Wednesday, December 10, 2008
The Sky is Wobbling! Run for Your Hitpoints!
Tuesday's news about Station Cash came as a bit of a shock to the system...
You see, there was a time - back when Station Exchange started up - that I vowed to quit my beloved EQ2 cold turkey if Real-Money Trading (RMT) ever came to my server. I'm pretty sure I posted that on the official forums, but darned if I can't find it now. Oh well, I still know I said it, and I will stick to my word.
BUT, Mr. Smedley makes a good point that Station Cash isn't the same as RMT. A lot of folks are up-in-arms, cancelling accounts, etc. over Station Cash, but much like the Legends of Norrath furor, I think they're overreacting just a wee bit.
That doesn't mean I'm thrilled about Station Cash, mind you, but let's examine the goods and bads, shall we?
I read plenty of posts on the forums, looked at screenshots, and so on, but I wanted to reserve judgement on what Station Cash had to offer until I logged in and took a peek.
A peek is about all that was required. There's not much to see!!
What I did see were two appearance-only outfits, a few house pets, a couple non-house, appearance-only adventuring pets, and potions. Lots of potions.
You know, it was really more underwhelming than offensive. Still, SOE is asking for real money in exchange for specific in-game items, and that can be a cause for concern.
In RMT, the "T" is for "Trading." That's not generally an action performed between developer and player. Those are called "Fees," and RMFs are still the only kind of fees I know of that make sense in this environment. Oh, I suppose I could send Smedley a fine goat in exchange for a few months of game time, but I don't think he'd appreciate the mess in his office.
Trading is between people - RMT IS EQ2's LiveGamer Servers (nee Station Exchange), where players sell virtual items to each other for real cash.
This isn't RMT.
Smed called it "Microtransactions," and I suppose it is, in a sense, but usually when you play a game that offers microtransactions, it's doing so in lieu of a regular fee to play the core game. "You want to get the neatest stuff? NOW you pay us."
I think I'd actually play an EQ2-like game that was funded by microtransactions. I know that there'd be people who blow hundreds of dollars at a time so they can be more uber than me while I spend $10 or less a month, but that's not a whole lot different than the time investment that raiders use to be uber now. Time is money, so I've always been told.
I don't feel put-out by microtransactions enterting EQ2, but it feels somewhat useless. Since they are charging a monthly fee AND have an established path-to-uber, they would be fools to let you buy useful stuff for real money. So instead it's nothing but fluff.
Yes, I said NOTHING but fluff. Even those achievement potions. At best, I think those potions COULD be useful at level 80, when all your adventure exp turns into small amounts of achievement. Prior to that, completing quests or finding exploration points are too long of a process to make it worth spending up to $10 for a temporary boost. It isn't that an extra achievement point or two isn't useful, it's just uneccesary and not worth the cost.
I have no doubt that SOE plans to vastly increase the selection of fluff over time, but for now it's just an unimpressive effort. You don't want a product launch that starts with a whimper, folks!
If there was something REALLLLLY cool (not the current armor sets), I would consider coughing up a little cash for it. I love my beer-mug helm from a previous live event, for instance, but I'd pay money for an appearance-helmet that looks like a red baseball cap with a Pizza Hut logo on it!
(well, I might be bothered by the anachronism of that, but a cloak with a picture of Lucan holding a pepperoni pizza on it? I'm SO THERE)
I did notice that there were 150 Station Credits stored in my wallet upon first login. I hope that's not just a launch gimmick. Since we ARE paying that monthly subscription fee, I think Station Cash could be a bigger success if we got about that many credits a month just for being an active subscriber, and then could spend real cash for more credits if we wanted to get our goodies faster.
I'd also recommend that, instead of straining the depths of creativity for so many MORE toys, SOE should consider taking a robust selection from the Legends of Norrath loot cards and making them available through this alternative means.
About the TIMING of Station Cash: It seems to have leapt out of nowhere at the player base. What in the world was that about??
It is possible that certain focus-groups of players knew about Station Cash in advance. We have no idea what sort of feedback they gave, but frankly, they shouldn't have had to say, "We don't think it's a good idea to spring this on the playerbase so suddenly!" SOE should have known better.
Honestly, whether its the itchiness of people who love EQ2 but hate SOE for various reasons (some childish, some not, though if your reasons are sound you shouldn't be supporting their product), the tendency of gamers to be skittish about change, or the simple fact the internet has the power to turn molehills into Mount Dooms, SOE SHOULD HAVE KNOWN BETTER.
Ease us into the idea, devs. Tell us what you're planning, get feedback on the notion of fluff for cash, find out what people think of putting exp potions into the mix, etc. etc. You don't even have to phrase it at a question, "What do you think of us adding in microtransactions?" Just tell us, "We're working on a project to add a small number of non-game-changing microtransactions to EQ and EQ2," and watch the feedback. Did I mention you should have known better?
Also, tell us what the plans are for the future of such a project. How often to you hope to add new fluff? Will you ever consider going free-to-play with some non-fluff? Are non-fluff items on the table at ALL?
Don't tell us that now, after that launch, because now everyone feels stunned and won't believe you. Tell us this BEFORE the launch.
Y'all really biffed the communcation on this one.
But Station Cash, at least in its current form, is not a threat to the integrity of the game. I, for one, don't feel the need to break up my happy little home and quit the game forever to make a moral stand.
Yet.
I'll be watching closely. Smed, Froech, please don't disappoint me.
Thursday, December 4, 2008
Becoming a Functional Crackhead
Fact is, I went a long time without playing it at all. I even cancelled my subscription, which is something that I hadn't ever done since EQ2 went live. Cancelling was a strange feeling, but it had to be done - new baby, new house, slightly longer commute, lots of unpacking and housework to do.
I spent some time playing LotRO, too, I must admit. Some of my rl friends were playing and invited me to come along. Since I was unable to get many of them to check EQ2 out, I tried to be a good friend and joined them on their turf for a while.
There was a distinct advantage to being in a tiny guild of nothing but 6 people who know each other: No pressure to do X task by Y date, nor to be on for hours and hours every night! That helped a lot in terms of playing a little while my real life revved up, but LotRO - while very well done - doesn't have as good of a game system as EQ2, and my attention started to wane.
Now, I've written about my guild many times here, and even one lengthy article in the last issue of EQuinox Magazine. "No pressure" was supposed to be my EQ2 guild's mantra, and yet I felt the need to get away. What went wrong??
What I found was a large disconnect between what people acknowledge reading, and what they decide on their own. My guild very clearly communicated the notion - both from recruiters and from our [now defunct] website - that the only thing we were hardcore about was being casual, and had no intentions of changing that.
I was all for occasional coordinated events, don't get me wrong, but whether it was natural for the size we had grown to, or just a handful of discontented individuals in the crowd, pressure started to mount to do more more more bigger better faster RAWR. It didn't work. If I do my research, I can lead a successful raid with the best of them, but my heart won't be in it and I think that shows.
It wasn't the mounting pressure that made me cancel, exactly, it really was the real-life flurry of activity, but with that flurry on the visible horizon, I had to decide what I was going to do with this guild during a time when I would be heavily inactive at best. At the same as my life heated up, the same happened for nearly my entire officer corps. We were running rudderless.
I decided to turn leadership over to someone else, someone to pick a new leadership circle and carry on the vision of our wonderful online family. I was a little surprised at how hard it was to find someone who would take the job. In an attempt to summarize, here's how it went down:
1) I gave leadership to a guy I know and trust and - for someone I've never met in person - I consider a great friend. For various reasons that I considered to be generally unfair to him, quite a few guild members disagreed with my decision. Some left the guild, some made his life difficult. He stepped down (and out, actually) for what he saw as the good of the guild.
2) I then gave leadership to a motivated up-and-comer who I didn't know as well, but had been in the guild for a long time and was very supportive of the atmosphere I'd always tried to nourish. It was shortly after this transition that my cancellation took effect. I don't know if I'll ever know the full story of what happened, but there was a shocking amount of drama and the guild fragmented 8 ways from Sunday. That leader has since retired.
Near the end of SOE's Living Legacy promotion, I decided to poke my head in and see how the guild was doing. When I logged in, I was greeted by virtual tumbleweeds and a whole lot of dust. There were maybe 1 or 2 people on during peak hours, but for as much as I love their dedication to the guild, I don't know why they stayed.
At first, this made me very sad...a guild that once boasted over 200 accounts with 80+ being regularly active (being a casual guild, we had a fair number of members who only logged in once in a long whole) was now down to 75 accounts with 2 or 3 active. That sucked!
I feel differently now, though. Coming back to a tiny guild turned out to be exactly what I needed! I'm hooked again, but able to be the extremely-casual player I used to be. I must be some sort of magnet, too, because a few inactive faces have popped back out of the woodwork since I returned.
Now my guild feels like it should; like it once did - a smaller group of people who just like to relax and have fun! We've already gotten a few new recruits, but I plan to be careful not to grow too fast or too large.
