Do not repeat “Derek Smart” three times or a MMO may appear

I was browsing Direct2Drive to see if I could buy Civ 4 as a digital download. Sadly with no luck since it’s available everywhere with the exception of Europe. Then, under the new release list, I saw Derek Smart’s latest effort and felt this really sick curiosity about it.

I guess I don’t need to explain who he is and what kinds of games he creates, but I’d say that I consider him a controversial figure. Which triggers some honest curiosity. He started to employ a type of mmorpg development before the mmorpgs started to impose themselves on the market. He has one foolish vision, one type of game. He sticks to it and, year after year, he keeps developing the exact same game, wrapping it up in a somewhat (un)finished state so that he can release it and get some money to continue with this ongoing development. Along the years he kept updating the technology and adjusting and enriching the game mechanics, moving step after step closer to that crazy vision he had. From many points of view he anticipated a bunch of trends and, despite all the harsh critics, he still managed to survive and keep creating the games he loves. These games sucks and are awesome at the same time. Between all the indies developers he is surely the craziest but also one of the most interesting for obvious reasons.

It’s not something easy to frame. You can just download and (try to) play a demo of his games to see clearly what’s wrong. But at the same time it’s hard to not feel fascinated by the scope of what he tried to create along the years. There are so many reasons to just dismiss his games as complete clusterfucks, but, still, an undefinable appeal remains. It has some value and deserves that curiosity.

With the release of the previous “episode” (Universal Combat) he changed the name of the “brand” and started a bunch of parallel projects, creating a whole lot of confusion if we consider that it’s still essentially all about one game. To understand what the hell is going on and which type of product was the one just released I started to dig his website and forums and also found a link to an interesting interview that is the actual reason of what I’m writing here. With the time he is starting to sound more… reasonable. Oddly calm and rational even if still firm in his positions. It’s quite fun to read him badmouthing his publisher without a worry. He really seem allergic to any kind of control. Some of his comments are really awesome and I think he is totally right when he says that his games reflect his personality. This is a collection of those parts I consider interesting, even outside the specific context:

– I had two solid offers for the game, but at the last minute – after several discussions with the president – we reached an understanding which later became an agreement. So I went with them instead. I go by one simple rule: I am better off dealing with the devils I know, than the angels I don’t.

– I have a love hate relationship with my publisher. They love me – I get the job done and make them money. I hate them – they cause me too much needless aggravation. At the end of the day, its all good because for good, bad or ugly, we need each other. I think.

Computer Games – How hard is it to come up with new ideas for your space sim series?

– Not very hard, to be honest. The hardest part for me – in any of my games – is the actual implementation of my grandoise ideas. Especially when you consider that most computers won’t even run the darn thing. Ideas – at least for me – come easily because the vision I have for my games is an ever evolving one.

Computer Games – Is A World Apart being made for the die hard followers of your game franchise or are you making it easier for new players to come into the series?

– From the onset, AWA was developed for fans of the existing games. There is absolutely NOTHING in it that would cater to anyone outside that group. I’m not, never have been and never will be, a sellout. If I decide to develop games for another type of market, I will spawn a new franchise. Until that time, the people who have supported my games through no less than six incarnations, are my primary concern and focus. Sure, the publishers can go try selling ice to eskimos, I could care less – as long as I get paid.

Most gamers have a hard time wrapping their heads around what goes into developing subsequent titles in a franchise. In fact, one print magazine reviewer (who shall remain nameless) recently said to me that the magazine EIC said that they won’t preview it because they think that not much has changed between UC and UCAWA. I laughed out loud when I read that; which just goes to show just how clueless some of these chaps are. There are so many clones, derivatives etc littering the shelves – all from big name publishers – and yet, nobody seems to mind. It is one hellaciously corrupt system indeed.

Computer Games – You are throwing in space, planetary and foot combat into A World Apart, and you have ambitious game designs that most developers won’t even touch. Are you worried about diluting your work by throwing in too much into the kettle so to speak?

– No. If I was worried about that, I wouldn’t be doing it. John, you’re from the old school and I think that over the years, you know my style: I don’t care about what people think. Its my game – I’m the one funding its development – I’m the one calling the shots. So, I can do what I bloody well like and have no regard for those who think they know whats best for me, my franchise properties or my fanbase. Only I know that and I think I’ve proven that time and time again. There’s a damn good reason why I’m still in business when all around are falling by the wayside. Its because I stick to my vision and make no compromises for same. Devs who lose their way, are those who lost the vision. Lose the vision and you lose the fanbase. Lose the fanbase and you’ve lost the farm.

Computer Games – In addition to the retail version, an electronic add-on pack for owners of Universal Combat will be available for download. Are you a fan of this form of distribution and will we see more of this for PC games in the future?

– I am not married to any particular distribution method. The main reason for my separating a retail version from an electronic versionwas to ensure that – going forward – my sole business income didn’t come from publishers. Most publishers – are terrible when it comesto paying their bills. A dev spends more time and money trying to get them to cough up what they owe, than what they actually owe. So, the condition of this new deal was only if I were allowed to keep the online distribution rights.

The fact is, direct distribution is going to be the wave of the future and the preferred distribution method for indie developers in the future. You have NO idea just how much crap we have to put up with – even when these publishers are selling our games and making money from them. Most of them shouldn’t even be in business – and won’t be for long. It is inevitable and we’ve already started seeing this already. Why would any indie want to ally themselves to a publisher when you stand little or no chance of ever getting money for your work, when you can simply go direct? When you go to online distributors with a monthly payment method, you get the money directly and frequently. They don’t pay, you yank the product and take it elsewhere. With publishing contracts, termination is not an easy – nor straightforward – affair. So you are usually stuck while some bastards in suits have your game, are making money from it and either not paying at all or habitually paying late.

