What I’d do if I was Bioware

Nothing about mmorpgs, I just wanted to dream about something that I know will never happen. You’ll have to let me wish impossible things.

Put together a small/medium sized team, but with all the key roles covered (artists, programmers, writers, designers etc..), take the 2D Infinity Engine and give it another round of polish, make sure it is up to date and compatible with the latest hardware, add support for a couple of new features and nifty effects, then take the whole pack (the original Baldur’s Gate + expansion and BG2 + expansion) and work to streamline and unify it into a single, seamless game, add to the mix David Gaider’s Ascension (here), Tactics Mod and Baldurdash fixes (odd coincidence: Kevin Dorner seems still alive and updated his site just yesterday after a LONG time with the release of the “unofficial” Oblivion patch), add an handful of new monsters, revise and enhance all AI scripts, polish the whole content throughout the two games and expansions, making sure the flow is good, add some new rooms and locations here and there, some new dialogues, fun bits, some spice, a few new items, and a brand new charismatic NPC with related side-stories and content, to fit with the whole storyline, from BG1 to the very end.

Then let this team work full time on this project for about a year, a year and half and then repackage the whole thing as a remastered edition to be sold for $30-$40.

I wonder if it would be possible even if they wanted to, since the rights of those games may be spread between Interplay, Bioware, Black Isle, Atari and WoTC. I guess it isn’t so simple as I imagine.

And yeah, I know that various mod teams have already tried to hack something like this together in a playable state, but it just cannot be compared with something done by a professional team working full time on it.

The point here is that I bet it would be a HUGE commercial success with a very good cost/profit ratio. It could be a very interesting experiment and I truly believe that it would outplay most of recently released games.

Note: While digging the recent developments of the mod community I found out that there has been a significant progress. It looks like what I pictured is now possible and is supposed to work well enough. Project’s name is Baldur’s Gate Trilogy or BGT in short (forum here). Since BGT is now WeiDU-based I guess it can be easily integrated with Ascension. There’s also another named BP+BGT which not only unifies the two BG and expansions, but also incorporates all the major community mods that were completed along these years. The installation process is looking crazier that the “Falcon 4 dance” and I suppose you cannot expect the same quality of Bioware in the art assets and content, but it’s still quite amazing what these communities have accomplished.

Again, game companies should take notes.

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Trapped in a cubicle with transparent walls

More things to say. In the previous post I underlined the other perspective. The fact that a “dialogue” can be a necessity of the developer with a priority over a need of the community.

Another important assumption is that the dialogue is collaborative, two-ways. For example in this case Lum wrote something, but it’s *me* who started a dialogue and it’s Lum that will kill it by not replying (a reasonable assumption).

You know? I really do HATE these latest trends with the “blogs”. It’s not a case that I’m still quite active in the forums. I dread a scenario where everyone has a place where to write and is entitled his own opinions. Everyone with his own ideas and beliefs, his protected, secluded space. Blogging is a danger.

Where the fuck is the dialogue if there is no real confrontation? If there isn’t a conflict, an exchange of opinions, a challenge? Where is the synthesis? The dialectic?

It’s like if we have all these blogs, but we all ignore each other. Like if we live trapped, each in his own cubicle with transparent walls, but you cannot move to reach out and actually have a confrontation. Everything passive, convoluted and, in the end, absolutely useless, meaningless.

This past week I’ve seen an amusing Argentinean movie hypothesizing a society where people don’t cook anymore. They simply order food from “Tiffany’s”. The food will arrive in record time, delivered directly to your home, still hot. They don’t make food, they fulfill your dreams. They can prepare every kind of food you can imagine, the exact way you desire it. In this kind of society noone eats together anymore. Every single person has his own particualr favourite food that is different from everyone else. In this society there aren’t anymore any kind of relationships because everyone is on his own, with his own personal desires, promptly delivered and fulfilled. No need anymore to deal with others, confrontate, find compromises. To the point that the only normal relationship will be the result of a mistake: two orders are accidentally swapped and the wrong food delivered to the wrong person, which will lead to two people meeting and then rediscover a kind of relationship that didn’t exist anymore (basically they make sex).