It was a huge step backward in some ways, but a tremendous relief in others. I'm now able to help administrate a guild again without feeling like it's a 2nd job that I just don't have time for. I can login for just an hour or two, and not even have to be there EVERY night, and people are OK with that. I can have my crack and smoke it, too - gaming life is right where I need it to be.
Wednesday, August 6, 2008
3 Days and 40 Frickin' Dollars
About a year-and-a-half ago, I ordered a new computer from Mwave.com. Using that particular site as my purchase-point was off of the recommendation of a friend, and that same friend helped me pick out a selection of parts that would work properly together. I am, as I always say, not a "hardware guy." I can read through a pre-packaged computer's stats and look for the important bits, but picking what processor to go with what motherboard is a whole different ball of wax.
So I picked out a bunch of parts, paid $75 to have Mwave assemble and test the machine, and they sent it on over. Man, it was sweeeeeet. I went from playing EQ2 on the absolute minimum settings to being able to run comfortably on medium, or even on high if I wanted to push it for screenshots (mostly I kept my settings lower than I had to so as to not overwork my hardware, in theory making the computer last longer).
I've owned a number of computers in my life, going all the way back to my Laser 128 EX (Apple II compatible), which never once gave me hardware trouble. I don't think I've ever had a computer that showed signs of distress before its second birthday, and I'll even include my wife's computers in that list (she's had 3 since I met her, but never got rid of one because it stopped working).
This computer lasted a whopping 7.5 months before trouble hit. One day, the computer wouldn't turn on. After a little experimentation, I found that if I flipped the switch on the back of the power supply, waited a few seconds, and then flipped it back on, the computer would allow me to turn it on again.
Within a couple weeks, however, this problem degraded - requiring longer rest periods when switched off - eventually reaching a point where that trick no longer worked. I had contacted Mwave before the computer absolutely died, and got information on where to send it for repair. By having them assemble the machine, it came with a 1 year warranty. Hooray?
I had my computer boxed up and sent it to the Mwave service center for about $40, between packaging and shipping.
About 3 weeks later, I was told that after extensive testing of various parts, my computer's failure to turn on was due to a bad video card.
Yes, I said video card.
Even with my limited hardware knowledge, this sounded really strange. When I told my more hardware-savvy friends of problem, we all agreed it was either a bad power supply or a broken motherboard. This solution puzzled them, too.
I was wary when the computer arrived back at my house, but I hooked everything up and was pleasantly surprised to find it was fully operational. I guess, somehow, the video card was SO broken, that it was keeping my entire computer from working!
Little did I know, at the time, that the particular model of video card I had purchased was rife with bad memory chips that caused severe artifacting issues. My original card was seemingly one of the few that didn't have that particular problem. My new one did.
At first, the artifacting was too minor to be a hassle. Once in a while I'd log into EQ2 and my cloak would be doing strange things, but the next time I zoned it would be back to normal.
Later, I started getting stuck pixels on my monitor. It was my first LCD monitor, and I knew this was a risk, so I took it to Best Buy and had them look it over, but they couldn't find anything wrong with it. I didn't realize that the stuck pixels were from my video card.
When a friend gifted me a copy of Lord of the Rings Online, the artifacting became slightly more-pronounced. I found odd white bars occasionally sitting on my screen, but refreshing the display by toggling between full-screen and windowed mode would make it go away.
It turns out that EQ2 isn't coded to rely much on video cards, and a newer engine like LotRO is. I might have noticed the bad video card much sooner otherwise.
The problems got worse and worse until I couldn't ignore it anymore. Limbs would veer off in random directions, the landscape would display in a seizure-inducing, flickering checkerboard pattern, and in time, the display-toggle/refresh trick stopped working.
I tried reformatting the entire PC, updating drivers, and so on, but nothing made it better. I started researching the artifacting issue and that's when I became aware that my particular video card was known to be a troublemaker.
...And then...
...In the midst all the other bad news...
...The power problem returned!
The exact same goddamn issue reared its ugly head again! Well, this was too much, so I contacted Mwave and informed them of both of current problems.
Their response? Since my computer was now more than 1 year old, it was no longer covered under warranty, and I had to deal with it all on my own.
Fuck. That.
Firstly, they gave me a bad video card only a few months ago, and they won't support it. Secondly, the original problem I had was clearly never fixed properly DURING the warranty period, and now they won't show some integrity and do the job right!
I was pisssssssed. Hell, I still am.
I entered a process with Gigabyte (the video card manufacturer) that - all told between emails and actual service - took nearly 3 months. They let me send the video card back, couldn't repair it, and sent me a new one, thankfully of a different model.
Not-too-surprisingly, when I did the work myself, replacing the video card did NOT solve the power problem! I can almost hear you gasping in surprise.
But, a couple days after installing the new video card, I started getting messages that the video card performance was being downscaled due to a lack of power.
I went to Newegg.com, bought a new CoolerMaster ATX power supply for $40 (after rebate), waited 3 business days for shipping, and then fumbled my way through a successful power supply switch-out (it looked a lot scarier than it really was).
Guess what the results were? Anyone? Bueller?
1) My computer turns on and off reliably every time!
2) My video card works wonderfully!
I can't believe that I could have saved myself almost a year of headaches just by buying a new power supply. Had I spent $40 on the new power supply THEN, I would have held onto the original, working video card, not suffered two stints of extended downtime (which played no small part in the slow death of my awesome EQ2 guild), AND saved a goodly chunk of money on shipping costs to Mwave and Gigabyte!
I hate you, Mwave. I hate you as much as any gamer can hate a hardware supplier.
In case it wasn't clear, I won't be ordering from you assclowns ever again!!!!
Monday, July 21, 2008
if(house && kid+=1 >= 2) money == 0
You see, right after my last post, life started getting BUSY. Good things in real life, not-so-good for gaming. Obviously, real life is more important, so let's start there!
Good Thing #1: I is now a homeowner!
For the first time in my life, I own real estate...for as much as anyone with a mortgage "owns" anything, that is. Stalkers beware, my house looks a helluva lot like every other house in the neighborhood, so I feel safe in saying that I'm now a resident of Rancho Santa Margarita, CA, living in this house:

I wish my lawn looked like the picture above. Both front and back yards have a number of dead-spots, but it'll come together in time. I have a lot to learn about yardwork! My younger days involved tons of lawnmowing for my dad, but that's about as far as I ever went.
The previous owners were also nice enough to leave 8 metric shittons of trash behind, but a dumpster, a maid, and a carpet cleaner later, the house is quite comfortable :)
The new layout has also shrunken my living room, but more than doubled the size of the master bedroom, making it the best place to house the computers. All I need is a mini-fridge and I could go a week or two at a time without leaving my bedroom!
Good Thing #2: Jonathan Dorian Schuster
Of course, the above doesn't apply when you have kids to take care of. And yes, I said kids - as in more than one! I think I mentioned here at least once before that my wife was preggers, and on July 11th, my son found his escape route and joined the rest of the family.

The above picture is posted because it's super-cute; the outfit "joke" won't make any sense unless you work at my company. Was a nice gift from them, in any case :)
Bad Thing #1: Death of a Computer
Mid-pregnancy and mid-house-hunt isn't a great time for one's computer to take a great big shit.
Trying to get it fixed by the responsible parties has been an utter nightmare. I'll be writing all about it when the saga is finally over, but for now just know that I haven't had a decent gaming machine for many months.
Bad Thing #2: Death of a Guild
Well, no point in paying for games I can't play, right? My EQ2 account expired recently. I had decided I needed to cancel months ago, but I was on a 3-month sub that had just come due, so my account has been quietly bleeding to death.
I'll admit that the death of Circle of Shadows was set in motion before this. In preparing for all the real-life good things to come, I began to distance myself and attempted to find someone to take up the mantle of guild leader.
This...didn't go well.
Perhaps I'll expand on this in the future, but for now suffice to say that my once-great, 150+ member, top casual guild of Permafrost is now a ghost town. I'm none-too happy about it, but there's really nothing I can do about it anymore. And if I ever do get back online, I highly doubt I'll have the time or energy to try to rebuild.
I've found myself resorting to the "casual game" world, since they tend not to have robust video hardware requirements. I'll definitely be writing about my travels through this sometimes-frightful land in posts to come!
Friday, February 15, 2008
Where a Guild Can Be a Guild!
At the time of the announcement, we were told that Guild Halls were 9-12 months out from being released, because work on them had JUST begun.
That means we're 3-6 months out from actually seeing them in all their splendor. With fingers crossed on the nearer end of that range, I think it's time to really ponder what Guild Halls should be and do, as well as what they shouldn't.
I think one of the most important questions to decide is: WHO gets to build a Guild Hall? It seems to me that the answer certainly shouldn't be "everybody." In this day and age, after the nerf on Status Item turn-ins and the subsequent de-valuing of the lower-tier trinkets, the early levels of a fledgling guild are easier than ever. I expect if I started a new guild today, I could reach level 10 in under 1 platinum, while saving all my precious Heritage Quests for later levels.
