![]() “Out West” is a live music double cd that the “Gomez” are going to release the 7 June. This album is the first released with ATO records, the label co-founded by Dave Matthews, after the group broke up the contract with Virgin consequently to the prohibition to publish a live album. The music never found a similar creative talent and ease of movement from genre to genre since The Beatles. All Gomez music is built on syncopated beats and mixed tempos similar to how it happens in Jazz but here mixed with all the possible genres, from classic pop and rock to country, slow ballads, powerful tribal progressions, elements of dance and psychedelic music. The track I mirror here was officially offered to promote the album, so perfectly legal. The voice of Ben Ottewell is the most beautiful and powerful you’ll ever hear and this song just shows one of his ways of singing (try to search for “Rosalita” to hear a melodic ballad). And yes, that voice comes out from this kiddo. In the age of the internet the music becomes just something in the background, trivial, unnoticed. With groups like this one it’s possible to rediscover the unique feelings that nothing else is able to communicate. P.S. |
Monthly Archives: May 2005
The communicative pact – How SWG went to hell (and will continue to)
These two comments have the same purpose of explaining my point of view on Star Wars Galaxies and the latest changes. The first part was written after the second in order to pin down better my reasons.
The rest is in the filth.
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It’s not about the bad timing of the publish, the bugs, the rollbacks. While these are the most evident manifestation of the problems (and the first focus and concern of SOE right now, I have no doubts), I cannot care less about them. They are completely irrelevant from my point of view because I’m looking at something else. I’m criticizing a part that was never put under discussion by SOE, nor it is now. And, still, it’s the real, but less evident, source of all this mess.
I’m not criticizing the execution here, I’m criticizing the approach. If the approach is wrong the execution can even be perfect but the result will be awful no matter what. No matter how much time they’ll dedicate to fix all the problems. Because the mistake happened on a different, previous level. What I’m pointing out isn’t about those problems that SOE already acknowledged, I’m pointing out problems that they completely negate. That aren’t questioned. There’s a direct difference of opinions here that I’m trying to underline. I’m not jumping in the bandwagon of the players criticizing the CU. I’m on a different position, a position that is nowhere popular or widely shared. A position that didn’t change in the last year and largely anticipated the problems of the game because, no matter of the dedication and restless work of the dev team, the direction was wrong.
The origin of all the rants I wrote and I write now is still the same. It’s the same crusade I carried on against Raph, against the independence of the “formal systems” from their context. This last CU isn’t probably credited to Raph, but it carries over and exaggerates his original mistake: the negation of the existence of the cultural patterns existing before you start to shape a “symbolic shared system” (like the Star Wars universe) into a specific form (like a game, in this case). The problem of the “Star Wars proper feeling” doesn’t depend on whether something was in the movies or not. It’s not a limit of references but a limit of patterns and expectations. If Lucas plans a new episode and throws in stormtroopers healing each other and casting fireballs I’m going “WTF?!” even if that’s actually “official”. There are cultural, implicit rules everywhere, they exist even if they aren’t manifest. These still represent patterns that must be respected because they are the true nature of the myth. They are its essence. Everyone knows if something fits or not depending on the coherence (self-consistence) with its own symbolic level.
There’s a technical term that, for sure, I didn’t invent: “the communicative pact”. It describes exactly these same points:
Through their cinematographic possibilities, the audiovisual language they use, both fiction films as well as documentaries can create different kinds of reality effects (realism, authenticity, actuality, believe). Since we are talking about an â
Do they just rattle around like bingo balls until a slot opens up?
When a designer invents something retarded the excuse is always the same: the players are confused and the designer is right.
The designer obviously cannot waste his precious time to clarify the doubts and the critics of the players, of course, are all superficial and coming from misinterpretations. After some time everyone will understand the genius. Or not.
The fun part is that this process is purely reputation-driven. Nothing else. You can put the most idiotic idea ever in the mouth of a respected and well-known developer, and the majority of the players will start to drool. In particular if it’s filled with buzz-words and commonplaces. In particular if it’s completely devoid of details and full of positive adjectives. Today we have two different examples (or three if we included WoW’s Honor System) defining two different moments. The phase when the idea is still a blurred, vague concept but still accepted with lots of hype and unmotivated praises and the following phase, when the idea has to become real to collapse in a magnificent trainwreck for all to see. An alternation of unfounded promises and their consequence.
In the first case we have Brad McQuaid explaining a new form of instancing, in the second case we have the Combat Upgrade trainwreck that invested the “headless” SWG. Two parts (moments) of the exact same process.
