Kaadath reached 30

Dinged level 30 today, with my Dwarf warrior named Kaadath, on the PvP server.

The menace of the opposite faction will become more tangible now that I’m forced to move on the contested zones, till now all went smooth as on the standard beta server.

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The dream and the underworld

World of Warcraft beta servers are down and I’m reading a book:

The dream and the underworld – James Hillman

It’s awesome and I could write a long article about it when I’m done.

Basically it’s a completely different appraoch to psychology and psychotherapy. Instead of revealing to the “logos” (mind, reasoning) what is hidden (the dreams, and their interpretation as a transforming process, from unconscious to the conscious), Hillman suggests a completely opposite process.

He says right at the beginning that what the psychotherapy currently does not only is unefective. But it’s also wrong and possibly harmful. What is hidden has a sense and purpose in its configuration. Pushing the hidden to become manifest is an error and an illusion because we loose its most important feature and we transform the hidden into something else. So different. Instead he suggests to go deeper and observe the dreams as archaic structures tied to the myths.

A dream as a journey through the underworld.

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WoW mini review

Awesome, but simplistic, review for World of Warcraft from El Gallo:

WoW is not revolutionary and not intended to be so. It is EQ 1.5. Slightly dumbed-down, technologically updated, much more user-friendly, low downtime, soloable, and more directly involves your character in the game’s story/lore. I have been enjoying it a lot, but then again I enjoyed EQ for a long time, I just wished that it wasn’t so punitive, had less downtime, a little more story involvement, and was more soloable. WoW fits that bill, and does so with a well-done world that matches EQ’s level of atmosphere and detail. WoW is, imo, the only “EQ clone” that is better than EQ. All the others are “EQ done worse”.

If you are one of the people who rage against core EQ style gameplay, WoW is not for you. If you spend evenings furiously masturbating over UOs dread lord days, WoW is not for you. If you want “EQ done better” then WoW might work for you.

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Death System: Two ideas for WoW

Two design ideas I posted on the official forum:

These are two simple ideas to make the death system more interesting and more relevant without going against the fun or making the game more frustrating.

PvE – The idea here is to incentivate the survival without penalize for a death. My idea is about implementing a bonus. While you gain experience this bonus goes slowly up, till a cap of 10% or 20%. It means that you can gain and mantain a bonus of 10% to all the experience you gain. The problem is that if you die the bonus goes to zero. The purpose is to reward a player that survives with a small bonus, compared to an imprudent player that keeps dying. The bonus won’t make a big difference so it won’t frustrate a player if a death happen. At the same time it offers a good incentive to not just die mindlessly.

PvP – A corpse run in PvP can be boring and frustrating. The death system could push a player to not “dare” in PvP because you could happen in a place too hard to reach without keeping dying again and again. This is basically unfun. My solution is simply to allow to respawn at the cemetery without taking the experience penalty ONLY if you died in PvP. At the same time this system will incentivate the PvP when (if?) killing enemies will produce experience points.

[Dream mmorpg] Server structure

So. I made a strange diagram showing how the whole world is built. More than the real server structure it shows the interaction between the instances from the design/player point of view.

As you can see there are three rows:
1- Worlds or shards
2- Planes
3- Adventures

The first row is about various “cloned” shards. A common concept for mmorpgs. This is where the main action will take place. Both PvP and basic PvE happen here. Each shard will be exactly identical but you still have to remember that the world is built to be dynamical and under the control of PvP. So cities will be conquered by factions and there will be a concrete conquest system with land management and ownerships.

Under specific situations and requirements, the players will be able to open portals. These portals allow the players of a shard to move to a “plane”. In this case each plane is unique (not cloned or instanced). Each will have a specific “mood” and a name. Planes are conceived as large zones but still way smaller than a world/shard. They are major hubs where particular activities can be done. The permanence on one of the planes affects the character permanently, developing abilities and weaknesses. When a portal is open it works in both directions. This means that from a world you can transit to a plane and from a plane you can go back. This isn’t all. In fact the main innovation is that from a plane you can go back to a shard/world different from yours. This means that your character is able to travel between the shards thanks to portals and planes. There are many rules about portals, travel, permanence and so on, I’ll explain the specifics elsewhere.

From a plane, then, you can also choose to start an “adventure” (instanced PvE). Each plane gives access to its specific adventures. Each adventure is an instanced session right at the beginning and can involve from one player (single-player type game) to 50+ large raids. Even here the adventures can be accessed by opening portals under specific rules. If you die or fail during an adventure there could be a “cool off” timer that could go from a few hours to a few weeks. So you can only try once and you could need to wait the timer to go before you are able to try again.

This is basically how all the game is built. All the content works inside that structure. Obviously the creativity is in how the content itself is built. For example the adventures will be different from how they are being used till now. Offering varied and fun gameplay.

