Submitted by Abalieno on July 4, 2008 - 12:23.
From the meetings in UK:
Erikson proved to have a nice dry wit, and his answers got plenty of laughs. He revealed quite a lot of interesting stuff. For example, he has signed on for two trilogies after the Malazan series. The first will focus on the early mythology of the Malazan world, while the second will pick up on events after the end of the current series. He also revealed that he writes for four hours a day, which can result in anywhere between two paragraphs and twelve pages of writing. He is currently playing 'Age of Conan' online, and criticised the way the NPC characters so willingly provide the information the player-character needs. He suggested this was unrealistic, given that people in real life would mostly refuse to co-operate or lie. He said that if there was a Malazan MMORPG, he would want all actions taken by the player to have consequences and would want the history of the world to be tangible. He also admitted he gets frustrated when asked by mainstream journalists as to what relevance fantasy has to modern life, and confirmed that the gender equality prevalent in the Malazan world was totally deliberate, a reaction against the gender-specific roles in other fantasy novels.
Can I work on the Malazan mmorpg? Please?
(but it would be REALLY hard to realize that world)
P.S.
I also add about the publishing deal that Erikson will release those books with a more relaxed schedule, so not one every year as he's doing now. He says it is too draining.
Submitted by Abalieno on July 1, 2008 - 16:07.
'I know you by reputation, Gesler. Once a captain, then a sergeant, now a corporal. You've got your boots to the sky on the ladder—'
'And head in the horseshit, aye, sir.'
'Convenient, that. Tell me, is the prophecy as clear on the rebellion's end? Do we now face a triumphant age of Apocalypse unending? Granted, there's an inherent contradiction, but never mind that.'
'Four voices,' she whispered. 'No bone, no flesh, just these feeble noises that claim their selves. Four points of view.'
'They know nothing of what is to come,' Iskaral Pust whispered. 'An eternal flare of pain, but shall I waste words in an effort to prepare them? No, not at all, never. Words are too precious to be wasted, hence my coy silence while they hesitate in a fit of immobile ignorance.'
(while being heard by everyone)
The possibility is… possible. A likely likelihood, indeed, a certain certainty! I need but turn this ingenuous smile on the Jhag to show my benign patience at his foul insult, for I am a bigger man than he, oh yes. All his airs, his posturing, his poorly disguised asides—hark!'
Such are memories in full flood. We are not simple creatures. You dream that with memories will come knowledge, and from knowledge, understanding. But for every answer you find, a thousand new questions arise. All that we were has led us to where we are, but tells us little of where we're going. Memories are a weight you can never shrug off.'
'Shadowthrone… uh… my worthy Lord of Shadow… is thinking. Yes! Thinking furiously! Such is the vastness of his genius that he can outwit even himself!'
Submitted by Abalieno on June 30, 2008 - 12:58.
When I wrote on the forums that I believed Blizzard had an advantage building WoW's zones because of some black magic in their editor, everyone went against me.
Well, I'm still absolutely convinced that there's some secret sauce right there. Call it how you want, the gist of what I meant is that for each zone Blizzard makes a terrain "palette" that guarantees:
1- A consistent and unique look throughout the whole game, and distinctive for the each zone.
2- That even if the zone designer sucks, things still look pretty and WoW-y.
Or: everyone can take that black magic editor and make a WoW-y quality zone in no time and with no experience. Even I.
"Evidence".
See the ridge in the background? Compare it to what we are used to see.
A "new feature" in WotLK is that they built a new palette/preset for the terrain, and the rounded hills now look more sharply cut.
The simple thing I wanted to underline is that what you see there is not the result of an awesome zone designer who spent his life modeling EACH of those tiny hills and bumps, but of a tool in the editor that allows even a monkey to quickly use it and get a consistent look that makes every screenshot recognizable. That consistent look that everyone praises.
Then I don't know if the zone designer person is ALSO responsible for the preset making. My point is that the "genius" is in the editor and preset. And that the making of a zone is much, much more trivial and easy than how people expect. And more concerned instead with the "flow" and structure of a zone.
But the "look" and prettiness are for the greater part merit of the editor and presets. And that if WoW still looks prettier than other games out there it's because the designers can use standardized tools that guarantee consistency and quality.
And it is not new (Warcraft 3).
P.S.
The controversy is that my theory is that other MMOs companies don't seem to have the same pre-planning and strong automated tools, so more vulnerable to the fickleness of their zone designers. Lack of consistence and all the rest.
Or: it's about the gears, not just about the people.
Blizzard has better gears, or spends more time making better gears. No matter who they hire, they guarantee already that the quality is high and up to their standards (at least for zone design).
Submitted by Abalieno on June 29, 2008 - 18:39.
Damn it, I try to avoid writing about games and then I find game related posts in book related blogs. If they can do it, I can too.
So Diablo 3 was announced, Raph restates the obvious, and I find a correspondence between the two:
Diablo was for RPGs a bit what WoW was for MMOs. Take a genre, strip it of most of its core, make it accessible, make it pretty and charming.
Think to all the complexities that came in earlier RPGs, from dungeon-based games with a depth unmatched today ("Fate Gates of Dawn", for example) to the depth of interaction in the Ultimas, or complex character creation and classes from D&D based rulesets. Complex narratives, quests, branching dialogues, fully realized worlds. Diablo removed all that to make a straightforward and addictive hack & slash game.
Today I think that Diablo 3 is going to be more influenced by God of War, than its own genre and clones. The health system is the most significant change, with the core idea coming from God of War, and appears to also being influenced toward a more dynamic and visceral combat and tactics. Things looking spectacular and cool.
In fact on Q23 I said that it is interesting to consider how game design in this case moved toward a very close relationship with "graphic". Finding ideas for spectacular things to show more than building new game mechanics and solutions. For example the way physics is added, the way demons rush up walls, the "wall of zombies", which is the same old with a more spectacular presentation. And everyone is excited. And that's game design.
So what Raph says is true. Nothing new in the form of features. And everything is adjacent to everything else. MMOs have been influenced by MUDs the same way Diablo is going to be influenced by God of War, and now even MMOs moving toward a more direct and visceral form of combat.
It's like EverQuest compared to Ultima Online. EverQuest focused on combat (and raids), but made it much deeper than how it was in Ultima. WoW honed the formula (and in fact the "drifts" like PvP still suck), Diablo followed the same pattern of stripping elements while adding a lot of focus on a fewer ones.
Broader with less focus, or more focused and constrained.
It's instead irrelevant to say where ideas come from. From everywhere. In the case of MUDs and MMOs the connection isn't about MMOs being sequels, but more about adjacent interests, overlapping needs.
It made sense to see people involved in MUDs being later interested in MMOs, so bringing along that sensibility. As it is going to be normal now to see MMOs being more influenced by intuitive controls coming from games in other genres. That kind of game design (like finding ideas for cool abilities and classes) now feels distant from the old MMO design all focused on players-interaction, world mechanics and so on.
Submitted by Abalieno on June 28, 2008 - 11:59.
Not much to report, I got my copy from Amazon to Italy of Erikson's last tome in its UK hardcover edition. Huge.
I can't do much with the book as even looking at the Dramatis Personae is filled with spoilers. 923 pages fully written, longest book in the series (will likely break the 1300 pages in MM if they keep the same format they used till now). The extras are a bit scarce, no appendices and two maps of two cities (Darujhistan is the same old, Black Coral is, I think, new, but it doesn't show a whole lot of detail).
