Crysis, again on the myth of MMOFPS

I saw the news quoted on Joystiq but the original article is currently unavailable, so I cannot read the details.

Here’s what they say:

Power Struggle’s general concept isn’t innovative. You begin the game as a grunt, with just a pistol and basic armor. You’ll gain ranks and earn credits, which can be used to purchase upgraded equipment, by fragging your opponents and completing other tasks (e.g. securing capture points). The end goal is to help your team overthrow the opponent’s base. Now here’s where Power Struggle gets interesting …

To successfully destroy the other team’s HQ, you’ll have to harness the power of alien technology. Randomly generated throughout each map are various crash sites where players can scavenge for alien cores. These energy sources can be used to transform your team’s arsenal into weapons capable of achieving victory. However, you’ll first have to build up that arsenal by capturing structures that manufacture basic weapons and vehicles — and you’ll also have to provide the manufacturing materials.

Apparently, it can take up to 10 hours to launch an attack capable of winning a Power Struggle match. In-game, this feels like days, as one full day/night cycle is completed in two hours. Which means, yes, Crysis’ multiplayer will feature dynamic light – cycles as the icing on the cake.

I’m sort of reluctant to write about this because all I was thinking I managed to explain rather well in some old posts and forum threads. And right now I’m don’t feel as enlightened as I was. That discussion about “the myth of MMOFPS” was even spawned by some thoughts and anticipations about WoW’s PvP that are more actual today than how they were at that time (the theory is: “skill” and RPGs are antithetic, trying to match them is stupid).

Many FPS are already biting into the mmorpg genre or planning to do so. The point is that they can draw more useful ideas from it than what the mmorpg genre can draw from FPSs.

I was planning to write a follow up to that article and that forum thread I linked went in that direction (see the first page), then other things caught my attention as it often happens and I forgot to write it.

In the meantime I had managed to isolate three basic rules that say “why a MMOFPS cannot be a good idea”:

Exclusive choices

– You cannot have detailed character customization if you want large battles.
– You cannot have a satisfying and deep character progression if you want “skill” to matter.
– You cannot have persistent, huge environments if you want the situation to remain accessible for everyone

My point is, a FPS can integrate RPG-like elements and be a better game doing so. I believe that the FPS genre is already much more innovative and interesting than the mmorpg genre, so I expect to see interesting things. A FPS can already have all the persistence it needs, so inverting the model and make a mmorpg like a FPS just cannot be a good choice because it would lead just to many issues without doing really any good to the game.

In that original article I listed the only two “features” coming from the mmorpg genre that I think would be appealing to a FPS. The first is the more complex environments with various layers overlapping and interacting, the other is the persistence.

The first is already happening everywhere (as an example think to the upcoming “Enemy Territory”). Even this last description about Crysis tries to achieve that, hinting at the possibility to break the 10-hour game into a number of smaller missions. Those missions are there to add variation to an otherwise monotonous and static game (who is going to play 10 hours non-stop?). So it adds a tactical depth and a layer of complexity to the environment.

Then there’s the second point, the persistence, which I said was also divided into two parts. The persistence of your character and the persistence of the environment. In the case of Crysis we see the persistence and progression of the character directly tied with the one of the environment as the players progress by accomplishing tasks that depend on the world and “power struggle” itself.

But ultimately I HAVE to ask myself. What is the point? And you should ask yourself too.

In my mind that type of game described will likely lead to a bunch of issues. For example, how you keep the team balanced? It’s not a big issues in a CTF or Deatmatch, where the people you start with aren’t probably going to disconnect in the middle of the game. But on a game that can last up to ten hours you DO expect people to leave. Even if you keep the balance by forcing the players only to join the faction with less players active, you are still going to create gameplay paradoxes. What if, for example, a player drops out only to reconnect and join the opposite faction? It happens often in CounterStrike where a match only lasts a few minutes, so slef-contained, but how’s this coherent with a game mode that is based on the persistence? What’s the point of fighting for 10 hours, trying to slowly obtain progress for your team, when you can switch in a heartbeat to the other side and negate all the persistence? What prevents a frustrated team to gives up right in the middle of a game, drop out and go search for a more favorable situation in another game?