Computer Games – You are well known for your outspoken viewpoints on a number of topics. How do you think your public persona has affected the interest in 3000AD’s games, if any?

– There’s no such thing as bad publicity. If I really cared about how my persona affected my games, I’d have packed up and moved to Canada by now. Everyone has a personality and I am no different. I just don’t make excuses for mine and certainly don’t tuck it away in the closet. Just like my games, you either like and respect me, or you don’t. There’s no in between – and I could care less either way.

There is a big difference between being an experienced outspoken person who knows what he’s talking about; and just being a clueless outspoken loudmouth. I didn’t need to prove myself to anyone; my work, my accomplishments and my uncompromising standards, say it all.

Computer Games – Finally is there anything else you wish to say about Universal Combat: A World Apart?

– Only gamers with a passion for advanced and uncompromising games, need take a look. Everyone else, move along; nothing to see here; no matter what the publisher’s marketing team cooks up.

Computer Games – The Battlecruiser/Universal Combat franchise has been your life for over a decade now. Any chance you might become bored with it and try out a new genre or setting for your games?

– Nah, I’m never going to get bored. My ultimate long term vision is much too ambitious to afford me that luxury.

He sounds like a cowboy in the far west of gaming :)

About the games it seems that he released two this year. Universal Combat Gold (UCG, DS loves acronyms), which is just a minor update to the previous released game and only available as digital download, and Universal Combat: A World Apart (UCAWA), which is the actual new “episode” with a reworked graphic engine, art assets and a bunch of things that only Derek Smart himself or someone with his same degree of crazyness could identify. And I’m truly ashamed to reveal that I decided to reward at least his stubbornness and perseverance by buying the new game…

His plans for the next couple of years are crazier than ever and I really do expect some fireworks out of this:

Press Release Announcement

THIS is the seamless sci-fi MMO you’ve been waiting for. But if you’d rather kill rats, dance like an uncompromising dufus in a bar, well then, have fun with that.

Universal Combat Online (UCO) is our massively multi player online game. Based on a vastly improved version of the Universal Combat – A World Apart engines, it contains a plethora of new advanced technologies and content to make it the ultimate futuristic battleground with our pioneered vast seamless space and planetary worlds.

Engage in space or planetary battles with hundreds of other players across a vast persistent game world with several galaxies hosted on linked server clusters. Fly an agile fighter or lumbering capital ship; run around in first person with various weapons of mass destruction; helm a submarine undetected up an enemy invested sea or drive at break neck speeds into battle at the wheel of dozens of vehicles. The choice is yours. Its your game. How will you play it?

True skill based gameplay, zero grind. Whether you are a skilled commander of a behemoth space carrier roaming the space ways or a newbie Elite Force Marine defending your planetary base; your own personal skills determine your survival.

Advanced grouping features allow various types of team based gameplay; whether it be fleets or guilds. Built in support for voice chat (internal as well as external apps such as TeamSpeak, Ventrilo) as well as an advanced chat interface.

Build, control and defend space or planetary cities and bases. Become a trader for profit or control the flow of contraband weapons in a combat invested planet or space way. The choice is yours. Who do you want to be today?

Full PvP engagements with NO sissified rules.

Good luck with that :) At least he knows how to pitch his things. If all goes as expected we will see this only by 2010 and it WILL be a huge clusterfuck. But at least it will be an awesome one. I only wish he could take back the old Battlecruiser brand. “Universal Combat” still sounds too much like a lame b-movie instead of a niche, hardcore title. Humor and Derek Smart don’t go along well, what is so fun about him is that he always sounds so damn serious, so he is fun in a sort of spontaneous way.

It’s also nice to see him babysitting his players. Jokes aside, it shows how he is passsionate about his games.

EDIT-
I just found a biased article about some sort of conference with Derek Smart to present his last game (I think).

It’s interesting because he comments one of the last topics that have been discussed around here (fear change):

For Derek Smart has never made a game that he thought his fans would like, he has made games that he would like to play. He confesses, “If you listen to every angry fan or every negative review, you would just eventually get fed up and give up. But, if you try to improve on where you went wrong and continue to make the best game possible, you will gain a faithful fan following.”

Derek also talked on the death of a franchise. He advises that the reason many franchises fall along the waysides is that they try to fix upon what made the series work in the first place.

EDIT-2
It’s also so fun reading his “open letters” to the magazines reviewing and systematically digging his games :) There’s one for each version of PC Gamer (here and here).

The comedy value is incomparable:

Unless you took a wrong turn at Albuquerque on your way to the water cooler and ended up at the ass end of Alpha Cygni when you were clearly *told* to go to Tau Ceti, how could you miss the action?

If not by the game, I’m amused by Derek Smart :)

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Until the end of the world

What would you do if this is the last day before the world’s end?

Tomorrow the discussed radical changes to SWG go live. Some classes will be wiped while others transformed. For sure it will be one of the most traumatic days after the announce itself. On the Q23 thread there’s a post describing the last day in SWG as we know it, like a parody :)

—
Kahar The Mad

Well tomorrow is the big day here in SWG land. I have logged onto both the test servers and the main servers..Just to see…here is what I found….

– On the test servers –

Jedi are slowly realizing they just got screwed by a telephone pole. The jar of vaseline they handed to the jedi is basically ‘a new lightsaber’ wooohoo…

Jedi have populated to the point where it looks like a cockroach infestation at a Tiajuana hotel. You turn the light on over CNET and about 300 of them scatter on instinct and there are usually 4 actual alternate classes sitting there.

