Come on, Mythic

I’ve spotted this on the latest DAoC’s patch notes:

– Players will now see a yellow indicator under an NPC’s feet if the NPC offers a quest for the player.

Come on, Mythic. You really needed two years to realize this?
Or the mmorpg genre needed Blizzard’s awesome designers to come up with a mark for quest-givers NPCs? Woot, innovation! Revolution!
Not only it’s a shameless copy of a World of Warcraft feature, but it was also part of a long design post on DAoC I wrote one year and half ago on the Waterthread boards (rip).

Toc, toc? Anybody home?
Where’s the design team? All that is left is a cut and paste from better games? Already gave up?

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Impressive

Half Life 2 is out. Unblelievable. Click the link to “read more” for my first five-minutes comments and screenshots.

I finished the unlock five minutes ago, started on the background the HL1 source download and launched the game.

The presentation is exactly like CS: Source. The option menu is polished and with all you need shown. And I have already a question: I noticed that when you launch the game you don’t directly choose the difficulty, and then I found the setting right in the options. Does it means that I can switch it when I like during the game? And it also means that the difficulty just directly change how much damage the monsters deal/take? No tweaks on yheir number and abilities?

The mini-persentation right as you start the game is so-so, the textures on the face of the guy are awesome but parts like the teeth don’t fit very well. I noticed a few hiccups with the sounds.

Then I’m in the train, I was just standing there, waiting, then I realized that I could control already the character. So I move around and …wow, the models of the characters are really better than how I expected. Quite amazing.

It’s when I went out of the train that my jaw dropped for the first time. The environment is *huge* and awesome. The work on the texture is a pure masterpiece and the whole scenery could be easily mistaken for a real life photo. The immersion you feel from the very first instant is strong due to the attention to all the details. I passed there a few minutes, just staring, looking the reflections. The engine seems awesome and, in particular, it gives a feel completely different from the plastic-like Doom3. Not that I can say that one is way better than the other, but the “feel” is the opposite. This also because of the first impact. While Doom3 let you start right in a smallish environment and proceeds with a strongly claustrophobic approach, HL2 hits directly on the “sense of wonder”. Real life photographs rendered directly on the screen. Packed with details like a challenge for you to discover somewhere something wrong. So Doom3 feels alienating, while HL2 feels real, pushing you directly inside the game. Believing to it. The small sci-fi elements like the screen on top and the flying droid fit perfectly as an odd quirk into a strongly realistic and believable world.

It doesn’t feel faked and distant like the sudden approach with Doom3. In that game you directly notice that you are in a game, with a great graphic, but still in an space that was crafted by someone and belonging to your monitor screen. HL2 has a different feel and it’s like a window you have opened to a real world. Where you entered for the first time. It looks way to realistic to directly discern that what you are seeing is false. It does the trick, even better than movies.






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Fun tidbit from Lum

Spotted on Q23:

Never come by Mythic. We have enough collective cutlery in everyone’s offices and cubicles to arm a batallion of footmen.

So I’m with one of our artists, waiting to go to lunch. He’s not a small guy, and he’s not a mild guy, and he’s been working some serious hours. Anyway, he’s admiring some new swords in another’s office, and someone IMs the guy asking where the artist is, to ask about something or another. So he immediately walks off down a row of cubicles – dual wielding swords.

On his path, people start to leave their cubicles to go off to lunch, see this guy purposefully walking towards them, heavily armed, and rethink their plans. It was like a wave of second thoughts, and a beautiful thing to witness.

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[Dream mmorpg] Combat system

Started as a thread on Grimwell.


We always discuss about games, if they are fun or not, if they are boring or frustrating etc… One of the most important part of a “standard” mmorpg is the combat system, so… How would you build the “perfect” combat system for a “dream mmorpg”? The rules are simple: you can imagine anything possible with the current technology. If it exists on another mmorpg you can have it too, if it’s something new it must still happen inside the technical limitations that we know or imagine. So no negative ping gode, no broadband required and no absolute twitch.

