EverQuest 2 – The Longest Journey (Part 2)

In the part 1 I traced a pattern that from my point of view summarizes “all things EQ2”. I believe it portrays perfectly the WHOLE situation, not just the small example I used.

Noone negates that EQ2 team is doing a whole lot for the game. They are trying HARD to do a good work and they surely did a whole lot more than Blizzard in the last year, there is no comparison. They also achieved a lot and this is apparent if you read the comments of the players. No other game that went through as many significant changes received the same amount of overall positive feedback. Today, without a doubt, EverQuest 2 is a better game.

But I still find curious how this game had to “jog” all over the place to arrive at the same conclusions of WoW (and reuse its concepts). For a whole year EQ2 kept running restlessly just to arrive near to the same spot where WoW was sitting already from a long time. WoW didn’t need to budge at all. As static as it is it didn’t need to go through all that work and experimentation because “it got things right” already from the very beginning.

It is so similar to the story of the ant and the grasshopper. WoW is the result of a long and focused work along five, if not more, years. It probably “consumed” Blizzard more than every other game. This while SOE preferred to not focus on anything and start a bunch of different projects, all lacking a solid direction. They pretended too much and felt untouchable. They cared more for the marketing value of the development than the actual passion about building something valuable. When the two games were released the difference was obvious and Blizzard was and still is rewarded. They did a so much better work and the result of that focus paid them back largely.

During this year the situation pretty much reverted. Blizzard continued with its trend. Starting to farm what they sowed, but definitely failing at creating new developments and ideas. They just reiterated more of the same to the point of even putting a strain on it. Most of the partially new ideas, imho, failed. From the PvE endgame raids, to the faction points farming, to the most horrid PvP system ever created. But the game was already so solid that it didn’t need anything else to impose itself on the market and trigger a recursive, growing (and now even self-feeding) success.

In the meantime EQ2 became a better game, it didn’t just crumble to pieces as I was expecting but instead it resisted and changed completely attitude. That work is now paying them back, I believe, but at the same time they still suffer and probably will continue to suffer some core differences.

The design in WoW is extremely polished. Here “polished” means simplified. Compared to EQ2 design which is instead more cluttered. The UI is a perfect example of this, but the same happens for every other element of the game, from the general design to the technical aspects and even the graphic. EQ2 feels a lot less consistent and polished. It is more a mess. Sometimes this mess is even mistaken for a “richness”. While WoW’s polish, sleekness and simplification is mistaken for absence of value.

The truth is that WoW has still a considerable advantage over its competitor(s) and it probably will retain it without much effort for the next few years.

This doesn’t mean that EQ2 cannot continue on its journey. If it was already viable, it will remain so now that it is a better game and seems to winback more and more players. Far from being a commercial success but it is surely the one in the better condition between those in SOE’s portfolio, as I already commented. We can even argue whether they should focus completely on it or not (I think yes, by the way. And from many years).

So WoW is already the perfect mmorpg that has found the best recipe for a game? It is truly the “one mmorpg to rule them all”?

Of course no, I do not think that WoW achieved the best design possible as I concluded at the end of the first part of this article. There are many parts of WoW design that could be improved and so many possibilities that WoW didn’t even care to explore.

The point is that I do not see EQ2 taking advantage of those possibilities either. Or even try to move past the boundaries traced by WoW. In fact, as written in the first part, EQ2 often stops right in the same place of WoW. It seems its natural, unavoidable destination. Without trying to move past it or find new directions. I have this image of EQ2 like someone driving a car and trying to surpass the other car next to it. It is so absolutely focused on what the rival is doing that his eyes are locked on the other car. To the point that it doesn’t look anymore forward and risks to crash right into a wall. EQ2 seems so completely focused on WoW that it seems to be blind at the possibilities that could be opened.

Its upcoming PvP system is a carbon-copy of the one used in WoW (l’ll come to the PvP but I hope to write just some terse comments about one particular aspect). The class system, as explained, is now as close as possible to the one used in WoW. The two games seem to progressively converge instead of defining their own unique space and quality. They are so completely focused on a tiny dot that noone sees how big is the space of the possibilities. Every element of the game seems to mimic this trend.