That’s pretty much the awful trend I’m noticing. We have all these blogs but it’s like a new way to completely ignore each other. Everyone just has his own personal space. Instead of creating a community or a culture, instead of participating together, we are just sailing toward isolation. We are losing identity, belonging to a group. Building something together.

And you know the trend. We are moving toward a future where each player will be able to create his own, personal mmorpg. What a FRIGHTENING NIGHTMARE!

If we don’t meet together anymore, if we don’t confrontate, if we don’t work together, well… we are going to lose everything.

Everything.

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Too scared to move steps

This is in reply to what Lum wrote about community managment. I couldn’t disagree more.

Picture the guy who’s been plucked from the community of gamers and is LIVING HIS DREAM! He gets to WORK ON GAMES! WOOOH! And MMOS! HOOAH! It’s the big show, and every day… every FREAKING DAY he’s sitting in on a meeting planning out incredibly cool stuff that is going to ROCK YOUR WORLD OFF, and he just has to tell SOMEONE… and then the producer gets to deal with the community seeing yesterday’s brainstormed three bagger as a promise with the weight of Holy Writ.

I just cannot picture a situation in which a significant portion of the players are playing a game because of devs promises. That only works for beta hype, and not so well even in that case.

Players choose their games and get deeply involved in them when they like them. When they are caught in. And when they are caught in, as it happens with every activity you dedicate to, they develop their own ideas, perception and expertise. The dialogue here can be good for a very simple reason: it could lead to a better game.

It’s the “better game” that the players judge and react to, in the end. Nothing else. If one of the devs goes to explain and discuss an idea in detail this just means that he is analyzing a potential, opening a confrontation, a research. It just means that he considers that idea potentially interesting for the game and he is examining all the different faces it presents.

It can be then implemented or not. In stages or all at once. It’s mostly a matter of prioritizing what needs to go in sooner than later. Have a good grasp of the overall structure, define a good long term plan and “vision” for the game.

All these things are possible and useful again for a precise goal: make the game a better game.

And at the end the players will decide to play if the game is good enough. And not because of devs promises.

If they rant, let them rant. The problem isn’t about keeping them quiet. The problem is about interpreting what they are saying. And search a dialogue in the measure you find it useful. It’s a need that should come spontaneously and not imposed. What is important is to remove the self-censorship, the discouragement. Which is what Lum actively promotes, instead.

It has been my whole point for all these years: there’s nothing to be scared about. No reason for damage-control. What matters in the end is the game. The dialogue is useful only in the case where the necessity of it comes directly from the developer.

From a pragmatic point of view: NEVER force the developers to talk with players. But instead let them absolutely free to establish the kind of relationship they find more useful. Without any form of self-censorship, control, inhibition or whatever. There isn’t really anything to worry about, if not the potential loss of one of the most useful resources that a mmorpg has: the community.

Is this too naive? Or maybe just free of unfounded fears.

A note: CCP is *contantly* promising and failing to deliver. This becomes a delusion for a lot of players, me included. But it doesn’t change the fact that they are keeping pushing the game, set interesting goals, trying to make the game a better game. And people are there for the ride because they recognize themselves in those objectives. Both in contemporaneity (what the game is today), and future (what the game will be tomorrow). The journey between those two states will be always filled with mistakes and misunderstandings. The points is about deciding whether the community can hinder or help that process.

Another example: the Honor system in WoW was firstly implemented around April of the last year (If I remember correctly). I, along with others, started to rant heavily against it in January, when the first details were disclosed. More than one year later Blizzard recognizes that the system didn’t work as they expected. There was no dialogue to be had.

Maybe even with a dialogue the Honor system would have been implemented exactly as it is now, maybe the dialogue could have lead to a better acknowledgement and a better solution. At the end the dialogue or lack of it wouldn’t have created a greater discontent or a dissatisfaction. The game did.

While the endless efforts from the community managers to justify the system, doing damage-control, trying to convince how the system was going to be open to casual players just because casuals are the majority and so on. All superfluous for a very simple reason: it was a fake dialogue with a puppet.

