Factional Warfare – Vive la revolution

How to make a sandbox accessible to the large public, take notes.

Well, at least this is the potential behind one of the ideas that will be developed for Kali, the Eve-Online content patch that should arrive this June (but it will slip, you’ll see).

I received yesterday the second issue of E-On, and there’s a preview about the “Factional Warfare” that is starting to sound much better than what I expected, to the point that it could truly have the potential to revolutionize the whole game.

I wrote about this feature extrapolating some details from an interview with the game’s producer. Now I have something more concrete and looking even more exciting, even if we still have to see how all these ideas will translate practically. The potential is HUGE.

The most interesting goal is the one I already hinted. The possibility to make the game more accessible for everyone, linking together the “hardcore” level of the specialized player corporations with the casual players that have no clue about how to access that level of greater complexity that makes this game truly interesting. As already discussed this is a crucial point for Eve. The MOST important one. The ideas behind the factional warfare could achieve a real utopia: heal the fracture between casual players and hardcore, and create a truly dynamic environment that is accessible and involves everyone directly. Together.

How? The idea isn’t so far from those I imagined. The sandbox will remain open-ended, but linear paths will be introduced to lead the players for a more “directed experience”. This without disrupting or removing the complexity of the game, but instead adding to it, offering more dynamical elements and the possibility for everyone, even a lonely player, to join the war and get involved directly, without having to “break through” the accessibility barriers represented by the players’ corporations and the emergent level that is only visible if you truly dedicate yourself to the game.

Roughly, the four NPC factions (Amarr, Caldari, Gallente and Minmatar) won’t be anymore fixed entities being there just as a backdrop while the game waits for you to move out the secure empire space to get involved in the PvP activity. Instead these factions will become an active part of the world and the context of the war. The players, as whole corporations or individuals, will have the possibility to join one faction and contribute to a dynamic war. Think of a full campaign that evolves depending on a series of objectives. The empire space won’t be there anymore in its immobility, but it will become an active element of the game that has the potential to directly involve everyone in a “more directed” war.

There is the potential to create in the game new careers for the players and even easily accessible “battlegrounds” as in WoW, with the difference that in this case the war is REAL and the results will affect the state of the world. Sn element much stronger if you consider that there is one persistent world shared by everyone, so involving everyone. Think for example to military careers that could give you quick access to PvP battlegrounds, with ships and equipment supplied directly by the NPC corporation, based on your rank. Think about the possibility of adding ranks and points that you could spend to buy upgrades and other perks. This has the potential of becoming a whole new game within the game. Directly accessible for everyone and with the possibility to involve both a single player, as a whole corporation or alliance.

These being my speculations. Here some excerpts from what I read. Let me start from the end:

Noah insists the scale of the up-coming war will be like nothing Eve has seen before. “It’ll be OMGWTFBIG!!” He laughs. “We’re talking life-changing, like the first time you masturbated or when Yoda died.” – “It will be multifaceted in that if you want to interact on a political, idealistic, capitalistic or moralistic standpoint there will be there something for you.”

How is this for the hype? Let’s continue:

Imagine you’re docked at your home station, deep in empire territory. Most of your corp-mates are offline and, apart from the few souls continuously probing the alliance chat channels, most seem to be away from their keyboards, entrenched in domestic matters, far from the world of Eve. But it’s too early to turn in just yet. You could strap on a couple of miners and head out into the asteroid belts, but you know you’d need a good couple of hours to make the endeavor worthwhile. In any case, there are no haulers about and the thought to having to break rocks and shift the debris to safety registers as only marginally more appealing than polishing spoons. You could take on a couple of agent missions, but after a two-week marathon of ferrying data sheets and garbage, you figure time would be much more enjoyably spent arranging aforementioned spoons into the letters of the alphabet. So, what to do?

Well, as if by magic (we’re imagining, remember), a new icon appears on your screen. You hover the mouse pointer over it and a tool tip appears: ‘Contracts’. In your haste to explore further, you fail to notice the other options that emerge from the 3D haze. Immediatly you are drawn to a new icon that alludes to something called “Tour of Duty”. Intrigued, you click the button. ‘The federation needs good people’, it says. ‘Unless we hold down these key installations’, it says, ‘there’s a very real chance that the Federation Navy Auxiliary Force will have to relinquish the Jolevier border system to its enemies in the Cladari Navy Expeditionary Legion.’ Yo see, in this imaginary version of Eve, not only are the major powers at war (if not overtly then certainly covertly) but upon your actions, or lack of them, rest very significant consequences.