Today I took the challenge myself and started to develop the combat system from the “dream mmorpg” I’m imagining and design from various months. So I’ll describe here the general “shape” of my idea. To begin with I need at least to explain the general principles of the character creation and management since the combat is tied to them. First: no levels. Woot! My game is based solely on skills. Both combat and miscellaneous skills work in the exact same way. They are in percents. Each character has a value that goes from a minimum of zero (with no modifiers) to a maximum of 150 (it’s possible to go above 100 even with no modifiers). Each time a character uses a skill, the server makes a check. So it rolls a 100 dice, applies possible modifiers (bonuses or maluses) and then the result is compared with the skill of the character. If it’s below it’s a success, if it’s above it’s a failure. Simple and smooth.

The characteristics of a character (Strength, Dexterity etc..) are fixed. The player won’t be able to increment them aside exceptions. Those exceptions are: by the use of magic equipment or as a side effect of a complex advancement system on the “planar levels” that I won’t explain here. So the stats aren’t meant to change directly with the progression. During the char creation the race will determine the values, so they are fixed. The same will be for the related stats. Health and mana directly depend on the stats so each players will be basically the same. A “tank” won’t be directly more “healthy” than a mage and the mage won’t have more “mana” than the tank. The only differences will be about a series of modifiers (armor used, magic, buffs etc..).

How a character advances? This again keeping a general glance and without delving. The whole progress of a character is related to: 1- Skills 2- “Tools” 3- Equipment. The skills are the general template of a character and the tools often depends directly on the skills. But they are a separate entity because you can get new tools even without related skills. So, if you reach 45% in “magic”, for example, you will unblock a new spell like “fireball”. But there will be spells and other tools that won’t be unblocked directly and you’ll have to research or gain them in another way. Now, how the skills go up? Not directly through the use. The WHOLE skill system is completely quest-driven. During your adventure in the world you’ll use the various skills to do stuff. When a skill is used (successfully) many times, the server “flags” it. You will see this in the UI. Once a skill is flagged it means that the skill can *potentially* go up but nothing will directly happen. To finally use the flag you need to accomplish something. It can be a PvE quest, it can be the kill of a major monster, it can be a PvP mission etc… These special events, when accomplished, will unblock the use of the “flag”. So, we assume that a character went through a quest and finished it. Now it will have to camp and rest. During his rest the player will be able to bring up the character sheet and choose two, and only two, precedently flagged skills. Plus he’ll be able to re-flag another one (I’ll explain later). When the two skills are choosed, the server will make a check. It will basically roll a 100 dice. If the result is *below* the value that the character has in that skill, the progression is failed, till the next attempt. If the result is *above* the progression is successful. This is repeated for the second skill choosen. After all the checks are done all the previous flagged skills (assuming that the character used more than two skills) will have the flag resetted aside the one that was re-flagged and saved by the character. The skill that is going to be improved now needs another check. The server rolls a 20 dice. And divides it by 10. The result is how much the skill is going up (going from a minimum of 0.1% to a maximum of 2%). So, let say that we have “stealth” at 40%, ok? We roll the 100 dice a first time and we score 78! Great, it means that the check is passed and the skill is going to be improved. Now we roll the 20 dice and we score 12. The stealth skill will then climb to 41.2 (original 40% + 1,2% of the 20 dice roll).

Now on the combat. I’ll explain just the melee to keep things easier. Each type of attack is obviously based on a weapon, assuming that even a fist is a weapon. Usually the player will have a different skill for every weapon type, but this isn’t directly true because there will be also a side-skill that will measure the “fondness”. So a character loosing a short sword will have the “fondness” reset to zero even if it will grab and use another very similar short sword. The weapon skill is the skill of the *weapon type* (short swords, long swords, axes, 2h swords, etc..) then the skill is modified by the “fondness”. This isn’t everything. Each weapon type has also two possible values. One to attack, one to parry. The character, on its own, will also have a dodge skill that will be always active but also directly modified by the equipment. It will have a low value, for example, if the character wears a plate armor, or a two handed sword, or a shield etc.. It will have an high value if the character has only a dirk. Shields and other non-standard weapons will also have attack and defensive skills (bash/block in the case of the shield). As far as the mechanic are concerned there’s no autoattack. Each “swing” is the result of a direct action of the player. Instead the defensive and reactive styles like dodging, parrying and blocking will be checked by default by the server. When a “possibility” for one of them triggers, the UI will show a power bar, near the character filling up quickly. The player will then be able to choose if to use the opportunity or not (will have effects on the tactic, so it can be also useful to avoid to parry or block to have then a different result). This will be as much “twitch” as possible since it must involve both reflex and tactics. At the same time I believe it can still be implemented by tolerating even a 800ms of ping. So semi-twitch and perhaps similar to EQ2 eroic styles.