The SOE Dev Team needs to not only come up with a huge, enticing list of features to be offered with Guild Halls, but they also need to space the perks out from minimum-purchase level through GL80. Because of this, I think a fair minimum level for Guild Halls would be GL30. Prior and up to GL30, other housing options become available, so it would seem natural for GL30 to be the jumping-off point for the most basic of Guild Halls.
Furthermore, let's talk about guild SIZE in relation to housing. I'm hardly one to take any sort of elitist stance regarding the breadth of guild rosters; if a guild of 6 is tight-knit enough to maximize their members' enjoyment of Norrath, I say kudos to them! What has always bothered me about the guild system in EQ2, however, is the lack of cleanup. Guilds of less than 6 members not only exist, but are actually quite common. All-too-often have I seen someone in Qeynos Harbor or East Freeport shouting out requests (sometimes even with promises of payment) to have people help him form his own, personal guild, with no intention of keeping the other 5 founders on the roster.
I can understand SOE being hesitant to delete undersized guilds due to possible customer service issues regarding loss of status contributions and guild banks. I don't totally agree (deletion after X days/months under size?), but I do understand.
Guild Halls are to be extra-special, though, and I've already seen some on the official forums chatting about how they need to solo their me-only guild up some more levels to make sure they have access to good perks. That's just really really really annoying. Really. If your roster can't keep the intended minimum of 6 accounts (maybe even active accounts?), then you shouldn't have access to Guild Halls. If your roster falls below that minimum at a later point, you should temporarily lose access to your Hall. I really can't fathom the idea of Qeynos or Freeport allowing single citizens to build personal fortresses. Really.
Ok I've said my peace about guild sizes. Let's move on to what key features the Guild Halls should offer.
Here's the thing...
SOE doesn't want the major cities to become "ghost towns." SOE wants the cities to be vibrant centers of commerce and socialization.
The problem is that they aren't this NOW, haven't been for ...ever, and probably never will be.
Does anyone consider "clusters of people standing at broker NPCs" to be either a center of commerce OR social? I don't. The only common sources of player interaction in any of the city zones are either special holiday events or asking for teleports. As it stands, if someone is moving around a city being non-AFK, they're probably A) On their way to their house, B) Tradeskilling, C) Turning in collections, D) Grabbing writs, E) Shopping at the broker or F) On their way out of the city.
None of those are social activities. None.
The social aspect of tradeskilling that came in with the epics has been best served in non-aligned zones like Teren's Grasp. Since Kunark, even writs become a non-City activity for the large, high-level player base, because they can be grabbed at Kylong Plains docks.
The only thing lost by giving the Guild Halls city-like amenities is the APPEARANCE that the cities of Norrath aren't ghost-towns. That may be important for new players, but there'll always be SOME people in the cities. If you want to make the cities seem more social from a newbie perspective, start by remaking them into Kunarkian super-zones. That way newbies can easily chat with each other via ooc and shout, as well as have a chance(!) to interact with non-newbies that happen to be in the cities for various business purposes.
Hm. Little tangent there. Back to the point, what should Guild Houses offer?
- Broker. This is one of the key things missing from houses now, which in turn have prevented me (and others) from being able to make my own guild housing. People don't come to guild houses if they can't take care of their most important business items there.
- Banker. See Broker.
- Access to House Vault. This CAN be done in makeshift guild housing now via the Friend access level, but it's a bear to manage due to the lack of a guildwide setting.
- Tradeskill Fuel Vendor. This also should provide a good place to sell junk loot. Tradeskill trainers should remain city-bound.
- Bind point. Binding to guild houses should be done via a separate skill or item than the Call Of <> skills. You do still want people going to the cities sometimes, after all, but you also want Guild Halls to provide a real social outlet. If you want to make it more interesting, make Guild Hall Recall Shards into a craftable item, where the recipe itself is a available on the Guild Hall Fuel Vendor (above), and the main ingredient for the Shard is a no-zone item pulled from a Guild Hall purchased fixture. Make the Shard poof if you deguild.
- Harbormaster/Boats. At the Fan Faire, it was stated that Guild Halls would likely reside on the shores of Antonica and Freeport, near the cities proper (in the case of Freeport, this is the only option). There should be some backyard area of the halls, for outdoorsy decorating, and with that it would also be nice to have a personal guild dock. For a price, of course, and probably a more expensive price than what's available in the cities (volume pricing), there should be a set of dock bells to locations around Norrath. Perhaps high level guilds could also purchase personal boats to Faydwer and Kunark, which would be a really nice touch (and a great money sink!)
- Artisan involvement in customizing. I admit bias a Carpenter, but frankly I don't think I'd want the job of doing all or even half or a third of building and decorating a full Guild Hall. Carpenters should certainly be involved (a project leader?), but the recent crafting epic quests and resultant Artisan Raids really have me salivating. Divide portions of Guild Hall construction amongst the 3 crafting classes (brainstorming): Outfitters can plan the aesthetics of room layouts and structure, and Craftsmen can handle the masonry. Scholars can work on anything mystical in nature such as bind points and portals, and maybe social aspects like the hiring of NPC employees.
- Purchase pooling. More for Status Points than money, but useful for both, Guild Halls need an expanded version of the escrow accounts currently available for individual housing. Members should be able to contribute their currently-underused status points to the Guild Hall for both rent and item/perk purchase, as needed.
Guild Level should influence purchase entry-points of these various features, as well as maximum Guild Hall size and the unlocking of heraldry-like visual customizations.
No Guild Hall should include trainers of any sort, in my opinion, writ-givers, collectors, or key world objects like Druid Rings. Teleports to new areas should be handled with care, lest we wind up with an EQ1 Plane of Knowledge style of transport that sucks all purpose of exploration out of the world.
Ok, that's it for now. If I think of anything else later, I'll be sure to add on!
Monday, February 4, 2008
We're only going to score 17 points?
For my part, my team is the Philadelphia Eagles, and I actually do owe that to being a gamer. I grew up in Wisconsin but HATE HATE HATE the Green Bay Packers (hate), so I didn't watch much football. Playing Sega Genesis at my friend's house, however, I fell in (guy-)love with one Mr. Randall Cunningham while using his digial representation in the Madden Football '93 video game. I've been an avid football watcher and Eagles fan ever since.
This season kinda sucked for us Eagles fans. Last season was full of drama, but it was drama that led to a playoff berth. This season...not so much. The only drama this year was the Patriots and their trek for "perfection."
A lot has been made of the cheating controversy from early this season, even though, as many have pointed out, what was done was only barely breaking rules compared to what other (all?) teams videotape from different locales. HOWEVER - cheating is still cheating, and the murmurs around the league are that this piddly crap Bill Belichick got caught for is only a scratch on the surface. I, for one, totally believe that. When you do "whatever it takes" to get another tick in the win column, there's probably a whole helluva lot you aren't getting caught at.
For the last three weeks (leading up to the Green Bay game - did I mention I hate the Packers?), I've been rooting for the Giants. Sometime within the next week or two, this will wear off and I will go back to hating them in favor of my division-rival Eagles, but for now....well, for now, life is pretty sweet.
That game last night was AMAZING. Mouth-breathing man-child Eli Manning put together just enough brilliant plays (most notably THIS ONE) to outscore the Patriots, but the game MVP really should have been a shared award to the Giants' defensive line. I've never seen Tom Brady get hit so much, and it was beautiful!!!
Why would I take such delight in Brady's downfall? I really didn't care much about Brady before this game. At worst, throughout most of the season I had a sneaking suspicion that most of his success was due to his offensive line, and that he wouldn't be such a hotshot under pressure. That proved correct once the Eagles' own Jim Johnson showed the whole NFL the way with his awesome blitzing schemes. Still, my dislike of the Patriots was all about Belichick...until...
THIS HAPPENED. When asked his prediction for the game, Plaxico Burress responded, "23-17." Tom Brady hears this and is shocked and offended. "We're only going to score 17 points?" a surprised Brady said Wednesday. "OK. Is Plax playing defense? I wish he had said 45-42 and gave us a little credit for scoring more points."
That's enough for me - he needed to go down. I'm happy to find that the forces of Karma agreed with me. And wowie-wow-wow, down he went.
As for other Patriots...
Some of them I feel at least a little bad for. They played hard all season, and lost the big game. I'm sure most of them are perfectly decent people undeserving of my scorn.
Some of them already won 1 to 3 Superbowls in recent seasons, so I hardly care if a non-Eagles team wins repeated championships.
But I'd like to call out a couple special friends:
1) Randy Moss. With the Vikings my 2nd-favorite team, I used to cheer for you. A lot. Then you went to Oakland and blah blah whatever. But that's actually the problem, isn't it? No matter what else went on during your time there, commentators all over the place had you figured for a has-been. You stopped caring - you stopped trying. We all thought you had lost your spark that made you a great receiver. Suddenly you show up in New England and you have all your speed and skill back that you were missing the last couple years. Randy Moss, you give up when things aren't going your way. You quit on your old team. You deserve no titles; no rings.