On the other hand lots of people are reading through the book, so comments are starting to appear. They say it's one of the best "written" book in the series and a kind of 'calm before the storm', where the storm is supposed to the the epilogue of this long series in the form of book 9 and 10. Lots of minor and major characters coming back and plots being resumed.
Cryptic comment from Werthead, whose review I'll expect soon (and he was not exactly a fanboy, so interesting to see what he thinks on this one):
Took me a few chapters to work out what the fabled 'new writing device' Erikson was employing for this book, and when I did I saw how subtle it was. Quite intriguing.
But don't tell me what it is. I'll probably have a full year of dodging spoilers ahead of me...
Submitted by Abalieno on June 27, 2008 - 10:30.
Or at least it's what I deduce from Martin's last blog post:
Well, I've made it across the ocean safe and sound. Typing this from an internet cafe.
No, I didn't finish the novel, though not for want of trying. Nothing to be done about that but push on when I return.
Considering that (I think) he won't be back till August, and that he still has work to do on it, a late 2008 release is basically impossible. Usually there's a full year between the finished novel and the published book, for major releases like this one the gap is reduced to something like six months.
With the book probably finished in September I think the release will likely be pushed to spring 2009.
I wonder why Martin doesn't try to look at what he's doing with a detached eye and change his plans. The decision to split book 4 in two is where the original mistake was. Instead of surrendering to an endless drift he should have kept the plot tight, cut the meaningless parts and make a more lucid plan about where he wanted to go.
Scott Bakker commented this from a similar point of view:
I know when I started working on The Judging Eye, I found myself inventing a whole series of new viewpoint characters. I didn’t realize what I was doing until I started reading A Feast for Crows, at which point I scrubbed them all save one. I told myself I was adding these new viewpoint characters for the reader’s sake, when in actual fact I was doing it for my own - I mean, multiply the time you’ve spent with The Prince of Nothing by a thousand, and you’ll have a rough ballpark sense of how much time I’ve spent with my cast. The urge to "freshen things up" is almost irresistible, as is the attendant assumption that you’re doing it as much for your readers as for yourself. But when you already have a complicated narrative on the go, you really do risk drifting across that fateful line where your story starts to decohere. Whether or not this was what happened with Martin’s last book, I’m not sure - all I know is that it threw what I was doing into perspective, and led me to take an entirely different tack. It took me a while, but I eventually fell back in love with the old fogies.
In the end I think it marks another difference between Martin and Erikson. Erikson knew exactly from the beginning where the story would end, and the theme of all the ten books. Then it's a matter of self-discipline and learning.
Martin instead has surely other many vantage points over Erikson, but he lacks the same lucidity and now he doesn't seem honest (to himself) enough to look at the whole thing and make choices. The problem isn't about finishing the single page, it's about deciding what to do with the whole series, where to lead it. He could decide for example to end it with the sixth book, so that the next is the last, as one last effort to give a closure to the plot.
In fact I would be more eager to read an overall consideration, than updates whether he finished one chapter or another. He doesn't need to keep working in the hope to finish a novel that doesn't seem to come out. He need to stop, sit back and think about it. Where do you want to go? How?
Martin and Erikson are like reversed patterns. Where Erikson became stronger in the longer term, demonstrating his tight control and talent, Martin instead got carried away, was overambitious and now trapped himself in a corner.
Submitted by Abalieno on June 21, 2008 - 11:34.
Toll the Hounds is being shown as "in stock" at amazon.co.uk.
This is the eighth book in the Malazan series. It will be published by Tor in the US only in September, and this UK edition is for the first time hardcover-only, with a trade paperback coming out in October.
The last time for Reaper's Gale mass market edition I had the book in preorder at Amazon, but had to cancel and make a new order for them to notice the book was in stock and could be shipped (ahead of time). This time too the book arrived soon (it is supposed to come out officially the first of July) and my order can't be modified because it's been processed, so I hope it will be shipped on Monday.
Anyway, I'll get this hardcover edition just for the fetish of it, as I'm still faaaar from book 8 and I'll surely get the mass market UK edition when it comes out next year to have the whole collection in the same format.
UPDATE: To say the book was shipped to me and that is currently ranked #1 on amazon in fantasy bestsellers, #20 for books in general. No idea how amazon can be relevant, especially on a list updated hourly, but it doesn't seem bad at all for the eighth book in a series sold in hardcover only.
UPDATE2: I'm seeing TTH still ranked #1 for fantasy and #8 for books in general.
Submitted by Abalieno on June 20, 2008 - 14:17.
Some pretty books arrived today. Hooray.

The Name of the Wind - Patrick Rothfuss.
If you look back at the blog you can see I already purchased a copy of the book. The luscious and huge UK trade paperback with a pretty cover. But then I actually prefer reading the smaller, tightly written editions, so decided to get the mass market US version as well. The fact that the huge UK version was written so big was tricky and made me believe the book wasn't so long. The US version is really tightly written, with a small typeset, and still takes 720 pages. It is indeed one huge book.
I like this US MM version too. The map, though, is rather ugly and much worse than the classic-looking ink version that I have on the UK one. The rest is good. The new, darker cover is surely much, much better than the old US ones, and I like the plastic material they used for the cover: you can open the book easily without creasing it.
I'm in no rush to read it. The next has been delayed to next year, so I can give priority to others.
A Feast for Crows - George RR Martin.
I skimmed a lot through the books but still need to read one from back to back. Will do it later. Since I have already the other three books, I got this one too. For "Dance" I'll wait for the MM edition to come out. No rush. I'm a bit skeptic about the writer's true will to end the series (lack of self-discipline, some would say. He should meet Erikson). The fourth book wasn't so warmly received as the others and the fifth was supposed to be ready years ago. Without a change of pacing I fear not much can be saved and I already read that some prefer to consider it a trilogy. It will be interesting to observe the reaction to the fifth book.
There's an interesting thread here. But really, the more he gets swamped in the minutiae and perfectionism the worse the books will actually be. I'm pretty sure of this. He needs to find the momentum, not to revise the same page 100 times.
Memories of Ice - Steven Erikson.
Well, this is pure Erikson fetish. I already have the book, and still wanted the US, ugly, MM edition. I don't think the artist who made the cover(s) is a bad one, but he's really out of style with Erikson. Looks like a spin-off of Forgotten Realms and it can't give a wronger impression (and despite the US cover is actually more pertinent to the story). 900 pages, one of the longer books in the series, the best for most of the readers. Those 900 pages are actually on the short side as the typeset used is as tiny as possible and there's not even spacing between chapters. So, outside the fetish, the UK editions are much, much superior.
Legend - David Gemmell.
Going back in the years. I never read Gemmell and I'm more interested in this long series than semi historical fiction he wrote. 350 pages, this should be quick to read compared to the epic sized things I'm reading lately.
A Cavern of Black Ice - J. V. Jones.
If it wasn't clear, I prefer to get into living writers who are productive and that I can look forward in an ongoing way. I actually enjoy the wait and hype in the sense of the community, frequenting forums, discovering new authors and so on. Much more than digging on the past, on which there are less interesting things to say.
I think this series started as a trilogy then blended into a "pentalogy". Third book came out last October after a long wait. I think she's trying to rival Martin (in time elapsed between books). On the other side I read the series is good, rather complex, with lots of characters and multiple POV. Yeah, I don't know a whole lot, but between all the books I have on the to-read list, this one makes me curious and the one I'm the most eager to read. 770 pages, this also a rather big book.
And, drumroll....
Wizard's First Rule - Terry Goodkind.
I said I was going to buy it, and I did. Got the new Tor edition with the stone bridge on the cover. 820 pages, surprisingly thin on quotes and praises ;)
Oh, and I actually plan to read it, probably soon.