As I wrote at the beginning also the attacks are normal checks on the percent value of the attack skill. So the player presses a specific attack and for each “swing” there will be a check server-side. The revolution here is that the opponent IS NOT involved. The “to-hit” roll is completely undependent from the opponent. If the server’s check on the skill is successful, it means that the attack landed. This means that newbies don’t have any penalty when trying to attack even a demi-god. They only need to use successfully their skill. Only at this point (if the swing isn’t a miss) the opponent is involved. This is when the server checks for a parry, a block or a dodge. Before the combat the player is in fact able to distribute a value as a “style”. So you can chose to tell a server to always try to dodge, or dodge and parry together but the prevalence of dodging… and so on. This is what is called a “defensive style”. The plan is built outside the combat as a preference to set. During the actual fight all the defensive “work” is made by the server and only when the possibility is triggered the player will be involved to decide if effectively use the it or not. This explains how the whole defensive work happens.

Back to the offensive part. All the gameplay is basically about this one since the defense is semi-automatic. As in other games there will be a bunch of styles to choose and here I had a lot of fun to create the system. The styles are selected in a similar way to what happens in WoW or DAoC. You have a quickbar and you can see there the options. Now the fun is that the quickbar isn’t built by the player, instead it’s dynamically shifted by the client/server. Basically you can only see in a specific moment what you can directly use. The combat will be fragmented into various, consequent phases. If you choose an attack in the phase 1, you’ll be able to choose directly connected styles in the phase 2. A different choice during the phase 1 will produce different possible styles to choose in the phase 2 (this is built like a tree diagram). This brings a great deal of dynamic into the combat. The skills basically exist as “chains” of events based on effects and countereffects. Each previous choice brings to a consequent one so the whole flow not only is fast, but it is also exciting because you need to quickly plan and choose your tactic. To make this more fun and compelling I added two “aids”. The first is a way to get easily the segmentation of the combat. Instead of defining each phase as “phase 1”, “phase 2” etc… These will be graphically represented by “rubies”. I plan that the game will have a max of five “chains”, so five phases or five rubies (it’s possible to go forward, backwards and reset. So you start always at phase 1, then you can move to phase 2, then to 3. At 3 you can choose to go at 4 or go back at 2 or even reset and go back at 1. As an example). These five rubies will have five different recognizable colors. So for example, phase 1 -red- phase 2- blue- phase 3 -green- phase 4 -violet- phase 5 -black-. At a glance you’ll see the phase you are in that moment and the styles available on the quickbar that are tied to that specific phase will be colored so that you can see directly if they’ll made you move to the next or the previous phase.

More on the styles: the styles represent the whole direct interaction. These styles are acquired in the standard way. For the design level they aren’t “skills”. They are “tools” (as defined at the beginning). Like a spell. They will be unblocked when you improve a skill. So when you reach with “short sword” at 40% you will unblock a new style, and so on till a max of 150% (catassing for the win! Reaching 150% in a skill is basically impossible since to go above 100% you need to score 98-100 with a 100 dice roll each time you try to improve). Special styles can also be acquired through PvP or quests. Each style will have an effect. They can give you bonuses to the next “to-hit” roll, they can give you bonuses to damage or defence. They can hit all the targets in front of you in an arc of 60 degree etc.. Plus they will apply, remove or interact with five set “states”. I haven’t defined them yet but I expect them to symbolize effects like “stun” “dizzy” “poison” etc…