As an example I commented a thread on FoH’s forums that describes some changes about the aggro system. It was changed to be closer to WoW, once again. With the result that there are now “design leftovers” from the old system that make grey mobs aggro despite their color code would state the opposite. It’s like trying to mark a difference where there is none. The old system used was simply “bad design” to the point that it was largely exploited (low level players grouping with high level ones to get a “free pass” and avoid completely the aggro code – defined “passporting”), and the new one is close to the one used in WoW, yet different. Where that difference is now a design inconsistency then generates other problems.

But are we truly limited to JUST ONE pattern (and, incidentally, the one that WoW used for a long time)? Of course not!

There are so many possibilities for an “aggro mechanic”. In my comment on that thread I suggested to make the “grey con” mobs to run away from high level characters. I think it would be cool. Already innovative enough to define a small quality. But you can use this as an example for a whole new approach: try to make the aggro mechanics more and more realistic, varied and entertaining (and not strictly game-y).

For example we could mix both WoW and EQ2 mechanics. In WoW the aggro system consists in a variable range depending on the difference in levels. Mobs with a level higher than yours will aggro from further away, while mobs below your level will have a very small aggro radius. In EQ there’s no dynamic radius (maybe it’s based on the type of mob, but not factoring the levels) but the aggro varies depending solely on your level. So that grey con mobs won’t aggro even if you sit right on top of them.

Mixing them would be adding value and depth to the system. To begin with we could create a base system where every creature type is linked to a small group of “behavioral general patterns”. For example some creatures will never start an attack, or always run away from threat. We could implement different reactions depending on specific environments, light sources or night and day cycles. Where the predators could “aggro” and try to ambush the players during the night, or try to stay away if the player has a light source or is walking around in a group instead of alone. Some creatures could attack no matter of the conditions, because they are too stupid to figure a menace and so on. Already on this level the possibilities are endless and the gameplay more varied. It just depends on how much you want to “push the boundaries”.

On a simpler level you could start with a small number of basic groups defining the “type” of creature. One for those aggressive, one for those neutral, one for those friendly, for example. Then adding a simple level check that goes to match within the group that particular pattern that is appropriate for the situation. For example walking between creatures that should be aggressive but that are much below your level could make them run away from you, scared. Not just always aggroing, or ignoring you, or having just small or bigger aggro radiuses. Mixing instead these in more varied and realistic behaviours. A “green con”, but neutral, mob could try to ignore or avoid you but still bite you *once* and run away if you trigger an “annoy check” (for example by standing too close for an amount of time). While an aggressive mob could show a defensive behaviour only when the difference in levels is wider.

A system like this can be then even extended to the combat encounters themselves. Think for example to a pack of wolves that during the night starts to move closer to you and then circling you, with one or two wolves running in from opposite directions, biting and running back. Effectively “kiting” the player. This is what’s “cool”. The possibilities are ENDLESS. You can design a very simple and stylized method that just repeats a few rules (the basic groups types + the level check mechanic to pick the specific pattern) or go in depth and add as much “substance” as you want. It’s easily scalable to the complexity you desire to achieve.

All these ideas would make these mobs much more like “animals” or creatures, instead of just “bags of experience”. It’s a direction that I would love to see explored and that could mark a rather strong difference from WoW.

Yet it’s completely absurd. Impossible. Dave Rickey and Raph Koster love to talk about AI, but here we are BILLION years away from that. It would be already *unbelievable* to see these mobs follow some very simple, yet entertaining, behavioral patterns. But it’s already science fiction.

This was just an example to explain how these games offer so many possibilities if you only open a little your eyes to embrace what the genre truly offers, instead of just remaining trapped in the exact same model and rinse and repeat it endlessly without any enthusiasm.

In fact that’s what I believe the industry misses: the enthusiasm. The desire to discover new things. The sense of wonder. Feeling like a kid to discover the world a second time.

But aren’t games exactly this?

EverQuest 2 – The Longest Journey (Part 1)

A few days ago the last, massive patch went live with some significant changes, in particular about the newbie experience. The classes don’t branch up as you level your character, but you can choose your specialization right away, trying to make each character more unique already from the start, while still fitting it in its archetypical role.

This change doesn’t seem too bad, in particular if coupled with a new character progression system that will be added to the game later this month, with the launch of the second expansion. Taken from an interview with the ubiquitous Scott “Gallenite” Hartsman:

GamerGod:
Can you give more detail on the new Achievement system? Will this be like the AA’s from EQLive?