I'm 300 pages from the end of Deadhouse Gates and while I expect to follow with Memories of Ice, I'd still put some other book in between. I definitely need a break or risk exhaustion, so I need something lighter and easier to read while I recover. I'm wondering what. It could be either J. V. Jones or Goodkind, but both are big books and I may decide for book 3 of the Black Company (Glen Cook) or Gemmell as they are shorter. On the other hand I prefer to read something entirely new so it could really be Goodkind or J. V. Jones. Or even go back to Jordan and read the third book. Undecided.
And there are also Scott Bakker and Abercrombie to consider. And Donaldson Gap series. And Keyes.
(I'll probably read a bunch of prologues and then decide for the stickier)
Submitted by Abalieno on June 17, 2008 - 18:52.
The new version of the browser is supposed to "launch" today, an hour ago to be precise. But currently mozilla.org, mozilla.com and the world record site are all down. And if you can manage to load the page, they are still not updated.
For those who have experience with launch day of mmorpgs, this is no surprise.
A moderator posted this on the forums:
As an IT Director I once reported to was known to put it, "You don't build the church for Easter Sunday." No amount of server hardware was going to be able to stand up to the zero hour onslaught and still be financially justifiable 12 hours later.
Submitted by Abalieno on June 11, 2008 - 07:23.
My opinion from observing from the outside.
The patch was deployed a few hours ago and I'm reading the feedback. Apparently the most prominent feature is an "align" button to use in fleets that I don't know what it does.
For the rest CCP did two things:
1- Write on a web page a bunch of made-up stories that never happened or cannot happen in the game.
2- Spawn an NPC titan in empire space.
And everyone is giddy.
What I understand from this? That players can be happy for very little. That's not so dissimilar from spawning a dragon in Stormwind. Players will be happy (especially if there's loot to ninja, like in this case of the titan). And it doesn't require any effort from the dev team.
I also understand something I knew already. That the players love "massive" in a mmorpg. And that till today not even a single company cared to develop any "massive" in their namely massive games.
In fact we have smaller and smaller private spaces and irrelevant little carrots to maintain the dependence.
And today the very best "massive" feeling and well structured combat comes from games like Quake Wars or Battlefield.
Submitted by Abalieno on June 6, 2008 - 14:12.
I'm past halfway through "Deadhouse Gates" and it's really buckets of awesome.
In the meantime I hunt restlessly for non-spoiler comments on the later books. Since I'm stuck with Erikson for a very long time, I also crave some perspective on what comes later. One can only hope the best is yet to come.
So lately I read a review of book 6, "The Bonehunters", repeating again that the book is overlong. A common theme among forumers and reviewers that I've yet to experience. Book 1 for me needed about 200 more pages to feel less confused and better paced, especially toward the end. Book 2 instead has a truly perfect structure. Perfectly balanced, paced and executed. But then I'm only past page 500 and I need to see how it works toward the end.
"Toll the Hounds" should have a review next week from Pat. Longest book in the series, so far, and Pat doesn't seem to like it too much this time, especially the pacing:
Okay, 412 pages into it and I must say that TtH is the slowest Malazan book to "get going" yet. You can see that SE is setting quite a few pieces on the board and there are a number of pleasant surprises, but I think that some readers might have issues with the pace.
--
Oh there's a convergence coming, have no fear. . .
And there are many, many guests invited to this dance!
572 pages into TtH, and the book still hasn't kicked into gear, though. . .
--
I particularly enjoy the two Tiste Andii POVs, which gives us some insight into Anomander Rake's past, the clash with Mother Dark, the civil war in Kurald Galain, etc. The Tiste Andii have always been very intriguing, and even though these two characters are new to the series, they are very interesting...
On the other hand an advance reader keeps the hopes very high:
This is his best, most mature book, imo - including his efforts outside the genre. If this book doesn't reach you emotionally then there's something deply wrong with you IMO. Until I read that he's a fan of Robin Hobb, I was tentative about what I am about to say (haven't even said it to him) but one of the impressions that stuck in my mind after finishing this manuscript was that he had out-Hobbed Robin Hobb. It's weird because I don't like Robin Hobb all that much but the emotional content makes it worthwhile for me. Her worldbuilding is shite, the plot is generally lame and predictable, but certain chracters I genuinely care about and want to see come through the other side, happier and healthier amidst the tragedies of their respective lives. And some don't make it.
That's all for now.
Submitted by Abalieno on May 30, 2008 - 10:14.
Not much to say beside the title. I completely agree with what he says.
But what Mr. Brown seems to be advocating here is similar to the douchebaggery exhibited by Brad McQuaid in his recent f13.net interview about the failures of Vanguard. Both seem to be saying that publishers should just give them one gigantic barrel of money to start with and then leave them alone until the game is done. Milestones, benchmarks, deadlines are BAD for MMOG development because they unnecessarily hamper the development process. This is horseshit, of course.
But the real important point is that the lesson devs seem to learn from failed projects are always the stupid ones. The blame is always on lack of time and lack of money. And WoW provided the perfect excuse for everyone to hide behind.
More money. More time. Even if the design doc was shit from day one or never ever completed.
Imho, some things have to be chopped off sooner than later. Not overstretched indefinitely when it's already obvious that it isn't going anywhere and that the premises are all wrong. That's how you learn. By reacting instead of drifting indefinitely. By facing the truth instead of delaying betas and releases over and over because you fear of getting burned.
Read it!
Submitted by Abalieno on May 25, 2008 - 07:37.
One downside of reading Steven Erikson is that I don't have anymore the excitement and curiosity of what to read next, as I have a (growing) pile of books still to read and I know it's better that I don't let pass time between each to not risk getting lost and enjoy all the details and layers.
This means that I wait eagerly for all new Malazan things. I wish a review for "Toll the Hounds" would come soon to give me at least an idea about where it sits in the series (from quality point of view), but no review on the horizon. In the meantime we got more infos about Esslemont's second book, whose wonderful cover is on the left, but just for the expensive collector edition.
There's an interview with the author discussing some interesting things, but that I had to skip here and there to avoid spoilers. It also gives more details about the correct reading order:
The events occur just before Steve's Toll the Hounds and relatively soon after The Bonhunters. Unforunately, due to timing, Steve's Toll comes out just before Return - rather than the reverse. It would be better had Return preceeded Toll, but that's just how things turned out given my coming into all this later than we both had wanted originally.
And something about the next book planned:
The third novel deals with the over-reach of the Malazan occupation of Korel lands to the south of Quon. After internal reordering the empire turns its attention, and resources, to this drain on its treasure and blood. Currently I'm just getting into it - the writing is slow in that I'm trying to learn from my experiences with both prior novels and adjust accordingly (fan feedback helps here!).
This left me doubtful. He wrote ROTCG for at least two years, and it was already completed in an early form even before "Gardens of the Moon" was published (so very long ago). So the next book will likely arrive for 2010 or later. And by that year Erikson should be done on his own side. In previous interviews Esslemont said he had a plan of five novels in the Malazan world:
1) Night of Kinves - About Dancer and Kallanved's assassination
2) Return of The Crimson Guard - About the invasion of the Crimson Guard to Quon Tali
3) Stonewielder (working title) - About the Korel campaigns
4) ? - About a return to Darujhistan
5) ? - The epilogue to Erikson's last book
And he also said that the fifth book may even split in two... In order for this to work Esslemont should start working on the fifth volume as close as possible to Erikson's last. So what will happen to everything in between? Maybe the return to Darujhistan was integrated with "Toll the Hounds"?