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Young and naive

It is really surprising how FoH’s fans had their mind warped after playing so much EverQuest. It’s like brainwashing. They can just rinse, repeat and desire what they’ve been taught, without any hope to recover.

There’s a real masochistic nature, here. From a comment I spotted:

UO had no level system, and very little progression in their skill system. There was thus little barrier to consuming content, making UO a short term game.

Levels (or a good substitute) add a great deal to any game. The key points being the limiting of consumption of content and the game world as a dynamic place through the change of the player.

I mean, for some experienced players who actually understand game mechanics these claims are rather ridiculous and shouldn’t even deserve to be discussed since they are so obviously wrong. But what amazes me (and the reason why I’m writing about this) is the way a game “shaped the perceptions”. EverQuest somewhat damaged the mmorpg space, pretty much as Diablo was able to kill a true “RPG spirit”.

This kind of process is both negative and positive, I think. It can be positive because I see a demonstration of the fact that the players are like “believers without beliefs”. Waiting to be seduced. A good game doesn’t really build on top of previous values, instead it creates them from the void. Those values weren’t there before, but then they exist and they become tangible for so many players. It’s an active power of influence.

About that quote here above, what about publishing books written so small that you get an headache after a couple of pages? This, obviously, in the interest of the writer, the publisher and the reader. Let’s make thing harder just for the sake of it. It’s really a completely warped perception of value and worth. And it’s obviously masochistic from every point of view.

You could argue that the process is positive because it leads to a stronger community (harsh environment, social ties needed) but then it’s kind of obvious that you do not encourage community-building through barriers or processes of selection. While it can work better if you remove those barriers and go for processes of inclusion. Instead of actively going against them.

The point is quite simple. There just isn’t any concrete relationship between a satisfying “progression” and barriers between players and content. That was just a blunt system that stupidified the progression in a simplistic, elementary scheme that was just the bare minimum of an idea that was supposed to develop and evolve from there. It’s like taking the “progression” term and apply it literally, losing completely the idea of what it really meant.

Then it is obvious why EverQuest is considered a game for obsessive-compulsive players. It’s like being a “marine”, you are taught all you need to know and do. From there onward you are supposed to shutdown your brain and just execute instrutions. It’s the obliteration of the “roleplay”, or better: the free will. EverQuest is like the industrial age. People are taught to be cogs and be functional to the system. Do not take initiative, no questions, no doubts, no consciousness. Just an hypnotic repetition that slowly brainwashes you till your mind is shaped to understand and be functional only to those elementary structures.

Where’s the “progress” in this? Where’s the progress in the absolute repetition? In the total absence of the new?

Isn’t “progress” all about creating new dynamics? And where are the new dynamics if the world is so precisely defined and structured that nothing within it can change. Where is the progress if nothing can be learnt or discovered? What a wicked idea of progress is this if it doesn’t include any kind of choice?

This is what amazes me. Not that a game like EverQuest imposed a model that could have been perfectioned, but that it convinced the players to believe in values that are the EXACT OPPOSITE of the truth. A “negative” of the real world. And this is again why I find this process wrong and good at the same time. Wrong because it’s teaching people wrong things and having a strong, negative influence that seem to contaminate and spread more and more, uncontrollably. Good because it’s a demonstration that NOTHING is set and you can easily overthrow this stupid, wicked system if you only try.

It’s an open door. A game can easily build its system of values and shouldn’t worry at all about offering something that the players aren’t used to. Because those values and beliefs are volatile. It’s a kind of space where the strongest founding rule can be blown away in a second. Insects with an inch-sized perspective. I believe that players are ready for “something new”. Just because the traditions we can see and analyze now are so weak and temporary. There’s really little of what we see now that is solid enough to be able to resist for years.

And that’s again the point. What is missing in the mmorpg space is an “opportunity”. The opportunity to try something new that is based on more solid principles and that can work better. The “audience” is irrelevant because right now the public is used to a system so broken that just exists and is strong because… there are no worthwhile alternatives. No other perspectives. A narrow sight that is persisting just because noone is standing up to go open the window.