Bounty Hunters have been seen sitting together for warmth. Most of them are looking at the weapons they have bought and can’t figure out what the hell to do with them. Most are overheard saying “what do you wanna do?”
“I dont know what do you wanna do”
“Lets do a NPC Bounty”
“Sure”
At This point they stand walk 100 feet away grab the misison and turn and shoot the guy standing 100 feet away from the terminal.
They then sit down again and repeat the cycle.

Crafting classes are still confused as to what exactly they are supposed to be making.

– On live Servers –

Creature Handlers are staging a protest. I think alot of them are actually putting a physical price on the devs heads. However alot of them have rallied and are selling CL10 Pets at about 2.5 to 10 million per.

Bioengineers are sitting in front of thier manafacturing stations staring in disbelief.
Most have take on the Rainman personae. And have dubbed Black Tuesday as “Heavens Gate” Im not sure what this means but I have heard purchases of Koolaid, and jello pudding have gone up.

Sales on merchants, look like Big Lots, in a agressive take over has placed their spokeman Jerry Van Dyke in charge of marking the prices.

Bounty Hunters have declared this day Jedi Love day. This is where the Jedi, All levels and abilities are hunted. Bounties are flying off the Terminals faster then cards in a rolodex in the middle of Katrina.

Jedi in game are being hunter in the last few hours like Sam Neil in jurassic Park. Jedi are trying desperately to Grind out thast bit of xp they can. While the Full Template Jedi keep screaming “Dont go into the long grasses” as another Bounty Hunter takes out the padawan with a round from his carbine.

Smugglers are pushing Drugs on the newbs at a alarming rate. Most of the newbies in game are walking around in a permanent purple haze and a few can be seen begging more from the smugglers.

Dancers, and musicains are huddled together against the coming night crying each other to sleep as if a guard is gonna come inside the cantina soon and drag one of them away for an execution.

Carbineers are found screaming at the top of there lungs “No Brady Bill”

Riflemen and Rangers are trenched in with supplies of food, bandaids and annuals of Deer Hunter Weeklys.

Pistoleers are screaming “They will take my gun when they pry it from my dead hand!! Or when the server comes down!!!”

Terras Kasi are prancing around singing “I get to be a Jedi”

Pikemen and Fencers…See Terras Kasi

Politicians and Mayors of towns are see in the streets screaming “There is no need to be alarmed!!! Citizens!! All will be fine!!! Trust the Government!!!”

Other than that… Things are business as usual.

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So I dream

This is something I definitely wasn’t planning. Just a derailed thread on Q23 that I resurrected only because I was curious about one of the board members getting involved with the game I manipulated to trigger my own reasonings. So here more reasonings. I was accused about not being coherent and then defended because what I wrote was a few months old. Come on. The basis of my ideas are *years* old now. with the time I delve deeper, expand and learn new things. But I’m coherent and not an hypocrite. You can say my ideas suck and that what I think is retared, but you cannot say that I contradict myself and there isn’t anything consistent behind what I babble about. The ideals I chase are strong, very strong and consolidated. They definitely aren’t volatile trends. I even think I’m awfully redundant most of the times.

(“the graphic is the game” reference is here)

Unrelated observation: there’s an increasing interest everywhere about games appealing to women (the last reference I read is from Raph). The believable commonplace (I simplify here) is that women seem to love in particular three parts: the social aspects, the character customization and personalization and kick-ass PvP. Have you noticed how these last two are merely subsets of the first? PvP is Socializer, not Killer. And women love to kick asses. In particular they love to find out and demonstrate they can.

The two, awesome screenshots that triggered everything can be found here.

These ideas are bland a superficial but they also distill the essential so that I remember from where I’m coming. The ideal. The actual valid “pitch” of those ideas.

—

Andrew Mayer:
Amazing. After all the scoldings you’ve given over the last year or so you’re seduced by a couple of pretty screenshots.

And what other parts of the gameplay are you referring to? Do you see the irony in the fact that in that very sentence you manage to totally avoid any specific details on the “other parts” but clearly define what you mean by combat wth specific examples?

I give no scolding, in fact I’m not between those ranting loosely about the lack of innovation and I believe more in the evolution. I also dislike commonplaces and I wrote in other occasions that I believe that “the graphic is the game”. Like if we could go to see a movie and say that the image isn’t important, only the story is.

My old comments about the screenshots were the result of my own awe and my own impressions that those screenshots simply suggested me. It’s just what I “saw” into them, not what the actual game will be. It doesn’t mean that the game will be like I imagined it by looking at the screenshots, in fact they have nothing to share. I just put them out of context to illustrate my own idea, even if that idea is completely ignored in the actual game.

That said, those two screenshots illustrate perfectly the two most important aspects I would like to see in a mmorpg: 1- The “virtual world” scope, not just limited to combat (first screenshot) 2- The large scale PvP and conquest system (second screenshots)

Now look at the first. There are farmers, animals (and not xp bags), caravans, big and small boats, a lighthouse and a general natural, countryside quiet mood, with warm colors which, already in the screenshot, look absolutely stunning and immersive. That first screenshot has a strong charming impact, imho. I started to think about that.