And if we admit that over the course of a 10-hours game there will be (obviously) a constant recycle of the players, then we have to justify the “worth” of the game within the limit of the playsession of ONE player. Where’s the interest of joining such a mode if you are only going to play for one of the total ten hours? You probably won’t ever know who won the match, so everything should be contained in that hour. How the 10-hour persistence adds to the experience of a single player who joins for his own hour?

How they prevent a game to remain balanced so that new players can feel motivated to join instead of jumping from server to server trying to find a match with a favorable situation? I mean, if the match lasts 10 hours then it means that both teams had the possibility to win for all those 10 hours, or one team would have just left the game if they were going toward a sure defeat. Isn’t this happening all the time in WoW’s Alterac Valley? And if the match remained perfectly balanced for ten hours straight, then it wouldn’t likely mean that the whole situation was rather static? And in this last case, where is the fun if for the hour that you can play you are just trapped in that immovable, static situation?

At the end there’s again that doubt that I expressed back then:
– Where are the benefits of a persistent environment in the middle term (week/month) compared to one that resets at the end of a play-session?

Or, more precisely, what are the benefits of a semi-persitent world that lasts longer than the average playsession?

So why trying to do all that?

Well, I have a theory. I suspect it’s all just in the name of the immersivity.

Monsters’ movement patterns

I thought about this while commenting the EQ2’s video here below.

Have you noticed how in ALL mmorpgs ALL the monsters ALWAYS move just in straight lines? They aggro and run to you, or they flee, more or less randomly. In between there’s not much.

One of the things that caught my attention while I was playing God of War is how all the monsters had rather complex movement patterns that I would find hard even to describe technically. Complex rotations, retreats, fast dodges. They all look rather “fuzzy”. Not so easy to recognize and predict, in particular when you fight more than one at the same time.

That’s another element that has significant role in that game and one that completely misses in mmorpgs: the movement.

And another that I would really like being developed more, both aesthetically and for gameplay (different movement patterns during combat).

Add it to the “realistic aggro behaviours”, and mobs attacking in organized groups (unfinished post).

Think how much it would be cool to assault a goblin camp and have all those goblins start to fight in groups, parse the environment to take cover behind trees/tents as they fire arrows at you and while another small squad of three or four are running toward you to engage in melee.

And then you can work to “branch up” from a typical goblin mob to create a number of different variations, depending on the weapons and armor they use, their rank and so on. Instead of one mob type cloned everywhere, you would obtain a more organic environment that could offer much more interesting and deep gameplay.

This is again what the genre has still to offer. You just need to not stop at a very superficial level and “dig the myth”.

Then again, there are technical hurdles to overcome. This goes along with the lack of “physicalness”. The sense of contact, weight, solidity. In mmorpgs everything that moves is immaterial. You cannot reach out and “touch”. You just move through. Phantom-like. This isn’t just a limit for the emotes (cannot really “hug”, for example), but also for the combat, where you never really feel an impact. Stuns and roots are as far you can get. The monster cannot, for example, grab your arm and toss you away, or jump on you and keep you blocked under his weight. And if you are disarmed you are only losing the use of your weapon for a certain amount of time, you don’t see your weapon bouncing away and you don’t have to jump after it to use it again.

I think next-gen games will have to start to delve more on those patterns, see what’s doable and push some more the technology.

That’s innovation too. Without the need to look at other genres or fancy business models to experiment.

Pretty video for EQ2’s exp pack

Since I’ve commented the other (leaked) one (it’s there after the comments on Vanguard), I’ll also spend a few words about the official one (if it’s the official one).

At first glance the video is rather well done and looks very pretty, it even fools you believing that you can see all that in the real game. But then if you pay attention you can see smaller details that don’t look as good.

The new zones still look a bit too bare and empty, the ground textures still too clean and replicating monotonous patterns and the grass blades still follow this awkward choice of being made as a flat block spread horizontally that makes them look more like quite awful placards instead of “decorations” (if you expand horizontally a flat surface you only obtain to make it look even more flat, if the grass was made more like a single vertical blade or flower, it would instead look much better).

