Books at my door – Late September

I need to get a camera, so i can join all those book porn fetishists. But then I’m also almost done collecting the stuff I’m interested about, there’s not much left beside new releases and leftovers from long series. No more big orders or significant discoveries to be made, sigh.

Just the plain covers then:

Both books arrived a couple of weeks ago, I’m just late reporting.

Anathem – Neal Stephenson
I already bought Quicksilver, the first book of the Baroque Cycle trilogy, but whenever I decide to actually start with this writer I’ll read this standalone first, then Cryptonomicon. This book came out in early September in the US and a week or so later in UK, the cover up there is from the british edition and it’s the one I got just because I liked it better. Internally even the graphic and typeset should be the same. It is another of those huge doorstops, really impressive to see and heavy to hold. It also has good paper. A beautiful book to own.

900 pages plus forty pages or so of glossary and two appendixes explaining some sort of abstract philosophical problems. On the site I linked there are even some creepy “songs” to listen even if I can’t fathom what they are based on. I’ve read the first few pages to have an idea of the style and I like it. It seems well written even if I get a bit lost when he describes some buildings in detail. I wish I didn’t have already a huge to-read list because I’m so curious about what it is about. It seems a book that you can sink in, deep and challenging. It was first in the New York Times Bestsellers and readers seem to love it. For more insight check these two reviews.

It also seems that the WHOLE Cryptonomicon can be read online for free. I don’t know who could survive, but it seems there.

Return of the Crimson Guard – Ian Cameron Esslemont
This one to complete the Malazan collection. From what I read on the forums it seems that those who didn’t like “Toll the Hounds” (book 8) because it’s too slow and introspective, liked this one much better. The plot seems to move quickly and lots of significant stuff happens, culminating into a huge battle. But for now I can’t read it, this week I’ll finish Erikson’s three novellas, then I start “Memories of Ice” (book 3). This one is supposed to be read after book 7, so a long way to go. In the meantime I skimmed the book here and there because I wanted to see if Esslemont was a decent writer that could hold up the confrontation with Erikson. I can’t really say before I actually read it properly, but the impression wasn’t all that great. He seems to cut the prose into short “denotative” sentences and seems to have some bad habits in the form of repeating the same few sentence structures over and over and over. I really love Erikson because of *how* he writes and the way he experiments a lot with the writing itself and the style. Esslemont seems more “plain” and with less literary intent. For some readers this may be as well a quality since Erikson is seen a bit as pretentious and navel-gazing by some. For me, it’s the main reason (along with many, many others) why he’s my favorite writer in the genre.

It ended up being exactly 700 pages in the hardcover edition, written slightly bigger compared to the same edition of “Toll the Hounds”, so about 800 pages in mass market. The only map included is the one showing Quon Tali and taken from The Bonehunters, so no new stuff. While skimming through it I also got the impression that it’s heavy into references to the Malazan world without explaining much. I doubt it’s readable as standalone by someone who isn’t already familiar with the setting. I really hope it’s a good book because the series only improves by opening all these threads and complexities, like a real world.

In the meantime it’s already October and Erikson should be near the end of the writing process for book 9. When this series is complete it will be a major achievement. I hope it won’t disappoint.

I’m having serious doubts about Warhammer

This is not backpedaling, actually it’s realizing how significant are becoming the potential flaws I was pointing out.

I’ve been playing some more these days and experienced concretely those problems. And I think these problems are crippling. I said long term, now I think I was optimistic.

My “fun” has been spotty. The game has a HUGE potential, as the huge potential was always there if PvP was done right. In Warhammer it is done right, but only occasionally realized and well executed. Too many variables affecting the fun, and this means that it’s not consistent and most time the game isn’t fun at all.

1- The client doesn’t have a good performance. It has serious problems with memory management, and even more in video memory management and caching. On new systems these flaws are much less noticeable and the gameplay is smooth, but over a number of different configurations there are PLENTY of players who report a lot of problems. This doesn’t seem a priority issue, but it is. Mass market means that your game HAS to work flawlessly on a wide range of configurations. Conservative graphic doesn’t guarantee good performance. It helps, but the really high number of little and major problems in the game client risks to cripple the sales and subscriptions in a substantial way. Those who can’t play well rarely spend weeks hunting for “magic” trick on the forums or sending feedback, they go back to play WoW, where technical execution comes above everything else.