Scott Hartsman:
Achievements are abilities that you earn, ideally during the course of normal gameplay – things you’re already doing. You’re not diverting from primary advancement in order to invest in Achievement.

Achievements really can’t be directly compared to Alternate Advancement from EQLive. Earning them, spending them, changing them, and the way they let people specialize their characters are all handled differently.

As you’re accomplishing things in the world you’re also earning Achievement Points. Doing particularly adventurous things for the first time (such as defeating specific foes or doing a certain quest) can gain you bonus Achievement Points as well.

Achievement Points can be spent in a tree of abilities that’s based on your class. Most abilities have multiple ranks. Some people might choose to specialize by spending their points to ensure they have all ranks of a small number of abilities. Other people may choose to spend their points more broadly to gain some amount of proficiency in as many as they can.

This system isn’t about providing a never-ending path of growth – there are a set number of Achievement points that any given character can have. If you don’t like what you’ve chosen or want to try something new, you can re-specialize your character to try out a different path entirely.

This system is about doing heroic, adventurous things in the world, taking your character’s knowledge from having done them, and investing it in further enhancing your character in ways that you choose.

This is one idea I really like and one I examined during some freeform brainstorming sessions. It’s like a linear, evolutionary path.

We start with the original mmorpgs where questing was a only side activity. The main source of experience and character progression was killing repeatedly the same monsters in a zone. This is the repetitive pattern that brought to all the critics about treadmills and grinds. The quests had a purpose in the advancement but they didn’t integrate well, or tried to replace, the camping. The second step is with World of Warcraft. It streamlined the whole questing system by making it the primary focus of the character progression. Making it more efficient and worthwhile than just camping a spot. This type of questing added variation in the game, directing the players around the zones, moving between the sub-areas, each with its own mood and story. The quests become “segments” that the players reorder to create their own “stories”. The repetition is hidden or dissimulated because the attention is focused on smaller, frequent goals that break up the monotony of longer and longer levels. After WoW we have another attempt with DDO (Turbine). Camping mobs is not anymore an option. This mechanic is completely removed and replaced by a mission system that rewards the player only on its completion. The repetition is (supposedly) removed since the experience (and so the progression) is driven directly by “content”. Till there is “stuff to do” the character can progress. This step was partially flawed in the implementation but was still an attempt to find new patterns to mitigate the boredom, giving the developers a more direct control on the “flow”. Then we have the last step that is also described in the quote above.

I went with this superficial excursus because it’s how I arrived to this idea myself. The purpose was to detach the progression completely from the quest system (or mission system) so that it could have been more powerful. You could award points not only for completing quests, but for every type of activity offered in the game. So removing the strict dependence (you complete the quest and gain one point) to create a system that covers a wider range of possibilities. You could gain points for the first time you kill a particular mob type (and only the first time), for killing a named mob, for completing selected quests, discover hidden areas in the map, discovering new resources, create crafting recipes, achieve PvP goals and so on. A system not tied to a particular sub-set of the game, but embracing the whole experience in all its parts, following the character from the beginning to end and encouraging the players to explore all the game has to offer. A diversification of activities.

This was a positive goal because I wanted to fight the tendence in other games to encourage (or enforce) the specialization. In SWG, for example, you were encouraged to specialize on a combat role or on a “roleplay” role (like the politician or the entertainers) or on the crafting. Something similar is happening in WoW, where they are trying hard to force the players to specialize on either PvP or PvE. The designers try to “force” the players into player-types. This is a trend that I always tried to fight. I never believed on the “player-types” and I always fought against games designed around this concept. I believe it’s detrimental and it doesn’t help the fun.

When I play a game I never feel the desire to specialize into one activity only and I dislike the games designed to force me in that direction. Instead I like to experiment and explore what the game has to offer in all its possibilities. I think that this approach makes the game more rich and helps to push back the boredom that comes as the consequence of repetition. It feels more like a virtual world where you can access different possibilities, making the game more complete and varied. This is why I always criticized SWG specialized gameplay. What the game has to offer should be linked by “AND” operators, instead of “OR” operators. Letting the players specialize into HOW they tackle an activity, but NOT by forcing them to choose only one.