The overall layout of the zones seems to be of a good impact but then it’s again the detail that misses and makes these zones feel like just big containers with not much to see from the player’s perspective. Look at the 2:12 minute. There’s some sort of flower-lamp at the border of the road. That’s the kind of stuff that the game definitely misses, the detail at the player’s point of view, more organic terrain, less pattern-like. But then there’s also to consider that EQ2’s engine already doesn’t have a great performance, and the more detail you add, the more it is going to struggle.

The same for Kelethin, the tree city. The layout doesn’t look too bad, but it seems to lack detail and I wonder if a place so big will also have content to fill that space with. “Huge” is good, “wasteful” not so much. I think the noob island in the game looked much better exactly because, being smaller, it was much more detailed and carefully built. More organic and alive. (and I would have loved to see the bridges connecting the platforms on the tree city animate and sway in the air)

The video also does a good work at hiding the glitches that you can see daily in EQ2. I’m not sure if the animations were tweaked specifically for the video or are going to be tweaked for the expansion, but the running animations definitely look much better than what I see in the game right now. The characters don’t look as if they are moving jerkily at super-fast speed as they always do in the game. There are three chars in the video. The tall woman, the dwarf in the blue armor and the gnome in red. Of the three the woman is the one that moves more realistically, with the running animation paced rather well. While the other two have the animation even running too slowly to look as good. The little floating robot elicopters also seem to move rather smoothly, but I suspect it’s again another feature of the video as EQ2 has the flaw of having quite jerky updates on the monster movements (it’s the first thing I noticed coming from WoW).

Nitpicking you can see the woman shooting at the huge mechanical thing right through a tree, and it would be nice if the animation could match the angle at which the bow should be rised (the animations points the bow straight forward, while the arrow is fired upwards). Then that mechanical thing also shows some unrealistic gliding on the terrain as the animation isn’t perfect. At a point a flooded area is shown with boiling water and geysers, all good but the way the smoke blows out is just looks too unrealstic, as large clouds of smoke just don’t move that fast even with a strong wind (the smoke quickly loses pression as it gets more space to expand). And the “Faes” are supposed to float, even if their wings barely move…

Even after all these critics (the game still has many, many weaknesses, even if it largely improved) I still believe EQ2 is a better base to build upon than Vanguard. This despite some claims that I found lost in my notes file (so I don’t have the original links):

Vanguard uses a lot of newer tech that the EQ 2 engine doesn’t have because it’s a newer engine. Ryan Elam and I have listed a lot of these differences in the past. Someone like Ryan would have to post to get into the details, but the big obvious differences are more advanced character customization, lighting, pixel shader 2.0 min spec (and therefore more advanced shaders), seamless world, advanced LOD and portal engine allowing for flying and such in any region, NPC wall, cieling, and sky pathing, world lighting, dynamic weather system, and much more.

None of this is to say anything negative about the EQ 2 engine — the Vanguard engine is simply newer, faster, takes advantage of the latest tech, etc.


Mostly yes, but we are still adding some class specific anims and a few other special ones. Some of the races are still getting some tweaks (like the Raki), and there are a few more sets of hair and face options to add to character customization. And there will always be clothing, armor, weapons, etc. added to the game, pre and post launch.

There are also a few tech tweaks to the characters that will make the animations run more smoothly and interpolate better. We also have a lot of action/reaction animations (like the guy shoots an arrow at you from 100 feet and the guy he shot at blocks it, and he raises his shield to block the arrow at the right time — synchronization) to place and tweak. Lastly, as machines grow faster and we optimize the game, animations will automatically look better because the faster the framerate, the more frames of the animations play (we sampled the animations at quite a few frames, so they’re very smooth at high FPS).

Probably some things I’ve forgotten, but it’s mostly there now and it’s all about polish, variety, quality, quantity, and synchronization.

Why every time I talk about EQ2 I have to talk about Vangaurd and vice versa?

Because they are going to overlap. They are going to collide and compete against each other more than EQ classic and EQ2 ever did. I just don’t think there is going to be a place for both, in the longer term.

And that’s what will matter above everything else.

Katamary Damacy aliens called for help after WoW patch woes

I hear the servers are having some problems but this surpasses everything.

Taken from Q23:

MarchHare: If I wanted to complain about WoW, I would have started a thread talking about all the server instability yesterday that resulted in hundreds of players falling through the world and ending up in a stack of corpses piled high in the air (with no way to return to your body).

mouselock: There is no perhaps about it. It’s rare to find a screenshot that amply and unambiguously demonstrates the fubardness of patch days in the way this one does.

