Archive for the 'Warhammer Online' Category

rand(Loot Pinata)

As soon as any MMO player hears the word random applied to the MMO genre, as it has been throughout random week, thoughts of the loot pinata spring to mind.  Every time a little dirt weasel falls to the ground a right click tears that sucker open to reveal: a melted candle, a shiny red apple, a handful of copper coins, and a 1 in 1000 chance at a small brown pouch.  Now anybody can gain a few levels and slaughter lower level mobs with impunity, but the loot pinata takes on a revered glow when there is one big pinata for 25 people at the end of a 3-hour raid.

Either way, opening up dead mobs like paper mache is an addictive part of vanilla MMO play.  One lucky kill or resource node can provide a player with the feeling of elation.  This “windfall” granted by the random number gods seemingly puts a spike in the efficiency of time versus reward.  Suddenly the lucky player is beating the system (and other players). There is a heavier term MMO lexicographers use to analogize the loot systems found in the big MMOs.  Instead of a colorful, lively pinata used at children’s parties across the world, these wordsmiths liken the system to a slot machine. Continue reading ‘rand(Loot Pinata)’

Thousand-Year Achievements

This last weekend during the Canthan New Year for Guild Wars I made it to multiple celestial summonings (where I got goody bags for our district feeding the beast things like half-digested boot consomme) and completed the festival quests on multiple characters (netting more goodies).  I tore apart countless fortunes in the hopes that one would contain the elusive – elusive to the tune of 0.3% chance – celestial tiger mini.  I would’ve been out of luck if not for a sultan of a man in my alliance who had some extra.

Still it was a productive weekend in terms of gaining wealth.  I received boxes and boxes of fireworks and some shiny new celestial summoning stones.  Between this festival and last week’s Wintersday redux, I advanced some titles by possibly up to 10%.  These titles are paramount achievements filled in the vein of the purest grind.  That is, unless one takes in to account festivals. Continue reading ‘Thousand-Year Achievements’

MMO Restaurants, Again

I walk past Heidi’s Brooklyn Deli twice a day on my way to and from work.  I don’t work in New York.  The Deli opened with much fanfare about a year ago, and I remember going there on opening day with some co-workers.  The management and staff were excited with the turnout.  I could see some sparkle in the owner’s eyes as he tried to get his staff to churn out New York/Jewish deli style sandwiches.

Having actually had a Jewish-deli sandwich in Manhattan, I was not impressed.  The prices were not very good either, but the worst part was for the two-block radius around my workplace (my campus has 9000+ workers) there are six other sub shops.  Heidi’s brought absolutely nothing, except a shadow of a New York reuben, to the lunch scene.  I could get a cheaper lunch at the two equi-distant Subways or the Potbelly’s, a larger lunch at Jimmy John’s or Quizno’s, or a meatier lunch at that cheese steak place.  What we needed was a McDonald’s, or an Indian buffet, or a BBQ place; not another deli-meat sandwich shop.

So is it any wonder that they closed yesterday?  I walked past the shuttered windows this morning, and I felt some sadness.  I was there at the start, and all that is left is a show of failure.  I knew it was inevitable though, the stink of death had been there for weeks.  My only hope is, as always, the next risk-taker doesn’t just copy what is already permeating the successful local lunch culture.

–Ravious
on the other hand, you have different fingers

MMO Restaurants

I see this, and I cannot help but think of Anthony Bourdain’s view on restaurant changes.

By now, unsurprisingly, our restaurant was rapidly failing.  I began to see for the first time, what I would later recognize as Failing Restaurant Syndrome, an affliction that causes owners to flail about looking for a quick fix, a fast masterstroke that will “turn things around,” cure all their ills, reverse the already irreversible trend toward insolvency.  We tried New Orleans Brunch – complete with Dixiland band.  We tried a prix fixe menu, a Sunday night buffet; we advertised, we hired a publicist.  Each successive brainstorm was more counterproductive than the one before.  All of this floundering about and concept-tinkering only further demoralized an already demoralized staff.

I sincerely hope free-to-play Tier 1 in Warhammer Online brings an influx of new blood and success to Mythic.  My gut reaction, though, was not hopeful.

–Ravious
let’s call him Bigfoot

Another Dip Test

Sometimes people make pretty quick judgments.  A dip test.  That’s why the starting areas, quests, music, etc. of an MMO have to be polished to near-blinding.  What about a dip test for the game in the middle?  Many times gamers lie awake at night – not “tired” –  thinking about games.  There is some amount of activation energy required to roll out of bed, log on, and play in a way where it was meaningful to roll out of bed in the first place.  A midnight dip test.

I was also not “tired” the other night, and I wanted some quick MMO play to calm my furied mind.  Wizard 101 was the easy choice.  I could log on, warp close to a play area of choice and run there in under a minute, and log off within a 15 minute time span.  I opted, actually, to play the mini-games to refill my potions and see how high a level I could get.  Games like Wizard 101, Puzzle Pirates, and Guild Wars rule at this quick guilt-free amount of play where activities that occur are meaningful. Continue reading ‘Another Dip Test’

Player Respawn Timers

Most death penalties come down to lost time, in its various incarnations of lost experience points, item repairs, corpse runs, and debuffs. As death penalties become increasingly light, one type almost invariably remains: you wasted the time you spent failing, and now you need to run back to continue. (If you die in a group, you may just sit out a while until rezzed, hoping your group does not wipe at -1 member, or a shorter time with -2 members during the rez.)

