If you are in Austin

Since Austin is the new center of the world: next thursday the Gomez will play at the South by Southwest Festival. I don’t know what it is but this band is a guarantee.

Thursday 3/16 (full band performance)
South by Southwest
www.sxsw.com
Austin, TX

Thursday, March 16 midnight
Stubb’s (801 Red River St)

This is the most awesome pure music talent on earth since The Beatles so, if you can, you shouldn’t miss to see them live. It’s something special. The only problem being that the show looks already “sold out”.

A new album is ready to be released at the beginning of May, the title is “How We Operate” and should be out for ATO Records (the Dave Matthews Band label). After some lurking on the internet I was able to find two preview songs. The quality is crappy but it’s better than nothing:

See the World
Notice

Two really charming, melodic songs. Catchy. I’m glad to see the band going back to their origin after all sort of crazy experimentation that obscured a bit the beautiful simplicity of what they can do. From two songs you really cannot have a good idea of what they can do since they cross every genre and style and master all of them equally. If you can see the live just don’t hesitate, you won’t regret it.

I still have another sample from a previous post if you are interested.

Oh, oh.. And the South by Southwest site has a preview song, one of the best, from the Out West live album (the song is “Get Myself Arrested” originally in the first and greatest album: “Bring It On”). Direct linkage. Get it because it’s awesome.

Band official website

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Odd findings

You know the Census UI mod for World of Warcraft? Well, it was written by someone called Ian Pieragostini.

Today I discover that this guy is also the Lead Client Engineer working on Star Trek Online.

Along with the first few screenshots of the spaceship interiors.

More Warhammer goodies

After the ramblings of a few hours ago more Warhammer goodies have landed through this month’s newsletter. I’m not subscribed to it but I can read the forums.

Here’s what we have:

A teaser video with the cinematic of an orc running for a few meters toward a catapult. Very, very inspiring even if it’s just a matter of a few seconds. The running animation of the orc is exactly how I imagined it would move by watching the model, I hope they retain the style of the animation. Don’t bother watching it past the 50% since the rest is just about scribbles. (This CG movie was done by the Blur Studio, who also did the cinematics for Relic’s “Dawn of War”, EverQuest 2, Hellgate: London and a bunch of others)

Some lore and concept art from a zone named Ekrund. What is interesting is that this is described as a PvE zone for both dwarfs and orc/goblins, so as a mix of PvE and PvP if the descriptions are correct. From other claims in the past newsletters it seems that the “war” between the races won’t be an element reserved just to the endgame, with the PvE working as a long tutorial, but a cohesive part of the game since the beginning. This could mean that Mythic could move away from the model of distinct PvE and RvR to use the PvE part as a “glue” and context for the ongoing war. Maybe with contested newbie zones? If there’s some truth this may reveal to be a much more interesting and innovative game than what I expected.

Video diaries showing interesting bits like some animations and brief clips from the game.

– Two more concept art pieces. An orc siege tower and a dwarf pub. Both quite inspired and original.

– A list of the playable races: Empire/Human, High Elves, Dark Elves, Dwarfs, Orcs, Goblins, Chaos/Human. Seven? And how they will be matched for RvR? Three vs three with orcs and goblins considered as one?

EDIT: More stuff I missed here.

The best praises to the logo:

It works both as a symbol and a brand, it looks like Quake logo with the W-A-R letter forming a skull at the center. Really catchy, I like.

I also noticed that Warhammer has a “lead designer” (Steve Marvin). What a surprise. DAoC never had a proper lead designer if not through recycled positions. This guy is relatively new and never worked on DAoC, it will be interesting to see how the project develops. I really cannot believe they finally hired a designer. What a new concept for Mythic.

Warhammer seems to have some aces up its sleeve. Which still doesn’t mean I want to like it.

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Community management

A post from Calandryll on F13 about community managment with which I happen to agree. It reminds me another one written by Jessica Mulligan.

A few things I have learned though:

* polls are bad
* petitions are bad
* surveys are dangerous and are often bad (this is mostly because of poor survey design)
* the majority doesn’t always rule
* the forums represent more people than one might realize – although it is self-selected
* sometimes its not as much about feedback as it is helping people understand

The last point is actually the one that is most often overlooked and it’s a LOT of the reason updates to a game can go horribly wrong. Even if you know your community will resist a change, if you as the developer truly believe it is what is best for the game, then you have an obligation to explain the change to the community as early as possible and try to at the very least, help them understand the change even if they don’t immediately embrace it. Waiting until the last minute to explain something only delays “teh hate” and in most cases makes it worse.

