in the genre’s you shop most. Buy a TV and the next time you log in you may find yourself looking at a screen full of TV accessories… DVD players, VCRs, TiVo units, stereos, etc.

But they are also doing something else… the more you buy with them, the more likely you’ll get what Cliff got, a small price increase. Yes, I said increase.

Now, if the only thing you buy there are paperback books, DVDs and pre-orders, you aren’t likely to run into this much, but don’t be so sure. What you need to do to protect yourself is before buying anything, log out and check the price again. You could easily save yourself hundreds of dollars depending on what you are buying and how often you buy there.

You’d think that a company would reward long term patronage, but that’s just not how things work any more. The new customer is king, a returning customer is someone whose business you already have, and it is all about broadening the client base. So, shop safe, shop blind… don’t let them know who you are until you’ve already got your items in the cart. Remember, its your money, not theirs, so keep your eye on it until its time to pay.

Playing God

It has been so long I had forgotten how much fun it is to be God.

For years I have been spending my time in online games, MMOs, and as a creative individual it has taken over my thoughts on gaming. Inside I have been designing an MMO of my own… but its never going to work. What I really want in an MMO just can’t happen. Maybe someday someone will figure out a way, but I really doubt it.

But what is it I want?

The personal touch. And what does this have to do with being God? Have you ever tried to seriously design an RPG game and have it service a hundred people? two hundred? a thousand? five thousand? If you have, have you ever taken that step back and looked at what you have done with new eyes? As rich and inviting as the World of Warcraft appears on the surface, if you spend any time there the trappings fall away, and the game is… well… bland. Pretty much all games are. They can be boiled down into a half dozen quest types, and if you pay attention to the game mechanics at all, 99% of all fights are a foregone conclusion, you either know you are going to win or you know you are over your head. Rarely do you really go into the unknown, rarely are you truly surprised at the outcome, and if you are its likely because you don’t really understand as much as you thought, it was your miscalculation, not the game’s.

I’ve mentioned before that I’ve been pen and paper gaming with some friends. We started doing an old school AD&D (1st edition) campaign, but eventually we converted over to 3.5 because it works better and flows easier, less looking up stuff in tables. Then we started interweaving two campaigns. In the first, we’ve all hit 10th level and things have been getting easier, but I suspect only because the DM has been a little hesitant to throw hard things at us since the behir encounter back when we were level 5. We lost nearly half the party in those tunnels, and unlike MMOs the dead are dead and the players roll up new characters. The second game is going along swimmingly, I think we’re all teetering around level 6, maybe 7, and the real story is beginning to unfold. Both of these games have been far more engaging than any MMO and even any single player RPG. Computer canned responses just feel flat, but a DM who can roll with another one of your crazy schemes… oh yeah.

So back to the God bit… a couple of our group has asked me if I wanted to start running a campaign. And I do. So I’ve been digging out my old notes and pulling together a world I originally created fifteen years or so ago, and filling in the gaps, and expanding. I am molding the world, shaping the societies, and setting up what could be a legendary adventure and hopefully will be. I am God.

Does this mean I’m giving up on MMOs? Not likely, but hey, with my aging PC and my mortgage, I’m probably not going to be playing any of the graphics card busting, memory and processor hogs that are coming down the pike. I’m also not likely to stop thinking about game design… I’m a programmer by trade, so that’ll never change.

Poison in Concert

I am a giant 80’s music whore. So it should be no surprise at all that I went to the Poison/Cinderella show last night, and it was awesome.

I have seen Poison in concert three or four times now, and they put on a great show every time. They take the stage, play all the hits you love, and thank you for being fans. This being the 20th Anniversary of the release of their debut album ‘Look What the Cat Dragged In’, there was more thanking than usual.

Cinderella gave a similar performance, taking the stage and laying out the hits.

I still think its surprising that these guys still put on such a great show. Twenty years of Rock and Roll and these bands seem genuinely grateful that people still come out to see them, unlike some newer bands I’ve seen. Poison is a band that I will go see in concert again and again.

Stay Classy

Over at the Zen of Design, a post has been made and hopefully a violent and bloody discussion will ensue. The post is about Classes in MMOs.

Somewhere around my room I’ve got a document I started about class design. See, I really hate the way many games implement classes. You make one choice, at creation, and you are stuck. A warrior is a warrior, a cleric is a cleric. You are what you are and so is everyone else. Basically, EverQuest. World of Warcraft managed to do one better and essentially each class is actually three classes since you can choose to focus your talent points in one of three trees. I like this flexibility, so much so that I play a shadow priest in WoW… that’s a priest who is okay at healing, but better at dealing damage. I love it.

