No comment

Something that has been coming up repeatedly in the recent past is the player perception of Meeting Stones. While we have worked to add functionality to them, players do not appear to be using them much. I have made comments regarding this topic before, however, I would like to take the opportunity to gather specifics from the community.

It has been mentioned that certain mods are preferred for an LFG system. We would like to have a system in place that is particular to this game and to that end I would ask the community to participate in the following feedback thread.

Maybe you can get your stupid feedback from the leaked patch notes.

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A very quick note on “skill” in games

I thought about this while writing the “review” of Rag Doll Kung Fu.

We often discuss “skill” in games. The players seem to want it despite we have often pointed out how this also brings problems.

But *why* do the players actually want games with skill? Well, it can be to impose their own unique qualities and personality in the game and remove some importance from the actual mechanics like the levels and the treadmills rewarding just those with the most time available.

But isn’t this hinting something else? Maybe it’s just that we are starting to refuse codified patterns (in particular with the mmorpgs, where you can play for years) and want to set our own. The possibility space.

The sandbox.

Maybe we are slowly getting to that point. Maybe it’s not just about the perceived fair (skill) and unfair (time invested, RMTs) competition. Maybe it’s because games requiring “skill” are simply more fun.

I’m in love with “Rag Doll Kung Fu”

This toy is, simply put, a masterpiece.

I say “toy” because it isn’t really a “game” and I think it was coldly received on the internet because of this different focus and appeal. People now expect games with an high production values, movie-like narratives and screenplays, big and cohesive worlds. This one is completely different. It’s a toy for aged kids. It’s a little, pretty sandbox.

It’s surely not one of those games that will monopolize your interest for a long time, but it is the most fun digression I’ve had in a *long* while and it got me completely hooked up and… delighted.

It is really prefect in its own potential, with a lot of polish in all the smaller details. There is nifty stuff everywhere. The fully animated and “naif” scenery, the “film” graphic filter, the sleek camera movement, the chirping voices of the characters, the moody music… Despite the narrow scope, the game shows so much love and care from the one developer who built it. Maybe it seems not worth the price at a superficial glance but this game is pure ART and it really show all the meticulous work that was put onto it if you have the sensibility to notice this.

It’s a divertissement. But within this category you’ll hardly find something better. I won’t explain roughly how the game works because you can find those kind of informations pretty much everywhere. This isn’t some sort of review, either. Just some comments bundled together as I often do when something draws my interest. It’s also sort of impossible to give it a numeric vote and compare it with other games because it’s something entirely on its own. This is also why I find hard to dismiss it based on its (definitely accessible) price as others have done.

If anything it reminds me the fighter games on the C64 and Amiga like International Karate+. This time played with stylized, pretty dolls and some sort of “freeform” controls that allow you to move the body of your character and plan out strategies and attacks the way you want instead of sticking to already codified moves. This is why it feels like a sandbox. It’s freeform and you can explore what’s within in the way you like, creating your own patters. This is why IT IS FUN. This is also why IT IS ART. And, sadly, this is why it will get boring once you have explored thoroughly all it has to offer, despite, I’m sure, you’ll always enjoy to spend some time toying with it.

The single player starts as a fun and really well done “training/story mode” and consequent chapters that you have to progressively unlock. By playing these chapters and finding secrets you can also enable a “single player” mode that has another eight subgames. I only unlocked the first called “Ninja Onslaught” that basically consists in a sequence of turns where you have to fight an increasing number of opponents. It goes on till you succumb. Form what I heard from others the single player part, excluding the sandbox game, will keep you busy from one to four hours, so don’t expect a long lasting campaign.

Then there’s the “sandbox” in the form of multiplayers games or custom games with AI driven opponents (but also the single player games are a sandbox on their own since you can play them over and over and still have tons of fun). Even in the case of the multiplayer you can select different games. For the online part you can choose between the deathmatch, soccer (with a huge ball) and an athletic mode that is flagged as “coming soon”. While for the local machine you have another four modes to unlock (but I only have the deatmatch ulocked for now). Between the “coming soon” stuff there’s also a “world editor”.