Instead if you are one of those interested in the vain speculations about class developments in the expansion, there’s a link with some unconfirmed news leaked from that “Friends and Family Alpha Test” that Blizzard tried badly to keep hidden:

[23:40] : oh btw there’s this totally sick herb in the BE starting area
[23:40] : called bloodthistle
[23:40] me: yeah?
[23:40] : it increases your spell damage and healing by a small amount for 10 minutes
[23:40] : but
[23:40] : when it wears off
[23:40] me: the herb does this?
[23:40] : yeah
[23:40] : but when it wears off you get a 15 min debuff called “bloodthistle withdrawal” that reduces your spirit by 5 :P
[23:40] : BE’s = potheads

[23:54] me: how’s the zone look?
[23:55] : badass
[00:00] : umm… the blood elf male ears bounce in even more annoying a way than the night elf
[00:00] : and they have three basic types of hairstyle
[00:00] : you can be Elrond
[00:00] : you can be Legolas
[00:00] : or you can be OMGDRAGONBALLZSUPERKONNICHIWASAN ^_______________^;;;;

What I’m wondering is the reason of the secrecy. I applauded them when they decided to drop the NDA from the beta long before the original release. I think it was a good thing for the game and contributed to its success and polish. That NDA was dropped around February. The release was at the end of November.

Now we are still supposed to see the expansion released before the end of the year, but it’s the end of August and we still know very little about it.

Or the lessons learnt during the beta were forgotten, or we’ll hardly see the expansion this year.

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Comments on WoW’s “world PvP”

Yesterday the 1.12 patch went live with those two BattleGrounds-like world PvP things.

I don’t have much to comment as I already wrote extensively about all that. I patched the game but still haven’t logged in. Nor I have an interest to, so I’m probably only going to follow how things go “by proxy”.

Here are some comments carefully picked out of context from FoH’s:

Quineloe: I think Blizzard was just trying to prove the point that world PVP is stupid. Good job on their part.

Cuppycake: Well what the heck did they think was going to happen? That’s *not* the kind of World PVP that anyone was ‘missing’ or ‘wanting.’

Etadanik: Actually, the only thing they proved is that they suck as PvP system designers.

Frott also makes some interesting points. There would be more to say about those but, again, I’ve done that already.

Blizzard will never get PvP right. Mark my words.


EDIT: Some comments about the problem of “worthwhile rewards” added to PvP.

No, the only problem is that if they make world PvP actually fun and rewarding it will become obvious how the BGs are stupid and all the work that went into them suddenly wasted since noone would bother with them. As people have and know already better games where they can play CTF.

They cannot afford that. So they keep designing world PvP rewards that sucks so that they cannot compete with BGs.

They just cannot allow that “world PvP” becomes a valid competitor of the BattleGrounds. They just cannot allow that the players have a real choice between one or the other.

In the exact same way they cannot afford 5-man/casual content to really compete with raids.

Watch out, I have a poisoned tooth.

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Gothic 3 to use crap-engine too

I was looking some screenshots from Gothic 3 on Evil Avatar and thinking, “Uhm… this looks awfully familiar.”

Look at this screenshot.

See that waterfall on the left? See how the terrain goes suddenly muddy and blurry after it? See how there’s a definite SHARP LINE between the two kinds of texture?

Yeah, it’s the crappiest LOD ever and I definitely recognize it! It’s Gamebryo/Netimmerse and a quick search on Google confirmed it. Gothic 3 uses that engine, the same of Oblivion.

And it uses SpeedTree as well.

Why people don’t learn to STAY AWAY from it? I mean, there MUST BE a better choice than an engine that guarantees memory leaks and awful memory management, stutters, hiccups, overall bad and progressively degrading performance and the most awful LOD managment ever. I know it’s “pretty” but it’s just way to buggy to be acceptable. I don’t care if it makes pretty screenshots if it’s unplayable. I cannot suffer Oblivion for more than 30 minutes due to how buggy is the client, no matter how much I like the game.

With a windowed mode that is instable and unusable due to some kind of bug in the processor usage and application priority that makes the framerate stutter and warp. Maybe a broken windowed mode isn’t a so huge issue for a single-player game (for me, it is), but for a mmorpg it’s a sure damnation (I’m looking at you, DAoC and Warhammer).