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Biased against Warhammer

Right now Eve-Online worldwide concurrent subscribers are surpassing DAoC’s ones by a few hundreds. I didn’t see this happening before. Just saying.

Today I decided to log back in DAoC after a long time. If I don’t have faith in a game company I just don’t feel like playing, not even for some minutes. I’m unable to enjoy a moment if I don’t have faith in the future and DAoC has always been in a unsteady balance. Some things convince me but the great majority do not and I’m always reconsidering if I should support it or not. There were some new pointless polls (which I decided to boycott) welcoming me and while I was logging in I also found some new Warhammer screenshots and the desire to play died there.

It’s a couple of months that I don’t play and the reason is still the same. I have little faith in Mythic and I see Warhammer as a huge conflict of interests that no one wants to consider. Mark Jacobs repeats it’s not DAoC 2 but the stupidity of this claim is obvious. What’s Warhammer if not “a PvP alternative to WoW”? It could be its slogan and I’m sure it will be marketed, implicitly or explicitly, that way.

The little infos about the PvP model it will adopt makes it look like an improved version of DAoC with some elements borrowed from WoW. What could you desire more? It seems a solid foundation to build upon. This is what people say. Instead for me this just amplifies the same conflict of interest. Why these ideas weren’t use to improve DAoC’s RvR?

The screenshots aren’t that awful. Even if I would have chosen a different style, I like the orc model. The little legs and the big bodies have some charm, the long faces with the thick necks appropriate (the thumbs are too long, though). With a good animation it could have a decent personality, I imagine it wobbling left and right while running. The dwarf model instead needs much more work to be appealing. Both seem to have already bad clipping issues with the head sinking in the left shoulder (see images 1, 4 and 6). I do hope that they use unique animations for all races.

Considering the horrible situation of PvP mmorpgs, bringing another one to the market isn’t going to be all that hard. DAoC didn’t move forward nor backward along these years and WoW fucked up all the potential it had thanks to a “brilliant” design. But Warhammer is the direction where DAoC should have moved along these years instead of remain immoble.

At the end all my comments are pretty much pointless. I want to find reasons to hate Warhammer. Give me more. I’ve already decided I’ll stick with DAoC till the end. I won’t play Warhammer’s beta, nor at release. It can do without me. I believe it won’t be able to reach even DAoC’s subscription numbers when it was at its peak (260k or so). I want it to fail because they wasted too many occasions and resources. I want it to fail because the conflict of interest is still waiting for an answer and you don’t turn your back to a playerbase as Mythic did. Change forum, put on another mask. You won’t fool me.

I find Mark Jacobs arrogant and self righteous. I’m not passing judgments, it’s just the way I feel when I read something he wrote. The truth is that with Lum gone I’ve lost the little faith I had left in Mythic and the more time passes the worst it gets. It’s like being slightly above the water or slightly below, it changes completely the perspective at how you see things. I never digested Warhammer stepping on DAoC’s toes and Mythic’s lack of honest answer about the two. I’m not liking how things are developing, at all.

There’s a lot of disaffection towards Mythic. The game is still solid but it is becoming another UO. People play it not for what it is today, but as a nostalgic souvenir. Stuck in the past. All the people I see praising Mythic and still having faith in it are people who stopped to play their games long ago or never stayed for more than a couple of months. Hypocrites.

I just have no faith. I don’t see Mythic proposing anything that truly deserves some interest. They don’t have ideas, they don’t have enthusiasm. DAoC’s team isn’t doing badly but it’s still all about conservative work that doesn’t really go anywhere. The game is “maintained”. I guess the continued support to DAoC just means that they are going to milk it till it remains profitable.

I think it will be a while before I’ll have again the “courage” to put my foot back in DAoC. I don’t feel optimist lately. Can’t help it.

We love DAoC and by continuing to improve and invest in the game, it will be able stand up in the face of current and future competition. We believe by continuing to drive DAoC’s evolution, it will remain the top RvR-based MMORPG as well as one of the top MMORPGs in the world. If you agree with us, we’re willing to put in the time and investment to make it happen.

The fool and the scientist

People laugh and mock me as I flee from the battlefield but.. hey, I thought I was running away with the loot I was interested in.

What was my whole point? That there is a relationship, a tie between “mechanics” and “metaphors”. Then the discussion evolved and I realized that not only that tie exists, but, in particular, that I advocate it and I believe that it will be where games in general are heading to. Two new elements, then.