Two important side notes: The first is that each phase/ruby will have a maximum of six different styles available, so from “1” to “6” on the keyboard. But I didn’t say that each phase doesn’t represent a single attack, instead each phase groups TWO consequent attacks that will be performed in combo. In this way form a side I slow down the the combat a bit since the plan goes on from two actions to two actions, offering a wider timespan, from the other side I added some finger-twitch fun :) In fact it’s true that you can choose on the keyboard pressing the keys from “1” to “6”. But you need to do that in combo, pressing also the secondary style that is represented by “7” to “+” on the keyboard. The second side note is an important value that I didn’t consider till now: the speed of a weapon. Since there’s no autoattack, the speed has a strong role into the combat, it defines directly how fast is the interaction (so the duration of each phase/ruby). Since each phase includes two attacks it means that for weapon with a 2 second speed a phase will last 4 seconds.

Final quirk: a player can also choose to do “nothing” in a phase. It can be a choice or it can be “lag”. This is a mechanic anyway. The fact that the players isn’t attacking actively means that the defensive skills are boosted up till the character will perform again another action. But still remember that if a defensive style is triggered the character still needs to choose and activate it dynamically. Movement is also considered as a bonus/malus over the defensive styles.

Basically the gameplay offered is a chain (phases/rubies) of combos (two attacks for each phase to select at the same time) paced by the speed of the weapon with defensive styles to activate as reactive, occasional events. The speed determining the pace can also be used to define playstyles. From the highly twitch based combat of a rogue, with super fast daggers, to a more tactical, slow view of a 2h sword guy.

Final note: a roll of 1-3 represents a critical failure. In the combat it means you’ll loose a few turns. A roll of 98-100 is a critical success and in combat represents double damage.

Big Bartle calls earth, where is my MUG?

This article didn’t come out easily. Now I’m happy that it’s done, good or bad. More then once I was on the point to delete everything.
Since it’s long enough you’ll have to follow the link on the right and “read more” ->


I have a few points to underline. It all started with the article that Richard Bartle wrote to explain why the mmorpg genre doesn’t seem to improve over its (self-imposed) limits. The fact that there’s a dissatisfaction seems widely accepted, both between the players and the intellectual elitists. Instead there’s some controversy about what this dissatisfaction is about. The players find MMOGs, for various reasons, not appealing, not involving, not fun. The developers, from the other side, are splitted between those trying to figure out how to reach the mass market and exploit it (and why it didn’t happen already) and those, like Big Bartle in this case, arguing about the quality standards.

More or less Big Bartle starts from this perspective to analyze the negative reaction that is being produced. The mix of the players as a “blind” group, with needs but without ways to express clearly these needs, and the developers that have to try hard to figure out “how to please” and satisfy two unrelated layers: the economic needs and the artistic “quality”. Knowing that the first definitely owns the second. This rationally and logically. We know we live in this situation. But we can also add to this logic possibility, because we have also the diachronic dimension. The time. Or the actual shape of time in this context: the wisdom.

The logic tells us that we need money and that the artistic quality we want to address is still a subordinate. But the Bartle-wisdom and our experience also tell us that, in the long term, the king is naked. Naked because the money isn’t there on its own. The money, even in its super virtuality, still depends on something concrete. And this is our quality. Without quality, in the long term (again), we won’t even have the money. Because we can fool ourselves all we want but we still need to accept that, at the end, a mmorpg will sell only if it has a value to offer. An artistic, emotional or social value. Somewhere. Somehow. The type doesn’t matter, same for the genre, but there must be definitely something “solid” in there so that we can hope to tansform into “money”.

