I find myself preferring new game plus models where you carry over a bonus to a new character rather than taking the same character through a new, higher-level version of the game.
Most loading screens I see have tips these days, occasionally trivia. These are generally useful for your first few weeks, then you have seen them all or already know everything in them, then you start tuning them out or mocking them. Until then, they can be quite helpful in highlighting non-obvious things, like a game mechanic or a subtle menu option.
Customization could make these more useful. Add some variables to your canned responses, then tune them for the character or player. Torchlight 2 has a great example: the “spend your level-up points” indicator is subtle, but when you zone, the top of the loading screen explicitly says how many points you have to spend. Team Fortress 2 has standard tips on its loading screens, but its death screens have friendly congratulations about how you did that life.
The game does or can track lots of things. Plug those into your loading screens. Continue reading
Last night, I decided I was done with my first Torchlight 2 character. I had beaten the game, messed around with the Mapworks a bit, and I was ready to retire and start a new character. I had started on “normal” difficulty, and as Tycho says, that is not a satisfying fight. “Right click to kill the five nearest monsters.”
The retirement system from Torchlight 1 has been replaced by New Game Plus in Torchlight 2. That is surely documented somewhere, but it had not even occurred to me to look for it. I liked retirement, I thought it was a good system (cash in your current character for a small boost to your next one, cumulative across generations), and it did not strike me that leaving it out was an option. This usually happens at some point when you upgrade systems and/or programs, but it is always a disappointing moment when a tool you occasionally deployed is no longer in the toolbox.
I wonder if a mod will bring it back.
Like Orcs Must Die! 2, Torchlight 2 is more of the same, a bit improved, with multiplayer. I don’t know about you, but that is all I wanted from it. Where OMD2 went for “more difficult,” Torchlight 2 has gone for “more diverse.”
In Torchlight 2, you play a hero who makes monsters explode by clicking on them. Continue reading
Our blogging world has adopted Guild Wars 2 en masse. Orcs Must Die! 2 was an unexpected treat earlier this summer. Torchlight 2 will be out later this month, and I preferred waiting for Torchlight 2 to playing Diablo 3. Borderlands 2 is coming. Team Fortress 2 remains my go-to FPS, and it added PvE content earlier this year.
Like TF2, some games reached their defining points only in their sequels: Master of Orion 2, Diablo 2, Street Fighter 2, WarCraft 2. Second try’s a charm?
The core story is part of the modern theme park model. Most MMOs are including a central quest chain, such as LotRO’s epic, SW:TOR’s fourth pillar, and GW2′s personal story. I find myself liking the idea but not the execution. Continue reading
I am withering away waiting for the next Guild Wars 2 beta event. I have dreams of a dagger-charged necromancer or elementalist that I can’t wait to realize. Yet, the gaming world seems to be darkening as the light of the last Guild Wars 2 beta weekend event is receding. I am trying to shake the feeling as best as I can with Steam sales, and the like. Then I hear what is going on in the news.
Except for the aforesaid exception, the MMO genre seems to be bleakening. With a gracious nod to Beau Hindman, I would say that this only seems to be the case for so-called “AAA” titles as F2P titles seem to flood across the land like a scute mob. Continue reading
You do not need
a comparative advantage to be the best at something [FTFY] to enjoy the benefits of trade, nor does your trading partner. Even if you can do absolutely everything better and more efficiently than I can, it will still benefit you to trade with me because you do not have the option of doing everything at once. I may shovel well, but if I am also a pretty good obstetrician, it will probably be more productive for me to pay someone with fewer high-value options to dig.
If you were to start playing World of Warcraft right now, you could make decent money farming copper. The enemies are not gray to you, so you would not be the most efficient farmer, but people who earn lots of gold per hour are happy to give you a bit of it on the auction house. On a non-trade example, when I went back to Asheron’s Call with a fresh account, I financed several dozen levels by hopping a portal to a high-level hunting zone and scavenging a pack of trash loot that players left in their wake. If I had thought of it, I could have made a service of being the town-visiting pet from Torchlight, if anyone would trust a new character with their stuff/money.
The past weekend was Canthan New Year in Guild Wars. This is an amazing source of money for a new player. Offering to sell Lunar Tokens for 200g and Fortunes for 600g, I was deluged with buyers. There were quests that rewarded 25 Tokens, and the established players had run them in previous years; they were effectively level 5 quests that awarded 5 platinum. I financed my first set of prestige armor off those. If you could get your newb to Lion’s Arch, you could convert Tokens to Fortunes profitably (if slowly) playing Rock-Paper-Scissors.
An economy that is orders of magnitude above where you are can be daunting, but if you can get involved in it at all, the profits to be reaped are huge.