Raph demonstrated that the tie isn’t an absolute rule and that each layer can revolve independently. I stepped back on my initial positions and agreed there, but I also wrote that from my point of view that’s the consequence of the immaturity of the genre: the interest in the medium and not in what the medium can be used for.

Then, the last reiteration that flows in a simple equation, in my mind:

mechanics + metaphors = immersion

The tie/dependence between the level of the “mechanics” and the level of the “metaphor” is the “immersion”. The immersion is that part that I really miss in these games. It’s a level that I would like to see recovered. I know it’s possible and worthwhile.

Mechanics not strictly tied with metaphors are not immersive. And not fun nor accessible.

That’s why I’m not all hyped up about penguins. And why I’m not squealing in delight if that’s where we are going.

The rest of the discussion about ludemes, game grammar and all the “what is what” is a discussion that, *right now*, I don’t feel useful and that I didn’t join. Nor is one where I would argue with Raph because I haven’t formed my own opinion yet and I have nothing that could contribute to it.

And always remember that disclaimer up there, on top of the page. That’s like the EULA you need to accept before reading stuff here.

Mind Traps

In the comment thread of the ongoing discussion with Raph, he started to quote me and asking me (indirectly) many questions.

I don’t want to answer those questions. It’s not my level, nor something I feel like contributing to. I refuse those provocations because my mind doesn’t work that way and I’m not going to accept any of those rules.

I won’t join his “play”.

Psychochild:
My original point remains, though: it can be hard to tell where the line is drawn, exactly. Likewise, I think the line between metaphor and narrative can be a bit tricky to nail down. Precision in these terms will help us talk about things more intelligently.

Or more blindly.

This is about the “Laws of Form” of Spencer Brown. As you point something you create two parts, the part you point and the part that is excluded. An “observation” implies two blind spots. You cannot see anymore the “whole”, since as you point something you lose it and you cannot see the subject of the observation.

We know the world through the culture. But the culture is made of distinctions, so it is “digital”, granular. The world instead is contiguous, so “analogic”. The distinctions come “handy”, but they are a limitation, there’s always an “error” included. A bias. The same happens in Linguistics. There is no real difference or “border” between the table and the pavement. Everything is contiguous in nature but we “know” through observations. Pointing things and setting them apart.

We know that the language is arbitrary. We draw the distinctions wherever we like (them to be). So are the definitions.

From my point of view that thread collapsed on itself as people started to try to nail down exactly the four layers Raph described. Like going to observe each with a magnifying lens and start arguing where one finishes and the other starts. Transforming each into a discreet unit. Guess what? There is no answer. This is why these types of discussions can be so involving. Everyone is right and you can continue to argue endlessly. Because there’s nothing set. It’s just an exercize to demonstrate who can be smarter or more convincing. There is no truth to discover if not how you can influence yourslef to the point of not being able to observe anything in not through the conventions you imposed on yourself.

If I have to design something I start from the suggestions. I portrait things visually, like closing the eyes. It’s a DENIAL of the logic. I create rifts in it to approach things on a different level. Emotional first, then I find and explore ways to formalize the result. I dread the mechanical level if it isn’t finalized to something else. I don’t feel the need to explain or justify anything else. That’s enough for me.

I despise registers, codes, conventions. I’ve always naturally resisted them and I’ll continue to do so because I feel I can “absorb” a lot more. If I start to use strict definitions I know that I won’t able to see the world if not through those conventions. They are like traps.

Abstract system can work and be useful on different levels, but they are never perfect because this desire of perfection is utopian. If you surrender to it, you’ll be caged in the system and will never able to see anymore outside it. Names and conventions are the same: ways to structure the way you think. Then the way you see.

They limit your perception, they don’t enhance it. It seems you see better, but only because you see less.

The more you formalize and the more you are enslaved by the system and your thoughts encoded. Yes, it is “reassuring”. It gives you predictable structures that you find familiar and can build things upon. But they are essentially lies that you assimilate to the point you aren’t anymore aware of their true nature.

This is why I criticized the industry and how people get hired and promoted. The structure defines your mindset and it’s not surprising that always the same games are being made when the education continues to move through the same schemes. The great majority of game designers are programmers. Then don’t complain if these games don’t communicate anything if not complicated and convoluted mechanics that lead nowhere. It’s a direct consequence. “Game design” is a “wish” on the world.

The more you formalize the more you are imprisoned in the model you built. You create your own cage.

This is why I’m a runaway. I dabble in with the academics to then step out when things go dry and the discussions turn in nothing but an exercise. I read the theory, elaborate ideas, and then go back to write about the last patch in World of Warcraft. I speak with everyone without distinctions of merit of prejudices.