For God’s sake, stop using that crap.

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The “labyrinth” confirmed as RvR dungeon

From an interview with Sanya:

The dungeon (with its maze of twisty passages all alike)

It sounds more like the art team going lazy or moved to Warhammer :)

I’ll repeat:

– The RvR didn’t need more space added, it needed space cut and consolidated
– If you think about it for more than two seconds a maze-like environment doesn’t look so great for PvP action
– “twisty passages all alike” and “largest single dungeon in any MMO”, I’m sure you get the point

There’s a confirmation that the dungeon will be RvR, though.

How can this be a good idea? I’ll wait for more details to be revealed.

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The evolution, from the “mechanics” to the “metaphor”

Originally I was planning to write in this post just about the concept of “roads” in my dream mmorpg and its design implications, then I bit onto something.

It starts again from the long debate with Raph about the role and relevance of the “mechanics” and the “metaphor” in games. Raph thinks that the only essential one is the first, without which, we have no games. My belief is instead that they are strictly connected. And more than that, that one is the evolution and continuation of the other.

The raw theory behind these thoughts is rather simple to explain. We are cultural beings and we experience the reality only through the egg-shell of the “culture”, rarely in direct contact (and no, drugs are symbolic and cultural. As are games). So our perception is filtered through that shell. As Raph says, games tell us lessons about ourselves and the world. This is why the strict mechanics are much less powerful than a “metaphor”, because the metaphor is what adds the cultural value to something. Life-like patterns that are easier to recognize and that communicate their messages much more efficiently. In a word: immersion.

The basic critics I was making is that when we “simulate” something in a game we surely cannot replicate every other element. But we should choose the elements and rules that we are going to use to “make sense” in the game world. So, even if choosing a few elements, they must be drawn from a reality. If there are going to be five basic mechanics, those five should be “life-like”. Immersive. They should tell something concrete.

Years ago when I was working on a MUD concept there was an idea I really wanted in. NPC guards that would enforce realistic behaviours. At that time I was only playing Ultima Online and always thinking, “the guards should take all these people going around naked and throw them in jail”. And there were a lot of people running around Britain in underwear when I was playing. I couldn’t swallow that. As I couldn’t swallow all the stupid names that people used. I just didn’t like how awkward was the simulated world. For me the immersion has always been everything, the reason why I play. I imagine a game as if I’m being there, as a movie. I don’t think that a movie about Ultima Online would tell 50% of the walk-ons, “go sit in the set in underwear”. It just isn’t realistic and I always thought that if I was going to build a “world”, one day, this would be as immersive as possible, in all its smallest details.

Let’s see at this from a completely different perspective. Let’s take the Doom’s toilet. See, this means a whole lot. It tells us the evolution of games. The mechanics of FPS haven’t really evolved much. But you can see a definite, fundamental trend in the evolution of level design. In the classic Doom the environment didn’t make much sense. Raph would say that their function was exclusively about the mechanics. Long, narrow corridors, bigger rooms, moving walls, raising platforms. These had a role and this role was about creating a variation in the type of challenge, with a mix of different monsters and situations. Secrets to discover, puzzles to figure out. Everything was there with a purpose and the purpose was to create fun situations. The level design had the only purpose of creating fun and varied gameplay. Mixing the right types of rooms and environments with the right monsters.

That toilet represent the seed of an evolution. That toilet was out of place in that game. An anomaly, as it didn’t create any form of “gameplay” on its own. Think about it.

The evolution was about moving away from those generic rooms strictly with a functional purpose to reproduce more “life-like” environments. Think at those elements that made Duke Nukem 3D so popular. The interactivity, the voice comments, the dancers in the bars. Compare the classic Doom to the modern FEAR. The level design in itself isn’t so different. We still have walls, ceilings and doors. But today the designers and artist go in great detail to model these environments to look as realistic as possible. Instead of having rooms that are just rooms without a “metaphor” or an actual context, now we have enivronments that are reproduced as photorealistic as possible. We model officies, depots, parking slots, industrial complexes, and then desks, computers, cans, cables, ducts, sidewalks, manholes, posters and so on. More and more we go into the detail. And then we add physics so that all these objects also behave more realistically.