Thanks, it feels really good to read this article and you’re exactly on the ball. I don’t think people on this forum realize how hard we at Trendy work to make this game for you guys. Many of us have never personally been paid and have been living off of our own savings (of which are almost nothing, since we’re so young) to make this game. We often put in over 70-80 hours a week and more. Yes we make mistakes (that much is clear), but we are not setting out to nor are we setting out to take anyone’s money.
And I can’t comment about our financial issue, but I’d implore everyone to remember… Steam, Epic, D3, Reverb, Contractors, Investors, et. all get cuts from the game and its DLC. We’re putting in all this extra work and putting out all this extra content and patches because we want to and we want to have a product you enjoy playing. Dungeon Defenders was never intended to be a game that people played as much as you all have played it (especially not as much as an MMO) and we’re working really hard to get you more content and more gameplay out of the content you have.
– Pmasher, Trendy Entertainment
What I’m wondering is how the game came to be one that encouraged and supported playing that much. (I’m not sure much “that much” is, but you can imagine it’s pretty high for forum-dwellers, presumably 100-200 hours already for people playing it at an MMO rate.) It seems easier just not to support the development direction they took, with many patches and ongoing development. You need some ongoing development if you want to sell DLC, but I never heard anyone complain about Orcs Must Die! for not being an MMO. (Although I have not heard more than 2 or 3 sentences about Orcs Must Die!, so either it is not getting much buzz or I’m just reading the wrong things. Active development does fuel ongoing discussion.) I think of Runic Games, which seems to have taken suggestions and plugged them into Torchlight 2 rather than extending Torchlight 1. Once development stops, you can love or hate the game for what it is, rather than what you still might wish it to become.
I can see several reasons why development is continuing post-release, but the patches are increasingly supporting long-term, heavily dedicated play. You could take it in a different direction, one where you say, “You beat the game. Congratulations!” and move on, maybe visiting every couple of months to check out DLC. (Add a player notification option there, some way to call people back.) Instead, the direction seems to be one that is putting increasing demands on Trendy without generating a lot more revenue. Maybe future DLC will add some revenue, say release another four-pack of maps every two months for $5-$10 with an “ongoing story,” although the story is not “going” much to start.
Runic also took the path of encouraging modding, rather than running an official server. That reduces control but limits the unending commitment to maintaining a service after you have sold the game. I have no idea how much effort TrendyNet involves, but there are still enough hardcore Diablo II players to support gold- and item-selling sites for that today. If the fanbase is unpleasable now, imagine if the official server goes away.
Games with achievements do better. I’ve lost my citation of the Microsoft data analysis that showed this, and it would be a stronger effect there because you have an overall score for total poundage of achievements there, but at least grant it for the sake of argument here because the point lies beyond this. Players are more likely to buy a game, play it more hours, and rate it more highly when it has achievements.
My question is how you set those up. Take two rather different MMOS: DC Universe Online and Yohoho! Puzzle Pirates. DCUO has hundreds of in-game “feats,” of which 23 are Steam achievements. Most of those are “beat the game as x” or items from the DLC. Puzzle Pirates has 220 Steam achievements, many of which are the ranks of the various mini-games. I haven’t played Puzzle Pirates in a long while, but I’m guessing it is not 9.6 times as much game as DCUO. DCUO gives you an in-game feat after any story arc or minor accomplishment, but outside the game you see one at the start and then come back for a few shinies when you beat the game. Puzzle Pirates thinks it better to give Steam achievements to you constantly.
I’m wondering to what extent these are business or game design decisions, or perhaps very little thought goes into them at most shops. Achievements seem used to note progress, to highlight nice touches, to reward people for doing difficult or poorly designed content, to incentivize perverse behavior in team games, or to reward very long term play of the “collect 1 billion x” sort. See Torchlight for examples of most, from “Find the entrance to the mine” through the course of the game, over the game’s various difficulties, and into long hauls (100 levels) and the WTF of “talk to the horse 100 times.” Alternately, see Grotesque Tactics with just 10 achievements, 4 of which you can/must complete in the tutorial, and I assume the game slows down that pace or else the whole thing must be about two hours. (I and many others must have picked this up in a sale pack, because 62% of owners never made it as far as the first fight.)
There must be some optimal system of achievements that serves as verbal praise to encourage and reward the player. (I’m also fond of games that give bonuses for them, like DCUO’s feats that grant skill points.) It’s strange how rarely achievements are treated as a serious development subject, since they affect how players play games and feel about them. Like drugs and other things that affect your meat brain, psychological tricks can still be quite effective even if you know they’re there.
If you don’t care about achievements, you don’t need to comment to tell us that again. Really.