2) Junior Seau. You never won the big game in your long career, and despite have received all sorts of other fame and accolades, you just couldn't let it go. You "retired" from football, only to hop right back in when a seeming sure-thing offered you a chance. Sorry if it sounds cruel, but to me that's not deserving of fame. Not that you can't still throw a good tackle, but hopping onto the bandwagon when you were otherwise ready to retire is kinda pathetic.
That's about it, really. All the rest of my hate is for Big Billy Belichick. I was actually afraid for Tom Coughlin for a few minutes there. When Belichick stormed across the field to meet him, I was sure that he had a shiv tucked away in the front pocket of his hoodie and was about to stick Coughlin like a pig. I guess he figured that was a bad idea with the cameras watching. I pity whomever was the first person or otherwise punchable object he saw when he got into the locker room.
What a night. A "perfect" season turns into meaningless overhype in the last two minutes of one of the most intense football games I've ever watched. Of course, a lot of that intensity was due to the overhype, but what I feel is important is that the overhyped team lost, and their rat-bastard coach finally got the comeuppance he deserved. I do love me some justice.
Wednesday, December 19, 2007
Fantasy - The Only Frontier?
I don't want to sound jaded or take anything away from the creativity of world designers, but I think Fantasy is the predominant MMORPG genre for a very simple reason: It's EASY.
Let's say for a moment that we decided to make an MMORPG out of a modern-day realistic genre. What types of characters can we offer a player? We have combat, stealth, charisma, and intelligence-based skills in our real world.
Combat in a modern setting is fairly similar to any other genre, even if the weapons aren't always the same. Guns would probably be the weapons of choice for most "adventurers" based on a combination of range and lethality, but more archaic modes of fighting still exist and can be used and identified with.
Stealth wouldn't change too much. Technology can make stealth less viable, but so can magic "detection" spells, racial vision traits, and the like.
Charisma in a realistic world could mean anything from a supermodel using looks to influence NPCs to a diplomat or clergyman invoking a silver tongue. This can all be viable if developers put some effort into it (one of EverQuest 2's flaws, in my opinion, is the utter lack of Charisma. Diplomacy is one of the few things Vanguard got right!)
Intelligence offers a lot of possibilities for careers to roleplay, but not as many in-the-moment systemic options. If a fighter gets shot, a realistic medic can't charge into the middle of a firefight and fix up the wound on an active combatant. A chemist could whip up any number of concoctions to solve a variety of problems, but chemistry takes time and often non-portable equipment. Same goes for, say, Engineers.
The suspension of disbelief inherent in a Fantasy genre where we're told "magic exists" makes it all so much easier. Even when it's not something a PC himself can do, you can always end a plot-line in a manner such as, "With Blud'Spirt the Demon Lord out of the way, Sparklefart the Sage was freed and cast his Spell of Temporal Bridge-Shifting, thus instantly summoning the Ancient Span of Prince Fulbar out of the past, which in turn enabled the Swamp Elf army to cross the Chasm of Shadowy Rainbows."
Drawing up blueprints, hiring a team of contractors, and overseeing the erection of a large bridge just doesn't "pop" in the same way.
Now of course, I'm just talking about a modern, realistic genre here. SOE's upcoming The Agency looks to be set in a semi-realistic environment, but it's a hybrid RPG/Shooter. That's a big difference from a straight-up RPG.
I have played tabletop RPGs in my day that were "realistic" in their genre and rules. They never quite stuck with me, and based on the big-name tabletop games I can think of off of the top of my head, the less-fantastical RPGs never did too well with anyone else, either.
If I'm going to play an RPG, would I really want to play a technical trainer whose height of adventure is braving the wilds of Southern California traffic every day? That's not an RPG - that's a Sim. MMOSIM was tried once, and it didn't work too well.
What if I played an RPG where I was a soldier in Vietnam? There's plenty of grim and grisly plot to keep things interesting, but come on, I learned about that stuff in school. Gaming isn't homework!
We don't play RPGs to do "normal" stuff. We play RPGs to have experiences well beyond the bounds of what could be accomplished in normal life. As such, ANY successful MMORPG that emerges on the market is going to be "fantastic" in nature.
Look at the genres we have seen thusfar. Swords & sorcery "fantasy," science fiction, and superhero. Those are the big MMORPG players. Are any of them REALLY different?
Sci-fi like Star Wars or Star Trek hide behind technobabble to recreate the same basic things that magic objects accomplish in a Fantasy world.
Superhero powers are almost identical to magic in effect, but with different backstories.
Alien races and/or mutants in either of the above are little different than the humanoid races and horrible monsters that we have in an EverQuest.
ANY game (all MMORPGs that I know of) where you can die and re-spawn is purely fantasy. Even sci-fi cloning doesn't make sense if you have retention from after the time you dropped off your DNA.
So fine, basically all MMORPGs can be boiled down to "Fantasy" if we argue things a certain way. But that's not what the original question was. Clearly, the intent of the original question was regarding Swords & Sorcery Fantasy as opposed to other storytelling milieus.
I'm going to stick with my "it's easy" explanation:
- Origins - Earth's history contains hundreds of creation myths that already have a D&D feel to them (or, more to the point, D&D borrows from ancient creation myths). Making a new story about how a group of gods created the races as their children yadda yadda isn't really new at all. That doesn't make it uninteresting, but it does make it easier than coming up with something totally original.
- Magic vs. Technobabble - People expect gadgets to come with some means of explaining how they work. Magic just IS. We wiggle our fingers a certain way and fire shoots from our fingertips. Sometimes there's code words involved, or even reagents, but apart from potion recipes, magic rarely has to explain that Part A was glued to Part B and infused with Radioactive Substance Q to produce Effect XX. Magic tends to measure will or intent in ways technology can't.
- MUDcestors - The graphical MMORPGs of today were born from the text MUDs of yesterday. The text MUDs were designed by (heroic) nerds who wanted to bring their tabletop D&D games to life. D&D was born from the legacy of Tolkien.
What else needs to be said? RPGs have evolved to offer a wide variety of choices over the years, but High Fantasy is where it started. It's been bred into us. We gamers know and comprehend the ins-and-outs of wizards and warriors, mazes and monsters, and all-powerful rings better than anything else.
Game designers are artists. They want to take the visions in their heads and bring them to spectacular life. Most of those visions, thanks to how we grew up, are of talismans and dragons. If that's your passion, then that's the sort of game you'll be best at making.
From a business standpoint, games also need money. EverQuest was huge while Earth & Beyond sucked the pipe. Tell a publisher or venture capitalist that you're going to improve upon the EverQuest formula and out comes the blank check! Now World of Warcraft has the throne, and companies want a piece of THAT fantasy pie instead.
So far, games like City of Heroes and EVE Online haven't been able to achieve a high enough profit margin to spawn many competitors. After debacles like Auto Assault, really unique MMOs are going to be hard to secure funding for. That's what has led us to the market we have today, and I don't think it's going to change significantly in the near future.
...for the record, I'm not necessarily happy about that. I love high fantasy, but I do want to see new things as well!!
Sunday, December 16, 2007
Goodbye, Sir!
...about 3 weeks ago, EQ2Flames' administrator "LFG" broke a story on his website that Scott "Gallenite" Hartsman is leaving Sony Online Entertainment and EverQuest 2.
I didn't really know what to think. On one hand, the gaming world eats itself all the time. People get poached from one team to the next, and anyone that studies the MMO market further than the polyps up WoW's arse knows that EQ2 is a really well-put-together game. I expect that if we knew real numbers (i.e. not this guy), we'd find EQ2 to be the #2 MMO in America (albeit a distant, non-overhyped one).
Would it make sense that another company wanted Scott to join a project and lead it to greatness? Oh absolutely. Would it make sense if Scott wanted to strike out on his own, put together a team, and bring some new vision in his head to life? Yes and no. We can always hope, at least, that such a venture would turn out better than...Sigil. Ugh.
On the other hand, being the head honcho behind EQ2's successes over the last couple years HAD to feel good. Personally, I tend to think that you don't turn your back on a good thing if you enjoy what you're doing, and, more importantly, believe in it. Obviously, that could mean that Scott wasn't enjoying himself so much anymore. Having never worked in an artistic industry, I don't think I could relate, but I could imagine that if one has a brain full of ideas, one could start to feel some major wanderlust just working on a single game for years and years.
Well, reading the debate on EQ2Flames was interesting. Some felt LFG was full of crap, some believed him. Some thanked him for telling us when no official news was coming out, while others criticised him for violating Scott's privacy. I definitely fell into the pack that thought it was a bit rude to break this story prematurely. Much as I love gossip, I envisioned Scott's various business and personal inboxes exploding with questions that he wasn't prepared to answer yet. That sucks. I had to bite my tongue (fingers?) to keep myself from joining in the deluge with a "Say it ain't so" whine-fest.