Just two ideas I had are about time-related intances:
– The first type is tailored for a small group (even single player or duo). You have a dungeon and a time limit to respect. You need to reach the end before the time is over and it’s basically a race. The dungeon will be structured with “rooms” that will allow you to move to another section only after you have killed the monsters.
– The second type is an arena. You are in and your goal is to survive as much as possible. Just that.

These two examples are about a form of “trials” which must be passed to achieve various goals in the game. The idea is also to build a “ladder” of players with the most awsome performances.
(I loved the training session in the first X-Wing and the trials are a similar idea. With an extremely fun and tense gameplay. Even in this case some time will pass before you can try again a “failed” trial).

[Stress Test] More comments

More general comments from me:

I agree with Ben Sones comments. WoW is an excellent game even if with a narrow ambition.

What I criticized and still is felt as a major issue is about the massive aspect. WoW is mostly a single player/cooperative game that gives you a lot of immersion within the world only thanks to a wonderful work with the landscape. But it does very little, then, to offer gameplay that is “something else” than just whack-a-monster. The interaction with the environment is close to zero.

This is why I hope (with zero faith) that Blizzard will pour some ambition, in particular after release, into the “endgame”. For example implementing a good PvP system. Because even if I love the treadmill I still consider it just a treadmill and I absolutely need a reason and a purpose to go on. I want the war to become real and I want something to fight for that is different from reaching the next level, getting better loot and gaining a new skill.

What I fear, and I’m writing about this everywhere, is that WoW will die at this point. They probably won’t expand it. Instead they’ll probably choose a “flat” development where they’ll add more quests, loot, zones, monsters and then rise the level cap to excuse this process. All this is “flat development” because the old content will be simply cannibalized by “new shinies” and the actual depth of the gameplay will never develop. Exactly what “kills” the whole potential of the genre.

Instead I agree with the crafting system. Also for me this is the first time I’m playing with it and simply because they fixed the obvious.

Other (stupid) games like DAoC “had” to limit the possibility to achieve everything and to do so they simply choosed the stupidest, easiest solution possible: turn everything into a timesink that only a few players will endure.

This happened with the whole crafting system that is just a time/money sink with ZERO gameplay to offer and with the artifacts that, again, just require timesinks. Everything in the game is designed only from this perspective. Recently they tried to fix the “death rush” in the PvP and they simply added a second res sickness that creates another timesink. They tried to fix the population unbalance and, again, added insane timesinks in the keep upgrades. And the whole “free level each week” is exactly another solution “time based” where they basically say:
“Sorry, we are unable to make your game fun, so we give you free levels”

They move between “we need to slow you down so we add a timesink” and its obvious consequence “the game is too slow, so we cut down the time”. Schizophrenic in the incapacity to offer a game.

WoW, instead, only has parts of the games where it can offer you gameplay. The crafting *is* gameplay, it isn’t a loss of time. Instead of creating a hole for the incompetence of the design they, at least, tried to fill the hole with a gameplay that becomes fun.

As I said my expectations for the genre are set *extremely low*. This is why I love the game even with its narrow ambition and gameplay. But considering the stupid mistakes that are part of the genre, WoW is “teaching” really obvious but crucial lessons.

Should I remember that SWG launched being broken *in every single part* and, after a year, is still broken from the ground up?

WoW isn’t even on the market and can please or not. But it works and delivers exactly what it promised. Peoples are talking and commenting the game instead of ranting about lag, server and client crashes and broken systems.

The stress test is definitely a big success from this perspective.

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[Stress Test] A collection of complaints

I’ve posted this on the Beta forums. I wonder why I bothered:

I’m following various boards that are frequented by jaded mmorpg veterans and even boards where I can discuss with players less experienced.

Till now the Stress Test is a success. The server was supposed to explode, instead everything seems quite smooth and, so far, beyond the level of many games at release. This made the players complain about smaller issues, like the customization of the characters, the interface, the camping of spawn points and so on.

I tried to gather a list of the complaints to examine them and see what could be the possible solutions.

– Problem: Players complain about the lack of customization, in particular after we all got spoiled by games like SWG, CoH and even EQ2. WoW feels like a 1st generation mmorpg where everyone looks the same and where you are forced to choose one of the few combinations that the devs prepared.

– Solution: The discussion got deeper and I think we started to agree that the customization doesn’t mean that much when just after a few levels your body will be completely covered by the armor. So we concluded that the possibility to customize and look differently with the use of equipment is way more important for this game. The fact that all the players will directly min/max the equipment will mean that if an objects is powerful everyone will use it. So the solution is about working on the “aspect” of the equipment even more that its power. Having the same stats on something, but a different aspect, could help to offer a graphical customization without having to loose “power”. On the other side Blizzard could work to, at least, add the height for a model. DAoC has three choices: small, medium, tall. I think the same system can be implemented in WoW without ruining the racial differences. It was stated before that there could be problems with animations but what I ask is a simple “rescale” of the model. So you rescale everything, animations and equipment included. It shouldn’t be hard to implement and won’t affect the performance. On the other level we’ll have a possibility of customization that will matter above the equipment.