2- Terrible flow. This basically summarizes all kind of critical problems. The fact that the “fun” is spotty. The zones have too much wasted space. Too much traveling without shortcuts. The death penalty may be trivial but here there are HUGE downtimes due to traveling, waiting for scenarios to pop or running aimlessly for half an hour or more around huge open PvP areas without meeting a single other player. In the last days I’ve been having serious problems to find even ONE open party for Public Quests. Even during prime time. This also gives a very bad perception. I have no idea how successful is the game, but the world feels empty and lonely as if I joined two years after launch. Instead how long is it? Two weeks? It’s all wasted, all those open PvP areas with all sort of objectives. Carefully designed to hold zerg of players. And there’s NO ONE. If you are lucky you see a tumbleweed in the distance. Developer time completely WASTED. Money wasted. And fun crippled.

So what were Warhammer strengths? The variety of gameplay alternatives it offered: normal questing, PQs, Scenarios and open RvR.

Pragmatically, which one of these alternatives are really viable if I decide to log in now? Normal questing and Scenarios when they pop. Sometimes, if I’m lucky, a PQ party that holds for ten minutes only to be wiped at the third phase because it was badly designed and it’s not doable with a single group, escalating difficulty in the worst way possible (from trivial but slow -kill 120 level 10 zombies- to impossible -five linked level 12 heroes-).

I don’t like PvE questing much. So what? Just scenarios, and they grow old after a while, same as WoW.

So that’s the downward spiral. Some deathmatches for shit and giggles and some boring PvE to slog through. Not exactly a masterpiece of game. Not even the WAAAAGH they were claiming it was going to be. You read on the forum a lot of similar feedback, players that try to explain how great was the battle they had yesterday. Sure, it was, but it’s inconstant. You have fun once every few days, when all the celestial bodies align properly. And Mythic’s design doesn’t help it.

I’m back feeling like when I was playing DAoC. Feeling bad because the game is THIS close to *be* a masterpiece.

What if?

What if Mythic planned the server structure form the start not as this prehistoric shard/server division, but a dynamical system where characters are an autonomous entity and where a new zone instance is only spawned when the previous reaches the cap? Think if, no matter when you decide to log in, no matter the server you picked, the zones always had players running around, with lots of activity, where all the PQs have players, where instances pop frequently and where open RvR is active at all time, where faction and population balance are more even than how they are currently. Utopia? Not. It’s vision, careful observation and experience. It’s knowing the right thing to do. It’s about knowing what the game needs to work well and to plan ahead with that in mind. It was possible by just planning the server structure in the way I was suggesting.

What if they actually designed the zones so that the three campaigns had ONE open PvP area for each tier (excluding endgame), like a convergence, instead all that ridiculous wasted space?

What if there was a de-levelling system so that all those PvP spaces were more consistently alive, and more consistently counted in the overall campaign? While also allowing PvE junkies to hunt down their Tome of Knowledge tricks without the fear of outlevelling the zones.

Well, it’s useless to repeat it again, but I was pointing all this out years ago when Warhammer didn’t even exist as a project. Trying to be as loud as possible but obtaining once again no result beside the evidence I was right.

I don’t fucking care if I was right. If it does not make a difference, it’s of no use to be right.

So, since I’m powerless, someone out there PLEASE WAKE UP.

But instead I’m talking to a deaf wall. No matter if I’m loud or not, in the best case I’m seen just as an arrogant idiot, or a troll, or a fraud who is accused of re-dating and rewriting his posts to claim undeserved wit.

I repeat myself I can’t start another of those useless crusades, no matter how much I think I’m right. Maybe I’m not? They say I’m not. So I wait the probable: Mythic to repeat the same mistakes, announcing soon all kind of fancy bonuses to encourage players to reroll on specific servers, obtaining no tangible difference, and later an expansion with some new classes, races and brand new zones to dilute what is already too diluted and wasted.

‘No, it comes with living long enough to appreciate the value of the time you’ve got left. Long enough to recognize the fallacy of a crusade when you’re called to one. Hoiran’s teeth, Gil, you’re the last person I should need to be telling this to. Have you forgotten what they did with your victory?’

P.S.
I truly admire who did art direction for Warhammer. Stylistically I love it, more than WoW. But what the fuck was he thinking about all those white, textureless cloaks? Or the utter lack of variety in the graphic of items?

Of course with the time these issues will vanish, but probably only at the level cap as more shit is added. And this doesn’t make a good game at all. It just leaves a sour taste.

Emancipor Reese to Kalgan

This is what you get from mixing books and games in a blog.

From Erikson’s novella, this seems fitting describing WoW’s Kalgan. I only had to change two words:

And was not this zeal for fanatical “competition” an identical delusion of superiority, this time bound to moral tenets? As if “skill” was innately virtuous?
Sadly, it was part of the sordid nature of humanity, Emancipor reflected as he walked down the wide, long colonnade, to concoct elaborate belief systems all designed to feed one’s own ego. And to keep those with less obnoxious egos in check.