That’s what I see and all the rest is triggered from those stimuli. What if we start to design a (even graphically) believable, recognizable world opposed to one built as a set of squared boxes labelled as “level 1-5”, “level 5-10” that you have to follow linearly, without any pretense of cohesion and self-consistence. What if those animals, the farms, the caravans, the lighthouse and the boats all had even a gameplay relevance instead of just sit there as “pretty scenery”. What if a player could own that farms, sail those boats, lead along those caravans and build a believable commerce system between the countries that just doesn’t teleports all the items from “x” to “y” or regulated through an artificial UI named “Auction House”. What if all those abstract and alienating intrusion of game systems could go away to put again the actual players at the *center* and as focus of the game world, instead of just gliding on a fixed, rendered background. What if we could drop all these buttons, quickbars, health bars, text messages and generally clunky and counterintutive, heavy interfaces that are just a huge limit of accessibility for most of the players and an intrusive curtain between you and the actual game world that you can *see*. What if these games could finally emancipate from their MUDs heritage and leave behind that type of cumbersome geekdom to move toward a more natural, believable and even visceral (guess why sex and violence and even the tactile world of Katamari Damacy are successful nowadays?) type of gameplay that is directly fun and accessible for everyone. Because it draws hands down from our real experience and the most natural feelings?

All that is just a start. Because all the rest follows, like a chain. Once you trigger a line of thoughts and dream about a potential, all the rest will follow naturally. You are chasing an idea that links together all these parts. An idea that can be started just by one screenshot to then move on its own. When I think about mmorpgs in general, that’s what I see.

Then there’s the second screenshot. The ideas above, for me, melt with this second part. Because in that type of world I described I want also the conflict and the conquest. The PvP is the most fun, social and satisfying repetable content possible. It just needs better environments where the players are, once again, the focus. Where they OWN the world and not just move around in one ruled by NPCs.

In that second screenshot I see once again the luscious scenery, a town with various buildings, defensive walls, watchtowers and an army moving to war. There seem to be archers, soldiers and huge dinosaurs used like huge war machines to siege the town. The awe here comes from the *scale* of things and the idea of a conquest. Two elements that are severely lacking in the games of today where the focus is always the single player and where the scale never changes. That scenery suggests “breadth”. It suggests a battle that will start shortly after that may remind what we saw in the Peter Jackson movies (which also strongly exploited z-axis movement of the camera to underline the sense of scale and dizziness).

We are excited when we buy a mount in WoW. What if you could drive one of those huge dinosaurs? What if you could charge and pound against those defensive walls and breach them? What if you could sweep the place with the tail and tear both men and buildings with the jaws (and here we would need a true physics engine and not intangible character models)? And what if all these actions were possible with more natural controls instead of a bunch of quickbars cluttering the screen with fancy, retarded effects like DOTs, mezz, stuns, buffs, debuffs and other totally absurd abstractions?

Think to a truly epic battle and conquest suggested in the second screenshot, with smooth, fluid and intuitive controls and visceral combat like in “God of War” and all within a cohesive, believable and consistent virtual world with an unmatched breadth as suggested in the first screenshot.

That’s what I “see” :)

DAoC and slash commands: too deeply in love

Mythic has always had this deep love for counterintuitive /slash commands that you have to dig into lenghty patch notes and then learn. If there’s something absolutely archetypical of the accessibility problems of these games it’s about /slash commands. Direct and cumbersome heritage of the MUDs, the dawn of the mmorpgs. Sometimes I wonder if aren’t these to really define the separation between the second and the third generation of mmorpgs. Have you ever had to use slash commands in WoW to complete a quest? Obviously not. The basic design of the game begins there. In DAoC, instead you’ll have to /dig, /search and /use, for example. And for the last of these you have to exit combat, open the inventory, target the item, right click on it, type /use and press enter.

We aren’t talking about “sticking to what we love” here. The unbelievably clunky, counterintuitive process to trigger an effect on the artifacts was introduced with ToA, not even at the game release when they were in serious crunch time and couldn’t spend time to polish minor details (the controls are a minor detail?). This is brand new design. And for this reason absolutely unacceptable.

I’ve already wrote about this. If you cannot go back and redo the controls/UI for the multitude of commands the game already has, at least do it right for THE NEW ONES that are being introduced from now on. We are back at discussing “bad habits”. This is a terrible one that should be eradicated. So lets take again the test:

“When a new patch is ready to be released publicly, one of the devs should browse through each fix and new feature to see if it passes a simple test. If the test is passed the fix can be approved and published, if the check isn’t passed the new feature/fix must go back in development and adjusted accordingly.

The test is simple: a player should always be able to understand a change or use a new feature without reading the patch notes.”

Now lets see how the test goes with the very last patch notes (not official but confirmed):

– Added a new /xpoff command. This allows players to stop receiving experience points if they choose (primarily for use in the battlegrounds). This feature can be turned off by using /xpoff again. Players will be reminded that they have this feature on each time they enter the game, but not every time they would have gained experience points. Note that experience messages will not print when the player has experience turned off.

– Added a new /rpoff command. This allows players to stop receiving realm points if they choose (primarily for use in the battlegrounds). This feature can be turned off by using /rpoff again. Players will be reminded that they have this feature on each time they enter the game, but not every time they would have gained realm points. Note that realm point messages will not print when the player has realm points turned off.

Test: FAILED.

Of course these patch notes aren’t even official and not set in stone. If things change I’ll be more than glad to note it. But then I’ve observed how Mythic works for a long time and what I expect is that those command won’t change once the patch will be pushed live. The sky is falling? Obviously not. These are very minor commands to be used only by veterans. By the time you need them you’ll be aware that they exist. I’m not ranting on this specifically, I’m just using this as a blatant example of the awful bad habit that definitely ISN’T a thing of the past as it should. The actual priority should be to redo from zero the controls for those /use and /use2 commands that have to be used in combat and that damage directly the gameplay.