– Problem: Crowded newbie zones. Considering that the servers held the stress, this became the biggest problem. As too many players join the game, various bottlenecks are created, ruining the experience for everyone.

– Solution: I don’t think that making the newbie zone large will help. We must remember that this is a situation that will only last a few days and a mmorpg, instead, has a value on the long distance, along the years. Blizzard could as well completely ignore this issue and let the players suffer this problem for the first days. But at the same time we all know that it’s *crucial* the impression you get of the game right at the start. So. My opinion is that nothing should be done aside working perhaps on the respawn rules. A good idea should be about tweaking them by looking constantly at the number of player in the zone. Another good idea could be about adding a “cool off” effect to a spawning mob, so that it won’t aggro a player before 15-20 seconds have passed (like spawning the mob in a shaded form and make it 100% solid after the cool off timer is over). This will avoid the problem of mobs popping over players but it’s also a cheap trick that may broken even more the suspension of disbelief. Another, even better, solution could be to instance the newbie zones. This could happen in the very few occasions when the place gets *too* crowded. So you put an “emergency” limit to these newbie zones and create another instance when things go beyond that limit. In this way we erase overcrowding during the first days without messing and triggering other problems (like making newbie zones too dispersive when the number of players will decrease).

Dealing with instances is dangerous, though. The problem is deeper and I’ve wrote about this back in May:
http://www.cesspit.net/drupal/node/view/162

– Problem: Players complain about default options and general interface issues. For example it’s *not acceptable* that an user must edit a config file to play in windowed mode or to set the Hertz of the monitor. Other questionable choices are about not showing NPCs names by default and the drag and drop occurring to equip an object (peoples complain about the inventory being separated from the character sheet).

– Solution: If the game is going to be released soon it’s time to focus even on the polish. You need to figure out what’s the best for the default options. EQ players complain that the inventory doesn’t come up if you press “i”. This isn’t a big issue but you need to go throughout all the options and define what’s better for a default mode that is easy to manage for a new user. In particular NPC names MUST be on by default. It’s important that everything you need should be enabled so that the user, with the experience, can choose something else. Not acceptable is when you cannot access the options from the interface. This needs to go *completely*. We must be allowed to choose the windowed mode, the refresh of the monitor and other more “hard-core” issues by the options menu. Perhaps in an “advanced” tab. But noone should be forced to mess with a config file. It’s actually ridiculous that you just put up a page for the screenshots explaining to the players how they can use the console to type a command and remove the “onscreen names” (I’m referring to the screenshot page). These options MUST be in the game and keymapped. About the issue of “drag and drop” equipment: clicking to equip isn’t possible because of the “risk” to sell stuff while fiddling with a vendor. My suggest solution is to create a “drop area” near where the bags are so that we drag and drop there, and not throughout the screen. This worked back in Beta 2 when it was possible to drag an item to an empty bag slot to equip it. Another important feature that vanished without a reason.

– Problem: Players love the “discovery exp” when you discover a new place on the map.

– Solution: Well, this isn’t a problem. but we know that it’s a broken system later on, because the experience you gain remains ridiculous. So I suggest Blizzard to look into this. Players love this feature so you need to make it a bit more valuable. Balancing the experience so that it will still matter even at high levels.

– Problem: The Rest System is incomprehensible.

– Solution: This is an issue. You cannot expect players to read complex patch notes to figure out a mechanic. If the Rest System is supposed to remain in the game it must be polished so that the players will understand how it works easily. They should be able to check how much they have rested and the exact effect that the rest will have in “x” hours. This should become easy to understand with the use of the interface. Right now I don’t know if the system is bugged or not but it’s absolutely impossible to understand its behaviour.

– Problem: The game needs a more social environment. Players complain about the lack of depth aside mob-bashing.

– Solution: This is a complex issue that I’ll partially dodge here. My solution is about giving more depth to the cities without forcing downtimes into the players. We need fun and interesting activities to pass time in a city. A lot, a lot of potential lies here. So please step down from EverQuest’s model for a moment and start to develop something that will offer this. Different activities not directly involved with achieving more power (treadmills). Different development paths, different aims. I’m not asking for a completely new game but just for something that will give the game some depth aside the treadmill. I have too many ideas about this. Just use some creativity and detach on this aspect the game from the mmorpg model.