And this descriptions of undead is magnificent:

Emancipor suspected they would soon begin seeking out their living loved ones, since that was what the undead usually did, given the chance. Driven to utter last regrets, spiteful accusations or maundering mewling. Mostly pathetic, and only occasionally murderous.

Fire in the hole!

It’s fun how things are developing. After Kalgan pathetic defense of Arenas we got Tigole turning things on their head.

But first an explanatory, spontaneous discussion I spotted on guild chat earlier today:

Now the wonderful backpedaling:

Actually, we have been discussing new battlegrounds quite a bit lately. Wrath of the Lich King will feature Strand of the Ancients (attack/defend) as well as Wintergrasp (non-instanced, world PvP).

But past that, we are exploring ideas that would involve expanding our Battleground content in future patches and beyond. We believe we have some strong ideas for improving Battlegrounds and PvP as a whole in the game and we’re definitely going to focus on improvements in the future. Now, it’s very early to be talking about some of this stuff but I think it’s important for the community to know that it’s on our minds.

Our general thought is that we could provide more BG content over time. The BG content that we could provide could be of higher quality with a higher degree of accessibility. Overall, we’d like to have more content and variety. We also want the gameplay experience in the BGs to be better directed. We’re also exploring the concept of a complimentary “competitive” bg system as well. Over time, we’d like the focus of PvP to shift back to being more BG-centric and more focused on Horde versus Alliance — the core of our game.

We’re also planning on improving some Battleground and PvP features in general. For example, we want to give you the ability to queue for Battlegrounds from anywhere in the world. We’re also going to explore EXP gain through the PvP system as well as low level itemization to support that.

Please don’t take this post as a promise. This won’t be an overnight process. Not all of these things are set in stone and guaranteed to happen. It would take us a while to shift in this direction. But these are some of the current thoughts on the development team. I think it’s important for you guys to know some of our thought process in regards to PvP.

Yep, not an overnight process. It requires Kalgan to be fired first, now that he is way beyond recovery.

Third and fourth paragraph are a shameless Warhammer rip-off. “We believe we have some strong ideas”. Oh yeas, I’m sure. Just that they aren’t yours.

And it’s late for you. The “core of your game” doesn’t exist anymore.

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Kalgan is worth a parody

It seems that my personal crusade isn’t anymore personal.

Why wasting words when some players can make the perfect summary:

YOU’RE GOING TO ARENA, AND YOU ARE GOING TO LIKE IT, YOU HEAR ME?!

AIN’T NO WAY IS THE BOTTOM FALLING OUT OF THE GLORIOUS PYRAMID OF SKILL MY ARENAS HAVE CONSTRUCTED, I WON’T PUT UP WITH THIS CRAP. COME WOTLK, YOU’RE ALL GOING TO GET YOUR HANDS DIRTY IN MY LINE-OF-SIGHT, COUNTER-COMP, RUN-AWAY-AND-DRINK, BURST-THE-WARRIOR, TRAIN-THE-LOCK, OOM-THE-HEALERS, FLAVOUR-OF-THE-MONTH, SAND-BOX CREATION THAT IS THE BE-ALL-END-ALL OF ANY KIND OF PVP EXPERIENCE YOU PATHETIC RETARDS WILL EVER SEE IN ANY MMO OF YOUR SHORT INSIGNIFICANT LIVES. I MEAN JESUS CHRIST YOU GUYS SHOULD BE SIPHONING OFF SOME OF YOUR GRANDMOTHERS PENSION TO ME CAUSE THIS IS JUST SO GOOD.

AND IF ANY OF YOU SKILLESS WORMS DARE THINK OTHERWISE YOU"RE GOING TO HAVE TO SETTLE FOR PVE BLUE GEAR, GOT IT? GOOD LUCK PVPING IN THAT CRAP, YOU’RE GOING TO BLOODY-WELL NEED IT. THEN AGAIN, THAT’S ALL YOU BATTLEGROUND / WORLD PVP LOVING FAILURES DESERVE. HELL, YOU’RE LUCKY YOU’RE EVEN ALLOWED TO BUY WOTLK WITHOUT HAVING A PERSONAL RATING OF 2200. WOW ISN’T ABOUT FUN ANYMORE, IT’S ABOUT GODDAMN SKILL, YOU HEAR ME? AT LEAST WATCHING THE GLADIATORS (THAT ARE PROBABLY BETTER THAN YOU IN RL AS WELL) MORTAL-STRIKING / DIVINE-STORMING / SHADOW-STEPPING YOUR NOOB ASS INTO OBLIVION IN BATTLEGROUNDS WILL KEEP ME AMUSED AS I CREATE THE NEXT TIER OF ARENA GEAR WHILE BENCHING DOUBLE YOUR BODY WEIGHT WITH ONE ARM.