All these ideas bring back to the progression system defined above. Since the game should encourage the diversity of the gameplay, there was the need to design a progression system that could be used in all these cases, uniformly. Hence the idea to detach the “experience points” from the quest system to create something more malleable where you could flag every kind of activity. Each new type of interaction added in the game should be implemented with an “hook” that you could use for the flag system so that the game was designed from the ground up with that idea in mind.

This is pretty much what suggests the idea of “Achievements” described in the quote, even if it misses my design reasonings and purposes. It’s not used to encourage the players to discover the qualities of “sandbox” game (that is founded on a variation of activities instead of a focus on combat), but instead to complement what EQ2 is.

Despite my ideas and goals diverge from those of this game, I still think this is a truly solid mechanic even for EQ2. With the removal of the branching classes system there was the need to add some specialization to the characters. In DAoC we have points to spend on specialization lines (directly as “skills”), in WoW we have the talent system that “bends” a class toward a more specialized role, by adding incentives and perks. In EQ2 (if I’m not wrong) this design role was implemented through the branching classes. You started the game with one of the basic archetypes (useful as an accessible learning mechanic for the new players and to keep the game balanced) and then progressively specialized your character by selecting sub-classes as you levelled up.

All these systems are never unambiguously good or wrong. The old system used by EQ2 achieved those goals but felt too generic for the first twenty levels or so. The new decision to remove the branching and let the players select their class right as they start the game solves the generic feeling, but probably reintroduces the other two problems: accessibility and balance. Actually the first is a special case because the original design didn’t achieve the intended goal and the new system was designed to reiterate on that problem. In fact what was intended to be an aid for the players in the old system (letting them choose just a general archetype so that they could make the more meaningful choices later on) revealed to be a problem (it was hard for the players to pick up an archetype so that they could “land” on a specific sub-class they liked later on. It was just too hard to figure out how a class would play in the longer term). So still forcing the “blind decision” that they were supposed to counter.

Now if you follow this line of thoughts and if my assumptions are correct you’ll probably arrive at my same conclusions. Imho this just BEGS to be transformed into a completely different system. It’s the same concept of “permeable barriers” that I repeated many times in the last months. It’s the natural, spontaneous drift of this type of system. The next step: the characters should just not be locked into a class. They shouldn’t be locked at level 1 as they shouldn’t be at level 70. This is how you directly remove the “blind decision” both at character creation and later on. Letting the player experiment, similarly to what already happens in FFXI or SWG (old style). The classes should become “permeable barriers” that, while defining a role, still allow the players to go back on that choice and experiment something else, retaining the character’s identity and social ties they already build, if they wish.

EQ2 didn’t arrive at this point and still sticks to the standard commonplaces of a class-based game. With the removal of the branching classes the game loses its specialization system and I believe that the new “Achievements” system to be introduced with the expansion was built with the purpose to fill that precise role. It should mirror more or less what the talent system represents in WoW. This is why I said that it complements the design of the game. It goes to fill that particular function that was lost with the recent changes. It re-adds the customization to the classes without creating the same design inconsistences of the AA points in EQ1 (nor trying to achieve the same goals since it’s not a “never-ending path of growth”):

GamerGod:
How extensive are Achievements going to be? Are they designed to cater to the power gamers that are wanting more, and are they trying to keep the game gear towards the casual player? The adding of AA points may make balancing the mobs so high that you have to have so many AA’s to be the right “level,” making the game geared more to power gamers.

Scott Hartsman:
You’re exactly right. That’s why we don’t think of Achievement as a system in the same way as EQ’s Alternate Advancement. They’re a fun new dimension for everyone’s character development, not the sole domain of the power gamer.

If we made a system that caused characters to grow infinitely, without changing their level, and characters advanced down it by spending time that was an addition to the time they had already spent leveling up, we’d end up in a situation where we had to make content for any given level progressively harder, until having tons of Achievements became a requirement of basic gameplay. Over time, the game would get progressively less approachable, which isn’t the direction we’re choosing to take EverQuest II.

This further confirms that the functional role of this system is identic to the talent system in WoW. The only element to differ is about how these specialization points are awarded. In WoW they are a byproduct of the levelling system (you gain one point for each level above the tenth), while EQ2 they’ll be linked to a flagging system that may be tied to specific quests or specific mobs, as explained above. Since the focus of the game is on the “killing” it makes sense to grant points in those cases.