Well, it's official now. Scott has left SOE. The news wasn't shocking...how could it be when LFG's story was so old? And really, the silence about the topic from Scott and/or SOE was very telling. If the story was bogus, there'd have been a denial. That said, I was still a bit heartbroken (the part of my heart devoted to gaming) to see the news confirmed.
From a human-to-human perspective, I can look at lots of different reasons why Scott MIGHT have left SOE and say, "Good for you, Scott! I hope you got a killer new opportunity!" Unfortunately, the gamer side of me says, "Dammit, Gallenite, come back before someone else kills the game!"
Gallenite's replacement is Bruce "Froech" Ferguson. I know him mostly by name only - he was around during the beta and at launch, but my role in the beta was not so much about testing. I didn't read the forums too closely at that point, and as such I don't know much about Froech's past. In the few days he's publicly had the job, he's already gotten the joy of handling one massive PR debacle. You REALLY have to love your job to be willing to take that kind of abuse from customers.
But I'm not here to talk about Froech, I'm here to talk about Scott Hartsman. Sir, my hat is off to you. You headed up an effort that took a game that was great at launch (I thought, at least), and made it about 10 times greater. I wish I knew what you were doing next, but suffice to say expectations are higher than Snoop Dogg & Willie Nelson sharing a hot air balloon bong-picnic.
Please don't stay too quiet!
Wednesday, November 14, 2007
Dr. BadParse, or: How I Learned to Stop Worrying and Love My Race
With the launch of Kunark this week comes a flurry of changes to every character - even those whose owners haven't purchased the expansion - in the form of revamped Racial Traditions. It's a real glass half-full/half-empty situation. One could say that any updates to the Tradition system are a hugely-positive change, because the vast majority of the racial perks of old were just about useless anytime after level 30. Some bonus powers are better than none...RIGHT?
According to a very vocal (like nails on a blackboard) crowd, this is as wrong as can be. You see, now that most of the Tradition choices either scale with level or provide static bonuses that are always useful (like crit %), your choice of race is a little more meaningful than it used to be. A little.
One of my favorites so far is a guy on EQ2Flames who proclaimed himself the most-screwed by these changes because he's a Barbarian Wizard. Oh was he angry! The anti-change arguments tend to carry a few key points, which I'll try to sum up sans excessive cursing:
1) Race choice has never mattered before
2) SOE promised at launch that all races could play all classes with equal effectiveness
3) People with more-unique race/class choices are being penalized
My responses:
1) That's not true at all. For most of us, stat points make a difference, because we haven't maxed out our primary stats. If I choose between Erudite Wizard or Troll Wizard, I'm sacrificing a rather large amount of intelligence that will absolutely have an effect on my damage output, and it'll still be relevant at higher levels unless I deck out in fabled gear and lots and lots of buffs/potions/etc.
The same applies to melee classes. Damage and to-hit chance modified by Strength, hitpoints modified by Stamina, Agility boosting avoidance (not much, but it adds up).
But it isn't just base stats. Not all Racial Traditions of old were very interesting, but some made a good impact. My Human Monk got +5 Defense, which is wonderful at any level. My Gnome Wizard got Intelligence bonuses and a de-agro power which always served him well. Ogres got some decent options to boost physical stats which, along with their natural stats, made them excel at melee...though over time, levels and gear make a +5 here and there matter a lot less.
2) SOE never promised that all races would be equal! They promised that all races could play all classes, and that's exactly what they delivered. If Race didn't matter at all, EQ2 would lose a lot of replayability.
I happen to love my Ogre Conjuror because when his pet dies, he can take a couple more hits than average. The new Ogre revamps will actually make that more pronounced, and I'm excited.
Come on, you didn't make a Troll Fury because you thought he'd be uber, you made him because it was fun and interesting and unique. And you know what? It still is!
3) The notion that you're being "penalized" by the new traditions is just silly. Failing to get a certain bonus (especially while receiving others) is not logically equivalent to a penalty. Even for as wordy as I am, I don't think I can expand on this simple notion.
So what's to blame for all this overreaction? I think most of you know the answer!
....*drumroll*....
PARSING!
Parsing itself is not the absolute root of all evil, but how good or evil it is all depends on how you use it. You want to parse yourself to see how you perform under various circumstances? Go right ahead! If I'm grouped with friends and we have a little competition to see who can out-DPS the other, that can even be fun...
But if I'm in a pickup group and some assclown spams some numbers and accuses me of not working hard enough, well, he can just bite me. Not that this happens very often, and hasn't happened in a long time, but I also avoid the most parse-happy environment: raiding.
So what we have now are a bunch of whiners who are pissed off because their Mages are going to have 2% less chance to score critical blasts than their equally-equipped (but race-appropriate) counterparts. Apply similar logic to other race/class combos to get the melee or priest versions.
Well, you know what? EQ2 isn't an exercise in math. EQ2 isn't a real-time strategy game. EQ2 is - believe it or not - A ROLEPLAYING GAME. Some of you might have seen the letters "RPG" thrown around before. That doesn't mean "Rocket Propelled Grenade!"
Any good RPG is as deep in lore and character development as it is the numerical mechanics. As such, even if the old Racial Traditions weren't very awe-inspiring, they still at LEAST showed us that the various races of Norrath were intended to be better at some things than others, be it stats, tradeskills, or resistances.
And now that those intentions have coalesced into something more meaningful, you're going to throw a hissy fit because you aren't as maxed-out as the guy next to you? You're going to demand something as goof-ass as a "racial respec?" If you really gave a damn about RPG-system min/maxing, you'd have taken one of the plainly-obvious choices for your class in the first place, even if the impact was minimal.
So to sum up: Stop parsing and just do your best on every fight, pick some new Traditions and find their most opportune uses, and ...uh... GET OVER IT.
The rest of us thank you.
Monday, November 5, 2007
Busy busy busy!
As an aside, "Lightballoon's" real (character) name was leaked (NOT by me) on a large, unofficial EQ2 message forum. I guess this led to a few people around the community sending him tells to inform him that he's a complete dipshit. He has since accused me of writing his name on my blog and asked me to remove it. I even did a text search just to make sure I didn't slip up, and sure enough, I have not. So yeah...that happened.
I hate to slack off after all this, just in case I get some return visitors, but it's going to be a short while before I make another normal post here. I have two major* writings in the works - one to be posted eventually here when allowed, and one to be displayed in a place TBA once it's all set in stone. I haven't finished either item yet, so I doubt I'll have time to write much here until I clean up this to-do list.
I'll be in touch!
*full of loquaciosity (tm)
Tuesday, October 30, 2007
BUT SOE PUT IT THERE - A Tale of Supreme Jackassery
BUT, the burden of leadership means handling the problems that come up. I think, for the most part, that the casual environment we've fostered has kept us below-average on drama, but welcoming in players of all types also raises the risk that you'll get the occasional bad egg.
It was that time again! A recent influx of new recruits wound up revealing one of the worst eggs I've yet had the displeasure of dealing with! Naturally, in this place, I shall change his name. Let's call him...Lightballoon. (bonus points if you know where I'm stealing that name from!)
Lightballoon had only been in my guild for a scant couple weeks, and was on the verge of moving up from trial member to full member. Then I login one night and find one of my officers needs to talk to me about him.
Turns out we got a complaint about Lightballoon from someone who was in a pickup group with him. Apparently, this group had gotten together (with my member in charge) to kill a named mob or low-level epic. Upon succeeding and obtaining a nice chest full of items, the group noticed that Lightballoon had the loot set to Leader Only, as he promptly assigned all the loot to himself.
Lightballoon's explanation to the group was that he never promised them any loot, and since SOE made the Leader Only loot function, they surely intended it to be used in the way he used it. Therefore, the rest of the group had neither right nor reason to complain.
Bad? Yes....but it gets worse! The group demanded the name of an officer of my guild. Lightballoon's response? He told them that HE was the GUILD LEADER.
So my officer takes all this in and was, needless to say, a bit appalled. Still, as bad as the complaints were, you always have to hear the other side, put on your B.S. Detector (tinkering skill 321), and try to figure out what really happened. It's important to trust your guildmates, but you also have to make sure someone isn't giving your guild a bad reputation.
Often, this can be a lengthy ordeal. Much to my surprise, despite the really loathsome behavior being reported, this was not one of those times. Regarding the item hoarding, his response was that he shouldn't be punished for using a perfectly legal grouping option, and chided the other guy for being a crybaby that was just mad because he didn't win the loot. How do you win loot when the group leader assigns it all to himself, you may ask? Our friend didn't seem to have a real answer for that.
As for pretending to by my guild's leader? He not only clearly admitted to doing it, but justified it with....hell, here's a direct quote from my officer's log of the conversation. I don't usually post such things, but Lightballoon said it better than I could ever do justice to: "does nortah [sic] not have a 1st amendment[?]"