Back to my document. The idea I had for class design involved giving the players more on an illusion of control. What you would do is group skills together into sets, or schools as I called them. All melee weapons would be in a melee combat school, wearing armor and armor types falls into the defence school, healing arts both magic and non-magic fall into a healing school, and so on. In the end I had 6 or 7 schools that covered most things. Then each player would choose the ranks of his schools. They could put defence first, and melee combat second… making them a warrior… putting healing third might make them a minor paladin type, if they went defence then healing and melee combat third that would be a major paladin, healing first then defence then melee makes them a cleric, healing/melee/defence makes them a healing monk, melee/healing/defence makes them a fighting monk… and so on, involving all the schools. At first glance this looks like a ridiculous amount of freedom for the players, but in reality it is a very finite number of “classes” and all balance can be approached from that angle. No need to worry about someone maxing healing and melee and defence and damage spell casting because its not possible, if fact the ranking can inherantly reduce the effectiveness of the skills in that school, and since everyone will have to place one school at the lowest rank it means that everybody will suck at something.

Essentially, all I’m really saying is… totally unrestricted skill systems are bad, and totally rigid class systems are bad. A good system is just floating somewhere in the middle, a nice balance between player freedom and developer control.

A Game Design Tangent

I was reading a post over at Broken Toys… here… and the topic is interesting, but something in one of the comments caught in my brain, and its been knocking around all day, so I decided to poor it out.

Wanderer said:
A lot of people play golf.

Yes, alot of people play golf. And it stands to reason that someone who has played golf for three years is going to be better at it than someone who just picked up his clubs (barring natural talent and people who never learn). MMOs with level disparities can’t be compared to golf unless you segregate golf courses so that only people with certain handicaps, lifetime averages, or particular sets of clubs can play on them. If that were true, then a guy who just bought clubs won’t be able to play on the same courses his new friends who’ve been playing for three years can play on.

Golf isn’t like an MMO because it is inherantly designed on different fundamentals, and in most (if not all) MMOs, there are time consuming or otherwise daunting barriers between people who have invested time and people who have not. Even “casual” MMO players will eventually achieve a position where the barriers between them and new players is too big for them to comfortably ignore (I don’t care how nice and giving a person you are, if you are level 60, sitting around “helping” a level 10 eventually gets mind numbingly boring). Unfortunately, most (if not all) of these barriers are the rewards of playing the game… so the game is designed to divide players. Sure, it may encourage them to work together in small groups (anywhere from 2 to 200), but overall the rewards of them game serve to divide those that succeed from those who fail or have not yet tried.

Back to golf… yes, a lot of people play golf. But on the flipside, a lot more people don’t play golf. The rules of golf do not change to try to lure in more players (club regulations maybe, but I haven’t seen a golf course set all its holes to par 15s just to make people feel better about their golf game). Game designers need to take that approach. You are designing a game for a certain group of people, the people who enjoy the kind of game you design. That group might be huge, or it might be tiny. The goal of funding a game is to only spend money in proportion to the size of your intended audience. You don’t spend $300 million to build a game that 5,000 people are going to play, and if you manage to spend $4 million and 6 million people show up… well… you win. But more important than the money is to define your audience, design for them, and release a game.

Once the game is out there, you have to observe what people do with the game you made. Some of them are going to silently enjoy the game. Some will loudly complain that it sucks. Some will find ways to “break” the game. Some will loudly praise it as the second coming. Overall though, to some degree, you have to ignore the people who are angry and playing your game wrong, but don’t ignore the people who are having fun and playing your game wrong because even if its not what you intended, they like what you did and it may be time to learn from them instead of trying to tell them how to play. But above all else, don’t try to make everyone happy. You will fail. Just accept the fact that some people will play your game, and some people will play golf.

Blade: The Series – Revisited

I have never been someone unwilling to admit mistakes. Over a month ago, closing in on two, I put up a little review for Blade: The Series.

From the perspective of the two hour pilot, I stand behind my review. It was crap. However… as the show has progressed, the creators of the show did something interesting and unexpected: they pushed Blade into the background. Now, the show is still about him fighting vampires, trying to foil their nefarious plans, but they realized, as most people have, that telling that story from Blade’s point of view is boring. He finds vampires, he kills them. Dull as dirt. Instead, the show introduced a young woman who was turned, but Blade got to her and has put her on his serum. She’s not a daywalker like him, but the serum keeps her mind clear of the hunger for blood. Blade then sets her the task of infiltrating the vampires to get him information, to destroy them from the inside. And she’s got good reason, the vampires killed her brother.

At this point, the show becomes more about the vampires, interactions among the clans, the divide between then infected and the pure bloods (born as vampires)… in other words, it actually becomes watchable, even enjoyable, and in some episodes it is down right good TV. It harkens back to Kindred: The Embraced in some ways, and I’m certainly getting a kick out of it.

And thankfully, Randy Quaid hasn’t returned as of yet… Let’s hope it stays that way.