For me those levels in Doom that somewhat replicated more realistic environments were by far the most fun and those that I replayed more. Urban-like combat was the most fun to be had. The less linear was the level the more I enjoyed it. The mechanics weren’t “better” in those cases, but the “metaphor” was much more powerful. The game communicated better with me and it felt much more immersive. Running around an urban environment was for me more direct and powerful than moving around rooms connected together with little sense. I loved so much Doom 2 because it moved in that direction. I remember that when I played in multiplayer with my friends we used to give nicknames to the different zones in a level, the “house”, the “bridge”, the “refuge”, the “jail”. We were parsing those environments to make them look more familiar.

Think about it and you’ll see how the evolution we had is exactly that. We moved from the generic rooms in Doom, to reproduce realistic environments in the tiniest detail. Rooms that are linked together with a sense. Not because those details really add a lot to the gameplay. But because they add so much to the immersion and the results is significantly more powerful that you can imagine. These games communicate better. They establish a better link with the players. Today people love to play stealth games, from Metal Gear Solid to Splinter Cell. The immersion is everything. The only real difference from a normal shooter and a stealth game is that the latter replicates patterns that are more immersive. Where you have to think with the mind of your opponent, study his behaviour, follow where his eyes are looking, look around the rooms to locate the spots where you can hide better. The patterns that these games replicate are just more “life-like”. More complex and immersive.

Take also the AI used in FEAR. It was the must praised element of that game but I didn’t find so great as I expected. Imho the game isn’t all that much more challenging compared to other shooters. What I noticed is that if you move around the level trying to mimic a realistic behaviour, leaning past the corners, duck behind things, the enemy AI seems to react much more realistically. But if you take the “run & gun” classic approach the game is even easier and the bad guys look as dumb as in every other game. The thought I had is that the AI in FEAR isn’t harder to defeat or more challenging. It just tends to behave and react more realistically. And people love that. They like to go in a message board and write down a play session like a story. And this story makes sense. It’s not just a game. It’s pure… roleplay.

People seem to love to roleplay shooters. An enemy that yawns, sneezes or starts smoking. When they play a game and there’s something that behaved realistically they go “Cool!”. It’s the “wow factor”. (and take even the example of my short report about Sin) They call their friends and say, “Look at this!”

Is this more fun? Hell yes! That kind of “sophistication” isn’t anything else that the link between the bare mechanics and the “metaphor”. The life-like patterns. The immersion. “Being there”. Communicating in the most efficient way as possible.

Games tell us about life. Reality and the world. But filtered through the culture. The level of the metaphor is what bring that culture in a game. We like sex and blood and things that go BOOM! in games not because they are more fun (oh yes, they are) but because they are metaphors. Nothing else.

Take someone who never played a game and that thinks that games, comics and animated movies are things for children or nerds. Then show him Pac-Man, Tetris and Bubble Bobble. Then show him that fake trailer of Killzone 2. What you think will impress him more? What you think could “win” him?

And this brings me to what I really wanted to write about. The concept of “roads” in a mmorpg and a simulated word. Right now we have various levels of implementation:

1- In some games the roads are nothing more than a different texture on the terrain to give that “life-like” impression.
2- Then in other games the roads are used to lead the player. If you follow a road you’ll eventually arrive somewhere.
3- In fewer cases the roads are also safe spots, where wandering mobs do not pass, so a better choice if you don’t want your travel continuously interrupted. In the case of WoW there are also NPC patrols to guarantee that the monsters stay away.

One thing that I really wanted in my dream mmorpg was varying running speed and an active role of the environment in the game. So that, for example, it would be more convenient to pass over a bridge to cross a river instead of just swimming through it. For me these are fundamental issues because, again, I aim to create game worlds that can make sense. That are immersive and where the elements have a purpose.

In the recent games we always have maps but I remember that when I played DAoC I usually had to stick to the roads to not get lost. With the maps, those roads become more like superficial graphic features than something that has a “role” in the game. In these game worlds the roads don’t have a similar purpose like in our real worlds, where roads are sort of indispensable.