This imaginary Eve might not be so far away.

This seems a lot of fluff but it already suggests a lot, I think. To begin with, it is evident the goal to break the monotony of the day-to-day activities with something directly more involving and that you can join at any time. Think to some sort of “instant action” mode that you can join every time you are bored. All this will happen through a “contract system” (that will be also open for players’ use). The players will be able to join a NPC faction and fight for it, running specific missions and obtaining not only personal rewards, but also concrete “consequences” on the game world. Finally dynamic.

It could happen through a much more elaborated dynamic mission system that has an actual effect on the environment, but still somewhat “passive”, as it could be an occasion to set competitive goals and send the players directly in a sort of PvP battleground whose outcome will influence the progression of the war. “Instant action” PvP activity freely accessible to everyone, maybe with the NPC corps handing out to you the ships and equipment you need to go “toy” there. With even the possibility to create a “career system” working as a linear, directed path through the “sandbox”. Here’s the myth. All players drawn together, all participating and involved in the same situation, albeit on different levels and with different goals. All together for a greater effort defined by the “overall context” of the factional warfare.

Three levels:
– The Factional Warfare – The overall context of the war that unifies and involves everyone.
– The Contract system – A mission system that could work as an “instant action” always accessible for everyone (creating excuses for the action).
– A Career system – The directed experience that many players miss, removing the disorientation after the tutorial is over. The game within the game.

Here the real challenge for CCP is about linking this new part of the game directly with the newbie experience, so that all the players would be brought there directly, instead of drifting there on their own. Or creating another layer of the game that only a small selection of the players can experience and enjoy.

Whether CCP will achieve this or not, the idea is huge. So close to my “dream mmorpg” with its hardcoded factions plus the possibility for the players to create their own, the PvP hotspots, the conquest system and the “automated NPCs” that can be scripted to automate the tasks that will trigger the emergent level of the RTS/wargame. The ingredients are already all there. The utopia of an overall context (a war) that directly involves every single player, making them interact on different levels, but always directing them toward an overall, truly communal goal that motivates everyone. Concrete objectives, both in the long term (the campaign) and in the short term (the specific mission).

The whole point about casual vs hardcore players is NOT about creating tailored content for both and keep them quiet. This idea is utterly stupid and it will never work. The only way to truly solve that problem is about healing the fracture. Creating gameplay occasions so that the casual player plays side by side with the veterans. So that the community of the game can welcome the new players and integrate them quickly.

These games are about the communities and the very first duty of the game is to NOT encourage the established communities to specialize and isolate themselves from the rest, in their inner politics. The key to accomplish this is to make everyone work together, truly cooperating for a greater goal. A shared objective. Something that motivates everyone, that makes you play and willingly to log in because something is going on. And it affects everyone. And it depends on YOU.

Including players, not excluding them and create reasons of hate.

All these premises that I set in my design ideas along the years seem to be present in Eve. And I can only appreciate this.

More stuff:

In many ways, Contracts and Factional Warfare are one and the same; to engage in factional conflict you have to undertake some sort of agreement with one side or another.

The initial idea is that players can elect to take on missions as mercenaries – in which case the reward will be mainly monetary – or as enlisted soldiers, where they will be rewarded with increased standings and discounted ships and equipment. With the contract system in place alongside it, FW can be something individuals or even alliances can sign up to, with contracts for single missions or for the duration of a long-term campaign.

Whether through trade, bounty hunting, resource allocation or even combat, FW is entwined with the very EVEness of Eve itself. It is where the rich background of Eve will come to life.

Whilst they are now reliably dull administrative areas of intransigent safety, post-Kali the four empires and their amalgam of cabals and regional governances may be acting like player-run (dev-run, in actual fact) ass-kicking mega-alliances, able to call upon unheard-of resources in their pursuit of power and hoping that player-run alliances, corporations and even individuals will rally to their banner – if not for king and country, then for fortune, fame or both.

