Archive for the 'Asheron’s Call' Category

Our Favorite Bugs: The Wi Flag

I occasionally refer to the Wi Flag, and it strikes me that most MMO players will have no idea what I am talking about since they started after it was fixed and never played Asheron’s Call anyway. So let’s remember 2000-2002.

The Wi Flag is the phenomenon of not just bad luck but actually being cursed by the game. Monsters will run across a dungeon to kill you, ignoring your friends. This is, of course, just odd luck and an observer effect, even though we have all seen it happen. And then someone checked the code in Asheron’s Call and found out it was true due to a bug in assigning aggro.

Enjoy the link and your weekend.

: Zubon

The Early Incursions: Asheron’s Call

In 1999, I learned that Ultima Online was an actual game, not a theoretical project. I had heard the name before, but I had somehow gotten the notion that it was a bit of science fiction. Considering how revolutionary Neverwinter Nights on AOL seemed, just a few years earlier, it was far-fetched to think that we were already living the cyberpunk dream of fully realized virtual fantasy gaming.

What I imagined under the name “Ultima Online” and the reality were rather different, but I would not come to learn that for years. I did not look into it immediately because my friend who told me about it went on to describe it as already broken. She told a story that I have never checked in the past decade: the code throttled how many grand masters there were of each skill by making it harder to advance as more people were advancing that skill. This would reward less common paths, but if 10,000 people were making horseshoes, blacksmith advancement would be very slow. So went her story, “sword” was an obviously popular skill, so improvement there went at a glacial pace, and characters were being slaughtered by chickens and deer as they vainly tried to get their first few points, while the first grand masters ran rampant.

Google was young in those days, and we were not in the habit of verifying what some guy said about online games. More importantly at the time, it seemed perfectly plausible. We all know some poorly implemented systems that spoil grand projects. Heck, it still sounds plausible, doesn’t it? The founding MMOs had experiments that did not always work. If I told you that some obscure MMO (and you know I love to cite obscure crap) had such a newbie-unfriendly system, where you ended up slaughtering 500 bunnies to compete for a limited number of sword-advancement points per server per day, you might just shake your head and mutter something about Korean grind-fests.

The effect was that my group of friends did not rush to UO. (It would be a year before I knew what EQ was, even after seeing it in stores. “Oh look, yet another fantasy CRPG I have never heard of.” Why would I bother picking up the box?) No, some of them joined late in the beta for this exciting new game called Asheron’s CallContinue reading ‘The Early Incursions: Asheron’s Call’

Old

In TF2, I have developed the practice of muting anyone whose voice has not changed if he complains about anything twice. There are good reasons to mute older demographics, but I have met too many whining 12-year-old boys to want to give the next kid much benefit of the doubt.

One of these recently reminded me of someone from my Asheron’s Call monarchy who was a bit of an annoying kid. He was earnest, enthusiastic about leveling, eager for attention, and very much attached to me after I went out of my way to help him one evening. Nothing wrong with him, I just did not have the energy to care for a puppy. I met another puppy in LotRO, and fending off the attentions of extroverted adolescents is much more important when they have access to built-in voice chat.

I say this not because I am shaking my cane at the kids on my lawn. I say this because I just realized that the “annoying kid” has probably graduated from college by now. He might have a kid or two of his own. The current batch of adolescents had not yet started school when I met him. I am old old old.

: Zubon

Pure Exploration

Hopefully the personal story acts as a guide through the zones because that will be necessary. Players need more purpose than pure exploration… — Ravious

He is probably right, but I wonder.

The first generation of graphic MUDs had far less guidance. I started with Asheron’s Call, which had almost none. There was no quest book. Some NPCs would trade for something in a dungeon or from a monster, and that was how most quests were structured. Some locations had stories that you could follow. For the most part, though: here, have a world, go nuts. (I could not tell you the current state of Dereth.)

We moved away from that pretty immediately. Asheron’s Call 2 was organized by vaults the way The Lord of the Rings Online™ has its epic story, although it was a ways from the now-familiar on-rails quest hub structure. A Tale in the Desert added levels and EVE added certificates to help guide people. Can I hope that Darkfall is a last sandbox without a trail of breadcrumbs?

I understand the desire for guidance. I know the feeling of “so now what?” But I also liked the Asheron’s Call feeling of deciding what I want to do tonight. It was more of scattered attractions than theme park rides. And that left us wondering what else me might find if we ran fifteen minutes in a random direction.