Sure is that the Malazan project is truly massive. With the downside that the authors may feel bored or demotivated and not complete it. Let's hope the enthusiasm sticks.
Finally, about ROTCG we've got two reviews. One from Pat, the other from Dancer on the forums.
Submitted by Abalieno on May 22, 2008 - 03:04.
Transword just put up the page for "Toll The Hounds". Eighth book in the Malazan series, for a total of ten planned.
Official page count for this one (hardcover) is... 944 pages.
Wow. It means that if they stick to the same typeset it's the biggest book in the whole series. They keep growing and growing...
Bonehunters was 912 (1232 massmarket), Reaper's Gale 928 (1280 massmarket).
This one risks to break the 1300 pages in mass market.
Can only be good. More to read for me for something that I like more and more (300 pages into Deadhouse Gates, the more I like it, the slower I go). With the hope that the quality stays up and the writing doesn't become "perfunctory". For sure the writing in the second book isn't. Topmost quality.
One wonders if Steven Erikson is human. 1300 pages again written in about ten months. He keeps the pace and never delays. At this point of the year it's fair to guess he is already 2/3 into the ninth book. And that means he's almost done. Not only he is one of the few who's going to actually complete what he planned. But he also planned it so large that he'll probably stays in history unsurpassed.
In the meantime we also got a first version of another of those illustrations that will go into "Gardens of the Moon" collector edition:

A few imprecisions. If I remember correctly there were absolutely no trees in the area, and Quick Ben is a black man.
You can see Hairlock in the ground, missing his lower body. Quick Ben, the mage, in the center, with the puppet wrapped up in his hands, Wiskeyjack on the right, Kalam on the left, and Sorry in the background. Pat should put a bigger version on his blog later.
Submitted by Abalieno on May 20, 2008 - 23:46.
Just to reiterate:
Systems like PvP escalate and specialize over time. This always means that it gets harder and harder for new players to breach in easily.
Veterans will find ways to stay IN the system, by consolidating their victory margins.
My point is: you need a PvP system that keeps entry costs low *for noobs*.
Where instead Eve-Online's PvP lowers costs for veterans and makes them higher for noobs (as you are "paid" only when you are moving toward a decent victory ratio).
You absolutely need, in order to make it viable, a system that leverages new players.
--
Discussing all this I think: why I have to repeat these basic lessons all over again? Because we've been through this.
Blizzard, with WoW, already put in practice that rule in a perfect way. PvP is accessible to everyone and maintains low entry costs. So we are already there.
But that's counterbalanced by the fact that WoW's PvP is shallow and lacking any depth due to the overall layer being completely absent. Not the meaningfulness of the death penalties, but that of the conquest system and overall cooperation toward communal goals and a degree of persistence.
WoW got one part. Eve-Online has the other.
We got 1 and 1 in two different games. And we need someone who can do a 1 + 1.
Warhammer?
Submitted by Abalieno on May 20, 2008 - 01:42.
Discussing on the forums the Factional Warfare concept that I criticized here revealed something rather important: I'm ranting about a game that I don't play.
Moreover, I'm ranting simply because CCP design didn't follow my own expectations and desires. And obviously CCP isn't my property and what I personally think doesn't matter.
So: I'm ranting because an hardcore game is made for its audience, and not for me.
Sure. I anticipated this and explained my reasons on the first post I wrote recently. Where I wrote that my opinion is that Eve-Online has reached its critical mass and if they now want new players they need to start open up their systems. Bridging the early (and dull) game to the more deep stuff.
Factional Warfare isn't doing that, and I ranted.
This also raised again the idea of a PvP design philosophy. A concept that I would like to see in at least ONE game. But that right now is completely absent from the market.
Which would be then meaningful only if there would be a big market for it. I believe there is. And that it is commercially BIGGER than what we have currently (for PvP). So: design philosophy and personal opinions. Personal opinions that matter not because *I* write them, but because when I write them I also *motivate* them.
This PvP design philosophy is about the progression system. Every decent system needs a progression. And every decent progression needs to be accessible. So that everyone can move through. More slowly or faster, but still move through.
Translating this to PvP simply means: PvP will NEVER be accessible and widespread if it works at a loss. So this is how it should work: if you want a system where PvP is more frequent and fun, then you need a system where people can participate without losing more they can gain.
In a system where the experienced players are MUCH, MUCH powerful than new people who enter for the first time, you need some mechanic to leverage them. Especially in the longer term, when people who are already inside become more and more powerful and the wall to climb for the new players higher and higher. In Eve it doesn't matter if there's a corp who decides to take over, new players won't have a chance if they enter a system where EVERYONE is more powerful than they are.
For PvP to work and be popular and widespread entry costs need to stay low. As low as possible.
In Eve-Online and other "hardcore" PvP games the costs are instead higher to the lower end than the higher end, where you can develop a fair margin of wealth to stay safe. Noobs pay higher costs than veterans. And this creates a gap between players that is harder and harder to fill, in a similar fashion to what happens with PvE raiding endgame. The game becomes increasingly specialized and less and less appealing and accessible for new players. That for a MMO equals to a progressive, unavoidable decline.
So: a PvP system with very low entry costs and at a gain. Where you gain through participation. Progressively.
In EVERY game and PvP systems you die a lot when you enter for the first time. In Eve-Online not only you would die a lot, but you'll also PAY a lot. So a lot of players shy away because the game isn't for them, while a smaller subset cling to the mechanic and find an exponential success, because once you climb the wall you can look down at things from far above. And it is rewarding.
But it's also an overall mechanic that is divisive and that works only toward a minority. A minority that will be eroded over time.
This means it is a choice, and that there's nothing wrong to make a game that aims at a niche. But you also have to recognize and admit what you're doing.
I'm not fighting against the idea that hardcore players shouldn't have their game. But that PvP can be both deep and accessible. And I want to play that game. And I believe it would be extremely successful.
I don't like the idea that I have to grind boring PvE missions for a week so that I'm able to participate in PvP for an hour. PvE should never be a requirement so that you can enjoy some PvP. I want a PvP system where participation costs are LOWER than the rewards. So that I can stick to it and continue to play and have fun. Without punishing mechanics to push me to the lowest risks.
These are the points I've offered for Eve:
* Open/factional PvP should be limited to SPECIFIC battleground systems tagged for Factional Warfare. While secure space should stay secure even if you are signed in.
* Within these tagged systems NPC factions should provide you the "gear" to use. Gain ranks to get access to better gear/PvP sets. If you blow up, you get replacements. As long you fight for them. (free participation costs)
* Forbid players to bring NPC-rented equipment outside battleground systems. So that the gear you gain can only be used inside this system. (not disrupting the current game)
* Forbid you to swap sets. So that you are only able to fly in NPC-rent sets, and not bring a goddamned Titan to a noob battleground.
The last point would allow these battles to be accessible to everyone, both noobs and hardcore, and yet provide equal opportunities as no one gets access to more powerful stuff.
That's how you "train" people to PvP. By making it fun, accessible and frequent.
To these proposals some players replied that the PvP would lose all "meaningfulness" if you don't risk to lose anything anymore. To that I replied that for me "meaningful PvP" is about communal objectives. Conquering and holding public space, expanding the empire.
I don't intend and don't like "meaningful" as a personal cost.
With that, I hope the argument is exhausted in all its points.
- lowering entry costs
- provide plenty of targets
- create a convergence
- add a strategic communal layer (conquest mode)
Submitted by Abalieno on May 19, 2008 - 20:05.
More dev blogs arrived and they didn't reassure of the situation, they made it, if possible, worse.