I don’t criticize EQ2’s design. In fact I still find this idea solid and fitting the purpose and functional role.

I just find fun that, after this long journey and experimentation, they could only arrive at the conclusion that the system used by WoW is actually the best one ;)

Which leads me to the “Part 2” (that I’ll try to write later)

Eve-Online breaks the 100k mark!

I just noticed a sticky message on the forums.

It seems that Eve-Online has now more than 100.000 legit subscribers:

This Saturday the 100.000 subscriber mark was broken. As you can imagine this is a major milestone for both EVE Online and CCP. So we wanted to personally thank you for all the support and input into the game. Tomorrow we are going to find out who holds the honor of being the 100.000 subscriber and pod him a few times.

Again, thank you all and we look forward to having the new server hardware in place for you later this month. That hardware will more than triple the performance of EVE Online and provide you with an unmatch game experience.

Big, huge congratulations!

You truly deserved this success. I hope you’ll continue to support this game even more than before. Push the boundaries!

Jessica Mulligan back in Austin (and cooking)

It seems that Jessica Mulligan isn’t anymore with the french.

I read the news on Corpnews. It seems J is still the living who’s who:

Rasputin:
She was only on a 1 year contract I believe. Land would know better than I would.

J.:
Yeah, Mulligan’s out and is apparently back in Austin, and is trying to get her own startup going. She’s going about it fairly slowly, though. Surprised more people didn’t know about this.

Ohh, new studio. Juicy link there. NOW I’m curious.

Good luck with everything!

(and throw us more bones. I would love so much to follow these things)

Mulligan’s rant boiled down to a repeated “you suck,” aimed at nearly everyone in the room: Carnegie Mellon students, developers of MMOGs, developers of the games’ content and themes, and even Gordon Walton. “I am so frustrated after the last 20 years of making the same mistakes over and over and over,” Mulligan said, citing examples such as coding before designing, changing a game after launch, ignoring the community of players, launching before the game and team is ready, and shoddily established billing systems. “Don’t start coding before the design is fleshed out,” she said. “Before the ship sails out from the dock, you’ve got to know where you destination is.”

(and I still dream about what could have happened if an “all star” team could be built for a greater, focused effort that goes on with the passion. Like convincing Dave Rickey to join, kidnap Raph from SOE, rescue Lum from his office with an elicopter and all the other guys “with dreams” that are now scattered everywhere and have to respond to companies that only choke those dreams… A repatriate! The revolution!!)

Ah, that’s another of my ideas

Gamasutra again has an article proposing to remove HUDs from games.

Not too different from what I wrote about the “faked dragon”. The article even restates the two fundamental traits I also identified: the immerison and the accessibility.

Immersive gameplay
For many years, game developers have spoken of the goal of achieving a cinema-quality experience in a video game. One of the key ingredients for such an experience is the successful immersion of the player into the game world. Just as a filmmaker doesn’t want a viewer to stop and think, “This is only a movie,” a game developer should strive to avoid moments that cause a gamer to think, “This is just a game.”

The rise of the casual gamer
As video games attempt to reach new audiences beyond the core gamer market, developers are realizing the need to simplify interface design. While hardcore gamers might not be intimidated by numerous status bars and gauges onscreen, a casual gamer is much more likely to feel overwhelmed. Gamers looking for a “pick up and play” experience are not inclined to spend time figuring out what all those bars and gauges are for. The simpler and more intuitive the interface, the more accessible the game can be to non-traditional gamers.

With the difference that it would be so much more interesting to apply those ideas to a mmorpg instead of a single player game. Aren’t those two “hot topics” (and weak points) for this genre? It’s not just about the representation, but about the whole design approach to “render a world”. Or the “simulation of realities” of my definition that tries to be reminiscent of the ideal that started this genre.

Setting that as a goal would already force a revolution.

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Draenor revealed – Work in progress, but looking bad

That looks a lot like the Barrens with floating trees.

It seems that a korean site released a bunch of screenshots from Draenor, an unfinished region in “The Burning Crusade”, the expansion for WoW that will arrive later than sooner.