: Zubon

Support

For those of us inclined to do so, the healer is a great role. Yes, it has problems in PUGs when three different people pull then blame the healer, but it is rewarding to see your friends made into boundless engines of destruction and victory.

Healing is great for marginal teams that are barely scraping by, but moving a team from “non-functional” to “winning” or from “winning” to “dominating” is a job for non-healer support. The best times I have had on any support character have been when healing is a secondary role. It is nice to have that in your pocket, in case things go pear-shaped, but support is at its best when healing is unnecessary. Debuffing is great, buffing is usually better, and control is invisibly wonderful if often fragile.

As with many things, City of Heroes does this the best of any game I have played. It is not readily apparent in the early levels, when defenses and abilities are weak and healing is necessary. It starts in the mid-levels and comes into its own in the late game. Everyone who got tired of things in the 30s? You missed the best part of the game (although I concede a love for the frantic newness of the low levels). Kinetics is the big star, with Fulcrum Shift as its last ability, putting your entire team at the damage cap. Life at the damage cap is a beautiful thing. Along the way, Defenders might put you at the speed cap; put all enemies at the speed, damage, or accuracy floor, or all at once; give everyone endless endurance (mana) and regeneration good enough to make healing redundant; and be the best pulling class around. Controllers do all of that with slightly lower numbers and the bonus ability of turning the enemies into statues. If you were not loving the game in the late levels, you were playing with/as a healer and not a Defender.

This is not CoH-specific. Playing a support mage in Asheron’s Call was a beautiful thing, letting my friends specialize all their attacks while multiplying their damage. There was a special joy in debuffing an enemy’s magic skills and watching it fizzle its attack spells repeatedly. My Theurgist in Dark Age of Camelot was a primary damage class that was more valued for its run buff, stuns and slows, and especially the bladeturn chant (self-refreshing group buff: the next enemy attack misses). A Minstrel will improve his legendary items’ healing cost and power buffs in The Lord of the Rings Online, but one “required” legacy is increasing the group melee damage buff, and the damage reduction from traiting for buffs is greater than the healing increase from traiting for heals. World of Warcraft is kind enough to make many buffs last ten to thirty minutes, for your ease as a buffer.

The life of a healer is usually boredom or panic. In a good group, there is not much to do. In a bad group, there are too many people demanding your attention at once, and in a badly designed encounter, you have people going suddenly from full health to nearly dead. Buffers are not half-AFK waiting for a green bar to go down, and there is always something interesting to do as a debuffer.

: Zubon

Comment Spotlight

Our very own Ethic comments on LotRO going free-to-play:

Since we are going this way now, let’s get Asheron’s Call and heck even Asheron’s Call 2 running on the same model.

The return of AC2 is an appealing notion. If that happens, I need a way to reclaim an old account with just the associated e-mail address (not the log-in name). I never made that Lugian Tactician. I also have an old AC1 account in storage; I might remember the account name on that one.

: Zubon

Early, Middle, Late

For a game that depends on a stream of income from subscribers or RMT shoppers, the first hour of play must be the top development priority. This is where you hook players. After that, the endgame is important because that is where your players will be spending time indefinitely and where your game’s chatter will come from in the long run. Next is the early game, when you build momentum. The mid-game has already fallen this far down the list, as you have certainly seen in a lot of MMOs, and frankly few care much how good the late-game is because they are already fully committed and racing for the end-game.

I stand by my repeated claim that optimizing the new player experience is of paramount importance. You must grab my attention within five minutes, and you must deliver a satisfying hour or two for my first play session. Without that, any free trial is worthless, and you may even lose some people who have thrown down $50 for a box. This is the part of the game that every single player will see on every single character, and if you cannot do a good job here, I have no hope for the rest of the game. Yes, it is hard to make things interesting while giving the player only a few buttons to play with. Suck it up, we all have hard parts in our jobs. That’s why they pay us. Continue reading ‘Early, Middle, Late’

The Tyranny Of Levels

WoW has reinforced for me, in ways I had nearly forgotten, the way that levels swamp all considerations of skill or even sanity. This is especially striking coming off a long binge of Team Fortress 2, where a good headshot kills anything.