“I think solo players will have the most to gain from Factional Warfare,” says Noah. “These guys are the ones who might not have that much time to focus on all the interaction needed to be part of a corp. Missions can be fun, but I think fighting for a common goal in a larger group against evenly matched enemies will be a lot more interesting. People are attracted to MMOGs because of the other humans they know will be out there, even if they don’t want to interact with them as corp-buddies. Instead of talking to their agent and getting yet another damsel in distress mission, a solo player will be able to engage in some interesting, unpredictable combat with other humans, where they might need to think, or where the unexpected could happen.”

CCP is aware of Eve’s limitations with regard to players who prefer to play solo; in part, FW aims to provide a more inclusive experience for those who might otherwise have to rely on cookie-cutter agent missions in order to kill a few spare minutes online.

“If players are able to affect the world, then the outcome of battles should affect supply and demand,” says Noah. “We could have trade routes that run through battle areas, or a commodity could be needed in bulk for victory conditions. This is all yet to be designed. It sounds fun though. Picture an agent in deadspace that needs a certain amount of supplies. The traders would need to get their industrials through multiple camp spots. Gnauton (Gauti Fridriksson, CCP’s story coordinator) and I have discussed all sort of archetypes for victory conditions. We want to go with a modular approach and the ‘logistical’ victory conditions could just be modules. We could even tailor the objectives to your skills and ship in the same way agent missions are currently tailored to the ship you are in (did I just give out a secret?)”

“The idea is that the modular approach would allow us to create victory conditions from a mixture of sub-goals,” explains Gnauti. “That way we could create a theoretically unlimited number of different victory conditions, each one tailored to mesh neatly with what’s going on in the story – and, of course, affect what happens next.”

As Kali draws nearer, the 0.0 alliances will surely want to keep an eye on events as they unfold within empire borders. To have access to restricted system is one strategic advantage that can be levied against enemies alliances and there will, of course, be rich rewards for those that pledge to work alongside a nation-state. However, let us not forget that FW will also encompass the goals of pirate NPC corps, so it may end up that many alliances would rather fight against the empires, which is likely to cause all sorts of scenarios to rise up.

Rare items, cold hard cash and faction standing are just some of the more obvious rewards of working for an NPC organization, and this is an aspect of EVE that will be expanded for Kali. NPC factions will bestow medals, commendations and other trinkets that, while not improving your ship or abilities, will certainly confer bragging rights. The formalised ranks and ratings system is an aspect sure to please fans of the old “Elite” games.

CCP annouced its intention to take player organisations up to the next level, with the functionality for alliance leaders to forge player-run empires that could eventually compete with the likes of Amarr. In the long term this remains the goal, but ot’s unlikely that such functionality will make its way into Kali.

Undoubtedly, there will be some players who feel that by placing players in the role of heroes, CCP is betraying the freedom that EVE affords the committed and tenacious player seeking fame and fortune. Some already feel that by going further down the route of having encounters largely scripted by outside forces (devs), CCP is traveling perilously close to the path furrowed bu World of Warcraft. CCP is well aware of such fears and insists the grand vision of EVE remains intact, that of giving the players the ultimate freedom to shape the fortunes of the galaxy.

CCP “just” needs to make things happen. They need to resist the temptation to turn this idea into another elitist mechanic only accessible at the end-game. They need to make this the new heart of the game, adding possibilities and depth to the players’ choices, even if they are occasions to offer a more directed experience for those who need/search that type of game.

The sandbox utopia is not about a game for the hardcore. The utopia is about giving home to different players, with different goals and characters. All interacting together and adding to the experience of each other. Creating a greater complexity but still working restlessly to make all this easily accessible. Available for everyone.

Inclusive, and not exclusive or selective.

See how “big changes are bad” for a game? Tell that to CCP. Tell them how a world simulation cannot work.

There is so much on these plans of the ideas I’ve developed along the years. The only true frustration is that I cannot be there myself, and have to see someone else accomplishing what I dreamt for so long.

Well, think how these ideas would work in a fantasy-themed, truly immersive and skill-based game with a visceral combat system. You could wipe the floor with World of Warcraft.

Eleven expansion packs for free

Eleven is the number of all the expansions released for the original EverQuest, now available for free (along with all the upcoming ones) …if you play on the test server. The monthly fee is still there, of course.

This in the attempt to draw more players on the test server and make it more useful. Other advantages (with the hint of more to come) is a double experience bonus and a sort of /level 25 that could even be raised in the future.