Factional Warfare is then nothing even close to make PvP more fun and accessible, it's a way to PRETEND to do it. It works when it will be time to spread around banner ads for the game.
I was worried that the system allowed gankers to finally be able to gank everywhere in space as long their targets were in one of the three enemy factions (which is confirmed), now we learn that not only by enlisting you sign the right to be ganked everywhere, but EVEN NPCs HUNT YOU.
You'll also find that, as a fully paid-up militia member, hostile factions won't like you all that much. If, as an Amarr Militia member, I venture into Rens, the Republic Navy is going to try its hardest to clear me out. Be aware though! The Navies have finally twigged that two frigates and a cruiser aren't really a significant threat these days, so they've upgraded their rapid response teams. Considerably. They won't scramble, but if you hang around expect to get hurt.
Expect to get hurt.
Because these days two frigates and a cruise are no threat within A FUCKING SYSTEM MEANT TO BE ACCESSIBLE.
What the fuck. Petition CCP to forbid them the right to be able to use the "accessible" word ever again. They can't fucking mean it.
And how they expect to protect the Factional Warfare system to fall in the hands of a dominating corp and use it to dominate the rest and destroy the fun for all other players? WITH A COCKBLOCK!
IMPRESSIVE GAME DESIGN MEDAL OF THE YEAR!
Alliances are not allowed to enlist, and neither are corporations in an alliance (or with an outstanding alliance application). There are a number of reasons for this, technical and otherwise, the most important of which is that we just don't want the major power blocs to descend en masse and take over everything. It's obviously not a hard limit on the players involved, but it's designed to encourage the idea that if you're a major player on the nullsec political scene you're already doing something incredibly worthwhile and shouldn't let yourself be distracted by the petty machinations of the Empires.
It reduces the likelihood of Factional Warfare being completely dominated by existing major players by forcing them to divide their characters and their focus if they want to participate without giving up their 0.0 holdings. We don't envision it being a "hard limit" on Alliance players (as distinct from characters), but more a social, logistical and organizational inconvenience which will at the very least reduce their effectiveness a little when deploying Factional Warfare enabled fleets.
So, since they fear that the system can be dominated by existing major players and so losing its (pretended) accessibility, they forbid all alliances to join.
Like if it would prevent anything. This is equal to hide a mammoth behind a blade of grass. But the real reason is that CCP knows well their game. Better than you expect. They know that there are very limited slots for characters and this choice is a brand new incentive to make alts, and so create double accounts. And so pay more. Money ahead of gameplay. First give us money, then we think about how to make a good game.
NOTHING, absolutely nothing, prevents players to organize and dominate the Factional Warfare system. And IT WILL HAPPEN with mathematical certainty. Either that, or the Factional System is so badly designed that no one even cares about it. But if people care about it then you can be sure that someone will try to take over it and damage the fun of others.
If you expect that it won't happen because you put there a minor cockblock then you are absolute fools who never observed dynamics in a MMORPG. Noobs.
I'll tell you how it works. You don't make a good game by limiting WHO can play it or access certain aspects. You make a good game by shaping HOW players interact with it and contribute.
Not who, but how. Anagrams.
CCP go back at fiddling with petty walking simulators and metallic-looking textures. It was better.
Submitted by Abalieno on May 16, 2008 - 23:52.
Not just a book, THE book:

It arrived here in very good condition and I'm happy of the purchase. Soooo pretty. And the best edition ever made.
I decided to get it as I didn't have an original copy of the book and because I found out it was available on Amazon relatively for cheap. Now that I have it in my hands I'm not worried anymore to publicize you can have it too for just $53.55 ;)
It IS cheap if you consider it launched at $100-120 and now sold at $85. There's also another 50 Anniversary edition in UK but it isn't as pretty 'n awesome.
This is the book exactly like Tolkien wanted it, one volume and with all the revisions to the text. Researched with extreme meticulosity.
The feature list says:
* Finest edition ever offered, complete in one volume
* Fully corrected, all new text setting
* Color insert showing leaves from the Book of Mazarbul (Tolkien's own painting, three pages)
* Deluxe leather binding with two-color foil stamping
* Gilded edges, ribbon bookmark
* Two foldout two-color maps (standard and Gondor)
To this I add there's a third map at the beginning of the book showing The Shire and the book has an index at the end with names and places similar to the one Tolkien wanted to add. There are also three different introductions, two explaining the various revisions to the text and the different editions, and one of Tolkien himself extremely interesting and explaining how the novel was conceived and its purpose.
Th prime motive was the desire of a tale-teller to try his hand at a really long story that would hold the attention of readers, amuse them, delight them, or deeply move them.
The most critical reader of all, myself, now finds many defects, minor and major, but being fortunately under no obligation either to review the book or to write it again, he will pass over these in silence, except oner that has been noted by others: the book is too short.
Other arrangements could be devised according to the tastes or views of those who like allegory or topical reference. But I cordially dislike allegory in all its manifestations, and always have done so since I grew old and wary enough to detect its presence. I much prefer history, true or feigned, with its varied applicability to the thought and experience of the readers. I think that many confuse 'applicability' with 'allegory'; but the one resides in the freedom of the reader, and the other in the purposed domination of the author.
A few days before I also received a completely different book:

This came out a couple of weeks ago in the UK mass market edition, the one I got.
Can't read it yet since I've read it spoils some plots in Erikson's later novels I still have to read. 470 pages but it has just around 200 real ones as it's written huge like a book for kids. I would have liked it more in a smaller edition, odd choice they made. It also contains two maps, one of the Malaz city (already appeared in one of Erikson's books) and another I haven't seen before of the Malaz island.
While I can't read it yet I've skimmed it, especially because at the end there's the prologue and first chapter of "Return of the Crimson Guard", the first "serious" book written by Esslemont and with the ambition to rival Erikson in depth and complexity. I'm not sure I like the style, it's more plain compared to Erikson and with short phrases. But it seems evocative.
Next week Pat should write down the first review, so we'll have more clues about whether it is good or not. I really hope it is valid so I'll have more and more and more to read about a world that I truly like.
For now we are left with one liners:
I'm about 100 pages into it and I have to agree that ICE has matured as a writer. This one reads more easily than NoK.
For those who were disappointed by NoK, know that RofCG is as convoluted (so far) as any of SE's Malazan offerings.
220 pages into it, and it's pretty damn good so far!
Storywise, RotCG is on par with most Malazan books by SE. But though his writing style has improved, ICE's prose is not as fluid as SE.
Nevertheless, in terms of plotlines and such, this is a terrific book so far!
336 pages into it, and things have definitely started to heat up!
430 pages into it, and let me just tell you that TtH will have to be quite something to be the top Malazan...
The book will be published in UK in August.
I'm also eager to read the first impression of Toll the Hounds. Really, really hope it will be good.
Submitted by Abalieno on May 16, 2008 - 20:08.
Goodbye to the hopes that Eve-Online may become a game I like and decide to play.
Two short posts of a dev on a forum and all the nightmares are coming alive:
If you sign up for a faction you can be attacked by anyone in opposing factions anywhere. it is that in low-sec we have marked out control points which will bring the combat to them making it easier for you to find and take part in.
Attacked by anyone anywhere? Wow...
This means they are basically removing the whole concept of CONCORD polishing empire space. It's like in Ultima Online being ganked right next the bank in Britain because your guild declared war on another. Considering that there are four factions, it means that the number of targets in empire space will be still high, and that you won't be safe anymore ANYWHERE.
Or: this game isn't for noobs. Go away.