But lets focus on this example, instead. This is a very delimited feature. Why would Mythic implement two commands, one to block XP and another to block Realm Points? Because some players enjoy to play in the BattleGrounds. These BGs are accessible only at certain levels and are also capped by RPs. If you “go over” you have to move on and cannot keep playing forever in the same BG. So the purpose of the two commands is about giving these players the possibility to “freeze” the progress of their characters and keep enjoying that type of gameplay till they want. Summarizing some more this means that this is essentially a BattleGround feature.

Was it too hard to simply place an NPC right inside the starting keep in each BGs so that all players could go talk to it to block/unblock the two options? This could have erased the burden to discover and learn another two /slash commands. The commands themselves may even remain as they are but the NPCs could have helped new players to be aware of the function without having to dig it. It could have even be justified within the game as some sort of recruiting campaign called by the king to reinforce these zones that are more in need of assistance against the other realms (which also makes sense since the BGs are sometimes deserted). Maybe this could have even been the beginning of a new path that could have brought to new, special rewards (visual recognizability, special armors or banners, new titles, craft orders dispatched by the king for player crafters to be executed – just for some entry-level and conventional examples of what could be possible) only accessible for these special characters that decide to commit to these BGs and not continue on their conventional treadmill. Valorizing something that the players have demonstrated to appreciate (the smaller and more accessible scale of the BGs compared to the actual endgame RvR).

But instead Mythic keeps developing the game at the minimum common denominator. If there’s something to implement, they strictly do the bare skeleton. God forbid something more elaborated.

Again this is just a minor example and just an excuse to bring up an old problem.

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A genius is a genius, hats off

No more computer games for the guy behind that Katamary Damacy masterpiece. And even a few words are a lesson of design:

“In 10 years time, I am not going to be making games any more,” Keita Takahashi told the BBC News website.

“I would like to create a playground for children,” he said. “A normal playground is flat but I want an undulating one, with bumps.”

At first glance, this seems a strange ambition for a game designer. But Mr Takahashi has a degree in sculpture and Katamari is all about a tactile world.

And he believes children should spend more time in the physical world and less time wrapped up in the virtual world of games.

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Lum is a pussy and too scared to admit he agrees with everything I write! (with Colin Powell as guest star)

I was going to just archive the reply I wrote over there as I usually do. But then, on a second read, I gave this passage some more weight and started to think about it:

Developers fear change too. They can be beaten down just as hard; the hammers are just called different names. Message board posts. Emails. Subscription numbers. Publisher pressure. Going home and getting yelled at because your significant other can’t understand why you people just don’t fix X, Y, and Z. After a certain amount of time, inertia kicks in out of self defense. If you don’t change anything, you don’t make any mistakes, after all.

I think I can understand what he is trying to say here. That position is understandable and it’s normal that, given those conditions, the reaction is a defensive one. I wouldn’t blame or accuse anyone. I wouldn’t point my finger. It’s simply legitimate and normal. But still… It isn’t a type of value you can share or build things upon. It’s not something you can expect people agree with. Understand, probably. But not agree with.

The current situation is understandable, but this isn’t a justification on its own. It doesn’t mean that things cannot change. Or that shouldn’t change. It doesn’t mean that nothing can be done to make things better. It doesn’t mean that we have to suffer this (I shouldn’t use “we” here since it’s way too easy to preach without being directly involved, but I wouldn’t know how to phrase it). So I don’t think that this position is defendable. There is no fault in the position itself, but at the same time not enough to make a valid point. The fact that this is what currently happens is the very first reason why we should desire it to change. Work better, offer better products, and not suffocating the potential on our own.

“Shit happens”. So we do nothing and feel jaded or even sage. This isn’t enough of a justification. I’m simplifying, but that’s the tone. It sounds like a type of anxiety-inducing reaction that I actually know rather well. But I’m not so stupid to justify this position as valid. Even if I choose it. I know it’s short-legged. If there’s too much pressure (and I’m sure of this) there’s the need to transform it in a positive drive, or things just won’t work. It’s just frustrating. We need to get educated and educate so things can change. Not work *despite* the negative conditions or the pressure. But transform the situation so that it becomes a positive one. Lead the context instead of suffer it.

But then I write this because Lum brought it up. He says he reads me because he has different opinions. What a liar :) I know perfectly that he agrees with everything I write. He is too intelligent to disagree with me. And I’m a genius. Besides, if he wrote about this it’s because there’s a controversy where he felt involved, somehow. It is evident. He tries to defend a position but it’s obvious that he is siding the other… He wishes he could disagree.

See, it’s like a little kid crying “…my mom spanked me!” Of course he doesn’t want to hear his mum is a bad mum because he loves his mum after all, but at the same time he doesn’t want to keep getting spanked, either.

And this is where Colin Powell arrives (stolen from Eve-Online dev blog):

“If it ain’t broke, don’t fix it” is the slogan of the complacent, the arrogant or the scared. It’s an excuse for inaction. It’s a mindset that assumes (or hopes) that today’s realities will continue tomorrow in a tidy, linear and predictable fashion. Pure fantasy. In this sort of culture, you won’t find people who proactively take steps to solve problems as they emerge.”

Here’s the rest:

—
I’ll just say this.

Why the hell new games are allowed to get marketed over the mistakes of previous ones?

http://www.corpnews.com/forums/viewtopic.php?t=2674

“- The combat itself is much longer than what I experienced in DAOC or SB where fights were over inn 1, 2, 3, gone….spend 30 mins regrouping.