It’s a nice idea even if I’m not sure if it will have a big impact. EverQuest is still an hardcore game where the community is everything. I don’t think the game sees many new faces these days and the great majority of the active subscribers are probably veterans in already established guilds that aren’t going to restart with brand new characters in a tiny community. Everquest survives of inertia.

And how much content is actually being used from those eleven expansions after the effects of the mudflation? Not much, I guess. It’s still all there, sure, but content that is not used just doesn’t exist.

I still think that the best incentive to play on a test server is a closer relationship with the developers. Ask CCP, they did this best.

We want more Bling Bling

Another inner split for WoW, this time not about devs but publishers, and despite Big Money Involved (TM).

From Kotaku:

The9 and Blizzard/VUG are in a dispute over The Burning Crusade, the expansion for World of Warcraft. Blizzard/VUG is apparently taking that stance that The9 does not get it as part of their original deal, and that the Chinese operator needs to pay an additional license fee and/or give Blizzard/VUG shares in the company. According to our insider, things have gotten to the point where Blizzard is even threatening to turn Burning Crusade into WoW 2 and find another partner for China.

See Blizzard/Vivendi going “My precioussss..”

I’m not even sure that The9 grasps the concept of “expansion”. They have a deal to run the game for four years, from June 05 to June 09, and pay royalities for 22% on the prepaid cards (more infos here). I believe the game can be freely downloaded and the players just need to pay for each hour they pass in the game as it happens in Korea ($.06 per hour, see here). Expansions and content patches are usually offered for free so I don’t think that The9 was expecting Blizzard to ask them to pay for another licence for the release of the expansion.

It will be interesting to see what happens if things go wrong. 2.5 of the 6 million of subscribers that WoW has worldwide are in China, if not more:

The operation of WoW in China attained peak and average concurrent users of approximately 530,000 and 270,000 in the fourth quarter of 2005.

With these chinese players raging against the machine and starting boycotts for the poor service. Disconnects, lag, long queues, the same stuff afflicting the western players, with the difference that in China you pay hourly, making these problem much less tolerable.

This while SOE completely failed. With EverQuest 2 being cancelled even before it was able to come out of beta.

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Stuttering problems in Doom 3 based games

While looking around for the performance trick in Oblivion I discovered another one for both Doom 3 and Quake 4 (and probably the upcoming Prey).

Even if the framerate is absolutely smooth there is always a regular mini stutter every second or so. If you strafe and look closely at the walls you can notice there’s a constant, small hiccup. It seems that this stutter is there for everyone, with every configuration, but the majority of the players just don’t notice it at all. Instead I always found it incredibly annoying because the more the movement is fluid the more the stutter is noticeable.

There’s a simple fix that seem to get rid of the stutter completely, it doesn’t seem to have any other side-effect or impact on the framerate. You just need to pull down the game console while in the game and write -> com_precisetic 0

Alternatively you can put the following line in the AutoExec.cfg file (in the q3base/q4base dir depending if you play Doom or Quake 4):
seta com_precisetic “0”

The details about this command can be found here. From what I understand it just makes the game have less control on the input and sound processes but in my tests I didn’t see this having a noticeable negative impact, while it surely gets rid of the stutters and makes the game much more pleasant.

Just give it a try. I love the Doom 3 render. The design of that game may suck, but technically it is awesome (and immersive). I can’t wait for Prey.

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Dance, Smed, dance

I distilled a few interesting parts from the flood of posts from Smed on the SWG boards. Now that I’m gone through it I think I should have organized it better, dividing the general considerations from the discussion about the specific changes. This is what I have right now:

Our communication has been terrific. I can’t say you neccessarily like what we’ve been saying, but I think our community people and our devs have been much more active than before. I never liked that system of correspondents before (they did a great job..don’t get me wrong) but I prefer direct communication.


The truth is the community morale won’t improve until the game does. Communication can’t fix this. Improvements to the game can. The fact is our communication has improved.. people don’t neccessarily like the message is all. I get that. So do our community folks. My preference is that all the posts in the gameplay forum are discussing gameplay balance.. and in-game issues.. but they won’t until we get the game to a baseline fun level. We’re not there yet. We know that. We’re working to fix it. There is no other answer.