As a matter of fact, Norrath does NOT have a First Amendment. As a big fan of the First Amendment and a former student of its applications, I may become compelled to write more about this some other day ;)
In my brief talk with Lightballoon, he was similarly unrepentant about his behavior. I know MY guild doesn't need a person like on our roster, and through I wouldn't dare to speak for all guilds, I'm willing to bet very few would disagree with me.
Lightballoon logged off while we were debating his future. Before long, the officer who originally confronted him sent him a polite mail wishing him luck in his future endeavors, and booted him from the guild. "Good riddance," we all said, but alas, the story isn't over yet!
Later that night, Lightballoon logged back on, got his mail, and sent me a tell. His message to me was essentially that I'd be sorry I booted him out, and that he'd be back. Not exactly the scariest threat ever...
Sometime within 48 hours, Lightballoon had not, in fact, re-joined my guild, but rather made his own instead! My guild's name is "Circle of Shadows." His guild's name was "Circles of Shadows." Amazingly-creative, no?
It's bad enough when a current member goes out of his way to make my guild look bad; you can bet that I'm sure as hell not going to let another guild pull shenanigans and wind up with the complaints coming to me! As I think would be expected, I wrote a petition as soon as I found out about this.
My petition took a couple days to get a response, and in the middle of my waiting, the situation got stupider yet! I'm waiting for a group to assemble to go try out the new Shard of Fear for the first time, and suddenly I start getting tells from Lightballoon!
This time he's decided to inform me that he's going to harass me personally and members of my guild. He's going to convince my members to leave us and join him, and he won't stop until we cease to exist...
...unless...
...I take 50 platinum out of the guild bank and give it to him. If I concede to him and pay him off, he'll leave us alone and we'll never hear from him again. He had moles already planted in our guild, waiting for the opportunity to sow the seeds of our demise, and he promised that I "would be shocked at how high up [his] friends go."
Well, what else can you do when confronted with such overwhelming adversity? I did what any good guild leader would do: I immediately ported home, gouged-out the contributions of my wonderful, hard-working guild members, met Lightballoon outside the gates of Qeynos, knelt before him, and gave him his well-deserved bounty.
Wait, was THAT what I did? My memory is fuzzy now...I either gave him his money... or /reported large blocks of his text, added to my previous petition, and smiled widely as the GMs nuked his crappy guild and suspended his account for a few days. Lightballoon is back in the game now, and even started another new guild, but I haven't heard a peep from him.
I have little doubt that people who work with Lightballoon in the future will continue to have issues with his "BUT SOE PUT IT THERE" looting habits, but I can't save the whole world, can I? The best thing anyone can do when joining a pick-up group is to check the loot rules before you help out too much, and ESPECIALLY before engaging named and epic mobs. In time, he'll no doubt have one of the worst personal reputations on the server, and all I can say is: I'm glad he ain't mine to deal with anymore!
Friday, October 19, 2007
Future Fantasy?
That is to say, I never won the damn game. Eventually I was so fed up that I traded it to a school chum for Ultima I, just so I could see more in the series and, hopefully, learn that they weren't all so diabolical.
I was dumbstruck by Ultima I. In the Ultima IV world I was used to, the height of technology was a hot air balloon. In Ultima V (which I didn't have at the time, but had heard about), glass weaponry was the new hotness. But Ultima I? The Ultima that took place years - if not generations - before the ones I was already familiar with? Oh let's see...lightsabers, laser guns, and a freakin' SPACE SHUTTLE, complete with combat against baddies that bore a striking, low-res similarity to TIE Fighters!
As a Star Wars fan, I'm perfectly OK with the notion of mixing a little Sci-Fi into my Fantasy story. Not in every game, of course, but I have great fondness for Star Wars games, the Wizardry series, and especially Alternate Reality.
I haven't played all the Ultima games, and I don't pretend to know all the lore, but I've played Ultima I, I understand that Ultima III involved a demonic supercomputer, and then IV comes along and it's all gone. Geographically-speaking, Brittania didn't change into a post-apocalyptic wasteland, though there was undoubtedly some continental shift taking place. How does a whole planet just devolve? So far as I know, there was never a lore explanation for this, nor do I know of the people of Brittania ever recovering from this technological debacle in generations to follow. What was so bad about the fantasy/sci-fi mix? It made Origin a lot of money!
I'm often amazed at how accepting we are of our fantastic worlds never evolving. It isn't just gaming worlds, but literature as well. Gandalf roamed Middle Earth for thousands of years with nothing but horses and carts at best. Belgarath (a personal favorite) can recall an approximate 9000 year existence, during which time the height of technological development seemed to be a well-kept international highway. Harry Potter's wizarding world developed right alongside muggle technology, yet considers telephones to be quaint and silly compared to owl post, despite the fact that phones provide instant communication while owls require time to fly.
And that, dear readers, brings me to EverQuest 2 and the world of Norrath. I admit knowing essentially nothing about fare inspired by the EQ MMOs (Lords of EverQuest, Champions of Norrath, a handful of novels), but we have a 1000-year timeline to look at just among the 3 MMOs currently out there: EverQuest 1 set the zero-point, with EverQuest Online Adventures set 500 years earlier, and EverQuest 2 set 500 years later.
Scholars abound, so it would be hard to argue that Norrath is in a dark age, yet all but one of the races shun technology in favor of manual labor and/or magic. The one race that truly invents are the Gnomes, and I'd argue that even they haven't changed so much. In EQ1 there was already a subversive, self-aware element hanging out in the caves under Ak'Anon, and the big change is that the Gnomes got their asses SkyNetted out of their home city. The Tinkering skill of today offers more options and toys than the EQ1 version, but on the whole it seems surprising that in 500 years, such technology hasn't led to the production of, say, a personal computer.
I could certainly understand if the experiences of the gnomes dissuaded the rest of the races from embracing the art of robotics, but what about some intermediary steps between discovering metal alloys and artificial intelligence?
Explosives have been discovered, but no one (gnome or otherwise - come on humans, innovate!) came up with the idea of a slugthrower? Don't get me wrong, I'm no fan of gunplay, but from a sociological-lore-writing standpoint, I don't understand why authors/designers shy away from letting their societies develop.
Personally, I think societal advancement over time could provide really interesting options for the EverQuest license. In a gaming genre much maligned for focusing too much on fantasy while settings like sci-fi, superhero, or even modern-realism go widely unused, I'd love to see the true FUTURE of Norrath. Let's brainstorm!
EQ2010 - Elves, dragons, and magic mix with politics, mafia, and machine guns (at least in Freeportopolis) in a gritty modern-day setting. Sound like Shadowrun? Well, it should. The Shadowrun-style genre is basically non-existent in the MMO world, and that should really change. Since Microsoft seems content to stay out of the MMO market and just make Shadowrun into a lame shooter, another company should pick up the slack.
EverQuest 5399: The Final Frontier - What would the world and universe be like if both magic and technology kept growing and evolving into the space age? Alien forms aren't a totally new concept in Norrath, so what if there's more to their invasion methods besides a wearisome "dimensional portal?" Phaser Gun or Fireball Spell - you decide!
EQAftermath - Far into the future, the races of Norrath went to war and destroyed just about everything, including their entire record of history. The remnants of the races start to form small societies again, but technology is setback to medieval at best, and even magic is more scarce than before. (This would be handy when EQ2 characters are up to level 200, soloing Nagafen, and the fantasty genre needs a healthy reboot :)
So what do you think, fair reader? Should fantasy worlds evolve over time into the future just as the real world does, or should modern and sci-fi stories only be based on their own independent backgrounds? What else would be a fun new take on the world of Norrath? Any Photoshoppers wanna make some FutureEQ box art?
Saturday, October 6, 2007
Game OVERLOAD!
But I have a few minutes of quiet now, so I thought it might be fun to do a rundown of all the games taunting me.
PC
EverQuest 2: Well duh. It doesn't take much time looking at this blog to know that EQ2 is my primary game of choice. Between the monthly fee and being a guild leader, I always feel like EQ2 should be where I spend most of my gaming time, and thankfully, spending my time there is also great fun! Kunark is due out soon, which means a ton more to explore and consume. I'm at once excited while very much mourning my sleep schedule.
Legends of Norrath: I'm actually a little bit afraid of LoN. Much as I do hate the pricing scheme for virtual-pseudo-property, I love the game so much that I bought a bunch of cards anyway. I'm done now - I have enough cards to build decent, fun (not min/max) decks - but someday they're going to bring out expansion sets, and that's where the fear comes in. I may eventually have to give up LoN just so I don't wind up in debt with nothing to show for it! Still, this is kickass game that everyone should try out. As a big fan of turn-based strategy games, this one is already up there with my all-time favorites.
Oblivion: I haven't played this game in ages, but it's an awesome game and I never finished the main storyline. Phooey.
Wii
Wii Sports: When we bought the Wii, I intended to do at least a little bit of Wii Sports every day, because it's a lot of fun and it's better exercise than we'll see out of MMORPGs until they go fully virtual reality on treadmills. This not-too-lofty goal hasn't panned out, however, because I have too many other games to play.