In this second case, from devs to producers, there has been an insane work to release interviews, dev diaries, apologies and whatever you can fit in the pack. Probably because there was this need to teach again to the poor clueless players how the new system works. Because they are confused:
The first obvious issue that’s impacting our players is that it’s a fundamental change. Players, specifically our hardcore players who’ve been playing for 20 months, have to relearn how to play.
Because it is a new system, especially when you’re a veteran player and you have a whole lot of high-level skills you use in combat, it’s going to take you a while to use the new system.
(hint: “communication” means listening what others are saying, not preaching from a podium)
There’s this diffused arrogance, the players are stupid, they cannot see the magnificent ideas (nor the designers have time to explain them) behind some changes. So they just need tools to keep the herd under control while the shepherds lead it in the proper way. Babysitting the kiddy community. After some time the protests will settle down and everyone will get used to the new game (hint: peoples adapt and get used to just everything. This doesn’t make the result a good result).
This is when the game gets fucked up, under the eyes of the players. The promises full of adjectives do not hold anymore, the facts claim their concreteness and the only resort for the devs is to justify their work by denying the problems, denying alternatives, denying the critics. Well.. denying. And delaying (so that the players will adapt and shut up). They want the community asleep, sweet dreams while the money keep flowing, everyoneishappy and alseep. They chant lullabies and reassurances. Everything will be okay, there’s nothing wrong, all is working as intended.
Some games, instead, live still in the misty land of the hype, where everything is possible. Where every player can paint something in his head the way he likes. All perfect, nothing will go wrong, the premises are all wonderful. This is the first stage where the reputation of the developer becomes the whole depth of his ideas. That’s the value, nothing else. The source is the cause (which is a good principle, after all – till it lasts). And we have Brad McQuaid with the most blurred, indefinite (and derivative) game-concept of the history: “Vanguard – Saga of Heroes”. He has a very good reputation among those catassers that still represent the heart of the genre and his first resource and marketing target. The best he did wasn’t to create EverQuest, but to leave it with a perfect timing, unloading all those responsibilities before suffering their weight (Raph did the same with SWG, even if he didn’t come out really as a winner in the eyes of the players). He left at the peak, he cashed the praises and the glory and dodged all the consequent responibilities to become an “icon” of the nostalgia, a myth on his own, purified and exhalted by the censorship of the passing time. He’s not even anymore human. He’s a god called “Aradune Mithara”, the god that will bring back “the experience” to the players.
In the last days we got some more concrete informations about one of the systems that will appear in the game. As expected the majority of the fanboys loves it, while the minority that criticize those ideas is obviously confused. This system has been defined as “Advanced Encounter System” and is a rehash of some features of the instancing technology. My first comment isn’t that different from the opinion I have formed after reading through the “compiled version”:
“Incredible! They will be able to borrow all the problems of the private instances without any advantage! It’s a design miracle!”
The system is rather odd. Odd because it doesn’t make sense, it’s unjustified. It has already been defined as “private instancing, just in public” or “instances with spectators”. The basic idea is that the various groups entering a dungeon will follow different questlines and paths, as they choose. These paths will be based on different triggers, both common (kill “x” mobs, reach this place, pull the lever etc..) and uncommon (the actual AES, aka “spawn on demand”). In the design plan this means that these dungeons are always public. Vanguard will completely avoid the instancing technology so the world will always be shared and unique. In a dungeon you’ll find other groups already involved with various path/storylines. The schema will work like a theme park with different attractions, every group will follow its own itinerary and the choke points will be avoided by introducing this new form of “public instancing”.
At some point of the progress through a path, a mob will drop a special object that, if used, will spawn “privately” the special encounter. In order to prevent other groups to disrupt it:
A very limited subset of NPCs involved in an encounter route will be â
Combat upgrade? No, thanks.
This will be my only comment on the Combat Upgrade that “ran over” SWG players.
The main reason is that it has been covered by better writers than myself and I also decided to ignore it as I heard they were patching more spell effects and levels in the game. If something retarded could have been done to ruin the game even more, they surely succeeded.
I just started to read an interview to Julio Torres (one of the producers) but the first line is enough to made me stop and browse my attention somewhere else.
The first obvious issue that’s impacting our players is that it’s a fundamental change.
Nope, sorry. Here, I fix it for you:
The first obvious issue that’s impacting our players is that it’s a fundamentally flawed change.