I mean, the games we have today are a demonstration of a complete lack of faith in the intelligence and perception of the people. As if we believe that the players out there really only understand “progression” as a linear, numeric one shaped as a treadmill and that their brains cannot grasp anything slightly more complex or dynamic. Brainless games because we believe that people don’t have a conscience or the possibility to think with their head, the possibility to learn and discover new things, but just execute the commands they’ve been passed and repeat them endlessly.

If you start with that mindset then, obviously, you can just ruin things with your own hands. Nothing good will came out of that.

I cannot believe there’s so much lack of faith. There isn’t really any reason or motivation to create games if we are doomed like that, if a game is just a way to waste some time.

I don’t see all this as “progression”. In fact that’s the absolute absence of it. And one day I’m sure we’ll all laugh at those silly ideas as we do today when thinking to when people believed that it was the sun to move around the earth.

A matter of perspectives. So young and naive we were.

Out for a week

Should be back next Sunday. Bah, had things written half-done…

Memo for next week:
– Comment Mark Jacobs interview on Gamespot (and Sanya on EA fiscal year and DAoC)
– Write critique/precisation about Raph’s design (puzzle-like games, mechanics/metaphor again)
– Join Moorgard and Nerfbat with the discussion on crafting
– Read FFXI census, comment maybe (subs: “over 500,000 players logging in”)

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CoX and Auto Assault subs

SirBruce on Q23 about the subscription numbers of CoX and Auto Assault, related to yesterday’s layoff news:

The rumor reported on f13 is just flat out wrong. An unnamed source close to the games in question has indicated to me that CoH is at about 160K right now, and that AA is over “a little higher” than 10K.

I’m reporting this because it makes sense.

You can see my report for Q1 06. CoX had around 180k by the end of March, it’s just not possible that it lost 40% of the subscribers in a couple of months. Not even with a total revamp gone completely wrong.

About Auto Assault, well, they were just clueless if they were expecting something else.

Plus some infos about Guild Wars that were known:

Guild Wars sold 1.5 million of it’s initial game, and about 500K so far for the expansion. It certainly doesn’t have 2 million active players. Even if everyone buys the expansion, you’re still not going to make anyway NEAR the money would would have with an MMO. I mean, an MMO is basically like selling a .5 – 1.0 boxes per month per subscriber. You just can’t compete with that revenue stream with a non-sub title unless your MMO does really poorly.

Guild Wars was an experiment, and although it’s sold well for a PC game title, it’s not produced anywhere near the MMO levels of revenue NCSoft wanted. The idea was to see if 5-10x as many people would play an almost-MMO as a non-MMO, if there was no monthly fee. Answer: No.

Not really agree with his analysis, though. Guild Wars isn’t a mmorpg that could have gathered millions of paying subscribers and, in fact, I believe that the 1.5 – 2 million boxes sold ARE 4-5x the number of active subscribers it could have brought along (if not less).

Even here it wasn’t smart to expect much more. If they were.

I have tinfoil hats for all! NCSoft next

Lum worries about his friends at Mythic, now lets not start worrying about Lum, please…

While I was writing the Prey review I noticed this comment:

Offtopic, but there are rumors about trouble in NCSoft Austin — layoffs.

I checked the link provided but saw nothing relevant.

Then I start my usual blog tour and I see this on F13:

NC Soft (US) just had a big layoff today:

80% of GM’s
90% of tech support
75% of QA

Numerous other staff, from producers to marketing/pr.

They are blaming the declining subscriber numbers for City of Heroes/COV which has slowly dropped to just over 100k total. Also to blame has been the disaster that is Auto Assault, which has yet to climb over 10k total subscribers since its launch in the third week in April.

Tabula Rasa continues to suck massive amounts of cash, yet still has no release date in sight.

Not good.

I’m sure we’ll hear more about this later. It’s starting to sound less of a rumor.

EDIT: Comment from Alan Dunking on Q23, and official announce here below in the comments:

We can’t really comment on anything regarding this, honestly. I think I can safely say Lum & I are still employed.

I do want to give general advice for any kind of weird anonymous posting on the net:

* Don’t believe everything you read.

and

* It’s never as bad as it sounds (or looks).