Then it gets worse:
This is something that should become clearer over the next few blogs, but for now let me just say that while there's no functional limitations on what you can do solo, you may want to try and find some ad-hoc FW-buddies to give you a bit of leverage
No functional limitations.
It basically means that in practice if you are solo you'll only be a bag of money for others, and there's no fucking possibility that you can compete if you don't have support of others. Or a lot of wealth to be ahead of others.
So the whole concept completely FUCKED. The accessibility of the system as the goal just completely gutted.
Instead of catering to those disorganized players who have difficulty to access the later part of the game, they make a system that is going to be used mainly and ONCE AGAIN by organized players who can take control of IT and farm the few noobs that are curious.
So what's the difference from before? License to kill.
If before the gankers and carebears sit in two different places of the game, this system offers the gankers the license to liberally kill EVERYWHERE.
I was a FOOL thinking that CCP would develop something for all players and not just the hardcore as always. A fool.
Question: Does it mean I can also attack the opposing faction anywhere? I mean let's take a stealth bomber to a newbie zone of the opposing empire and smoke some folks ... or camp Jita just for the fun of it?
Dev: You can not go killing noobs with impunity by signing up. You can go killing anyone signed up to an opposed faction.
You, whoever you are or whoever is behind this idea, are an idiot.
What is the fucking difference if first you make the system as a "gameplay bridge" to encourage noobs and disorganized players to engage in PvP, and then say that you can't kill noobs with impunity, because those noobs have just SIGNED to be killed with impunity.
This is simply a license to gank noobs who, like me, were fooled by CCP disguising a system as something accessible and made for everyone, when instead just feeding the hardcore with more targets.
Submitted by Abalieno on May 16, 2008 - 01:12.
The quarrel struck her forehead an inch above her left eye. The iron head shattered the bone, plunging inward a moment before the spring-driven barbs opened like a deadly flower inside her brain.
Maybe we didn't listen because none of us believed we would ever reach the coast. Maybe Heboric decided the same after that first meal. Only I wasn't thinking that far ahead, was I? No wise acceptance of the futility of all this. I mocked and ignored the advice out of spite, nothing more.
'Why did you leave the priesthood, Heboric? Skimmed the coffers, I suppose. So they cut your hands off, then tossed you onto the rubbish heap behind the temple. That's certainly enough to make anyone take up writing history as a profession.'
This book is wonderful.
Felisin is an incredible character, I'm amazed at what Erikson can do. He went deep and with a kind of realism that other fantasy writers not only can't do, but aren't even willingly to do.
While the first book lacked in characterization, this second improves and then goes beyond.
Submitted by Abalieno on May 15, 2008 - 19:29.
They put online the expansion page, so we got also the features list.
The good:
* Factional Militias
Governments on every side of the war are eager to recruit pod pilots, and have set up factional militias as a means of bolstering their standing navies. Each faction has a corporation open to all pilots with the appropriate factional standing minimums. CEOs and directors are also encouraged to bring their entire corporations under the aegis of the militias, to better fund and coordinate the war effort. Regardless of corporation membership, all militia members will share a chat channel and read-only mailing list.
* Ranks
Each of the factions relies heavily upon the support of their militias, granting the privateers great political clout. Talented pilots dedicated to the cause can rise through the newly-created ranks, 10 for each faction, by increasing their standing with their chosen militia's corporation.
* Factional Warfare Agents
In order to handle the influx of mercenary pilots, each of the four militia corporations have hired new agents-over 320 in all. These new agents are specifically tasked with coordinating the activities of freelance pod pilots and assigning them missions inside territory held by enemy militias.
* Statistics
Due to the emphasis placed on the role of militias in the conflict, many stations now boast new Militia Offices. Pilots can track their own warfare victories and kill statistics, as well as those of their corporation and faction. Each pilot's map has also been upgraded to better accommodate the increased flow of logistics data. The galactic map can now be configured to show occupancy status of a system, as well as detecting the presence of hostile navy forces.
* World Shaping
The confines of settled space cannot contain a war of this scale, causing the fighting to spill over into a new region. Named "Black Rise," this new region contains 49 new star systems and nearly 40 stations, many of which are already sworn to one faction or another.
* System Occupancy
In light of the formal declaration of war, CONCORD is now recognizing a new level of system control beyond sovereignty: occupancy. Factions gain occupancy of a system by winning conflicts in contested complexes. When a militia accumulates a certain number of victories for its faction, it is authorized to assault the star's System Control Bunker within 24 hours. Should the bunker fall to the attacking militia, a cease-fire is called in the system's Factional Warfare Complexes, and that faction gains occupancy of the solar system.
This is looking very close to my expectations and original thoughts. Something linear like a military career with the goals and steps clearly defined.
The two important elements that are missing are about the faction itself providing directly the ship, modules and munition to fight. AND polish the combat zones so that same-rank players are equally matched and not wiped clean by someone who brought there a titan. Or insta-killed by a specialized corp that decided to take over a particular spot.
It's absolutely indispensable that everyone can jump in, and that the tasks and battlegrounds zones are dynamically tweaked to regulate the players power, number of players active in the system and the zones distribution.
The bad:
* Factional Warfare Complexes
As war rages across the stars of New Eden, a myriad of hidden deadspace complexes have taken on great strategic importance. Militia pilots that successfully scan for a complex and hold it uncontested for a set amount of time will claim it for their faction, and be rewarded with corporate standing-as well as more tangible benefits. But capturing these points of interest will not be easy, as they're guarded by rival naval forces. Speed and cunning are required to keep these important sites out of enemy hands, which is why microwarpdrives have been cleared for use in the complexes.
My fears is that instead of a dynamic mission system, they are using a fixed zone-based one.
Holding a complex uncontested may as well sound like sitting in one place for "x" hours doing nothing at all. This really needs to stay out of the game.
The system itself should record the number of active players that are taking part in this system, THEN matchmaking them on the fly, directing them to the active system, or spreading them, or tweaking the zones so that the players are sent to fight in their proper-rank zone.
Permanent complexes are a threat to the accessibility of this system if they aren't controlled and managed by the system. With the risk that once again new and unorganized players don't have the chance to participate and things fall again in the hands of a minority.
Submitted by Abalieno on May 15, 2008 - 01:30.
I remember to have read not long ago, somewhere I can't track again, a critics about Eve-Online, saying that when you spent a year developing a graphical upgrade and now your bigger project is about an avatar system that is only going to be used for social purposes, then it's rather clear that your aim isn't to enhance the gameplay but just to make the dress prettier.
Now if someone can remember the source I would be immensely grateful, so I can quote it.
I was noticing that the launch of the graphical upgrade in December lead to a predictable behavior. If you look at the server activity you can notice that there was a bump up in the number of players that lasted about three months, and now the curve, for the first time in a long time, is seeing a consistent, progressive dip.
I have no idea what goes on inside the game and why the player activity is decreasing so sharply, but my guess is that this is the direct consequence of the game development strategy. Just working on the surface of the game (the graphic) means that you get good short term results, but once the novelty is over the players who came back (or joined) to check the shiney will just leave again. I am one of them.
Eve-Online didn't reach its maximum potential. But it did reach the topmost *exposition* it could aspire. What does this mean? That the game won't benefit anymore for a better presentations to lure in new players. Months and years ago the game needed all the exposition it could get, because there were a whole lot of players who didn't know the game and didn't know it was a good and special one, deserving consideration. But now the potential reach is tapped and if CCP wants to grab even more subscribers they have to change their strategy: no more trying to publicize their game and improve just its presentation, but trying to aim for those players that are warded off by Eve design, and who don't find the core of the game (the deeper layers and interactions between players) accessible. I'm again one of them.