The options for deathmatch are:
Select location (8 arenas in total)
Mushrooms options (Four options with a slider. -never grow, grow rarely, grow very often- -small pickings, plenty for everyone- -low potency, medium potency, very potent- -small in size, medium sized, huge-)
Pot options (break pots to find fruit to eat for energy and *weapons*. One option -never fall, fall rarely, fall very often- Then you can select which types: fruit, bendy pole, nunchukas, ball and chain, shuriken, HEAD CANNON, dog on a leash, bomb, short sword)
Rounds to win (from 1 to 16)
AI players (from 0 to 7)
AI skill level (6 levels: weak, average, good, advanced, very hard, insane)

At the bottom of this menu you can also see your character and move it on eight colored bars (white, blue, red, green, purple, yellow, orange, aqua). If you click on the head of the character you can switch between the eight “presets” models (that you can edit and combine from the proper menu -name, import skin, head, neck, torso, arms, hands, legs, feet, mouse cursor -a bit bugged for me-, voice) and by moving on the colored bars you select the color of your “chi glow” around your character.

While in the game:
Camera mode (auto zoom, manual zoom)
Music (on/off)
Film Grain Filter (It’s a graphic filter, very pretty. on/off)
Mouse sensitivity
Game speed (from 0.25 to 1, “1” is normal real time, and you can slow down for some sort of “matrix” feel even if the controls are slowed down as well)

On the preferences you can set the connection speed that makes the game move super fluid or more stuttering but making it playable on slow connections.

The weapons are a BLAST and maybe even too fun and easy to use (the game has also stones that you can shatter and then pick the pieces to throw at people). In the game you have three bars. The first is your energy that you can replenish by breaking pots and finding fruit to eat (you move the hand on fruit to take it and them bring it to the mouth to make it eat), the second builds up by taking mushrooms and eating them (but if you eat too many you puke). This second bar has some psychedelic effect that practically allows you to keep pressing the left mouse button (consuming the mushrooms energy you built up) and fling precisely the character in the air, slowing down its movements matrix-like for a precise control (and even the music and character voices slow down with a funny effect). While the third builds up by grabbing butterflies, till the bar starts to glow. At that point you can set your character in the “butterfly stance” and make it shoot fireballs at people :)

So between so many game modes, large and multi-platform arenas, butterflies, mushrooms, fruit and weapons you really have many toys to fiddle with and have fun. And then it’s pretty. So absolutely charming and fascinating and so easily capturing an unique mood. I don’t know what else you could expect.

Btw, between pirates, ninjas, monkeys and zombies I choose ninjas. This is definitely my game.

I love it.

NOTE: The slides linked are from Raph as always, not mine.

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Stephen Zepp goes to war

When I started to notice him he was just another poster on a reant board. Now he is all red and titled.

Of course nothing really changed since it was already evident that he stood among the crowd. I usually pay attention to names on the boards because I quickly notice if someone has something interesting to say and it was kind of obvious that this guy has a huge knowledge that could surpass the one Raph has (like the possibility to reference just… everything).

Of course the knowledge alone doesn’t make you a good and precious developer, but good ideas and experience go side by side and probably the latter overshadows the first. Despite this is another flase commonplace.

Anyway, this is just to draw a line: I think this guy will have an important role and I’m sure I’ll hear of himeself more in the upcoming years.

In fact the footer on this very website is particularly appropriate in this case :)

(btw, he got the red “promotion” on F13 *long ago*, but I decided to comment just today, we exchanged a couple of PMs back then discussing fancy projects)

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Vanguard enters Beta 1

As posted on the official forum by Cindy Bowens, Sigil will send today invitations to ALL the board members to apply for the beta 1 of Vanguard:

Sigil Games Online has entered Phase 1 of our Beta Program! And, as promised, our Community Members will have the first opportunity to apply for it!

We will begin sending out emails today to everyone that has registered on our forum through today with an invitation to apply for Beta 1. Follow the instructions in the email and you are on your way!

Once you have submitted your application, your name will be added to our list of potential Beta participants. Qualified applicants will be selected for the program and added gradually, as we need more and more players throughout the course of Beta.

Please remember that this is an invitation to apply for Beta. If you qualify and are selected at any stage, you will be notified.

So check your email and submit your application! I am sure I will see many of you in Beta soon! We have been looking forward to this for a long time! :)

The last application I sent was for WoW and I was able to enter in March (someone may remember this, no other title revealed to be more appropriate, heh…). Before that one I only cared for “Wish” (I still have pages of posts saved, probably the beta test I cared the most about and that went right into the toilet). I’m definitely not one of those submitting applications for every beta they see. They aren’t worth my time.

After all I wrote for WoW I told myself I’d never join again another beta where to waste my time (because I really try to do my best and spend tons of time analyzing, discussing, suggesting. And I don’t like when I clearly see that what I do is simply useless). In this case I’d gladly do an exception if it happens and even if I know that all I’ll do will be, once again, useless. These games enter beta tests, the most important phase, when they are already running out of time. When there isn’t anymore time for serious discussions, attention to the detail, polish and all the rest. They are just rushing out and beside huge exploits, major instabilities and complete fuckups, nothing really matters. I will probably hate Vanguard but I respect Brad and he demonstrated me that he is able to hold a discussion. I added a category on this site for the game long ago and despite you only find superficial critics on it (but I could only comment what I got, which was vapor, in fact) the reason why it was added it’s because I’d have high expectations about it and because on the horizon there simply isn’t another equally interesting game for this genre. Whether it will reveal as a colossal disaster or a success.