Eww. It seems that WoW’s solid art style just went to hell. Too many things and textures are clashing or looking plain bad. Most of the stuff that doesn’t look terrible is about reused art assets that are already in the game. One of the best things of WoW is the wonderful art of the ground textures. This is the first thing that seems lost in these screenshots. The new brushes used are terrible and only a very bleached copy of the graphical splendor of the Blasted Lands (or the orc/troll lands but I didn’t have a screenshot ready).

The sense of choesion and careful level building seems also completely lost and leaning more toward the bowl-model of zone, with the mountains at the margin and open space in the middle. Without the nooks and crannies to explore, small passages to cross and all those elements that make the exploration of the places so much satisfying. Instead this zone seems to have no sense, with the objects added at random and without a specific planning.

Of course it is obviously far from finished. We can only hope that the final result will look completely different but the work in progress looks at the antipodes of the concept art at the base of that region. The zone will be polished, but it’s the overall layout and feeling that isn’t convincing me. I’ve seen plenty of unfinished zones in the past, but noone looked ugly like in this case.

The original source is here. I have the images saved on the HD in the case that site goes down.

EDIT- Comments useless since it seems that the zone was already in the mpq files long ago.

EDIT2- Tigole commented:

Bogus
Those aren’t pictures of anything in the Burning Crusade. Those are hacked pictures of a 2-year old demo zone that a level designer was experimenting with before he had tile sets, objects etc. You can see Eastern Plaguelands mushrooms there and the thorns from the Quilboar camps from the Barrens. That’s what level designers do when they are experimenting — they use existing textures and objects to try to simulate what an actual zone would be like.

It’s a picture of a level designer’s experiment, ripped open with a map hacker. I’m confident you’ll find the actual screenshots of the zones in Outland to be much more pleasing.

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DAoC – Latest patch segment

As I finished patching the test client I found a new poll, I didn’t notice it mentioned on the Herald. Odd:

Let’s see:
“New lands to explore” – No, the world is already deserted as it is. No need for more wasted space when 95% of the content is unused or has lost its role in the game.
“New dungeons and boss monsters” – No, see above. Even the dungeons are completely deserted or unused. Or devoid of an actual purpose.
“New races” – Well, at least this wouldn’t be a game-breaking point as those above. I don’t really feel the need for this, though. Maybe new and more unique animations would be better to justify more lag. New models too since the meshes on the heads are still looking awful (or bugged).
“New classes” – Oh my god, please no. The opposite: consolidate the specializations into full-featured classes.
“More ways to earn Realm Points” – Yes, falling from the sky. No, really. This one was stupid.
“More BattleGrounds” – Yeah, because they aren’t already deserted enough. We need more empty space to waste.
“More areas to fight in RvR” – Who the hell wrote this poll? Has he ever played this game?
“More abilities to use in RvR” – It depends.

This is poll was stupid. I hope DAoC can offer more that wasted space and new classes that will take years to fit and balance. The game’s possibilities are REALLY not limited to that. It’s really deluding to see devs asking for ideas that are solely limited to “more of the same” fluff when the possibilities are instead *infinite*. This game has so much more to say. Something that ADDS and complements what’s there already. Not just pointless extensions of the same. Noone wants the game even more stretched than how it is already if there isn’t solid DESIGN below. Ideas with a purpose and a role in the game. Not just excuses to keep the dev team busy.

It’s time that this game goes to untap more its own potential and use better its resources. Adding more worthless content as it happened for the past expansions isn’t going to be useful for everyone, in particular when there are other games that can offer that type of mudflated content with greater polish and depth. In fact DAoC would definitely need a reorganization, not another stretch when the fabric of the game is already thin and vulnerable. I’d hate to see those resources wasted even more on a type of development that doesn’t fit this game.

I also do not think that this form of demagogy through polls is going to help the game. The players, massively polled like that, erasing the level of the discussion, cannot suggest new ideas. DAoC needs to move onward. Not backwards. You cannot continue to copy a model that worked in the past in the hope that it can still work today. The game needs a direction, not a “return”. This game has already wasted too much dev work to develop content that noone is using.

Learn from Eve-Online (which hit 95k of subscribers and not far from surpassing DAoC’s peak of contemporary users worldwide). Or rehire Dave Rickey.