The SWG community has been voting with it’s feet since the NGE came about. Either we end up being right about our ability to turn the ship around and make a game that’s BETTER than it was before, or we were wrong and we fail. Either way we were losing subs before the NGE and believe it or not, we are losing them at a slower rate than before. I’m not going to pretend we didn’t lose a bunch of subs from this. We did. And I don’t think the game is where it needs to be yet to aquire new subs. But it’s getting there with each and every publish.

At the end of the day there are a lot of people in this community that wonder why we did this? Why did we “deliberately” try and piss people off. Obviously that wasn’t our intent. This is a business and we needed to improve the results of the business. Did we make a mistake? Maybe.. but only time is going to tell on that one. One thing is certain. We made a mistake with how we presented it to the community, and for that I’m sorry. I still think it was a needed thing though. It’s not as simple as “you should have just fixed the things we were complaining about”. That doesn’t address the very real fact that what we had was a hardcore game that wasn’t going to attract the mass audience that the Star Wars IP brings to the table.


I respectfully disagree with your position on this. The profession system had fundemental flaws that couldn’t be corrected and still be able to both balance the game and add meaningful content that made each profession really matter and be differentiated from the others. Was crafting absolutely the most amazing part of the game? Probably IMO. Can it still be a major part of the game? Hell yes.. and it will be. BUT that needs to be balanced with the fact that adventuring and killing things needed to have meaningful rewards as well to reach a more mainstream audience. I really hope you can see this point even if you don’t agree with it.


Allow me to respectfully disagree with your point here – Star Wars as an IP is every bit as capable of delivering a WoW level audience. The reason it isn’t is the game needs to be that good. No, not the SAME game.. but it needs to be that good and polished. Everyone thinks we are trying to make SWG like WoW or EQ2. That’s completely not the case. Yes, we’re going to a more rigid class based system and are doing more linear content.. but that’s where the similarities end IMO. In theory we still have an incredibly deep and rich system based MMO that can deliver some world class gameplay once we live up to your expectations.


SWG never attracted the size audience that the Star Wars license delivered in the first place. One of those reasons was combat wasn’t exciting enough. We have done enough research on the people who quit or people that didn’t purchase the game to know this is a hard, brutal cold fact. Could we have gone a different direction with the combat? Yes. Could we in the future change this direction? Yes. Do I think we will? No. Why? Because I don’t believe that this will be an issue if we solve the other half of the equation – making the professions feel different… and making the content really exciting.


Let’s get this out of the way right now – SWG in no way has a low sub base. That’s just not the fact. The truth is it’s still the #4 game in North America (WoW, EQ2, EQ, SWG). I’m sure this will bring the naysayers out of the woodwork, but it’s just a fact.

I also totally disagree with our assertion that we can’t make this game the biggest and best MMO out there. We still have a full dev-team on this game and we’re going to absolutely push ourselves until we achieve our goals. Noone is going into coasting mode on this game. Period.


The only answer I can give you on trust is that we have to earn that trust by continuing to make forward progress. That’s it. We know that.


What exactly was the difference between most of the combat professions? There really wasn’t one unfortunately. Adding meaningful content for over 30 professions just wasn’t something we were capable of. We bit off more than we could chew. Also, the fact that a person who had seen the movies won’t know what most of those professions were presented a real problem for aquisition.


You will never hear me saying the people that are complaining aren’t passionate about wanting things to be like they were before. In fact, if there is one big lesson I’ve learned from all of this it’s how NOT to go about making big changes in a game


I don’t like trying to pass the buck. I may say stuff you disagree with, but I don’t want to try to imply something that’s not true. You may all believe that early on with the NGE we were just “spinning” things. We weren’t.. we honestly believed (and still do) that we could make the game better and convince you all that this was the right direction.


I actually think this is something that will make things a lot better. I’m not sure where it is in the pipeline of things to do, but I think having mobs not all bunch up will fix a lot of what people complain about. Unfortunately this is not a simple technical problem to solve. It sounds like it is, but on the server side the single biggest frame rate killer is collisions for a lot of reasons I won’t get into. We need to solve this problem. I don’t have an ETA yet though.


we’ve lost some dev team members. A lot of new companies have sprung up in Austin and we lost some key people… new people take time to ramp up. Simple as that. NCsoft and others are losing people too. This is a competitive job market. Seriously competitive.