– Each character seems to have a decent amount of surviability so you have time to react

– there is NO /target, /group target, or /sticky command.”

This is a very simple example. The *whole* World of Warcraft was built on top of the mistakes, failures and bad habits of previous games. In general I could safely state that these successful games are more the result of the observation than the rabid creativity. Which is also what drives this whole industry, not just the mmorpgs: reiterations over previous models. Who “gets it” is successful. In the mmorpgs this is even more emphasized because who gets it *first* is successful. So what is fundamental is the aptitude to anticipate trends and possible developments. The market itself requires this availability to evolve and rewards it.

My belief is simply that this is what this genre could do at best considering the “ongoing development” and the nature of “game worlds”. The ideal world and inspiration remain, the implementation can improve and grow, along with the possibilities and the technology. You can express new ideas and open new potential from here. Working on top of what you already built. The game can become richer and you can finally explore those ideas that just weren’t possible till that moment. It’s a journey and you are required to learn from what happens along the way so you can continue on that path.

The point is, the games who decide to fear change are consequently predated by other projects. The competition is going to use your weaknesses and by being conservative you just hand them on a silver plate the opportunity to eat your slice of the pie:

“this game is broken and I’m gonna see you in Dark City of Shadowquest 3: Electric Boogaloo.”

That said, I specifically wrote that I don’t fully support what is going on to SWG (as LoH also writes here above). I like change and I like when a company dares, but this should be the result of reiterations, even radical but never to discard months and years of work to steer the game in a completely different way. As I said the ideal should be about working on top of what you built. Sometimes this means to step back and rebuild something following the new rules you learnt, but it shouldn’t mean that the game should restart in a brand new direction that requires to replan and repackage everything from the ground up every six months. Choices, even here, must be made. Once you choose a path you have to stick to it. To commit to it. This is alse why I often criticized devs jumping from project to project. And, if you notice, SWG had a strong churn rate of developers that obviously affected negatively the game. I want authorship and commitment instead.

I don’t support “change” just for the sake of it, in the same way I do not support fancy ideas with no foundation. What I’d like to see is working actively to deliver what was planned and adjust what you are creating with what you learnt along the way.

Then the final point is even more simple. “Change” is good only when well executed. SWG will get many, many more subscribers and will get revitalized for the years to come if it will deliver on the premises. But this is a risk. It could go well as it could just not work. I’m the first to feel sceptical. Six months down the road we will remember this as a huge success, or as a big, predictable (like we are doing here) failure, or something gone so so. The truth is far from *all* these three possbilities. The truth simply depends on how “change” is executed and not “whether change or not”. I hate this generalization about “change”. If *this* change is well executed the players will finally reward it, if it sucks the game will pay an harsh price. The same would apply if we were talking about a brand new product.

And to really conclude, the very first quality of a designer is about learning. In the same way “learning” is what these games are about. As Raph says: “the best personal qualification is intellectual curiosity and a dedication to self-education”. Learning is about change. If a designer “fears change” he is just done. He hasn’t anymore anything to say.

Maybe a more interesting point could be about how we could educate ourselves to not fear change and use it as a positive motivation instead of a negative, stressful pressure. I know that “we aren’t there yet” in the same way I know that SWG’s changes “aren’t there yet”. In fact most of what I saw sucks and is the result of awful compromises. The point is to move in a direction when you decided that the direction is worth the effort.

I want these games to be vital and not just drown in stagnation to finally get predated by better products. I know “we aren’t there yet” but I also know that this is the right direction where to go. And enjoy the ride.

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Eve-Online – Dev blogs

Eve-I, the major news and information site about Eve-Online, died at the beginning of September for a rumored server move but it’s still not back and it seems it won’t be anytime soon.

I used it mostly to read the dev blogs which are rather interesting but posted on a hidden section of the official website that you can access only if you are an active subscriber (which I’m not, currently). So I started to search for another fansite with the backups of those blogs, but without much luck. Till I found what I needed in the most obvious place: their feeds page.

I was trying to build a group on this site but it seems that it isn’t able to digest the feeds, so I moved the thing here. The archives are lost and volatile but at least I can read what’s new. In particular a detailed post about their server infrastructure and lag problems (dated 3 November).

Interesting stuff.

The fault doesn’t lie with the SQL software or hardware, it lies in our server software. I’m sure you’re all used to people blaming the SQL but usually it’s our own stuff which kills it the most :D

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Yet another general view on the NGE

I was reading an italian forum about the latest changes in SWG, mostly because it’s a type of community usually less conditioned, and I found a considerable number of “I quit!” posts. I consider these more important and I say that they are less conditioned because it’s unlikely that someone working on the game reads their opinions. There’s nothing to demonstrate, noone to convince. Still, the tone of the comments is the same I can find on the usual boards. Most of them are definitely pissed off, almost enraged. I tend to believe this because they really write only to confrontate with each other and vent their honest disappointment. So I tried to delve a bit deeper on the reasons, trying to put a line between the emotive reactions and the actual valid points.