The idea was to change all that. What’s a mount in WoW? Well, a mount is just a well-animated model below your ass and a bonus to the running speed. Then, if we nitpick, a mount defines also a social status. It says that your character is at least level 40, and if it is an epic mount it says you made a trip to IGE or that you catassed or cheated enough to get one.

The idea was, again, to change all that. Everything pivots around the keyword “realistic inventory”. And then “realistic loot”, but this one I won’t discuss here. A realistic inventory means that I want the “weight” back in the game. It also means that a bag isn’t an icon on the lower right of the screen, but a physical object that you have to wear in certain locations. And in that bag you can fit only something that is at least equal or smaller than the dimension of the whole bag. The quests tells you to bring back twenty goblin skulls? Well, you’ll have to find a way to carry them.

Here plugs the idea of mounts and caravans. They are used to transport stuff that you do not usually carry with you. You can buy a cart and tie it to your horse. But the horse will run slower if you do.

And the roads. The roads will have a definite role because the carts and horses move much more quickly on cobblestones than they do on raw grass. And for sure they won’t go up a mountain. If you want to transport goods between a town and the other, organizing a caravan would be required. The purpose is to give the environment a role, and more, a realistic role.

In a PvP world the players could control, camp and block roads because those roads aren’t there just as a different texture on the ground, but because they were built so that the carts could move without breaking up. As it happens in our real world. This brings to an immersive game, but also to a game that has a better complexity, where the players can play actively with these elements because these elements have that realistic role that then behaves in a meaningful way.

Giving a purpose to the “roads” is just the first step to bring in the game another layer of complexity that enables the players to have a control over those elements. Patrolling and controlling roads will have a definite use. The game world would start to become more “life-like”. More immersive and deep.

If you think about this, it’s the path that we should take toward an evolution of these games. We always moved from a superficial reproduction of elements to then progressively add more complexity, more depth, more “meaningful” interaction. So this path is already traced, I’m only better defining it with concrete ideas. I believe it would lead to better games. Immersive games that communicate more effectively. Realistic loot, realistic inventories, realistic aggro behaviours, monsters attacking in teams instead of getting “pulled” one by one. One day these things will go away because they are only “temporary sketches”, temporary compromises.

It happens everywhere. It happened when for the first time we killed the dragon in D&D to find piles and piles of gold, but instead of becoming suddenly rich the master said, “how are you going to carry all that gold?”. And it happened in today’s comics, where Brian Michael Bendis took the Avengers and made them live stories that are truly “dramatic”. We don’t have anymore Capitan America fighting against 100s nazis with a smile. We don’t have anymore the superficial propaganda. Instead we scratch and scratch more on the surface. Give realistic and deep relationships to the characters, give every element a “weight”. Even the random combat scene isn’t anymore just a generic sequence of punches. Instead the backgrounds get more detailed and the action flows much more organically and consistently, with the “actors” respecting their positions and states. It’s a more detailed and careful description. More realistic, and more immersive.

“What would you do if?” The roleplay. Immersion. Being there.

Simply put: immersive games lead to stronger bonds. They communicate more efficiently.

“Sin” is modestly enjoyable

I use to enjoy playing FPS between one game and the other, and I enjoy the mindless shooters in particular.

I bought “Sin” on Steam early this month because the price was lowered from $20 to $15, so I thought it was more acceptable for a few hours of play. And it wasn’t that bas as I thought. Only playing it right now because the download was quite huge (3Gb or so) and I even forgot I had bought it for a while. With the game (that is built with the exact same engine of HL2) you also have bundled the original and quite old “Sin”.

“Sin” is like a cheaper version of HL2, that doesn’t take itself too seriously. HL2 tends to be more sophisticated and ambitious, precise and polished to the extreme. Sin is instead more like the summer movie without pretence. With a liberal use of digital boobs (that do not bounce really well, to be honest) and the usual type of shooter “on rails” with minor scripted events that lead you around.