Level-related modifiers stack to make it pointless to play outside a narrow range. It would be enough to have the numbers get larger with every level, as they do, so good luck using that 50 damage attack against the 200,000hp enemy. Most games add a modifier based on level differences: it is not just that you get higher stats and better accuracy as you level, but also that you have a bonus to hit lower-level targets, with a corresponding penalty against bigger targets. You also face reduced damage against them, above and beyond their improved defenses, while they get those benefits against you, the lower-level target.

Let’s linger there a moment. Long long ago, City of Heroes had its “purple patch,” which imposed level modifiers. Your 50 damage attack against the 200,000hp enemy would only do 20 damage, and that was before applying the enemy’s defenses. Even if you could take down higher level enemies, it was not worth it for the time involved. (And, just in case you found a time-efficient way to do it, much higher level enemies yielded less or no experience.) WoW feels similar. Asheron’s Call assigns levels to enemies but intends them as rough guides to how powerful they are, with modifiers to experience gains but not relative effectiveness.

This makes fighting an even-con elite easier than a higher-level normal foe. Sure, it may have three times as many hit points, but I do not have an arbitrary accuracy penalty, so I can hit the thing. I can kill a caster six levels higher than me, but it takes a few minutes, and I could get the same reward from killing two lower-level foes in half the time.

: Zubon

I am open to the notion that WoW looks this way due to the way weapon skills work, rather than some additional penalty. A level-based hard cap on weapon skills creates the same effect.

Airlocks

Continuing through classic WoW, the zones have great diversity between them but little within. You notice that each zone has its own palette, although it may take some reflection to notice how thoroughly and well that is done. I will get back to within-zone sameness another day, but let’s discuss for a moment how you execute the palette swap.

The problem is non-trivial. The seasons change as you cross onto a new map, but few comment on the walk from the perpetual winter of Dun Morogh to the perpetual spring of Loch Modan. You must have noticed at some point, but did you notice when the transition happened?

Some of this is gamer suspension of disbelief: we are used to having everything change when we get to a new level of the game, and moving to a new zone is the MMO equivalent. The game environment also facilitates this the same way it keeps you on the theme park quest path: channelization. How many zones have wide-open borders that you can traverse, rather than walls of impassable mountains with narrow openings?

Those openings can become rather like tunnels for about a draw distance, so that you see big rocks covering the transition point. The transitions to and from Loch Modan really are tunnels, enclosing you so that you cannot see the set being swapped, like taking an elevator in Portal. In other zones, see bridges and rivers serving a similar purpose. You may note this as a problem at the border of Westfall: river and bridges, yes, but it is brief enough for you to see the transition. On the way in, there are quest-givers to distract you, but Duskwood makes it look like the world ends across the river.

Touring through some other games of my acquaintance: City of Heroes does the same thing, complete with loading screens. Asheron’s Call never does, since you can run everywhere from anywhere, and there are large areas over which you can watch the land change. The Lord of the Rings Online™ Volume One: Shadows of Angmar™ is mostly open, with channelization into the lategame zones and the ones added post-release. The Lord of the Rings Online™ Volume Two: Mines of Moria™ channels everything, but it is set in caverns anyway. Yohoho! Puzzle Pirates has separate islands, with boats as loading screens (WoW does the same at points). A Tale in the Desert takes the same approach as Asheron’s Call, with some really impressive geography reflecting years of effort from volunteer world-builders.

: Zubon

Impassable hills are also good for hiding the Potemkin village nature of most of the landmass. Cataclysm needs to re-do the whole landmass anyway so flying mounts cannot show that there is nothing behind the backdrops.

Morrowind Singularity

I am reading Vernor Vinge’s Marooned in Realtime, the well-known book about people who missed The Singularity. Last night, a character explained how an intelligence explosion works. You find ways to improve intelligence; you use that enhanced intelligence to improve intelligence further; repeat as necessary. At some point, you figure out the fundamental principles of the universe and build your own using common household items.

Anarchy Online and Asheron’s Call players have their own recursive self-improvement. Cast your level 5 spells to buff your stats, which lets you wear better equipment, which lets you cast level 6 spells, which lets you wear better equipment… That process caps due to game design choices like diminishing returns and spell durations, as opposed to the intelligence explosion, which is self-accelerating.

Only this morning did I learn that Morrowind includes intelligence explosion as a mechanic. You can beat the game in less than fifteen minutes, starting with the step “Create and drink Fortify Intelligence in batches of 5.” It is like having a skill that grants you bonus experience every time you earn experience, where you improve that skill by earning experience.

And now I have the compulsion to re-read Godel, Escher, Bach.

: Zubon