I subscribed again in December to check the new shineys, and shortly after canceled again because the perspective of running again a bunch of dull, repetitive missions to grind money and standings didn't appeal me at all. It simply means that the kind of gameplay that I saw within my reach wasn't worth my time. And that I didn't have the concrete competence and expectation to move away from that dullness and toward more interesting and compelling game.
This is firstly and foremost my incompetence at getting hooked in the community and the deeper layers of the game. But it's also a flaw of the game that wasn't able to ferry me (or provide the means) to that part of the game. It left me alone, in space. In the absolute, frightening loneliness that the immense space represents. Alone and doing grindy, aimless missions dressed up as a pretty screensaver mixed with an Excel spreadsheet.
If this was just a personal case then it wouldn't be worth consideration, but my idea is that it's instead an enormously widespread situation that not only is relevant, but that I believe it's decisive to the future and growth of the game. And also with a higher, important task for the whole MMO development industry: demonstrate that PvP games with layers of complexity can be both extremely popular and accessible to the masses without sacrificing that complexity, but building on it and taking advantage of it.
The keys to all this lies in the "Factional Warfare". I discussed already at length the possibilities of this system and the important point is that it plugs in the game a junction ring between the dull PvE game all the players see when they begin playing, and the more complex PvP game and player-driven gameplay.
Eve-Online's future depends on that junction ring. The possibility to move players toward more interesting gameplay, to showcase better its qualities, to offer stronger hooks so that the players are motivated to stay and continue to p(l)ay. Something exciting. Goals to achieve.
Or: directed gameplay offering, but not forcing, patterns to follow inside a freeform game. It's not an easy task to achieve, but it is possible and, in particular, worth it. Both for the concrete success and long term profitability of the game AND showing the whole game industry that it can be done.
In my mind, concretely, this takes the shape (or the example of many possible shapes following a similar pattern or model) of a military career. Not anymore just disconnected, solo missions. But a more fleshed out system where you get medals, gain new ranks, get access to specific, "leased" equipment. Hooks, rewards. Something players can desire and look forward to. Both short and long term objectives that keep players hooked to the game.
My "ideal" game that I described in the past had a lot of this: from a side you have what Eve already has, a complex structure of player-driven organizations that take control and manage parts of the game and resources, from the other a system-driven factional structure that puts all the new players, RIGHT AWAY, together in an NPC/system driven faction (or factions as Eve already has four NPC empires).
This scares a lot of players and CCP itself because they fear that this major shift can destroy the first layer and lose many players that like the game as it is now. It's a well founded worry but that can be overcome if the system is well designed. The goal is to not introduce one layer at the expense of the other, but making the two interact, one orbiting around the other. And, in a later stage, when the new system is well-oiled, link directly the two so that the current corps can use the new possibilities within their own independent space.
Risky and ambitious, sure. But worth it if there's the possibility to advance the whole game industry and really innovate toward something valuable: accessibility and depth.
In short the Factional Warfare should provide an almost linear pattern that clueless players can follow. A "career" not in the sense of class, but a linear path with goals and rewards. Showing the players the path, leading them to the next step. Clearly defined so that you don't get lost. With an UI panel dedicate to it where you can track your own stats and progress clearly, showing what to do next.
So: a linear path very similar to those in other popular and simpler games, but then modular and hooked to the other layer: the factional warfare. Where the efforts of those players are collected and then have visible outcomes on the way the four NPC empires develop, expand or shrink. Dynamically. In the same way players and corps fight each other in zero security space, the NPC driven empires should battle each other and offer a similar, more directed, layer. With a mix of generated missions, both PvE and PvP, inside zones working like PvP battlegrounds, BUT PERSISTENT. And as controlled environments where those who enters share the same condition (a similar level of equipment that can be chosen between various possibilities/sets offered). So matching the fun and depth of factional PvP with the accessibility of the system that allows everyone to jump in and have fun.
The "sandbox" game shouldn't be the antithesis to the linear one. It should be instead a complex environment where both linear and freeform patterns can coexist. Helping the players to choose the one they like better, or move more easily from one to the other, and back again as they wish.
The risk isn't about removing parts of the game that the current players enjoy. The risk is about offering alternatives that some players may like better. This isn't a bad thing at all (but may bring back memories of the Fellucca/Trammel separation). It may change the way the game is shaped, but it's more important to rise the bar and do something ambitious (and motivated), than simply be conservative. Then observe what happens and, if things look too unbalanced, work to give the other part of the game new exciting tools and possibilities. Raising the bar, pushing things forward while paying attention and make the changes that are needed.
I talk about this because after a very, very long silence they are starting to talk about this again.
So, we have this expansion coming out this summer called Empyrean Age. It's going to be pretty neat, and it's going to include this thing called Factional Warfare, which is a feature we've been talking about for a fair while now and is generally regarded as something of a big deal. Over the course of the next week or so I'm going to thrash out the fundamentals of the entire design in a series of blogs, starting with this one.
This summer? I wouldn't count on it considering the past experiences.
Their goal is not far from the ones I've set a while ago while commenting the game and that I repeated here:
There are a lot of things that Factional Warfare could be. What it is, right now, is in its most basic form a gameplay bridge from high sec to null sec – from the safety of Empire to the wild lands of Alliance space. High sec and null sec have very differing communities of players with very divergent play styles, and while moving from one to the other is obviously possible, it's harder than it should be.
Factional Warfare provides a halfway house for players from Empire to get into the sandbox at the shallow end. It serves other functions too, for other types of player, but this is its primary function.
The core gameplay element of Factional Warfare is small-scale PvP combat. We believe that rounding up your posse, rolling out into contested space and having a healthy exchange of opinions and weapons fire with your sworn enemies is fun. Factional Warfare is designed to make this kind of experience accessible, with low entry requirements and a target-rich environment.
Underline mine, as I can't stress enough that a core concept of PvP is the convergence more than the open wide spaces. Players need to know clearly where to go, what their goals and rewards are, and be able to jump in at any time.
What I ask may sound like exact copy of WoW's PvP. The difference is that this system should fix the two parts that WoW fucked: social cooperation and persistence. So that those battles will be meaningful, so that the goals can be shared and players feel part of a greater cause, and so that they can organize together and see the outcome of their efforts.
Something that joins the complexity of Eve-Online, with accessibility and compelling gameplay.
Give us true battlegrounds and warfare, from small scale to epic. Not the fake paintball of WoW. One model doesn't necessarily contradicts the other, and it is possible to take the best from both.
And hire some designers and programmers, instead of just more and more artists.
Submitted by Abalieno on May 7, 2008 - 21:05.
I'll start quoting another review:
An Earth of the far future; a post-technological society living on the ruins of the past; ancient guilds with arcane rituals and origins lost in antiquity; cold and casual depictions of torture... Gene Wolfe describes all of these things in magnificent and luscious detail. Unfortunately, this takes up so much space that there isn't room for a plot.
On a forum recently I wrote that I've never been so close to the end of a book without having a clear opinion about it. In fact I could write two reviews, one full of praises and another as harsh criticism. I still don't know whether I liked the book or not, but I can say I was intrigued.
In a way the impression it made on me is a mix of Lovecraft and Gaiman's Sandman. It's nowhere a classic fantasy setting, or even a classic tale. It is... weird, shady, full of convoluted, self-referential symbolism. I could say that the book builds a barrier between the fictional world and the reader. Either you are able to pass it, and get sucked in, or you bounce back, and you'll never understand what's so special about it. I somewhat sat on that edge and took a peek at what's beyond, but without really getting into it completely.