Now about the patch. Thls last “fragment” is less interesting than the previous because it’s reserved more to the “bugfixing”, tweaking and completing the work started with the previous patches than adding meat. Since the changes are minimal, in particular about the classes, I won’t comment them. There isn’t anything deep that depends on design. These just depend on a careful balance that is possible only through lots of testing. It can only come after the design.

Other notes that are more relevant are about the fix to one bug that was one of the hugest gripes of the community in the last months:

– Line of sight issues have been improved for all towers in New Frontiers. This fix also addresses many of the ‘cast through walls’ issues that Bainshees had on towers.

Oddly enough I didn’t see anyone celebrating. This is one fix that should be worth the whole patch after all the complaints from the players. It’s between the best changes on this patch.

Then the gravestones (that the players leave to litter the place as they die) received a graphic restyle. I logged in to see these because I always appreciate when the game is reworked and refined. But in this case I didn’t like them. They are bigger and the white marble makes them too intrusive. They look too much “kitsch”. I wish the artists didn’t change the style because now they are really ugly to see around. The old version was much less disturbing and more similar to stones, making them fit well with the environment instead of clashing with it. But then who will you ever find that goes on a lenghty commentary about gravestones in a game?

And finally a card game. I went to check this one too. Of course I wish a card game had actually, you know, cards. With artwork and everything. Instead, but as expected, the card game is just about a dialogue with an NPC. You buy a “token” (1 gold) and then use it to select three cards/options from three decks. The first deck has three cards, the other two are bigger. You win prizes depending on how many cards you “match” for each deck. The prizes range from fluff (“roleplay” items you can equip like mugs or flowers) to various types of currency (gold and the coins used by the merchants in Catacombs and Darkness Falls). And even respec stones (I’m not sure about this one).

This patch also adds a timeout for inactive characters at the border keeps that will affect the buffbots. They said that this change was intended to reduce the lag but I don’t see the difference if these buffbots sit at the destination keeps instead of at the border ones. It is more coherent, though, since it forces the players to move them out of a “secure” space and into keeps that can be attacked.

I also don’t see how this system can actually affect someone in the practice since it triggers after 30 minutes and then gives a warning for another 15 minutes. Plenty of time (45 mins) to move the buffbot a little to circumvent the timeout. You also usually need a rebuff way more often than that.

There are many other smaller changes aimed to complete the work that started with the previous patch fragments.

Overall the patch is good but also feels near completition. Many players rant because the class changes didn’t meet the expectations. As I commented in the previous occasions the class changes in this patch differ from those in the previous one about the “heavy tanks” and came more in the form of tweaks and adjustments than new gameplay patterns that add or transform the game. I didn’t comment these exactly because they were more a result of a balancing work that is always redundant more than a result of design.

So I’m not surprised if the players expected some more, in particular if you consider that these changes arrive after very long periods, and after your class is examined it will take a huge amount of time till you’ll see more changes (since the number of classes to examine is so high).

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If you are the Drama Queen I DO NOT WANT to play with you

Oh, come on. Fuck the “more robust mathematical models”.

That idea on Gamasutra is one of the most stupid I ever read. It hits my nerves when I see so many others discussing it and giving it legitimacy.

Now I only wait a mmorpg to implement it so I can point my finger and having a good laugh.

This is the perfect example of control that YOU DO NOT WANT to give to the players. It will jump in the first position as a source of finest-quality DRAMA.

I think that these games have already enough problems with this type of harassment that often can trespass the limit of “a few” players. Give the players more of this power and you are just begging to turn a community into the biggest clusterfuck ever.

With the addition that people play these games to have fun. To pass a good time. Noone would like to feel under constant examination (of fourteen years old) or have other people rating them.

You know what? The exact opposite of the intended purposes will happen.

The players will start to group less and less with players they do not know. They’ll play alone as much as they can in order to avoid that public, now legitimate, form of harassment.

The rate system will slowly have a recursive outcome where more and more players that were branded as “bad” (or “less good”, where’s the difference?) start to consequently drag everyone they can in the same status, or worst.

So really, where is the use? It’s a public guillotine. It’s a tool to create exponential amounts of drama and make even the most solid community blow up. It’s a way to put another barrier between the players so that they have now legitimate tools to harass each other. Even in larger organizations, now.