NCSoft Releases Q1 2005 Results
From a thread opened by SirBruce on Grimwell. The updated subscription numbers from NCSoft games, the initial Guild Wars numbers and some other interesting comments:
This is for the quarter January – March 2005. Hilights:
In 1Q, 2005, the total sales were down 4% QoQ to 60.4 billion won and operating profit was 21.3 billion won, down 1% QoQ.
Subscriber counts:
Lineage
1,994,693 (down from 2,085,385)
7,623 in US (down from 7,634)Lineage II
2,107,348 (up from 2,065,187)
65,644 in US (up from 61,835)City of Heroes
140,481 (up from 124,435)
US is 128,280; Europe is 12,2015. Progress in Guild Wars
– Guild Wars;
Guild Wars was commercialized both in U.S & Europe on April 28th.
Within 1 week over 250,000 accounts are activated in U.S and Europe, which we believe is a quite solid start. Based on the initial sell through and very positive response and reviews from the gamers, we believe we can comfortably beat our initial Guild Wars sales target.
On the same date, in Korea, Open beta was started. Within 1 week, around 500,000 accounts were created, and concurrent users are around 30,000.
The number of accounts created within 1 week exceeds that of Lineage II during the same period of time.NC soft believes new game launched like Guild Wars should generate sales growth every quarter.
http://www.ncsoft.net/eng/nccompany/ir_data_report01.asp
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Net income (after taxes) was actually 21%.As strong as those numbers may seem at first, these were actually well below analyst projections; the same was true of last quarter. NC Interactive (US) continues to lose money, and NC Europe is still taking a lot of investment capital to get started. WoW has been strong competition in Korea and China, and Guild Wars concurrent users in Korea is pretty low, as are its gamemetrics rankings in the cafes. NCSoft disputes the rankings and says it is getting more play that that, but clearly the title will have to do a lot better to meet expectations.
Tabula Rasa was delayed and NCSoft is now banking a lot of its hopes on both it and a fantasy title called “Aion” coming out next year. This is in addition to what they hope is strong sales for Auto Assault and City of Villians. Also coming out next year are Alterlife and Troopers, a mech-type game of some sort.
Also, the Korean baang market is changing, with MMOG games in decline and more and more “casual” games being played. NCSoft is planning on launching their own casual game package but if the trend continues this could be bad news, since so much of NCSoft’s business is derived from Lineage 1 and 2. Add to that that casual games don’t provide the montly revenue that MMOGs do, and that Guild Wars doesn’t either, and there is a lot of uncertainty regarding NCSoft’s financial future. It’s not that they are going to collapse or anything; however they could find themselves overextended.
Drooling
Another pointless poll from Mythic
Mythic temporizes some more by pushing out another poll, this time open to everyone.
The result is more than obvious. Mythic knows already what the players will choose. I’ve already given my opinions, the title was “DAoC’s surveys the playerbase, asks the wrong questions”, and it doesn’t change now.
In particular my option isn’t there. We have a:
“I am happy with the currently available server types and would prefer Mythic work on the existing servers.”
But we do not have the proper version:
“I am NOT happy with the currently available server types but would prefer Mythic work on the existing servers.”
Because that’s where is the juice. The game needs work, just not that type of pointless, demagogic work.
This time I’m going to vote this last option anyway. I want something to be done against the buffbots (not the range idea, though) but I find really stupid to remove a whole expansion. The game needs a lot of work but not to remove parts of the game, but to fix and integrate them properly, exactly the opposite of that option. The “realm invasion” ruleset is also so stupid that they probably put together just to fill that option.
So what? Let’s temporize some more.
Definitely Not Safe For Work, okay?
Trash topic of the day.
I saw this one the first time on the “Fires of Heaven” boards (where else?) while going through a funny Plaguelands link. Krones was suggesting this girl for the “Quest for Antonia”, one of the new wonderful ideas Smed is having to “take the game to the next level”. For the glory:
I want to make sure we’re going to take what we do to the next levelâ
Perspectives
A brilliant comment from AlteredOne in a DAoC-discussion, valid as a general principle:
As for Johnny’s comments, I think it they are illustrative of the degree to which really horrible world designs can eventually appear normal and acceptable to those who stay in the “game.” I’ve seen myself doing it, getting sucked into the “this is simply the way it works and I guess it’s not so bad” mentality, then snapping back when reality somehow intrudes. Namely, the reality that my so-called “game” is a nothing more than an all-consuming chore, and I would be better off doing yard work. Fortunately I actually have a yard now! It was easier to justify catassing, when I lived in a townhouse with a homeowner’s association doing all the outside work for a ridiculous fee.