Not from Smed:

We recognize that the current profession system doesn’t allow for any real level of character differentiation. As such, we’re currently working on an “Expertise” system, that grants the players “points” to spend on specialization. The expertise system gives the profession system a similar feel to what we had pre-nge as far as character customization goes. The tech for this system is being developed for the next publish (this won’t be visible to you guys). The publish after that, we’re looking at pushing out the first two professions’s worth of expertise trees, with two professions targeted for every publish after that. Generally speaking, we’ll have three trees for each profession to choose from, including a GCW tree and a “path” tree that will hold things like “dark” and “light” side powers for Jedi, for instance (or droid specializtion, vs poisons for Bounty hunters – for instance).


(about the respec NPCs that will be added)
Starts 100k credits and goes up to 25 million i think.


Lots of talk about the “secret” project which really isn’t a secret anymore. We are doing a playable demo for E3 and Swede is working on the team that is putting that together. The project is actually going to be larger then just the demo and become a new themepark with a GCW theme (lots of Rebels v. Imperials) to it, which will be put into the game in publish 29.

The intention of this themepark is to cover our bases with E3 and develope a new set of repeatable, high end content for all of you.

The expansion team, which is no more, is now working on nothing but high end content that will be sent out in our regular publishes.


(about collision detection)
We are still working on it. It is a huge change to the core game, so we want to make sure it is solid before we roll it out in a publish.


Animations – We will be doing some significant work on our animation system in the upcoming months. The collision system we are working on will allow us to get jumping into the game.


We’re going to put the stuff that’s clearly SW in first. We’re going to modify or retrofit the best of what was fun but not completely SW in second. We’re going to remove or eliminate those things that clearly aren’t SW.

And, we’re going to do it all at a pace that ensures quality and fun.


SWG is no longer striving to be a world simulation.

There would be so many things to say about all this.

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Promising impossible things

Let’s see some comments:

Krones:
In this role Koster was SOE’s trophy wife, a fucking meat-puppet, something that was propped out to travel and show off as if he were some one man traveling sideshow circus. It isn’t a bad thing, far from it, a position like this as a chief creative officer for one of the biggest mmo companies in the world is a once-in-a-lifetime opportunity. It is a position where you do a lot traveling, have access to a myriad of projects, and I’m sure the pay wasn’t bad either. It is a king of kings, a throne, a dream position for many in the industry, but in reality Koster sitting in this position was more like being nothing more than a mere cub scout’s badge on SOE’s dirty stained shirt.

Koster has been feeding his passion for design and development by developing various games during his free time and of course writing about the inwards, the ticks, the veins of a myriad of concepts, but it’s not enough, those are mere masturbatory exercises. The whole point is developing for an audience of more than yourself and a group of friends if you have the means to do so, or even a group of readers, too share your ideas and passion with the fucking world, some people design for reaction, it is the response which fulfills them with meaningful satisfaction, that is their play.

Ironwood:
Oh God. The wheel turns again and we’re going to build up a ‘next saviour’ off this crackpots back and when it fucks up YET AGAIN, we’re gonna make another 200 page thread about it.

Call me again in Ten Years.

Brian Rucker:
That’s nice Raph’s throwing down the gauntlet. Now I wish the dumbass would pick it up himself.

Raph Koster says the most brilliant things (and sometimes ridiculous outrageous things – to get a response) about what needs to be done with game design. I don’t agree with all of it, like his seeming fascination with direct PvP, but much of it is spot on. What fries my shorts is he talks this amazing game, and on occasion displays those insights to good effect – the unique things we loved about SWG for example, but he never follows though. I’m guessing it’s because there are other forces getting exerted via marketing or licence holders or just other devs who have other agendas.

You lament. You lament. You made this. You gave into the crappy and shallow expectations of the very game design decisions you’re pointing that stubby old finger at now, Raph. And you can do better.

Then fucking do it. As yourself. As the guy that loved MUDs and had some great ideas. Not as the posterboy of MMOdom. Not as the Quoteable Visionary.

Just you, Raph. Do it. Fuck the money. Built it right, you know you’ve got the right ideas, and it will come.

I tend to agree with a variety of points of view.

As I read the news I felt somewhat disappointed like Ironwood. Gordon Walton, Rich Vogel and Raph Koster. Not going indie, of course, but joining the next Big Guy (Bioware) entering the playfield, and claiming it their own territory and pride. Despite Raph repeats how much he loves the indie game development and how the scarcity of the resources can be good for the creativity. So absolutely predictable.

