Discussing Imperator

Mi Tes:
I see Mythic Entertainment doing the same thing that Turbine did with AC2. They are leaving the good ideas and taking the crappy ones to the next game, as well as adding a bit of shiney (AC2=Imperator). Too late for game #2, but lets hope by game #3 they will have learned the lesson. Granted I can see Imperator having a stable release, I just don’t see that many people who will be interested in the concept. In fact, rather suprised Imperator has fanbois.

I agree even if I don’t like the multi-game approach. If you aren’t able to make one of them, you won’t be able to make 2, or 3 or 4.

Mythic isn’t reacting well with DAoC in the last year and I don’t think they’ll be able to improve with a new game simply because of a new name (so you can “fool” yourself with a DAoC 2, but if you aren’t able to fix DAoC 1 you also won’t be able to create something better just because of its name).

I also wonder what’s the sense of writing impressions about it when all we have is a press release and a few environmental screenshots.

Instead, let’s consider the other aspect. Is Imperator going to steal subscribers from DAoC? Or it will get different subscribers?

Well, my point of view is that Imperator will catch directly DAoC’s players. Just them and perhaps a few between those who left the game (like me). I don’t think it will draw in *new* players in a considerable percent. I also believe that most of these players will probably keep playing for both games but Imperator will mantain lower subscription numbers compared with its “brother”.

To translate all this:
– DAoC keeps a steady 250k that will probably decrease till 230k (or a bit less) as WoW and EQ2 are out.
– Imperator, the next year, could probably reach 100k at the start but the future won’t have a strong impact on that number. If there will be a light increase it will depend on the raw quality of the game.

DeepT:
I am sure any PvE game can do well provided it has the mythical content most games seems to totally miss or skimp on.

Yes, in fact DAoC is wonderful in the PvE. Great “mythical content” indeed.

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HL2 Review Scans

I found a link (from Anandtech) to the scans of PC Gamer HL2 review.

The link is this.

EDIT: You can as well avoid the whole thing. I didn’t know that PC Gamer reviews were so useless. Spare your time on this one, even the screenshots are horrible.

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WoW: discussing PvP

First i want to say that hands down WoW is an absolutly incredible game, in both pve and the potential for pvp. Every class is fast paced and fun to play, yet very unique. While the pve aspect of this game is just about perfect (if you limit instaces to 5 people only but thats a whole other thread in itself heh) the pvp area has a few issues i think that need to be addressed and if they are i’m sure it will be some of the best pvp offered in a mmorpg.

I agree, both on the summary and on the need to cap the “upper” limit of the instances. I’d also cap the difference of levels within a group when entering an instance. If there are more than ten levels between the highest level and the lowest, the group should not be able to enter the instance.

I agree also on your considerations about hiding classes and levels to replace them with a “consideration system”. Three colors are enough to use in the honor system and they’ll help a lot not only to enhance the gameplay (as you explain), but the system will also be easier to “get” and manage.

So I only foresee good consequences by doing this and I hope Blizzard will move toward this direction. Even if I consider the honor system still weak and in the need of a good structure:
http://www.cesspit.net/drupal/node/view/267

Now I’ll start to disagree:

As it stands now, yes a battle ends, when one group has to release to the graveyard, but in my opinion it is far too quick to get back into battle with the same players. In some situations players can be back and fighting the same exact battle within less than a minute. This really gives almost 0 risk to engaging in combat, becuase who cares if you loose, you’ll be back in 30 seconds to try again.

Firstly, the battle is meaningless because it is. Yes. There’s no real purpose and it won’t work if you give again a risk/reward because it will still be a pointless battle. The point is to work on a *meaning*, not to work on an excuse.

The second point is that the system you described is, at least, *fun*. If you knock down who looses a battle who will be your PvP target? It’s obvious that in WoW you’ll most likely meet always the same group in an hour, in a specific zone and around your level. If you erase this group from the game with who are you going to play?

If we add a downtime to who looses, the game will become damn boring and still pointless. Who looses an encounter will have to face the downtime (and it’s not fun at all). Who wins will have to wait because the PvP is over. No more possibility to play till the group is back. Unfun for both.

The “incentive”, about which you write, shouldn’t be “excused” by a penalty. But it should involve a *purpose*. Give the players and groups objectives to achieve, give them reasons to fight for. *This* will make the combat meaningful because there will be a structure that tells you what you should achieve and why.

If the reward is about the rejoice for the winning group because they made the other group face a downtime, well, the game is really weak.

A better idea, spawning from your graveyard solution, could be about building a very simple CTF (Capture The Flag) system. I agree that both Horde and Alliance should respawn at their own graveyard (no corpse run if you die in PvP, just a respawn at your graveyard). But we also build a system so that EVERY contested zone has “generic” graveyards that can be “conquered” and flagged. Once the Horde (for example) own the graweyard, they’ll be able to respawn there, while the Alliance will only able to respawn at their nearest “owned” graveyard (which can be in a zone nearby).

In this way we start to offer something to fight for and with a purpose.

What happens if a group fighting some mobs are attacked by opposing faction players, and some get killed by a final blow of a npc mob, and others by players – the group gets split up, can be frustrating.