— Alan

EDIT2: For a mean chuckle notice Walt’s comment on the Q23 thread:

EA Mythic’s hiring.

From incestuous families only deformed childs.

What about new people?

Btw, I doubt that people in Austin (the Hollywood of mmorpgs) are going to move to Fairfax Virginia to join Mythic.

HIRE ME! I’ll cross the seas like Christopher Columbus and discover the new world!

(J. also commented)

This is the Prey Demo review, spoiler free

Once again, I can sound irritating and say: “I told you so” ;) Prey is fucking awesome.

Except, not so much. In short I believe this is a GREAT game. But at the same time the execution of some parts (and some important ones like “combat”) is lackluster. I took lots of notes while playing the demo, now it won’t be easy to pull all that together. It looks long. On the positive side I think I’m going to exhaust the topic here, in the sense that I’ve already framed everything pretty well and I suspect I won’t have much to add when the final game will be out.

Short version here.

—
I have to admit that I have mixed feelings about the Prey demo released yesterday, I played it for quite a while, then went to sleep arguing with myself and without a definite opinion. After some rest I think I’m able to isolate better those parts that didn’t convince me.

If I have to be honest I’ll say that I expected more from the execution. Maybe because I read the enthusiastic comments from 3DRealms official forums, claiming better performance and art quality compared to both Doom3 and Quake4, better environments and baddies and so on.

Let me dispell some of these wrong rumors. The graphic performance is aligned with the other Doom3-based games but I wouldn’t say it is improved in Prey. Due to the overall greater complexity of the environments Prey is slightly less fluid than Doom3 And Quake4. It is true that the portal technology doesn’t influence sensibly the framerate but the engine still obviously suffers when you put two complex environments one by the other. Plus I also noticed some limits. For example the open portals only show you what’s beyond when you are close, while they “fade to black” the further away you move (and your personal light also doesn’t affect geometry beyond a portal).

About the graphic quality and style I’ll say that Prey sits somewhere between Doom3 and Quake4. D3 took place in monotonous, dark corridors with a greenish, metallic tint and some red lights. Which resulted in a general dullness. Q4 was able to break that monotony through much more vibrant, colorful and high-quality textures. More crisp and defined. Prey has some very minor graphic glitches here and there, some approximations. So, overall, slightly less polished compared to Q4. It breaks the monotony of D3 through more complex and varied environments, bit it still doesn’t manage to free itself from the dull tint. The textures taken one by one aren’t bad at all, even if not overly inspired, either. But all the rooms and corridors look like a recombination of the same pattern, which makes sense on a space ship but doesn’t help that overall sense of repetition. As I said the textures used in Q4 were much more vibrant and the level design more detailed and polished. On the other side Prey offers more complex and fun to explore environments.

Summarizing: Doom3 was dark, monotone and colorless. Quake4 had much better textures, more colorful and vibrant overall and with a level design polished and detailed to the extreme, even if not too inspired. Prey loses the vibrance, colors and polish of Q4, but compensates through much more interesting and complex environments. Darkness is not a problem, but the overall tint is back to the dullness of Doom3 without offering satisfactory variations.

On the positive side the levels in Prey become quite involving and immersive thanks to all the new tricks and features that the engine now supports. That’s something definitely pushing you forward to discover what the devs have planned for the next room, motivating you to continue till the very end (which is a RARE quality). The story also does its work, but I’ll return on this later.

So it works and it is “fun”. It’s less of a rollercoaster and movie-like experience as HL2, and more old style like a classic FPS relying on creative “level design”. The graphic style in HL2 aims for the photorealism and familiar look, with the injection here and there of sci-fi elements. This is obviously not the case of Prey who takes place inside a huge, technorganic space ship. So aiming for the sense of wonder and alien, foreign feel. “Away from home” with a constant sense of danger.

I’ll say again that it works. The “flow” is good and there are interesting things going on as you move through the ship.