See, it’s not that these guys didn’t get second, third or fourth chances. It’s not like they didn’t have the occasion to express themselves and demonstrate their ideas. So, every time I see these “dinosaurs” swapping companies and projects I always feel somewhat cheated. They swap side, have parties with friends. It seems things change but everything is exactly the same and in the tight grip of the same hands. We have always the same masters. They feign change but it’s always the same game. They promise impossible things, fuck them up and then promise again with a wink.

Jump ship before it’s too late, dodge the responisibilities and show a big smile as a new project is rolled at your feet. How convenient and cheap.

Take the case of Lum. It is totally different. Lum didn’t have the chance to try his ideas, he was in the back implementing stuff, observing and commenting. But he didn’t have the possibility to demonstrate the other side of things. So I’m interested in what he can say. I’m glad to see him now in the position to poke at things more directly. I think he deserved that and that, finally, he could be used for a role that suits him better. It was long due.

What I criticize is this idea of a “sealed” industry completely controlled by some elders that built their own reputation long ago and are now continuing of inertia. There’s lot of ego and convenience driving things, but not much honesty and merit. These guys should help to form and educate a new mentality, new blood. And instead they plug every hole and sit on top of the pyramid, expecting to be revered and keeping tightly everything in their grip. They suffocate the industry instead of making it more vibrant and alive. More responsive.

I’m not attacking Raph here, but what you expect me to think when I see Gordon Walton, Rich Vogel and Raph Koster together again under another Big Company and possibly building another game about Star Wars. Come on. I’ve already seen this movie. You cannot expect to sell it to me as something brand new. I see too many free cookies for these guys.

But then I am also overly excited, because this is what I wanted Raph to do since the beginning. His biggest “mistake” was to leave the lead of SWG, I always considered that as a betrayal to the game. I’ve already said that a lead designer should NEVER leave his project. This commitment is fundamental and the very first responsibility. Instead Raph dropped everything, fled from the battlefield when things were heating up and when it was crucial to push forward the “Vision”. Because the release of a mmorpg isn’t the end of the development, it’s the beginning of the journey. And that ship lost the commander, a ship that wasn’t particularly strong in the first place and that surely couldn’t “afford” to be left on its own. That ship sank long ago and it sank ALSO because of the original design. There were flaws but it was the very first reason why Raph should have been there to figure out and and solve those flaws for what it was possible. So that he could have been *accountable* for both the merits and the problems. His responsibilities. Mmorpgs are like babies, after nine months you aren’t done with them. That was the easy part.

I’m not criticizing his practical decisions. Or Raph as a man. But just the public side and his choice and responsibilities toward the game.

Now I’m overly excited because Raph is back to where he belongs (well, assumptions). Because I’m so absolutely tired to see him talking at the high level about abstract ideas that do not go anywhere. So. Horribly. Logorrheic. I want to see him in the front lines. To work concretely, get his hands dirt. Fight for his ideas and ideals instead of writing them in a book about games. I love his book, but with no games, no book.

So I think, “FINALLY”. Things are moving again. We aren’t swamped in the sameness where you feel like suspended in a time without time. In a stasis where you finish always to think about what happened in the past and with no faith or interest about the future. This industry killed the genre, it sabotaged it. Where are out “virtual worlds”? Where are our myths?

I believe that Raph still has a lot to demonstrate and I believe we can draw a line over the past to look at the future.

Maybe with Bioware guarding his shoulders and forbidding him to try things too wacky and out of place.

Hoping he won’t bail off again near the end.

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Smed on the news

1) Yes Raph is leaving SOE. It’s not some big dramatic thing – it’s simple.. he’s at the end of his contract with SOE and he wants to try some new things that realistically we can’t do here at SOE right now. The truth is Raph is an incredibly talented and amazingly creative person and he has 1000 great ideas. He’s done some great things in this industry and I know he’ll continue to do great things. Raph’s been with SOE for 5 years. I’ve enjoyed working with him a lot and he’s made some great contributions. At the end of the day we have a finite amount of resources and projects that we can have in development at any one time. He wants to try some new stuff that we can’t do at this stage.. we have a lot of things we are trying to do as a company right now. I’m always surprised by the amount of rampant speculation that goes on about stuff like this.