“Jack of all trades, masters of none” is the ability to communicate on all levels, without being trapped into one.

That thread is now an exercize in futility, because those four layers worked and were useful exactly because they were blurred and subject to the interpretation. The more you try to define them, the more you render them useless.

“Fun” in games implies a degree of freedom

Michael Chui:
Here, I kinda stole something from you, so feel free to steal it back or whatever. Public domain and fun-ness.

Oh yes, I will:

(ref link)
“All things can be automated except creative output.”

This could work as a good principle (here we are discussing again the idea to use NPCs to automate some parts of the game).

I believe it’s wrong to codify everything in all the smallest details because again I feel that you lose more than what you understand. But I could say here that the “boring” activities are felt so exactly because the “creative output” is pretty much null.

The repetition, the grind. These signify a lack of interest of the player. The game is boring because it isn’t offering or suggesting me anything that I value. So the need to have to go through a part of the game just because of an external reason that motivates it. I’m going to harvest resources for hours because I need to and I’m interest in the outcome. But the activity itself doesn’t require any “creative output”, it’s just a timesink that I have to suffer.

It’s like reverting that quote: an activity without a “creative output” is probably going to feel rather boring, so it makes sense to automate it.

From this point of view my idea of the PvP sandbox is a way to offer the players an accessible “toolset” that they can use as “designers” themselves. Not “game designers”, but players immersed in a consistent virtual world where they have a role and purpose. The conquest system and the emergent strategic level are “means” to allow the players to add their creativity to the game. Their desires, their *presence* in the game world. The game becomes less codified and enforced, and more subject to the interpretation. The players aren’t anymore trapped in a labyrinth with just one exit, but they are free to creatively move within the game world, live within it, create their own stories. A degree of freedom.

From an interview with David Braben:

Story-telling in games in most cases is little different to the stories of those Harold Lloyd films of the 1920s.

The player is stuck on pre-defined railway lines, forced to follow their character’s pre-determined adventures, much as in a book or a film.

In story-telling terms at least, games have not yet broken free of their non-interactive roots.

The Holy Grail we are looking for in fifth generation gaming is the ability to have freedom, and to have truly open ended stories.

Our golden age has not yet started but the door is open, and somewhere are the Welles and Hitchcocks of the future. They may even be reading this piece right now.

I’m sure the great majority of us could agree with these claims, it would be more than enough to set a goal and chase it. But what if we are Raph Koster and we aren’t satisfied with a superficial claim that isn’t backed up with facts?

Here comes the theory, that level that I always find pretty much useless because it leads to the exact same conclusions I arrived before. So I use Raph to answer to himself (or that version of himself I evoked here):

(ref link)
– We talk so much about emergent gameplay, non-linear storytelling, or about player-centered content. They’re all ways of increasing the possibility space, making self-refreshing puzzles.

– We also often discuss the desire for games to be art – for them to be puzzles with more than one right answer, puzzles that lend themselves to interpretation.

– That may be the best definition of when something ceases to be craft and when it turns into art – the point at which it becomes subject to interpretation.

– Games will never be mature as long as the designers create them with complete answers to their own puzzles in mind.

That’s pretty much it. “Fun” in games implies a degree of freedom.

The possibility to experience. Here the immersion becomes a mean to creatively manipulate an object, observe it without filters. Interact with it directly. This is why open-ended games are much more fun and satisfying. They allow you to have different points of view and become the subject of the experience instead of just an object.

From my point of view this is what ties all the elements together:
– the sandbox as a way to put the players at the center and give them a degree of freedom
– the immersion in the game world and “myth” as the true “interface” with the experience (also the obligatory tie between “mechanics” and “metaphors”)
– the need to make all these parts easily accessible to everyone, including without excluding – remove the prejudices

I see the first two levels as closely tied together. Freedom and immersivity are two faces of the same medal. They are the hook to bring the player on another level and make him the protagonist of the story, instead of a passive executor.

Eve-Online: what’s next?

The server problems of the past week seem to have settled down, the situation is much better and the game is playable even in the heavily trafficked systems. Another client patch is expected later this week to fix some more issues, then I think CCP will go quiet for a couple of months as Kali goes in full development.

It’s still truly impressive to see 600+ players packed in the same system without much lag and more than 20k indirectly interacting within the same universe. Eve is probably the only game that could be considered truly “massive”.

An interview with Eve’s senior producer reveals some interesting informations about the plans for Kali and what’s next along the year.