LOVE,

FROM YOUR PVP OVERLORD AND COMMANDER-IN-CHIEF,

KALGAN

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Tom Chilton and his righteous game design

When I first read about this issue I misunderstood it and thought was related to arenas items requiring a certain rating to be used and not just to be earned, which was discussed months ago. Then the second time I got it right: they were putting arena rating requirements EVEN on battlegrounds/honor items.

It was so utterly stupid that I thought right away that it was some unintended beta transition. No way it could make into release.

Instead it’s deliberate.

What a fucking rambling idiot. He was always, but he’s now surpassing every record and even PRETENSE of plausibility. Who the fuck runs Blizzard to allow that this jerk is still around AND a senior designer who continues to fuck and ruin the PvP in every way possible? How it’s possible that most of the rest of the design is so brilliant while this guy can still do as he pleases? Where is the rest of the team? Why no one says anything?

The reason behind the retarded change is summarized this way:

However for now, we don’t have a way to measure “skill” in a battleground in a way that getting the “best” items in the game through battlegrounds would feel equitable when compared to what is required as far as co-ordination and success in pve to get items of equivalent power.

it’s more of a natural consequence of the fact that because we have a way to measure success that feels reasonably balanced against pve, we’re able to put high-end items there, which on its own creates the focus of importance.

They want a “morally right” game where rewards come for “skill” and not for sinking time.

Since in PvE endgame the rewards only come if you “win” the l33t raid game, and if you keep failing you get nothing, they wanted this even on PvP and thought that rewards should only come from “winning” and not for trying, or participating. They don’t want to reward persistence, they want to reward success. You have to be worthy.

Now, as a principle, the idea is even plausible even if unacceptable for a *game*, since players are supposed to have fun no matter of their limits. You know, the best game is the one that makes you think you are very good, not the game that slaps you in the face and laughs every time you fail and makes you feel like you are the very bottom of the food chain.

But let’s put this concern aside for a second. Rewarding “skill” as opposed to time sinks and grinds. Sounds palatable. And maybe it is, if it wasn’t for the fact that the principle of rewarding “skill” through “power-ups” is one HUGE CONTRADICTION. It’s just plain stupid. Unmotivated.

What if for next Olympiads Usain Bolt starts 20m ahead of everyone else since he won this past edition? But, oh, Kalgan replied to that argument:

Of course, I realize that the subject of “skill” is another topic of debate on its own, with many players citing gear quality and team comps as factors in determining the outcome (some seem to go as far as to imply that it’s all that matters). Clearly, those factors do influence the outcome, but not in a way that makes skill irrelevant. If that were the case, it wouldn’t be very hard to step onto the stage with some of the pro-gamers in the tournament and take them down in a match of even gear and comps. However, I can assure you that while I consider myself (for example) a pretty respectable player when it comes to arenas, I and a pair of similarly skilled teammates probably wouldn’t win more than 1 in every 100 games against the top players despite using identical gear and comps. Like it or not, that’s skill.

First. The case of competing with identical gear is not a playable case. It doesn’t happen. And what happens isn’t that players who wear crap are “bolstered” to the item quality of “top-players”. What happens is that those top-players HAVE A FUCKING ADVANTAGE OVER PLAYERS WITH LESS SKILL *AND* LESS POWERFUL.

It’s not equal footing and it’s not even weaker players brought to the level of stronger ones. It’s just giving advantages to who is already ahead, so that this relative situation is preserved.

Second. The implication that there’s skill in the game doesn’t justify in ANY way that those who have the skill must have artificial advantages added on top of that skill. QUITE THE CONTRARY.

Sure there’s skill. Usain Bolt may as well win even if *I* start 20m ahead of him. But this doesn’t fucking justify the fact that HE has the right start 20m ahead *of me* simply because he has that skill. QUITE THE OPPOSITE.

So it’s really a matter of plausibility, not game design. We are far away from any possible game consideration. This is plain obvious: you just CAN’T justify an irritating change in the game as a moral principle. Because the premises of that principle are, as demonstrated, completely wrong and unacceptable. So that justification doesn’t work.

The true reasons why this is happening are twofold. The first well explained on Q23:

A lot of players have simply given up on the arena due to the fact that they don’t find it fun getting pounded 10 times for a meager amount of points. Unfortunately, those lower-tier players are needed to keep the arena ladder functioning properly, since somebody has to have a shitty rating in an ELO system. Instead of finding a creative or rewarding way of luring players back into the arena, Blizzard is simply requiring them to come back in because they can’t get battleground PvP gear otherwise.