This time-to-return can be very important. If it is very short, and the death penalty is otherwise small, you zerg things: just keep dying and coming back until you get through it. It is a measure of how far we have gotten past meatspace that we can now intuitively see solutions that include “die and come back” as part of viable plans. To take the first few examples that come to mind: our LotRO static group wiped on an overpull with adds last week, but ran back to clear it easily since we had taken out 75% of the enemies on the first try; LotRO three-man instances are short enough for people to die and come back while someone keeps the boss from resetting, and some turtle-raiding strategies involve planned deaths to reset the stacking DoTs; fights against CoX archvillains and giant monsters often involve multiple resurrections and hospital runs/teleports, and the Hamidon raid usually involves planned near-wipes.

This is usually not a good thing for the game. Continue reading ‘Player Respawn Timers’

Chipotle MMO

For those blessed to have one nearby, Chipotle is a “Mexican” fast-food eatery.  The menu is sublime.  Customers choose a base (taco, burrito, salad, etc.), a protein (steak, carnitas, chicken, etc.), a salsa, and a few more condiments.  Compared to many Mexican-food eateries, including Taco Bell, the choices are simple, but the comparatively few things that Chipotle offers beats most of said eateries hands down.  In-N-Out Burger and Chik-Fil-A are two more food chains that follow this principle of few offerings that can’t be beat.  This is not a new concept by any means.  America is one of the anomalies in the world that has the restaurants that serve just about everything one could want from pizza to steak to tacos to salmon.  If I had a choice I’d rather go to a hawker court and buy from three separate stalls, and receiving a food item of mastery from each cook who has dedicated his or her career on that one item.

This post brought to you by my tinfoil wrapped carnitas burrito.

I thought about how so many MMOs seem to want to be an Applebee’s.  Combat is central, but not always refined.  There is crafting.  Player housing.  Pets.  Solo PvE.  Raiding.  Quests.  Missions.  Stories.  NPC’s.  Titles.  Traits.  And, all manners of PvP.  They are all over the place trying to dip their hands in to a bit of everything in order to keep your interest (read: subscription).  What if we had MMOs that would rather be like Chipotle?

Continue reading ‘Chipotle MMO’

Openings, Good and Bad

Your MMO must convince me that it is worth playing in less time than it takes me to download the next one. If your tutorial/introduction does not include heavy doses of awesome, soon, you will not be getting my credit card information. If you cannot bother to make the game look good in the one bit that you know every single player will see, I must assume that the rest of the game is worse.

Warhammer does this very well. Tutorial? More or less none; proceed straight to the war. You start on a battlefield. I started as a Greenskin, which is probably why I bought the game. Take a few steps forward from the log-in spot, and you can see dwarves attacking. The Dwarf area is much the same, with squigs and goblins running around the cave next door and giant cannons pointed at the enemy. NPCs are blasting each other in case you did not get the idea. The elf pairing has the gentlest, and therefore worst, introduction. Your starting spot feels safe, and your first enemies are tiny fairies. Even there, you have attacking forces 10 seconds away, and the good guys get to shoot down harpies with a ballista. Win.

The Lord of the Rings Online™ does this pretty well. The opening is pretty tame, but it immediately tosses in the things you want from Lord of the Rings. If you are a hobbit, you immediately see a Black Rider. Dwarves start next to Gandalf in a scene referenced in The Hobbit, and they proceed to a troll fight. Elves get a troll too, and humans and elves both start with the world burning down around them. It is not a great, action-packed intro, but it gives you the setting while you get your bearings.

City of Heroes is a mixed bag. Outbreak is very weak, notably the “run in a straight line” bits. Breakout is better, with a more interesting map and a mass NPC slugfest. The real awesomeness of City of Heroes, however, is the costume designer. Even before you put your character in the world, you pick from a mess of powers, see the cool toys that lie in wait, and then probably spend a ridiculous amount of time playing with paper dolls. That kind of thing makes the slow start of actual gameplay tolerable.

Many other games do it badly. I don’t even bother to mention most that I try. They were not worth the time to download, even if I downloaded while I slept. That thread has a bit of hate for Age of Conan, but they had the presence of mind to make the 1-20 game one of the most celebrated bits of content around.

: Zubon

Anyone want to comment on WoW’s opening? I tried a few way back in beta. The Undead was the most impressive. Dwarves were kind of meh.

In Praise of PUGs

Most of my pick-up groups have been rather good. I have clearer memories of the horrid ones, but my non-guild groups almost never fail to accomplish their objectives, and few have really serious problems along the way. The problem is that the good groups blend together: teams succeed similarly, but each fails in its own unique way.

Continue reading ‘In Praise of PUGs’

We Don’t Get Fooled Again

After perusing a few Book 7 threads on the Lord of the Rings Online forums, I hit an interesting node.  It seemed that people were thankful of the fact that Turbine added content to their subscription game.  Now, I am a thankful customer whenever I get my product or service without a hitch, but these posts were more in line with getting a free bottle of wine at a restaurant.  I was really confused that these people believe that this content update was not part of the subscription fee they had been paying all along.  As more and more games (and game playing) becomes a service, rather than a product, consumers should be aware of the service they are paying for and the norms with similar services.

Continue reading ‘We Don’t Get Fooled Again’