Some parts can be fun. For example I reached a room that was shaped like a “T” corridor. I step in and I hear gun shoots toward me. I see the decals and sparkles on a box to the right so I guess a few enemies are part the left corridor and I step back to avoid getting shot. I notice an exploding barrer right near the left corner so I grab it and then toss it forward, then I lean to shoot at it and go back to cover. The shooting barrels have the usual behaviour, they get set on fire (and people near get on fire too, screaming and running) and then explode. BOOM! Enemies dead. But I still hear some radio chatter. I notice a fire extinguisher on the right. These explode after a while like the barrels, but while the barrels sit in the place, the fire extinguishers start to run all around the room like a pierced balloon as they are hit, before they explode. So I shoot on it and see it zip on the pavement to the other corridor, pushing away a box that was blocking it and moving out of my visual. I wait, it seems that it doesn’t explode, then… BOOM! And I see one dead enemy body being projected by the explosion and falling right in front of me in an awkward position. And I go.. “Strike!” Quite satisfying :)

The second initial sequence where you are chased was quite enjoyable and at least moderately dangerous, If you don’t act too oddly it flows rather well and has a good feel. I’m still moving around the initial level but it feels a lot like HL2 beginning. There’s even an Alyx-like character that leads you around and at times if feels like if you are playing a spin-off more than a whole different game. The fact that the character doesn’t say a word like Gordon Freeman strengthens that impression.

Till now there are a lot of dialogues but they are quite decent. And the opening song is remarkable.

Every time I play a game that isn’t exactly at the top line I start to try to figure out what it misses. The textures are of a similar style of HL2, not really of the same quality, but we are there. There’s overall a slight less polish, less attention to the detail and some textures that cover too large blocks, or lower resolutions used here and there. Some lights not so well lit. The environments are ok, not too inspired, a bit repetitive and generic but still better than the absolute monotony of FEAR, imho. At least they aren’t completely monocromatic. The exteriors have a good atmosphere, with a warm light. You still run around docks, sewers and the usual kind of industrial/city complexes. Not too imaginative but not too disappointing either. Urban combat tends to be fun. The character textures are of an average quality, the same for the animations, which are serviceable. The characters look like automatons as they turn, but I’m nitpicking. The models instead are a bit lackluster and way too blocky when they try to model clothes. The “heads” are well modeled, even if not on the same level of HL2, everything below much less (the hands are the worst part). The physics engine is the exact same of HL2 with random pickup objects always around, and it even has a better, stronger feel compared to HL2.

I cannot comment yet about the length of the game and its overall value compared to the price as I didn’t finished it. But I already know that it will feel too short because every FPS I play usually feels like that and I like long games where I can lose myself. The game has also an “Arena mode” with various settings and different maps to choose. It shouldn’t be multiplayer but only something like a survival mode with monsters spawning continuously and you going in a killing spree. I think I could like these kinds of things but I haven’t checked this out as I’m still downloading the game and it looks like that part is still missing.

There are also some other nice touches, like the possibility to shoot at the health pack “bottles” instead of picking them up, breaking the glass and making them release a cloud in the room. And the game has also a “difficulty slider” with a wide range that goes from “casual” to “hardcore”. Not sure what it does exactly but the game is moderately challenging with the slider exactly in the middle, and I read it becomes quite challenging at the highest difficulty mode. There’s also another slide below that one that is supposed to calibrate the “extra help” if you struggle in one part of the game, and it goes from “quickly” to “never” (I have it on “never”). Then the game tracks a bunch of stats while you play and it even makes some fancy graphs that you can observe. I wish they had an help mode to understand better their meaning though (like the comparison between “skill” and “challenge”).

Overall it’s not a masterpiece or that game that you cannot miss, but now it’s cheap and moderately fun if you like the kind of game. The AI of the bad guys isn’t particular smart and more scripted than dynamic and adaptable. I read the game only have very few enemies types to it may feel not so much varied. On average those guys feel a lot like the basic Combine soldiers on HL2 but at least they represent a decent threat if you compare them with the sit-in-the-place-and-stare grunts in Prey. The weapons you use are a bit lackluster because there’s nothing new. I still only got the pistol and the rifle but I don’t expect much more coming. The pistol hits right in the center and you can shot with an absolute precision even on long distance if you aim well. While the pistol alternate model has a quite pretty Matrix-like effect. The bad guys always die with two pistol bullets, one if you get an headshot. Death animations are good, ragdolls less.

Next time… More digital boobs please! I like games were sex is liberally used as I like games that take themselves more seriously. Variety is good! (and thanks for the captions, they are always appreciated. Even if I would also like a log)

I’ll try to add later some screenshots.

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