The other reason is Tom Chilton and his e-peen.

It’s all about the rewards, and these rules are made SOLELY so that these rewards stay “secured” in the hands of a selected few.

And then I thought it was genius.

Politically it’s the metaphor of capitalism. The concentrated power and wealth in the hands of some limited few and wasted mindlessly, while the rest of humanity has nothing and is treated like garbage. And the “righteousness” of it all.

The game is the celebration of that. The self-preservation of power through rules made by those who exercise that power and self-made morals to justify it. Selfish and blind.

You can’t learn anything more useful than that.

P.S.
Feedback starts from here.

Warhammer client nerfed: call it a “fix”

Today I logged in after the patch to see if the stuttering problem was at least getting better.

Well, it was! Even in a scenario it was more playable. The stutter was still there, but much reduced to where it used to be, and definitely not a matter of perception. It really seemed better.

In fact Mythic confirmed this:

We have been listening to the Warhammer Community about performance issues players are having while they were in scenarios. While we had the servers down today, we applied a number of fixes designed to improve play in scenarios and make the experience better overall. Our goal is to make scenarios the best possible experience for our players.

Great.

But I had a few suspects. I noticed that the texture usage was noticeably lower, so I was wondering if those fixes were about reduced detail or something like that. Or maybe a better caching. It was odd because the stutter seems reduced even outside the scenarios.

Then a few minutes ago I noticed something: specular lights aren’t being shown anymore.

Specular lights are those shiny effects/glow on the terrain, or the red glimmer on metal items. Well, gone for me.

You know, that explains both the reduced texture usage and stuttering. I just wish Mythic was more honest about this and explained that the increased performance wasn’t due to “fixes”, but removed client features. And at least give us updates about their progress on what is really being done…

Mythic’s engineers should be able to do something more than go in the settings and turn off an option (while also causing the side effect of hardlocking all the graphic settings, which is kind of hilarious).

UPDATE: It seems hardware-based. On my other PC everything is turned on and working properly, while on the first PC I have BOTH lightmaps and specular lights disabled even if they are active in the options.

UPDATE 2: The patch fixed the previous problem, but the stuttering is back as it was.

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Mythic really messed up: shortcut to victory

Something like a reblogging since Eurogamer put it in the most hilarious way.

The entire process, beginning with the capture of the contested zones, began in the early evening and was over by the small hours of the morning. This despite the fact that Mythic boss Mark Jacobs told Eurogamer in a recent interview that completing a city siege in one night would be impossible:

“We’ve laid everything out in a manner that your side has to accomplish a lot, so it’s going to take time. We’ve seen the other games out there where people can do things late at night while nobody else is on, but it doesn’t work that way in WAR. It’s impossible,” he said.

“It should be weeks unless we really messed up.”

So thrice wrong.
– It happened in less than two weeks from launch when they said it would take much longer
– It took just a few hours when they said it would take days
– It happened deep in the night when it wasn’t supposed to be the case

Tobold says it’s a matter of exploits and I’m not surprised since I got the impression that the endgame wasn’t tested thoroughly.

But for me that’s not the problem.

These points could be eventually fixed if one really wants to fix them. These are just transitions to a mature game. The REAL problem is that I do not think they are encouraging defense.

So let me state this bluntly: the game, in particular endgame big objectives, risks to become “hide and seek” events where Destruction and Order take turns at the bag of loot. Without any incentive for defense the game risks to be more rewarding for avoiding each other than to fight.

Shortcut to victory.

Or like in DAoC, where the “endgame rewards” were so trivial that the whole keep and relic warfare was forgotten and the game became just 8vs8 specialized ganking groups.

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A wave

I read yesterday from Raph’s blog that Jeff Freeman died. It was a bad feel because I started reading and it wasn’t suddenly clear what happened, just a bad suspect. So I scrolled quickly the post and found out that the suspect was right.

I really felt awful. Then even slightly relieved when I read on Lum’s site that it wasn’t because of the job and that he was going to start at Zenimax next week. Then I felt hypocrite. If it was about the job I could more closely connect with that kind of frustration, but I was also thinking that I was considering it in a kind of selfish way. Which is what I’m doing again.

It was really unexpected. After so much time you read someone on the internet you get this stupid illusion of knowing him a bit, and I never perceived anything wrong. So it’s all about the smoke and mirrors, and the reality afterward.

I don’t have much to say. It’s just awful.

Both Krones and Brandon Reinhart wrote something more appropriate.

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