Ravin' Rabbids: I'm happy to say I actually did win the story mode of this game, but darned if there doesn't appear to be a whole bunch more to unlock via the score modes. This is, however, likely to collect a lot of dust until and unless we have visitors over for a Wii Party.Wario Ware: Easily in the top 10 crack-addled games I've ever played! I think I'm about 75% through the main game story-ish mode, but haven't had time for it in quite a while. I really should try to finish it, though, because only when the story mode is completed can you finally see what the multiplayer options are. (this, for the record, is a really lame design choice)
Boogie: My kid still loves it, and I think the karaoke mode can be fun, but for the most part this one has been a real dud, as pretty-well explained in my previous Boogie review. This is on the list because we still have a lot to unlock, but it may be a crazy long time until this one gets marked "Complete."
Big Brain Academy: I really believe that this game could function as advertised and make your brain more agile with daily use. I don't have time for daily use, so my brain isn't progressing as it should. Much like Wii Sports, I haven't made this into the workout it should be.
Super Monkey Ball: This was a birthday present (not from me) to my wife, and I admit I haven't really touched it. But it's there, waiting for someone to start monkey-balling like crazy.
Elebits: This was a birthday present TO me. Excellent game! Some of the controls can be a bit difficult to get the hang of (opening doors, for instance, which I suck at), but I LOVE LOVE LOVE the world. In the spirit of Katamari games, Elebits features what is more-or-less a fully-interactive world. In theory, any object you see can be picked up and manipulated if your "capture gun" is strong enough, and the physics model - though poor at damaging things that collide - is great for chain reactions of objects smashing into each other as you toss them around.
Twilight Princess: Another birthday present to me, this one is turning out to be a nice family game. My daughter doesn't want to trying playing it, but there's a lot of cut scenes and dialogue, and she just loves watching. She even helped me figure out a couple puzzles, which either speaks highly of her or poorly of me ;) I'm sure I've only barely scratched the surface of this one, but I look forward to discovering more and more of the plot!
Link to the Past: Yeah yeah I know, this game is ANCIENT. I downloaded it a while back because it's supposed to be one of the best adventure games ever made, and yet I'd never played it. The Wii Virtual Console helped me correct that, but now I find myself 2/3 of the way through, and distracted by tons of other games. I can definitely see the appeal, however, and fully understand why Link to the Past has been raved about for so many years.
Board Games
Descent: I can't tell you much about this game because I've NEVER played it. It was a very nice gift, and it looks like a lot of fun, but I haven't had folks over for a board game night in forever. I really, REALLY need to explore this one someday!
Talisman 4th Edition: Ohhhhh, sweet sweet Talisman, how I adore you. Thanks to another very nice gift many years ago, I have Talisman 2nd Edition with a few of the expansions. Then, I also bought the Talsiman 3rd Edition reprint that was made a few years back, which is severely stymied by Games Workshop's jerkwadly decision to refuse to reprint the expansions. But a brand new 4th Edition - no doubt already selling like hotcakes - is highly likely to get the full treatment, so I'm in, and desperately awaiting the package to come in the mail. This will likely get a column of its own someday.
Soooooo, yeah. Not counting future games that I really want - like the new Simpsons game later this month or the TBD-release of the Wii version of Beautiful Katamari - that's only 14 games I own vying for my attention. This is bad.
Friday, September 28, 2007
EQ2 - Casual Friendly? Part 2: Guild Boogaloo
Alright, we've covered the ins and outs of EQ2's casual-friendliness on the player level. I think it's hard to argue that EQ2 is NOT a good choice of games for the casual player. Sure, it might take a bit more effort to level up than some other games, and if you craft you actually have to pay attention rather than have the game do 99% of the work for you, but there's plenty of content for the casual crowd nonetheless.
Now I'd like to take a look at a different aspect of the game: Guilds. Membership in a strong, healthy guild is a valuable part of many people's lives, but not necessarily necessary. Each character we make is required to have a race and class. Levelling up isn't technically required, but it is if you want to see your money's worth of the world. Wearing equipment is essential to survival.
I can only think of a couple core character traits that are optional: Your artisan class, and being in a guild. Just as anyone could solo from 1-70 if they choose, so could anyone do it without ever being in a guild. Pickup groups are also an option, though if you do a good job you're likely to get many queries about recruitment into a guild. Pickup raiding isn't highly likely, but you make enough friends in pickup groups and it could happen.
By the strictest definition of a guild, there's really no reason why one couldn't be an absolutely casual structure used by a handful of good friends who want an extra chatline. I even know of people who hire 5 folks to help them make a guild, then keep the guild as a 1-man operation to give them and their alts extra bank slots (not that I condone this).
Still, the EQ2 guild system offers a whole lot more than that, and most guilds choose to venture down the path leading to toys and bragging rights: Guild Levels. Quick Robin, to the Bat Time Machine!
As with so many things, EQ2 at launch had a pretty tough system for gaining guild exp. Firstly, only certain people tagged as Patrons were allowed to contribute to guild exp when completing writs and heritage quests. Anyone not flagged as a Patron could still do these quests, but only personal status would be gained. If you flagged someone as a Patron and they weren't pulling their weight, the whole guild was getting screwed. If someone contributed a lot as a Patron and then, say, stopped playing, you could un-Patron them to make room for someone new, but in doing so you would lose their contributions thus far.
What's more, that wasn't the only way to lose guild exp (including de-levelling, which wasn't possible for players, but guilds could sure do it). Every day (or was it hourly?), Patrons and their associated guilds lost a small chunk of exp, forcing a lifestyle wherein once you started working on guild levels, you were stuck having to grind out at least a certain minimum number of writs every day just to maintain the status quo, much less make progress.
One of my favorite memories of the Guild Level system at launch was the Maj'Dul carpet prize for Guild Level 30. Approximately 750,000 Status Points (a hefty sum before Status Items) and 66 platinum to get a totally unique, 48% mount. Can you say OUCH? I don't even have 66 platinum NOW, 3 years into the game! (admittedly, I am a bit spendy)
EQ2 guilds at launch were NOT casual friendly. Argue otherwise if you can.
Since then, with various intermediary steps along the way, we find ourselves in a much more relaxed atmosphere: Patrons are eliminated and everyone from a guild can contribute to levels equally, prices on the spiffier prizes (mounts and houses) have been made a lot more reasonable, and guilds NEVER lose exp, even if contributing members leave the guild entirely.
Most guilds are able to level a lot faster now than in previous times, not just because exp decay went bye-bye, but also because most of us have a much better Status-to-Exp ratio than we had before. Any time you earn status, the amount you earn is divided by a certain number - the result turning into guild exp contribution. That number used to range between 6 and 24, depending on the size of your guild. Now that number is 10 for everybody, which, again, makes MOST guilds level faster.
Uh oh..."most" guilds? Someone got left out of the joy of the 10% conversion rate? Yes, someone did. Very, very small guilds of between 6 and 9 members actually receive LESS exp per status gain than they did under previous rules. (Actually, so do guilds of less than 6 members, but while the strict definition of a guild only requires 6 members to form it, not maintain it, the spirit of the idea of a guild is still a band of at least enough members to form a full group with. As such, it's hard for me to feel sympathy for their loss of the ~17% conversion rate. Sorry.)
Annnnnnnyway, we do see a ding here against the little guy, and the little guy is most-often also the casual guy. Much as I can't quite relate, as my own guild hasn't had less than 10 members since its first 5 minutes of life, I do still feel bad for the legitimate small guilds of the world. You see, the giant guilds have had an advantage on levelling quickly ever since Patrons went away. A guild of exactly 24 people had the worst conversion rate of all, but anything over 24 contributing characters made the *effective* conversion rate slowly climb back up again, eventually matching or beating the prospects of the smallest guilds.
So yeah, though by now the conversion rate changes happened long ago, it was still a hit to an aspect of surviving as a casual guild. In fact, a guild of 6 contributing members at launch continued with the same rate throughout the various changes, so far as I recall, up until the across-the-board shift to 10% during Game Update 29.
When we go all the way back in time, the Status Items I keep bringing up didn't exist for casual, hardcore, large, or small guilds to use. They later became a tool used by all types of guilds as a significant source of guild exp, but were abused by certain ass clowns leading to a major nerf. That nerf hurts all casual guilds, in my opinion, large or small, and it hurts us notably more than raiding guilds because they get status from killing epics.
Up to this point, I do see a couple changes to the guild system that aren't so great for casual guilds, but I see a lot of positives, too. The hardcore guilds were able to level up steadily even back during the patron/decay days at launch. Now any guild can level up at its own pace without having to set daily goals and such.
Something should be said about the Guild Recruitment Window/System, however. Having ANY tool in place is better than nothing, but the current tool is massively biased towards the established guilds that don't need as much help (this has been acknowledged by SOE). The pros and cons of that tool, as well as what simple improvements could make it more fair to all, probably deserves a separate column someday.