2) No – in fact LucasArts isn’t “pulling the Star Wars” license or anything of the kind. We have a very long term deal and things are fine between our companies. It’s complete and utter fabrication. I feel like we need extra-special tin-foil hats in the shape of Darth Vader’s mask or something. What happens is one website writes something – then 5 more link to it.. so it must all of a sudden be true. I wish it worked that way.

Well, I was wrong.

They still have a secret reserve of smileys. Smed is more ostinate than me.

Posted in: Uncategorized |

Ring a Ring O’Roses

Gamespot confirmed the rumor. As Shild said, “I like my post more”.

Interesting bits:

Raph Koster, chief creative officer of Sony Online Entertainment, and one of the leaders behind the development of Star Wars Galaxies, has left the company, SOE reps confirmed today.

“Although his current interests take him into areas that don’t match SOE’s strategic goals, we wish him the best of luck in his future endeavors.”

Koster’s departure wasn’t the only piece of scuttlebutt making the rounds today, but it was perhaps the most accurate. There was also a rumor circulating that SOE would soon lose the rights to the Star Wars license–and suffer the fate of having to delete or otherwise retire the “Star Wars” component of its Galaxies MMORPG title; SOE called that speculation “completely untrue.”

Three cheers for “creative divergences”! First time that it is stated quite clearly.

That the whole SWG wouldn’t have switched hands in a week was already quite obvious. It’s not like the game is full property of Lucasart and I’m not sure that SOE will sell lightheartedly the whole code and infrastructure to whoever is going to take over. I’m pretty sure that right now noone knows how things will go, not even those involved. SOE is probably pissed off beyond what you can imagine. They are going to fight over this, it won’t be all smileys anymore.

That things are going to change is obvious. SWG went through the last revolution (NGE – Neon Genesis Evangelion) not because it was overly successful to the point that they wanted to burn some money, but because the previous situation wasn’t commercially viable. It wasn’t satisfactory. Well, if it wasn’t satisfactory back then you can bet that they aren’t overly pleased right now.

The countdown started. Things will blow up. There will be fireworks.

“Ring around the rosey
Pocket full of posies
Ashes, ashes
They all fall down”

Let’s just hope that the “winners” won’t be the same people responsible, swapping sides and wearing new masks. Because those who lose are always the players.

Always.

SOE: Tinfoil hats

So, I sleep four hours and the place blows up. Krones is already on it.

Kotaku jumpstarted the rumor machine:

It’s no secret that things at Sony Online Entertainment haven’t been gumdrops and lollypops. While EverQuest has been a bonafide success, Star Wars Galaxies has been an enormous screw up. The massively-multiplayer online version of the popular George Lucas films has been a fiasco, costing SOE players and money.

A mole sends us word that Raph Koster has left SOE to start up a new games studio. Cindy Armstrong, head of Business Development, has taken an offer to become the new USA honcho for Webzen. Moreover, Lucas Arts is not extending their Star Wars license. Yikes.

The rot has started to set in, and the mole implies that it’s only a matter of time before SOE’s prez. John Smedley is sent packing. “Place has been falling apart for a while,” writes our mole. “Smedley is not long in his job.” May the force be with you, John.

The follow-up to the rumor is that Raph should have joined his mates at the new Bioware Austin studios. Which would mean that Raph will have to move since he was in the SOE studio of San Diego.

For what? The “Star Wars Galaxies” of the future, whose licence is suposedly being revoked to SOE and given to the Bioware studio. I doubt that Bioware can use SOE’s code if this is true.

This while Raph is happily blogging about the GDC and looking even too giddy.

Beside these rumors, nothing else official. Not even a hint or a confirmation from other sources if not players’ speculations. The only thing that comes close to an official comment doesn’t say much:

Our new sister studio, BioWare Austin, has yet to state what stance they will be taking. I would refrain from assuming anything, one way or the other, until they’ve released more information.

You can find more consolidated version of the rumors here and here.

Now. Here’s the part where I say I’m highly skeptical, but it’s confirmed. Shild confirmed it openely. I’m going to believe him.

Yea, it’s not a rumor. I already confirmed it. Discuss, or something.

Edit: I’m not posting sources or anything, but let’s just say it’s probably not a secret at SOE or even GDC by now.

I’m refraining to comment past this.