When it comes to the gameplay the “run and gunning” is probably the biggest problem in the whole game. Here Q4 is far superior. Better baddies, much, much better models, better animations, better weapons, better combat patterns, more streamlined action. The weapons in Prey are well designed graphically, but their “feel” is a bit awkward (and not due to the alien look). Sometimes due to inappropriate sounds (the hit sound of pipe wrench is bad, bad, bad), sometimes due to expectations (when you can freeze the baddies you also expect to shatter them to piece with a kick as in Duke Nukem, instead of watching them “fade”). I think their purposes overlap too much so there isn’t much variation to be felt. But I’ll probably write another post to explain what I think is off with the weapons.

The bad guys are lackluster. The “dogs” are rather inoffensive and could have used better attack patterns. The “grunts” I’ve seen for the majority of the demo don’t offer a satisfying, involving challenge either. They just lack initiative, they stand there. They don’t duck, dodge or take cover. They don’t come to spot you, don’t chase you. You can easily outplay them by moving in/out of a corner quickly and shooting them before they have the time to shoot back (and the dynamic difficulty setting just seem to affect projectile damage).

Basically the biggest issue about the combat that I recognize is about the “movement”. The fight patterns are just extremely static. You stand still and shoot, they stand still and shoot you back till they don’t get killed. “Movement” is probably the most important factor to deliver an involving and fun combat. In Prey this just seems to miss.

It lacks severely of dynamism. You don’t get chased down the corridors, you don’t run for your life. It’s not frenetic at all. I felt more like playing System Shock than a shooter.

EDIT: Playing more I noticed that the “grunts” actually try to dodge, take cover and even lean out of the cover to shoot at you. But they do that rather poorly. They shoot at you with bursts, then stare *doing nothing* for five seconds, then shoot again. Plus they usually keep their bodies exposed anyway. They are extremely easy targets even when they take cover and if you are careful you can shoot them without them having a line of sight on you. Plus they throw “grenades” stupidly and 50% of the times they blow up themselves.

I’m also not so convinced that they can use portals and wall walking pads on their own without a script forcing them doing so…

The environmental hazards I’ve seen in the demo were all in the style of an annoyance. For example there are organic “spikes” that explode if you pass near them. Here the “gameplay” is just about keeping your eyes open to spot them and trigger the explosion before you go near, or just “reload” a saved game if they hurt you too much. Basically this shares the same basic problem of the combat: not enough dynamism and interaction between all these different elements. Even if I suspect that things will improve later in the game when the “tutorial” phase will be over.

The great majority of the players liked a lot the introductory scene, while I think it was the worst part of the demo without a doubt. I don’t know, flushing a toliet doesn’t impress me anymore. Earth-like environments don’t look well in the Doom3 engine and the whole bar isn’t really well rendered graphically. The human models are godawful (throughout the whole game), if you have stuck the model of Alyx in your mind you’ll just shudder when you’ll see Tommy’s fiancee. Textures, model, animations. All subpar. The fight with the two thugs was utterly pathetic and would deserve to be erased to the game without esitation.

Then you are abducted and things get serious. The second introductory, non-interactive scene on the alien ship is amazing. Really well done, well acted. Tommy’s fiancee screams fit perfectly. Tommy’s voice and reactions much less. If I was the director I would have put more focus on that scene, making it a bit more longer and descriptive. But it’s already great the way it is. Plus I would have inverted the order of the tutorial, delaying the fights to the end and instead introducing puzzle elements earlier, so prologing by a fair amount the part where you walk around poking stuff without any weapon. Which is starting to become the best part of all these games.

Context-sensitive voice comments from Tommy are cool, but when he talks to himself (most of the times) he just doesn’t sound like talking to himself. The voice acting in general is fairly good. All the screams from Tommy’s fiancee are great and at the beginning of the game they really help to motivate you and feel “in-character”. You feel like being in a hurry, even if then this urge slows down considerably. They hinted at an interesting pattern there, though. It’s something to reconsider. I’ll also thanks the devs because all the game is subbed.

As I wrote above the “flow” is good, the story is good and the progression through the game is kept interesting. While the sound portion could have been done better. The setting had a lot of potential to be spooky and atmospheric but fails to deliver. Now that I think about it I don’t recall music at all, but I’m fairly sure that there are small sound bits here and there with some Jeremy Soule moody stuff.