The first big feature is about the “factional warfare”. It’s still an obscure system but it seems to work as a much needed “bridge” between the secure empire space and the low-security systems where the wars between the player corporations take place. The factional warfare should finally bring some dynamism and intense, competitive gameplay even in the empire space, allowing the players to join a NPC faction and participate in a more structured conflict. There’s a lot of potential because it could finally tie together the two extremes, making the true potential of the game much more accessible for all players instead of just the minority deeply involved in player’s alliences and corps.

Knowing CCP this whole thing will be developed in progressive steps, adding more to it as they get more ideas and see them moving in a positive direction. So Kali here is probably just the beginning of what they are going to do (and potentially close to my ideas).

It’s also interesting the comment about the possibility to use NPCs. Which really resembles closely to my idea to use NPCs as a work force to automate the boring activities:

Whether to include NPCs in Factional Warfare or not is also heavily debated. The question is, how to use them and where. Many want NPCs to be a part of Factional Warfare but only in a supportive role.

Objectives might have a minimum NPC garrison which helps the player soldiers defending it, but the NPCs would never be something which rivals a real player force. As such, NPCs might be an objective or part of an objective, but you should always expect other player soldiers to be either at the objective or right around the corner.

Ahh, my ideas… They are really anticipating and realizing concretely so many of the plans I was incubating along these months and years. It will be truly interesting to observe how all this pans out.

It isn’t even all, still with Kali they are bringing up another utopia of the whole genre: player created missions.

The Contract system aims to formalize a subset of all the agreements you can do. It’s more focused on complex combinations of escrow, auction, courier, collateral and prerequisites rather than putting in some arbitrary conditions which then need to be measured and/or enforced.

As an example of an “official” contract in our new system, I can easily create a Bring-Your-Own-Materials deal, where I specify what materials I want in exchange for release of an item or set of items. As such, I could require the mineral ingredients for a certain item, X amount of ISK and a number of Tags, in return for which I will give the ship with a full fitting of named modules. When the items I require are at the location, my contractor simply fulfills the contract and the items I said would be given in return are released. With this system I can’t back out of the contract, since when I create it, the items are taken into escrow and can be released only upon fulfilment of the contract.

Likewise, you can utilize contracts in a limited trust relationship, where you put up contracts only for your Alliance or Corporation members. For example, you could easily create mining contracts, which would give you a mining ship when you accept the contract, but to fulfill the contract and get the cruiser which is the completion reward, you have to give the mining ship back along with 1 million units of Tritanium.

With this you have “corporation missions,” where the directors can issue what has to be done and members can then fulfill the contracts – and add that to their track record, because we keep the player’s contract history.

Here I underline how this whole system is possible thanks to the “truly communal objectives” that unite the player’s corporations. Even the boring activities like mining become much more interesting when they are part of a much bigger scheme and contribute to a communal effort. Without this depth to found the game none of this would be possible because the players wouldn’t be able to be the real subjects of the game world, using all the tools available to create something unique and affecting the overall equilibre. The player’s mission would be just “grind” content without a mean and an end.

Even here Eve demonstrates to be a true pioneer as no other.

Oh, and I love Nathan Richardsson when he says these nice things (and I already praised him in the past):

It’s probably more correct to say that the rapid frequency of expansions enable us to react to the feedback rather than the other way around. We firmly believe in iterative design, where we have a system developed in staged deliveries, with the functionality constantly adjusted based on usage statistics and feedback.

Yes, they are probably the only ones to have truly understood the strength of the genre. The possibility to observe and react dynamically, try new ideas and slowly adding depth and substance to the game, instead of just stretching it till it breaks. Iterate, observe. That’s the utopia of game design made concrete. The “living worlds” done the right way.

Finally there’s a rumored “graphic update” that should also arrive before the year is over. Here I really don’t know what to expect because the graphic engine does already its duty at the best of what you could expect and I don’t see how it could be improved. There are some major glitches that I’d like to see solved, like the flickering textures and the wrong FOV that makes all the objects at the margin of the screen appear distorted (for example the planets look elliptical instead of… round), but nothing that would really justify a graphic update. Maybe larger textures on the ships? They already look gorgeous, imho. If it was for me I would allocate resources to make the graphic representation more meaningful and consistent (the second idea in the link), but I’m still curious to hear more details about their plans.

We probably won’t know anything else till around May, when the third issue of E-ON (Eve-Online’s paper magazine) will be out.

Interesting stuff going on. I wish I could say the same for the other companies out there who just seem to reheat the same food without really impressing anyone anymore.