Now I want to add a few words on the “general impression”. The impression of the players varies a lot. There are some who love the game but I think that in general everyone is pleased but absolutely not surprised or particularly excited. Many have already branded the game as EQ 1.5. A lot is about the expectations. My personal expectations are set *extremely low* after years of experience in the genre and in fact I love WoW. I love the setting and I love how it plays. But one thing is sure: this is far from being a “dream mmorpg”. It feels like a single player game and, as you see, as we introduce the “massive” aspect everyone starts to fight because there’s competition for a spawn point.

After a bit all this feels faked, pointless and boring. WoW is really, really polished but not different from a single player game with basically no purpose and depth that tries hard to roleplay as a “mmorpg”. Because this is what I criticize in the game from months: a single player/cooperative game roleplaing as a mmorpg.

What this Stress Test teaches is about the genre as a whole. This time we are not at Star Wars Galaxies launch, dealing with server and client crashing and broken design and bugs everywhere. This game isn’t about broken promises. WoW delivers what it is expected to deliver:

Yes, it’s a polished EQ type game. That is the aim, that is what they are delivering.

Or as someone else defines it: “It’s a nifty world as a background for a specific narrow type of gameplay”.

So peoples are pleased and at the same time already bored because things have improved without really changing. Something that is shared with other games. For example this is what Loral wrotes on Mobhunter, one of the most places discussing EverQuest:

Omens of War brings us over a dozen new zones, half of them instanced. It expands the physical worlds of Norrath even further. I wonder if SOE might best spend their time working on new expansions that take Everquest into directions other than new zones to explore. Everquest is certainly wide, it is the largest physical game I’ve ever played, but it isn’t very deep. The vast majority of content builds around combat against bosses. The numbers increase but the gameplay is generally the same. New lines of progression need to be developed.

I really think that it’s still possible to push on the experimentation without loosing the touch with the mass market. Actually I think that this genre still isn’t mass market BECAUSE there’s little to no improvement.

One of the directions that WoW should explore is about creating systems and dynamics. In particular when it comes to PvP. Systems make the game lively, with a purpose. This without throwing continuously at the players “more of the same”. Rising the level cap to excuse the process.

I think that veteran players are bored of this but I’m also sure that new players are full of dreams that will shatter when they’ll touch what this genre really delivers:
http://www.legendmud.org/raph/gaming/swgteamcomment.html sorry Raph ;)

I keep hearing that Blizzard is working on a PvP reward and I really fear this because noone talks about a PvP “purpose”. A reward without a purpose is “yet another treadmill” and this is depressing.

A lot should be done to polish and work out the problems that will become manifest with the time. In particular the combat can result fast and fun in the initial levels but after a bit it also becomes completely chaotic and messy. This is due to many technical problems like a lack of integrity. Mobs warp everywhere, have strange pathing issues, lack of a Line of Sight. The animation system is broken with stuck and out-of-synch animations. And the spells behave strangely when offscreen, appearing in wrong locations. The last straw was about adding Hunters and enormous pets that in a dungeon take the whole screen making nearly impossible to play.

What will happen when we are supposed to fight in large raids both in PvE and PvP? The game will become a random mess of colored polygons? Things must be looked at. The animations and spell effects must be polished and synchronized. The mobs should move around in a realistic way and should stop “cheating”. Hunters’ pets must be rescaled.

And along this work about basic issues, the design should be developed to give some depth to the game. To stop adding treadmills and attach to the game a real purpose. Without it the PvP will continue to be a grief fest. Because griefing is still the only “impact” possible you have on the world.

I also suggested some time ago a complete system to make the PvP fun and interesting:
http://www.cesspit.net/drupal/node/view/135

What is important is that a different path must be choosed and developed to give the game a future and some ambition *after* release. Both for new players and mmorpg veterans.

WoW in a line

Just a comment from myself to define WoW in a line:

The game is clearly aimed to players of EQ, FFXI and DAoC. It’s like throwing in a shaker all those games, with a bit more intelligence and concrete talent.

Nothing new? Sure, I just learnt how to set my expectations really low.

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Dragon Empires shitcanned

Dragon Empires joins the unborn mmorpg category and is now officially cancelled.

As expected.
There are already two other projects that may close before the end of the year. Aside Horizon.

A good week for this genre, as Darniaq writes:
World of Warcraft begins its most important week of the year aside release: the Stress Test (and it’s going well)
Star Wars Galaxies launches the Jedi Patch (no comment)
Ryzom open beta is supposed to start (who cares?)
Anarchy Online launches an interesting expansion where for the first time are the players to be raided by mobs
A Tale in the Desert concludes the beta and goes live
– And, obviously, Dragon Empires is now cancelled

And, yes, I consider Daragon Empire’s shutdown a good news since it was only a matter of time. Better soon than later.

I leave to you the search for the links to what interests you.