If I play a game it’s also because I want to experiment with it. I don’t think it adds to the fun if I’m being punished now even by a rating system that allows every jerk to judge what I do. Or the fact that I didn’t read a spoiler site or min/maxed my equipment enough before entering a dungeon.

Really. Fastest way to blow up an entire community. I don’t think that there will be many players that would tolerate such a thing. It’s already hard as it is right now. A system like that would definitely complete the transition: “Fuck the other players. I value my time more than this shit.”

NEVER, ever give the players more reasons to divide themselves. To create differences. To create reasons of hate, misjudgment and prejudice. These things already happen without giving them even more “aid”. The “communal” form of government can only happen under one, fundamental condition: everyone must be equal. This is why it’s an utopia. Because people create divisions and divisions create hate.

Fuck the rating systems. Under every form. The guilds already fuck these communities with all sort of inventions, like ranks, DKPs, 3rd party programs and all the other shit and requirements they impose. We should remove the barriers, bring people in, NOT OUT. Remove those lines and boundaries of legitimacy, pretence and control over each other. Not add more of them.

Not turn every player into a totally arbitrary number. Not remove even that little bit of personal interaction that we have left.

We must free ourselves of this shit. Not sink even more into it.

The conclusion? A system like the one proposed would encourage exactly what it tried to remove: Dishonesty. Theft. Malice. Petty disregard.

This is the most retareded idea I’ve heard in a long while. I hope it wins a prize.

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Oblivion: latest “hype” video

“Elder Scrolls IV: Oblivion” is another game that I’m anticipating (and I’m definitely not alone in this case) and that should be out about at the same time of Prey. I’m more doubtful about this one, though, it has too many things that sound even too good. The expectations about this game are so high that I’m sure it will finish to delude on some aspects, as it happened with Morrowind and Daggerfall before.

On the boards people are complaining about the recent announces about the lack shadows for static objects or the impossibility to use random objects as a throwing weapon and all sort of fluff. I don’t think that these details will matter and I’m even sure that the problems of the game will be somewhere else. I pray that the gameplay will feel more involving and fun than the bad examples of the previous chapters. And I also hope that the game world will have some interesting living characters and dialogues instead of just “database indexers” as Charles defined them on QT3.

I like a lot the idea to add more content as the game is released. From what I heard Bethesda plans to release mini content packs at a low price that can be downloaded directly from the site. This strategy has a lot of potential and if they commit to release a good amount of high-quality content (and assuming the game reveals to be a solid platform) this could turn into a gold mine. I so love this idea of “ongoing” development even applied to a single player game. I could support these just forever.

Anyway, this video is really, really good and builds good hype. It is so much better than the video released at the E3 and it seems taken from a Deutsche TV or something similar. It’s really worth seeing from the beginning to the end since it shows various aspects of the game, from the environment to the “feel” of combat and the physics engine. The only thing that still looks bad (and only slightly improved over Morrowind) is the animation of the human characters. They still move like wooden puppets. The transitions between different animation states is particularly awful.

I also hope they scale up the weapons models over those in MW. That’s one part that I hated so much. All the weapons look so tiny and even a 2-handed sword looks like a normal 1 hand. While the 1 hand look like daggers at best.

Anyway. I’m still working (slowly) on my “total” Morrowind mod pack. I hope to finish and balance it before Oblivion is released :)

The running time of the video is 5:28

(the video here below is embedded in flash, so it’s not really hosted on this site – if it breaks or if it’s slow it doesn’t depend on me)

EDIT- This is an update I wrote today on Q23, about the other side of the hype:

I just finished to read a preview on an italian magazine and they praised the game a lot (this about the European press preview in London, I don’t know exactly when it was).

But they also said they are worried about the release because in the four hour test the game crashed many times and the engine seems to be rather heavy.

They also said that the shaders 3.0 were still not complete and because of this the game had problems with the light system and even showed graphical artifacts on the scene. In fact Bethesda prohibited to publish screenshots not approved or take photos during the demo.

Still, they repeated that they are confident to solve the bugs before the game is released.

If you were wondering about the delay, these seem to be the reasons. This about the PC version.

They also wrote that the graphic quality of the NPCs, armors and clothes was overall high but also varying.

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