Now this doesn’t pretend to be a deep analysis of this phenomenon. It’s just a vaporous glance to some of the reactions just out of the curiosity. It would require too much time to do this better. In general what I notice, more than the critiques to the gameplay or the changes to the classes, is the rage against SOE. The players are really pissed off, they feel cheated. This comes before everything else, even before the game itself, and it depends on a number of reasons, some of which I already commented. This radical change is happening all at the sudden and way too quickly. The previous Combat Upgrade was already traumatic but it was carried along, the players were part of its progress, they saw it coming, they saw it pushed back to after the release of JtL. So, good or not (and I’m between those who didn’t like it at all), the players were aware and part of what was happening. They had time to “digest” it. Now the situation is completely different and I wouldn’t be surprised if this was an experiment also about the community. Like a social test to see how the masses react to the most traumatic thing possible. Instead of endless announces and delays, long test periods and rebalances, everything is pushed out without notice and without giving the players enough time to even understand what is going on. But maybe I’m seeing too much into this and the reasons are not so elaborate as I think…

Jeff Freeman hints that the team is under hard crunch. I’m sure noone would feel surprised but, well, *I am*. Why the hell you would have the need to rush out something huge and so absolutely fundamental like this new transition? It doesn’t make ANY SENSE. This is probably the most delicate moment ever for the game at the exclusion of launch. And they are rushing out, they are on a hard crunch and they announced the whole thing when it was already all decided and with just a two-weeks notice. No communication, no significant explanations. Just a fact: “All your base are belong to us”.

I could go on forever wondering about the reasons behind all this inconceivable absurdity but, again, I wouldn’t be surprised if the real one would be really simple and linear:

This year, the release of Episode III has fueled significant growth for the title and indeed it’s the release of the final Star Wars that has prompted the timing on these changes. “It’s great to have a movie like Episode III that gets people excited. We tried to time these changes with the release of the DVD,” says Smedley. “There will also be a big marketing push that follows as well.

Have you noticed this? Have you noticed how extemporary is it? Without the usual months of preorders? I think that what is going on could be only the result of a marketing manoeuvre. From various posts on the boards we know that the “proof of concept” about the new twitch combat has been worked since forever. Basically since the players themselves started to claim a merge between Planetside and SWG after the obvious failure in the practice of the concepts of the HAM system. But then from Jeff we know that the steering point that concluded into the announce of the NGE goes back to just “a few” months ago. Maybe I’m too naive but I believe that the whole “the changes were deliberately released after the cash-cow of the new expansion had been milked” (this one “fished” from a comment) may not be so deliberate and preplanned. Maybe it’s all the consequence of a number of coincidences and different teams working on different parts of the game as autonomous units (which is already a glaring issue). Maybe the devs tried to push for the idea for a long time, working on two or more fronts. The live game, the Combat Upgrade, the new expansion all while the proof of concept of the twitch crazy idea was being developed. And then they all did a huge effort trying to “pitch” this idea to the “Managment” and this took more and more time. Till the point where the Mangment saw this “Planetary Alignment” between the problematic status of the game (and its not so stellar performance), the crazy idea that the devs were trying to pitch and the release of the DVD version of the very last episode of the series. The game, at this point, was probably in stagnation and without many other hopes since no new movies are expected to give another external sale-boost. The release of the DVD was probably seen as a last occasion to readily pick up or just leave behind. I’m sure that it’s at this point that the managment went “Hoooooooooph” and finally said, “What the hell. Let’s just do it.”

Something I’ve learnt is that the reality is the result of awful compromises. But or you accept them, or you do nothing. This is one. As I commented elsewhere what matters from now onward is solely the quality of the changes. And this remains a risk because the quality doesn’t come with guarantees. It is never safe. This while the whole discussion was derailed through various fancy transitions to “whether change or not”. Which is a moot point. Empty, redundant. These are the discussions that risk to trigger polemics that do not go anywhere.

I’ve already derailed enough but my point was to isolate the very first problem perceived by the players, the fact that they feel cheated, and figure out the reasons. Because I’m still naive and I always think that there are always some justifications, somewhere. And so I try to convince myself that all that is going on isn’t driven by an evil mind but just the result of a bunch of coincidences and compromises that, while do not fit with our ideals, are still necessary for the reality. And someone, at some point, has to choose. And I don’t think that choosing with some courage is to blame. *Even* if the result won’t be satisfying.

The players feel cheated and I totally understand and justify them. SOE recently launched an expansion that not only will be half broken and unbalanced as the NGE will be pushed live in just a few days, but that was also marketed to hand out rewards like the special necklace and the exclusive pets for the Creature Handler that are being removed just a few weeks after they were introduced (and bought). SOE deliberately (in this case) decided to not say anything about what would have happened just a few days later. The same for all those players that were able to endure the grind to become a Jedi and unblock the second character slot. The same slot will be now open for every player and in the same way everyone will be able to start as Jedi. The JtL expansion is now free. Some classes were grounded, others were stripped out of their identity and others were simply erased. The combat mechnics changed genre.

OF COURSE the players feel pissed off. No surprise here. They got ganked.

But again this is part of the risk that SOE decided to take. I wrote down some of the reasons why I think these compromises have been so particularly awful and what is left is simply a daring choice. What matters is now about how the game will move from this point. The current designers have inherited an overambitious mmorpg and the “fathers’ guilt”. Some things were broken, some others not. Choices have been made and the designers decided to accompany the conversion of the combat with a replan and consolidation of the classes that could trigger an endless discussion alone. It’s not really easy to discern some decent patterns to organize all that is going on to figure out the actual real, unbiased status of the game and potential development from now on. One thing is sure, though, the current players are sick to play a game still in beta that keeps shapeshifting. And from now on you can be sure enough that they will remain unreasonable and won’t provide unbiased and reliable feedback on the status of the game.