This is another of those games and companies with a great potential, and I hate when I see a potential wasted. This is why I had and still have so many doubts about it. I’m terribly sceptical about it and I hate when I feel deluded about something I cared about and maybe spent so many hours in beta. Still, I have to see beta tests that actually matter. Those I joined just made me feel just another connection to stress test the servers and nothing else. Like with the “community” in general, a beta test is a huge and precious resource and I’ve never seen it used properly.

If anything I could help them taking screenshots that do not suck.

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Guild Wars has an expansion, sort of

In my mail:

Attention all Guild Wars Fans!

Direct Song is pleased to announce the release of Battle Pack One! We have worked very hard to produce the highest quality music possible to enhance your gaming experience!

This is what we strived to achieve in this release:

– A doubling of the amount of in-game music
– An increase in audio fidelity from 32 khz to 44.1 khz
– Strategic placement of the music into the game to enhance the virtual environment to its fullest

If you’ve enjoyed the music experience while playing Guild Wars, we know you are going to be pleased and impressed with Battle Pack One! It is available now for immediate download at www.directsong.com at the very reasonable price of $5.99 (USD). This is over an hour of additional music; (less than 10 cents per minute).

You’ve heard our sound before; we are the British Academy Award winning team with the track record of developing more top-selling game soundtracks than anyone else in the video game industry.

I would think about it if the previous free exp pack released by Direct Song worked, but I’m still unable to load the files on the game and still unable to hear them with the media player. I’m also wondering if this is an “official” type of product or it’s just a 3rd party add-on that Arena.net licensed to get some $$ back.

In my mind the music is a cohesive part of the game. You don’t just hire random people from another company to fill that part like an irrelevant plug-in.

I also wonder if the increased quality is just about the new files added or it includes the old ones.

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Fighting DAoC’s CSRs

I got stuck in the last step of the “baron” quest (The Race to King’s Crossing) because I wrongly clicked and an object and destroyed it. So I miss the letter I have to return to continue and THERE IS NO OTHER WAY to get it back (because DAoC design is that great). I have no other choice than filing an appeal and wait four hours that it gets answered.

I did that. Wrote down the quest, the object I need and started to wait. Then, after an hour, my appeal is deleted without even a notice:

Thank you very much. I tried to file another but they just delete it without telling me anything.

We were saying not long ago that devs should pass some time with the support guys to learn from the game. I wonder if the CSR guys should spend some time as players to figure out how what type of service they are offering and what’s wrong with it.

I’m lucky that in four years this was only the third appeal I sent.

EDIT: I have to rectify:

I squeal too much too quickly :)

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More screenshots – Feeling the stone

I pass time photographing stuff like a japanese tourist and the result was that my group was at the end of the task when I still was at the beginning. So now I go solo…

This time more environmental pictures, those I like more.

Stony DAoC. I simply love these textures. It feels almost if I can touch the cold stones. If a game can give me these feelings, I’m happy.

(screenshots)




 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 


 

 

 

 

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Toying with DAoC UI – Part 2

I passed some time to port over DR functions and maps on my “tiny” UI remix. As publicized:


This is my own simple mod. It is based on the standard “Midgard” UI look that was released with ToA. The goal is to add all the new features (all dungeon maps, new windows, tooltips etc..), show on screen all the informations that can be useful and still maintain a “clear” look that keeps the UI as simple as possible without cluttering the screen.

I consider this a “light” UI because it’s directly based off the standard one, just reorganized to be more practical and usable, saving space where possible.

This last version is updated to the 1.80 patch and should have full support to Darkness Rising.

NOTE: This UI fits best at 1024×768 (not easily readable at super-high resolutions) and is tailored for the Classic servers. All the references to ToA were cut.

A simple screenshot from the previous version is here:
http://www.cesspit.net/drupal/storeroom/daoc-repository/tinymid.gif

It has map support to DR and all the dungeons, excluded the task ones. Most of the maps and features come from random UIs, Derida in particular. So thanks to the original creators, I just remixed some ingredients to have a simpler UI with the functions I needed without the added disorder.

You can go here to download the .zip
http://www.cesspit.net/drupal/daoc-repository

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