And the future? What will the future bring? I think what most are expecting to impact guilds of the future are the upcoming Guild Houses. When will we see these? Definitely not with Kunark, and most likely about 6-8 months afterwards. By then I'm sure we'll have a handful of Level 80 guilds in the world, though probably not too many thanks to the Status Item nerf ;)
We don't know what the fortress-like compounds will offer guilds, but I'd be shocked if we didn't see enough functionality to serve as mini-cities: Broker, mender, banker, vendor, and crafting. Perhaps even some modes of fast transport. To acquire these perks, expect guild level requirements for the right to purchase, and no doubt a LOT of money to buy what you've unlocked.
When a guild can offer a fully-functioning, one-stop shop for all your needs, that's a BIG lure to prospective members. We could definitely see a shift towards bigger guilds gobbling up smaller guilds like Pac-Man on PCP.
A smaller, casual guild made up of close friends that desperately want to maintain their distinct identity shouldn't be affected by this. It can be fun to make your own way from scratch, and you can bet many will choose to keep doing this.
Many other small guilds, however, will probably find a very-understandable distaste for the long, arduous guild level climb, and choose to merge into a bigger, more established guild.
The hardcore raiding guilds of the world shouldn't be too affected by guild housing at all, and almost definitely not in a negative way. The really hardcore raiders tend to keep their rosters trim and aren't likely to accept large numbers of refugees seeking greater uberness. Also in their favor is an often bloated guild bank full of funds that result from selling excess raid loot. That'll make building the actual house much easier without having to rely on the contributions of large rosters.
Family-style, raid-capable guilds probably have the most to gain from Guild Houses. They'll accept (if not seek out) merger offers, take in folks of all levels, and pool their resources to grow stronger faster.
As for guilds like my own - large, high level, but extremely casual and non-raiding - I expect we'll come out about even. A roster like ours flows in cycles anyway, occasionally losing clusters of people to raid-focused pastures. We'll have a nice guild house, but not the nicest. Smaller guilds seeking cool toys in a casual atmosphere may consolidate with the bigger casual guilds.
The end result for the future? I think we will see a shift towards fewer, larger guilds, but not exactly the death of the casual guild. I think casual guilds always have to be there as an option - especially as the players who first fed the MMO genre get older - and we need to remember the difference between small and casual.
Is SOE intentionally trying to destroy casual guilds, or any other part of the casual lifestyle? Nah, I think that's just foolishness. EQ2 wouldn't survive without a base of non-hardcore players who just want to relax and have fun in this virtual world.
I would caution the devs, however, to be very careful as they lay out the requirements and pricings for Guild House features. Make sure not to put all the most sought-after features in the upper level requirements. Please closely study the amount of money that 90% of the guilds have access to, and keep housing prices in the realm of something reasonable to work towards. If Guild Houses - or any other future feature - play too strongly to the top tier, THEN we'll find ourselves with a problem with EQ2's casual atmosphere.
That said, the overwhelming majority changes to adventuring, crafting, and guilds over the last 3 years have been to the benefit of casual playstyles, and making EQ2 a more accessible game for all. I *THINK* we can count on the devs to remember their evolution of guilds so far when making plans for something as major as guild housing, but we're also way too far out to judge at this point. We'll look again in about 6 months!
Monday, September 24, 2007
EQ2 - Casual Friendly? Part 1
As I sit down to write, I don't feel remotely convinced of this. Yes, I think the Status Item nerf was an unfair hit to casual-but-venerable guilds, but it isn't going to kill MY guild, and I don't think it'll kill others.
But hey, maybe amidst my stream-of-consciousness rambling, it'll turn out that EQ2 is, in fact, becoming less casual-friendly. Let's find out!
Usually, when I start a topic along these lines, I like to look into history first. Today will, of course, be no different.
From beta into launch, EQ2 was - I thought - a terrific game, but not what I'd call casual-friendly. The developers promised that anyone who desired COULD level from 1 to 50 by soloing. I'm pretty sure this promise was kept, but anyone taking this path probably would have been bored out of their minds. Some overland content was soloable, but maybe only half of it at best. Heroic and solo encounters lived together in perfect harmony (their harmony, not ours), making it difficult to find stable/safe hunting grounds. Dungeons, meanwhile, were basically 100% heroic.
Thing is, much as I love the casual play, I didn't see this as a bad thing. EQ2 at launch didn't force grouping, per se, but it was pretty much required if you wanted to see or do anything cool. Of course, at launch everybody was the same level and finding groups was extremely easy with the first couple tiers absolutely packed with people. A few years into a game like this, and the world's population inverts - most people are now in the high end zones, with little activity (especially for pickup groups) in the first few tiers.
Forced grouping can be frustrating at times, but it has a wonderful side effect of making you meet new people! My guild at launch was mostly people I already knew, but with differing playtime schedules and (eventually) a widening level range, I still looked for strangers to fill slots in groups from time to time. It's always a gamble with a pickup group, but in my experience these aren't Vegas-style odds! Sometimes you do lose, but I also made some new, lasting friendships in those early days of EQ2 that never would have come to be had EQ2 not made grouping a way of life.
Fast-forwarding 3 years, a whole lot has changed, and mostly for the better. As I said earlier, the zones with heavy population are the higher level areas, which can leave a true-newbie feeling left out in the cold if he needs to find a group but can't.
Nowadays, overland zones are primarily soloable content with lengthy, interesting quest lines full of varied content. This is extremely valuable, because soloing from 1-50/60/70/80 has evolved from a slow, boring grindfest into something actually quite fun. I've done certain favorite quest lines 5 or 6 times with different characters and still enjoy them because of the variety of tasks the quests require!
Going back to statements from early design interviews that didn't come true at launch, most dungeons in the world now have a modest amount of non-heroic content in their entrance areas. This allows players to be able to hang out in a zone and wait for a group opportunity without having to be totally idle the whole time.
Heck, in a move I can only assume was an adaptive measure to the population centers, some low level dungeons (Vermin's Snye) are now primarily populated by non-heroic content; exceptions usually being of the Named variety. It's entirely possible that as the level cap raises, this trend will spread out to more low and mid-level dungeons.
In the past, long, heroic quests were needed not only to gain access to some dungeon or instanced content (Nektropos Castle, Cauldron Hollow, Tower of the Drafling), but even to overland areas for Tiers 4 and 5. If you were unable or unwilling to find a group to do the access quests with, you could have very possibly run out of content long before maxing out your level! Nowadays, most of those former access quests are for lovers of lore, overland zones are wide open, and instances that remain locked (Cove of Decay) are the exception to the rule.
I will admit that, as a quest fanatic, a lot of my time is spent soloing because I'm none-too-keen on gathering groups just to help me win some little token quest. I'm also a guild leader who frequently groups with others in need, but when accomplishing my personal goals, I tend to be alone. Because of that, there's still quite a bit of content I've never seen. For example, I've yet to set foot in most of Fallen Dynasty, Nektropos Castle V3, and I haven't gone further than a couple rooms into Unrest. Much as I would like to see and experience these areas, however, I don't make that list with regret. Quite the contrary, I think it's fantastic that after all this time, I still have areas of Norrath left to discover!
From where I'm sitting, the only problems arise for the solo casual gamer when they take an attitude that they've been cheated out of content. Not that this happens all the time, mind you, but there's always a small "entitlement" crowd that wants access to the best stuff (content, loot, toys) without having to leave their comfort zone.
Much as I've grown to appreciate soloing in EQ2, I'm afraid I'm a bit of a hardliner on this. In EQ2, soloing is possible, fun, and a large amount of content is devoted to it. If that's not enough, then I will simply point out that Oblivion is a beautiful game - both in graphics and content - and I give it my highest recommendation for a strictly single-player fantasy RPG experience.
It seems to me that as a solo/casual player, there's a TON to do. I know from personal experience that, with combat exp turned on, there's TOO much content for one or even two characters to make a dent in. Frankly, if you really take the time to explore the non-heroic areas of Norrath, and focus on more than just the next bubble of exp, the amount of time you can spend is likely on par with a huge single-player game like Oblivion, but then you get to add social and multi-player aspects on top of that. And finally, in this stage of MMO development, can anyone really see SOE turning away from the inclusion of a plethora of casual content in future expansions? They're trying to bring in MORE of the crowd, not less!
At this point in my writing, I feel like I am, perhaps, focusing a little too much on the word "solo." A casual player in a casual-friendly game should not definitively be a soloer. On the other hand, when grouping isn't forced and exp can be gained quickly and efficiently without a group, that winds up being the method of choice for a huge portion of the population. The solo levelling-up may just be the stepping stone to bigger groups in tougher areas, but the number of people in Dungeon X compared to the number of people in Adjacent Overland Y is usually quite tiny. Most folks are running around in solo content - not *always* by themselves - but using that content for quick exp, quests, achievements, etc.
Still, the hypothesis that inspired me to start this column arose from a discussion about guilds, so what about casual guilds? Are casual guilds destined to become an endangered species? Are we already an endangered species and just don't know it yet? Tune in next time as I dig through what guilds can and can't do in part two of this article!