That quote from the review is symbolically important exactly because it underlines a main trait, and what I expect to be a typical reaction to the book. It is baffling because you pass time reading with the hope to find... something. A development, or a direction that turns what you read before into something meaningful. You read and expect a build-up. Toward something. But you keep reading, and waiting, this something never arrives. You turn the last page and you wonder: so what?
There's no resolution. This is just a first book in a series, so you don't even expect that kind of resolution, but at least you expect something, somewhere. A direction. A point. You expect a plot driven by something, but as that quote says, you keep reading and you don't find anything. So is this book completely empty of meaning?
Nope, on the contrary. But that meaning isn't where you usually look for it. There's no plot, no direction, no resolution. Characters are ghosts, the events are entirely disconnected and improbable, there's no logic sense or flow whatsoever. Yet the book is full of meaning. It just isn't where you are looking. It's not in what is written, the black of the text. It's instead in the white between the lines. The place where you don't usually look for things.
The content in the book will be only accessible if you got a key to decipher it. Many readers, with typical expectations, will glide over this kind of book and find nothing. They aren't to blame as the writer surely didn't care about them, and didn't try to make his book accessible. In my case I fell in the first group, keep on reading with the hope of finding a key somewhere, then started reading forums and websites and finally got some clues about where to look.
That's the risk with this book, that you read it without knowing where to look, or expecting something that never arrives. So what is this all about? It is about the two levels. One is the surface, the denotative level. What things are explicitly. So the plot, what happens, the dialogues, the descriptions. And then there's the symbolic level. What things represent. This book is filled with this kind of superstructure. It's weighed by it and, in fact, it's not an easy read. It's terribly twisted, convoluted and alien. It is not simple because you have to move there and understand a way of thinking that may be so far from yours.
Where the book becomes extraordinary is in its internal consistency. This book isn't a tale. It represents instead the head of its narrator. It's written in first person and it is the mind of Severian of the Torturers. In order to read it you have to enter his mind. And his mind doesn't work as common minds. Everything you "see" is filtered through Severian eyes. You don't see the world in its "correct" representation, but as personal interpretation.
And here comes the main theme of the book: deception. The writer, the god of this world, making things as he wants, lies. So you have to look past this curtain. You have to look between the lines. From a side you have to understand the wicked mind of Severian, his twisted, paradoxical way of thinking, enter into it, from the other side you have to tear it apart to understand the blind point. Where he is lying. Where he is moving the pieces and for what kind of reason.
This is why most of the book come as an enlightenment. As an epiphany. You read dumbly and somewhere you see glimpses of light. How often depends on your affinity with the writer, because as I said Gene Wolfe doesn't really care whether you get it or not. He isn't writing for you, he is writing for his kinds.
It's also no wonder that this book generated so much speculation. It lives past the text as what makes it unique is what beyond the text. Your own (and other readers) speculations. What makes interesting discuss the book instead of simply reading it as a direct experience. So you enjoy it with this kind of delay.
Even in this case what makes it great is the internal consistency and hidden layers that make it deep and complex. That is typical of this kinds of "worlds". That go past the medium itself. The mythos. This book generated its own mythos that survives the book itself and that is as deep as you decide to dig.
You decide whether you want to lose yourself into it, or if this kind of commitment isn't for you. Sure is that Wolfe requires a kind of total attention that no other entertainment medium requires today. It will remain in history as one of those things that less and less people manage to understand and love, but with an heart special and unrepeatable.
A little gem that will be often mistaken as colored glass.
P.S.
I contributed with one slight speculation here.
Submitted by Abalieno on May 1, 2008 - 19:05.
Taking a cue from D-One who pointed to a counter-rant of a moderator against those who hate the Arenas in WoW.
The truth is that anyone saying "arenas suck!" doesn't actually think they suck, they're either just trolling, or they have a specific and related issue/problem. I think we're able to break those reasons out though, filter everything down and get to what the issues actually are, see what may need to change or be fixed, and get down to it. If they're not the right kind of PvP for you, fine, hopefully we can address that by giving you more PvP in other places, if you don't like PvP at all and are afraid they're taking time away from the content you do enjoy - don't worry, they aren't, if you want to like the arenas but feel there are inherent issues with them, we hope to address those as well.
Well, the truth is in that my own case I DO think Arenas suck and SHOULD be entirely removed from the game.
Not because every aspect of the game I don't like shouldn't be liked by anyone else, but because the gameplay concept behind the Arenas is inappropriate for WoW. A mmorpg based on some degree of persistence and, in particular, on character progression, doesn't fit with a *good* arena game that is more aimed at competitive, and balanced gameplay and no real "RPG".
My suggestion:
- Strip the Arenas part from WoW. Make it an entirely different game. Make it accessible through the same client, Make it even playable as standalone paying a 1-2 dollars subscription for those who just want these arenas. Then add a tiered system where each tier gives you the choice between same-value armor sets, so that you can combine the pieces freely while also keeping the players in the same tier balanced. And then keep a sense of progression by putting better equipment in higher tiers, but without letting players in different tier compete between each other. Make it that you can even export your WoW-normal character, getting evaluated by a system and then put in the proper tier to compete fairly.
That would please everyone. Those who don't like the arenas, and those who like them and would like a more fair environment in which to compete.
It wouldn't work, though. Because what I think is when the players bought the game, they wanted to play a MMORPG. Not eSport.
Submitted by Abalieno on April 28, 2008 - 05:28.
If you read comics maybe you know that the DC is doing another Crisis and that the deus ex machina this time will be Grant Morrison, with art done by one of the best DC has, J.G. Jones (who made also the 52 covers for "52").
The whole thing starts this 28 May, with an introduction that set the basis, written by Morrison and the Bendis of DC (Geoff Johns) that is out in a few days. I wonder if any of this will make into the story...
Since I never read a lot of DC I made a grand plan of following the whole story since the first Crisis. Then go through Identity Crisis, Infinite Crisis and finally to this Final Crisis, to be published soon. A whole lot of reading that I never did. I'm still stuck at about issue 10 or 11 of the original Crisis. Very fine story, though, that didn't feel stale at all.
Recently I stumbled into this one series "The Death of the New Gods", 8 issues all already out with story and art by Jim Starlin, who is part of the old guard and made a lot of those epic, cosmic crossovers for Marvel. I'm not entirely sure, but I suspect the plot of this series is also the premise of the Final Crisis. Something about the new-new gods and Darkseid.
What I didn't know is that this segment of the DC universe, known as the Fourth World, was built by The King, Jack Kirby. And in fact in that cover you can see his typical insane heroes. Squint enough and you can see one in the background flying on skis. When is the last time you saw a so large groups of ridiculous heroes? Well, I couldn't miss the opportunity.
In fact it is a wonderful series. Perfectly old-style but with a surprisingly good (and cosmic) story. There's all the naiveté of the Kirbian age, but the author doesn't take it too seriously and there are plenty of inside jokes about the cliches. The first issues are complex and confusing as they introduce so many heroes I've never seen and tie them back to years of continuity. But I love this old style stuff and the story is really intriguing, setting a number of mysteries that will keep you reading to discover them. Toward the end it loses a bit of quality as the story seems to slow down and you just get through a series of pompous fight scenes and info-dumps, but as a whole it's a really interesting read that makes you look at these classic style stories with nostalgia.
A better introduction is written by Dan DiDio himself. So read it if you are interested. And then read all the eight issues as the series is a little gem of perfectly preserved classic.
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