Bartle’s theory is that MMOGs are being designed by the players. This because the devs, in the desperate attempt to please their customers, are forced to second all they ask. But the customers don’t know what they are really looking for, their “needs” aren’t that obvious and easy to get. So what they search for? According to Big Bartle they search for what they know already because their previous experiences are the frame to measure and judge all they’ll encounter as they go on. In order to fulfill their desires the developers need to shape their world after models that are broken but that are able at least to quickly put the experienced players “at ease” with groups of features that they feel “theirs”. Like a way to reassure the players, to make them comfy. Now I believe that Big Bartle doesn’t like this because he feels the process as a menace. If the developers second every request of the players they’ll mostly provide solutions that are qualitatively mediocre. And not just for an abstract quality standard, but both for the developers and the players themselves. Why? Because, again, the players don’t know exactly what they like, in particular they don’t know what they could like, and their only resort is to ask what they know already. But what they know already is nowhere near an “improvement”. This like a recursive circle with no exit.

I don’t share this point of view. I believe that the real problem Big Bartle is observing here has nothing to share with design. This is exquisitely a problem about the communication level. Something that I discussed a lot. The developers aren’t captured in the process he described but I agree that they easily fall there. This because what is really in a very bad shape is the relationship between the developers (system) and the community (ambient). A sociologic problem that generates, as a consequence, all the “symptoms” that Bartle sees and points out. But even if I believe that this is the key to solve the whole issue, I also want to discuss the design directly. So…

One of the biggest errors, I think, is about considering this genre “new”. This is why there are peoples like Raph Koster feeling like pioneers. This is why there is a place like MUD-dev shaped into a brainstorming group about a new media and all its implications. A new horizon, a “far west”. But the truth is that there’s nothing new. This genre is everything but a “discovery”. It’s its opposite. A melting-pot. This genre is the result of an hibridization. It’s derivative, syncretic. It’s an amass of junk collected from everywhere, in particular the very essence of the culture: the myth. This is the reason why fantasy themed games are so common: they are a common and shared form of modern myth. What are designers here? Not gods. They are storytellers. “Nothing else”. They do not create. They shape. They observe and fix (focus) things into a point of view, then they offer this elaboration to others. It’s “art” in its purest form. Yes, the art has the originality as one of its basic traits, but the art is simply defined as: “discovering an hidden aspect of the world”. A discovery that starts from an observation and this observation produces a stimulation and the stimulation is then elaborated into art. And offered. But at the beginning there isn’t a blank page or a space to define and discover from zero. At the beginning there’s what I define “a symbolic shared system“.

What should be done, after these considerations and after accepting this level, is about observing and recognize what is new from what is coming from the past, inherited. This is where I think Big Bartle “falls”, like his love for for ideas that are still surely valid but also tied to a precise context. And with a value directly consequent to that context. A value that derivates and depends on that context. Here starts the old debate between a textual and a visual space. On one of the spawned threads on a message board, Raph says that MUDs definitely share aspects with MMORPG. Just to give an idea he says that they are 80% the same. I agree, they are both about the same stuff but the *form* completely changes and we are in a (virtual) genre where the form is basically everything. It is not “fluff”. These theories are new? No. This is the same when we moved from the press to the photography and cinema. Then we moved from the mute movie to the sound. Then the color. Then the TV. Each of these “jumps” produced both “losses” and new possibilities. There are a good numbers of high profile intellectuals theorizing that these jumps actually modified the structures of our brain. Something relevant enough, I guess. Marshall McLuhan rings a bell? One of his most famous quotes is:

In Jesus Christ, there is no separation or distance between the medium and the message; it is the one case where we can say that the medium and the message are fully one and the same.

Moving from a textual interface to a graphical one isn’t fluff. It isn’t a new “dress” for the same model. It’s a whole new level of the expression. The graphic isn’t just graphic but it is a COMPLETE revolution of the approach. Exactly mimicking what happened when we moved from the press to the movies and the TV. A strictly logic approach is being replaced by an emotional-driven one. This is completely different and if we fail to perceive this big change we also fail to focus what is the real potential of the medium we are going to use. We diminish the real essence of the change and all the consequent results.

This is why it’s surely indispensable to observe what the MUDs did and are doing. But we still need to observe the medium that we are going to use or we do the same mistake of directors making a movie for the TV like a movie for the cinema. They will fail because the medium they use is relevant and each has different possibilities and rules to understand. It is AFTER we are conscious of this that we can toy with hybridizations, perhaps bringing the style of the TV into the cinema (someone has seen “Bambaloozed” of Spike Lee?).