Simple. You consider from where the higher damage came. If the mobs did 51% of more damage the player will suffer a PvE death. If it’s less it will be a PvP death.

Talent is a risky business

I’m saving here something that Megyn wrote on her blog. I like it and I won’t comment it here.


Learning from Austin

So, a few weeks ago I went to the Austin Game Convention. There wasn’t a write up (from me at least) because well, I didn’t go to all that much of the convention, and as far as I was concerned, nothing new or even particularly interesting went on, more or less, it was the usual suspects all going over the usual topics. Oh! And the guy from Star Trek Online was there, and uh, Yantis!! How. Interesting. While I was there however, I did notice that even more so than last year, resumes and cards were littered all over. I mean, even I got assaulted with listening to ridiculous sales pitches for all kinds of useless people and products. And I’m not even anyone important. I’d hate to try and walk around being Gordon Walton or Richard Garriott, or some local guy who actually is interested in, or has the money and authority, to hire people.

For those of you who don’t pay much attention to what goes on as far as studios and rumours and the shit behind the scenes when it comes to games, Austin has always been something of a hotbed for computer games. I mean, our console scene hasn’t been great, but there are a good many studios here in town. Sadly, that number is ever-decreasing. Not to mention the rampant lay-offs and reported financial clusterfucks at most of the remaining studios. I think it’s fairly safe to say that job security isn’t necessarily a promise getting tossed around at studios here right now. But then again, maybe it isn’t as bad as all of that.

All Southern yokel jokes aside, Austin’s studios are suffering from the results of twenty years of incest, and it’s finally starting to strangle the studios. Instead of bringing in new and upcoming talent, those in charge are going for the old, safe standbys. The people who might make great friends and fantastic drinking buddies, but aren’t always the best guys for the job I imagine. Now then, I do realize how hard it sometimes is to separate your personal life and feelings from your professional decisions, and of course, sometimes your friend of twenty-some-odd years really does fit the job perfectly, but as I watch hiring mistake after hiring mistake, I can’t help but wonder how some of these people became in charge of making those hiring decisions.

As game after game here tanks, you have to start eventually looking at where we’re going wrong. If it becomes consistent that we’re failing, maybe it’s not the variables that are responsible. Maybe it’s the constants. If you look at most of the teams at studios, you’re looking at huge parts of other failed teams. We’re not talking about one or two guys in most cases; we’re talking about you know, half of a team. Perish the thought of anyone to be held accountable for the failure of a game, the game failed itself. The company didn’t put enough money behind it, there was too much pressure, and it was some other guy’s fault. Oh, that other guy? He’s at some other studio blaming the failure on, well, me. Who care’s whose responsibility it was, the game failed, millions of dollars were wasted, but I have mortgage payments to make, and we’ve been friends for so long, I really need a job man, come on. Oh, sorry, I got sidetracked; I was busy channeling my inner game developer.

What really amazes me is that some of these guys bounce around from project to project, getting seemingly little accomplished, and keep finding work. The good ol’ boys network does seem to work for some. The same hundred people or so have been mulling around town, getting job after job, and no one seems to have come up with any original ideas in awhile. There’s no new blood coming in, and I guess the old guys are out of original ideas. Or they’ve become mighty content to not express them or something. I cannot quite decide which is more applicable. In a town with over fifty-thousand college kids alone, you’re telling me none of them could do a better job than some of these asshats we have at Sony, NCSoft, Digital Anvil, IonStorm, Ubisoft, or Retro? Fuck, they’re a hell of a lot cheaper, they’re less disenchanted, and maybe if you give one of them a fucking job they could come up with a new idea. Just like sports, eventually your all-stars will have to retire, and theoretically, they’ve trained at least one of their backups to step forward and lead the team.

Hopefully the Austin game community finds him.

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Badaboom!

Final Fantasy breaks more records:

The number of characters (currently active registered characters) living in Vana’diel has reached the 1.5 million mark! (As of September 28, 2004.)

The world of FINAL FANTASY XI is now home to more adventurers than ever before, with over 550,000 active players logging on during the same day, and a record 170,000 players logged on simultaneously on September 18.

So:
– 1.5 millions of active characters
– 550.000 unique accounts logging during a day
– 170.000 players online at the same time

This is hard to compare because we are used to the number of subscriptions but I still have to point out that for each character you need to pay one more dollar and the game was at 500k *subscribers* when the population was of 1 million active characters and 140k users logged at the same time.

But there’s an even bigger aspect to consider. There are a max of 170.000 users logged into 30 unique servers. This means an *average* of 5.600 users on *each* server.

Simply awesome. And we are probably above 600k subscribers.

Blizzard, remember this when you consider your localized server of 2000 players and terrible off-peaks.

The subway

I don’t have time to babble about things but I’ve created a page with 24 screenshot taken in World of Warcraft and showing the new “train” system connecting Stormwind and Ironforge.

Unfortunately there are some bugs when the train starts to climb or descend and the whole thing is just an instanced zone that only “simulates” the travel. A smooth, dynamical load without the need to “zone” could have helped a lot to give an impression of “integrity” to the players.

The page with the screenshots is:
http://www.cesspit.net/misc/train/wowtrain.html

If it’s down it’s because I’m uploading it right now. So it could not be available for some time.

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