I left for the end the comments about the new features supported just because I don’t have much to say since they are so cool that must be experienced directly. The portal technology feels oddly familar. In the sense that it didn’t “estrange” me as I expected. It definitely gave me some “whoa!” moments due to the way it is creatively used at times (as when you are projected on the planetoid), but it still didn’t disorient. Completely the opposite instead with the wall walking pads. Those make you flip out completely. Describing them properly is impossible. The best I can do is comparing them to roller coasters. The closer you can go to that feel in a computer game.

There are points where you really have to sit there for a minute or more doing not but start at the screen trying to figure out where the hell you arrived and from where you came. The fun of the wall walking is that if you jump you fall and flip accordingly to the gravity of that plane. It’s really something that needs to be experienced when you are walking on the ceiling upside down, jump, flip 180 degrees and land on the pavement. Acrobatic!

So nothing to criticize with the implementation, execution and concrete value of those new features introduced in the engine. They are GREAT. Amazing. Definitely not deluding. Fun and with a great potential as I expected. Enough, from my point of view, to make Prey feel absolutely unique compared to any other shooter. I only have some minor compolaints about the physics system and the ragdolls (both terrible) and the controls. I hate when the “crouch” is not a toggle buy a key that I have to keep pressed (edit: managed to fix this through the cfg file), and I wish I could disable the auto-adjustement of the view angle while you walk on the wall walking pads. Maybe I’m wrong and maybe it was an obligatory function on the XBOX360, but I suspect that disabling it on the PC could have lead to much better and reliable controls as you walk on those things.

Concluding. In this sort of review I’ve analyzed all the elements I could recall and went in detail to explain things that didn’t convince me. It may appear that the game isn’t so great, but instead it is. When you give each element its correct weight then you would see that Prey tries to do something absolutely unique and DELIVERS from that perspective. The combat, at least for the initial levels in the demo, wasn’t so great but, overall, setting, story and all the innovative twists definitely make a great game …that could have been better, as always (and I dream about Human Head joining the Q4 team to do a masterpiece on all aspects since the quality of one seem to miss from the other).

For the final game I hope there will be enough conted for a 15-hours single player run. I’m definitely in for something long since I still think those new features can deliver a lot of fun potential and many possible variations. Still, I fear it will settle for something around 8-9 hours. At least it may keep a good pace and flow. Keeping things varied and the story twists alive and kicking. And lets also hope that the combat becomes a bit more involving and dynamic later on, mixing together all the elements that the game has to offer. More challenge, more frenzy.

Tips:
1- You can add “+disconnect” to the demo shortcut to avoid the ads at the launch.
2- The trick described here works even in Prey. If you have tiny stutters every second no matter of the framerate you can try adding — seta com_precisetic “0” — to the preyconfig.cfg file. Just set it to “read only” so that the game cannot overwrite it. Edit: lip synching goes to hell with this, though.

Btw, here’s a major spoiler: the organic space ship is nothing else that a jam factory and at the end of the game Tommy will become Willy Wonka.

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Clueless about mmorpgs (LFG global channel)

People all over the internet are ranting about the global LFG channel introduced with the latest patch (1.11.0. btw, I updated the repository) in WoW. For example Tobold and FoH.

As they say: “the sacred cow of the retard rocks has been slaughtered”. Referring to the previous clueless idea of the “meeting stones”. This one about creating a server-wide LFG channel surpassed its stupidity. After MONTHS passed saying that they were actively working on a better solution they definitely deserve some mockery if this is the result.

Quite interesting because with all the praises that WoW’s design receives and deserves, they still cannot get right something as simple and trivial as a LFG system.

My previous article on this topic couldn’t be more actual.

In the past I wrote that you can guess the quality of the design in a mmorpg from its LFG system and I still believe there is some truth in that claim. I always considered these tools as the real core of these games and I think they should be the starting point from where you design a new game. Not a feature that you consider later on, but the very first one around which the rest of the game is built.

While the debate goes on about things belonging to the previous century, let me remind you the *essential*:

It is fundamental for a LFG system to let you search specifically for groups already formed and active (both full or LFM)

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