Now lets go back in topic. I said that the genre is nothing new, that what we need to do is to observe more than “design” because there’s the need to re-read more than create. This is an important point. There are two layers: the perceptive structure and the symbolic-social space. The first depends a lot on the medium we use. A different medium is a whole new dimension with new rules to consider. It’s a level about the form and, again, I have to underline how the form is important when we are dealing with something already “virtual”. Then we have the symbolyc-social space. I defined this above as a “modern myth”. This concept is easy to understand if we take an example like Star Wars and its “translation” as a mmorpg. One of the things I criticized about it is the approach. It’s not possible to build a generic mmorpg infrastructure coming from well thought but high-level theories and *then* paste the game, the setting elements specific of Star Wars. Like a plug & play content. We cannot pretend to codify something, because “Star Wars” even if a movie, a book or a game, is already strongly codified. This is why I wrote that this genre need way more to be (re-)read and experienced instead of invented. I don’t agree when Raph Koster says that the genre is new and we are only starting to build and understand the theories on which it can and will be built. I do not accept that the design can be detached so easily from the object of what we are creating (and here I’m doing a crossover to what Jeff Freeman wrote).

I believe that what needs to be done is to rethink the approach. Look back and focus again to what is really relevant:

1- The medium, or the shape of what we doing. In this case the visual approach, the image, the interface, the sound. The cinema here is able to teach a lot. Bring in directors of photography and let them work with the artists on the game. Or at least remember to study attentively these perspectives.
2- The myth, or the symbolic shared system(s). If we are working on a fantasy setting we should go back, read a book. Trying to capture what is the *real* essence of that myth. Capture *why* it became so relevant in our imaginary.

If we do that, everything will change. The design of the interface, the sound and the overall visual experience will transform completely. And I’m sure that also the design will completely change direction (and the mass of players with it), focusing on the “adventure” as a feeling, discovering again how to produce content to offer *emotions* and system to let the players themselves recreate those emotions. Going back at the *roots* of a myth, trying to discover where its real value lies.

I’m absolutely certain that the symbolic shared system that we call “fantasy” is way more than a grind of monsters to gain more experience.
The mission of a new game and a new genre is an “exploration” of what made this myth so important. And capture its essence.

Looking backwards more than looking ahead.

Open Beta .torrent (updated)

I’ve updated the .torrent to get the recent open beta client that is linked now on the official page of the game.

The file is here.

As a notice: It seems that the beta is currently “open”. I subscribed from Italy with my real name and address without a problem. I won’t play the game or download it because I cannot afford the time to get 2.5 Gb on the connection I have but at least I’ll follow the forum till they release the game.

EDIT: You’ll see a tracker error but it’s probably how Blizzard’s torrent works, the file isn’t broken and if you wait enough the download will start properly even if you keep getting the error. Dun worry.

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The open beta of your dreams

Who didn’t expect this? :)

Both Fileplanet and the community site of World of Warcraft are dead. The “Open Beta” is officially started, at least in the dreams of both Blizzard and their players.

To begin with it’s not an open beta but when you are Blizzard you can also redefine the meaning of a word, who cares? You’ll have to subscribe and the fun is that the number of keys is limited. There are also local restrictions to be part of it.

The fact that the beta keys are limited is pushing the players to furiously refresh the homepage and hope to still get a spot. This obviously killing their site. Good plan, Blizzard. You couldn’t do this worse. Planning ahead your death must be fun.

Someone could expect that these big companies learn from previous mistakes.
No. This industry is made by masochist or noobs. Or both.

The World of Warcraft and Open Beta Account Creation sites are temporarily down. We are experiencing technical difficulties on our end and are working diligently to restore service to this site. We apologize for any inconvenience this is causing you. We do not currently have an estimated time for when the World of Warcraft Web site will be back up, but we are working extremely hard to solve these technical difficulties as quickly as possible. Thank you for your patience.

N – O – O – B – S

Who could expect that “limited accounts” + “open beta” would have caused this? Come on, who?

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