This is why I tried to start digging (only very superficially) to find some patterns. I think I’ve already covered how the players feel, the reasons why they feel so and the whole problem about the communication, timing and execution of these changes. So what about the actual game on its own? This is a short, uncomplete and superficial list:

  • Many players are worried about the increasing dependence of the game on ping and framerate which could become an insurmountable barrier, in particular in a game that wasn’t planned accordingly.
  • Quickbar combat+First Person Shooter style = clunky and lame. Very lame. The controls are felt problematic and using many types of attacks and effects through hotkeys is appropriate for an RPG style of combat instead of a FPS. The current mix is frustrating and alienating many players.
  • Inconsistences in the combat mechanics, too much abstraction. Ex. In the tutorial the players is instructed to hide behind some boxes while the laser beams of the stormtroopers go right through them. Lack of appropriate AI and mechanics.
  • Doubts about the scaling possibilities of the FPS combat at the higher levels (both PvP and PvE). FPS combat + levels = problematic. (Tess has a comment about Diablo, though. Which was also referenced by SOE more than the FPS combat)
  • The combat is faster but still not wrapped up around the new style and polished. All the characters and NPCs move awkwardly, the animations are mostly broken or not consistent and targeting becomes frustrating under these conditions. Forcing the players to just fire approximately with the autoattack for the best result.
  • The freedom and flexibility in how the profession system worked, while maybe mostly only apparent (due to standarized templates and such), was a major feature of the game that is going to be completely discarded.
  • Complete lack of customization within the same class.
  • Crafters roles at risk due to the complete removal of item decay and customization/personalization.
  • Direct unbalance between the classes: it is expected that most players will now become jedis to fill a world of jedis. Which kills both an healthy diversification (the “world” aspect as the unique trait of this game) and the entire perceived setting.
  • Heavy bias in the classes and general outlook toward the rebels. No distinction between typologies of classes (again “rebels vs imperials”). Even the tutorial is rebel-biased. If Smed is expecting to make PvP viable in this game and focus again on the Galactic Civil War, this seems a glaring overlook that will seriously undermine the future of the game and its possibilities.
  • Many problems still in the perception of the classes. Some of them have been stripped of their identity and main role (instead of consolidating and adding versatility). Ex. Bounty Hunters not being able to hunt players anymore, Jedis losing some key features, Smugglers not smuggling (slicing and production of spices being cut), Officiers not being able to lead groups (removal of “rally point”) and more.
  • Inconsistence and excessive simplification (and abstraction) of the level-based system. Ex. Using a pistol will “level” even your skill with a sword.
  • The specific, independent quests for each class are shaping the game as a single player, minimizing the strong social aspect that was both a strength and weakness of this game.
  • The quest rewards that the new characters acquire along the way and that seem to have an important role, aren’t accessible to respecced ones.
  • The UI is really ugly and looks more like a gross proof of concept that something finalized. (apologies to the artist/designer but I’m being honest. Some players have referenced Pit Fighter)

These are some of the points I’ve isolated even if I’m sure I missed many more. Each of these would require a deeper analysis on its own which would go beyond the scope of what I’m doing here. This was an attempt to narrow what isn’t working and what is probably more problematic but still urgent to solve. If SOE decided to go radical they definitely cannot stop now and must remain committed to go through each of those points and provide effective solutions. If they stop here they’ll just produce another half-assed system that will need another major redesign in less than a year. It already happened and noone needs more of these predictable fuckups. And the consequent negative admission that “change is bad”.

To conclude I just wonder what would have happened if SOE already ebayzed all its games as it will eventually happen. Maybe you remember someone menacing the “creative corner”. Some players speak already of fraud. What could have happened if the players had actually directly paid for those characters, skills and items that are now being scrapped or emptied of their main value? I believe this question is threatening enough without further comments…

P.S.
A direct fix I would suggest:
I don’t care if this breaks the current balance. This MUST be in and the rest of the game tweaked accordingly. If a player is engaged in melee he shouldn’t be able to use his ranged weapon. The very first thing the opponent would do is to block the weapon. Receiving laser bolts in your eyes for two minutes straight isn’t conceivable. So give every character defensive melee skills and knockback attacks, but ranged combat should remain ranged. The melee combat should be fleshed out as an independent system with its own “twitch” type of gameplay (give a look that what Bethesda is trying to do with Oblivion for decent twitch-y melee combat). Or removed entirely.

And for the comedy value give a look to this thread (and notice the date). This one also.

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Reality check

This is one standard comment on FoH’s boards. Nothing too deep and elaborate but there’s some truth in it.

Dyscord:
Sounds like what I was afraid of. They implemented a interface and combat set like a FPS. The problem is this FPS is Wolfenstein 3D instead of Half-Life 2. Actually, I’m sorry, Wolfenstein had an enemy AI at least and it didn’t take 5 minutes to kill a nazi soldier. The SWG world isn’t made for this psedo FPS combat. Even the most uncreative FPS have shit everywhere to hide behind, etc. SWG is barren, really barren. Hell, the engine sucks so much shit you couldn’t display that much junk anyway. Its a good start of a good system jammed into the worst possible game.

It’s a god damn shame. It sounds like they have the beginings of something interesting. But thats just it. THE BEGINING. Not THE WE’RE PATCHING IT LIVE THE 15TH! If they were to work from this base and leave it in development for another year and a half to make a new game, maybe they’d actually have made something fun.

I don’t even think adding chaingun wielding robotic Hitler would help.

It brings up some of my scepticism about the implementation. To not even consider the basic, fundamental problems like the netcode and the engine and all the mechanics that would need to be completely rewritten (PvE AI? Environments? PvP?).

It’s like being a child and trying to push a square form piece into the triangle-shaped hole.

I wouldn’t be surprised if in a week SOE discards the project as a bad (or too good) dream.

(Some more harsh feedback and summary here. Again about the -lack- of jumping, inappropriate NPC AI, ugly UI, animations and much more.)

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