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Why lore matters

No, don’t run away. Really. I know I’m coming across as the nerd in the corner who insists on some stupid technicality, but I object. I am a nerd, and I might be cornered, but this is no technicality.

Lore matters because we are human and, as such, we ask questions. Some of these questions (most, in fact) we ask to ourselves. We keep them in our heads and rarely ever ask them out loud, lest we are cast with the lot of cornered nerds. In the context of our games, the questions are plain, but powerful; Why is this here? Where did it come from? What does it do? What does it mean? How does it relate to what I’ve seen before and what I’ve yet to see? What happens when it’s used? Why are they fighting? Why are they friends? Where do they want to go with this?

There are more, but that’s basically the genesis of lore right there. Sure, it’s easy to dismiss or underestimate the importance of lore depending on one’s focus. After all if one goes through an encounter with the sole goal of acquiring a particular reward, those questions do not matter. Item acquired, goal completed, move on to the next.

Continue reading Why lore matters

No Big Damn Heroes

Mal: Well, look at this! Appears we got here just in the nick of time. What does that make us?
Zoe: Big damn heroes, sir!
Mal: Ain’t we just?

In Fallen Earth, I am not a big damn hero. I am not really a hero at all. Mostly I am just trying to get by without becoming a meal. A survivor if you will.

Ammunition is limited. If I want to shoot a bullet I need to make it first. Every time I fire a shot and it misses, seeing the bullet ricochet in the dirt behind my target makes me die a little inside each time. My own! My precious!

I don’t want to have some post-apocalyptic freaks rape me to death, eat my flesh and sew my skin into their clothing. Not even if I’m very very lucky and they do it in that order. I want to live.

Bang Bang

Bang bang, I shot you down
Bang bang, you hit the ground

– Ethic

Context

“Cat-people get +5 Agility.” It is a simple sentence, something you could expect from a dozen YAFMMORPGs. If your game has yet to release, how can you express it without being meaningless or getting into an endless cascade of information? (Or perhaps the endless cascade is a good thing for promoting your game, and you can turn this one thing into months of web site content.) Continue reading Context

Quote of the Day

Ysharros:

In games, a slog is bad. A romp is good, but can easily become so rapid you stop experiencing the game and end up merely experiencing the speed of your progress. The trick is pacing a game so that the player still feels as though they’re romping but is also going slowly enough to feel like they’re experiencing a LOT of stuff.

: Zubon

Macbeth, Fallen Earth Style

At Depot 66 I was involved in choosing which play the locals would put on. I chose Macbeth and since I picked it I decided to watch. It is now presented here in tl;dr text form (with spoilers?) in the best way I could put together using screen captures and some free OCR software.

Macbeth says: If it were done when ‘tis done, then ‘twere well It were done quickly.
Macbeth says: If the assassination could trample up the consequence, and catch with his turkeys success;
Macbeth says: That but this blow might be the be-all and the end-all here.
Macbeth says: But here, upon this bang and shoot of time, we’ld jump the life to come.
Macbeth says: But in these cases we still have judgment here;
Macbeth says: That we but teach bloody instructions, which, being taught, return to plague the inventor.
Macbeth says: This even-handed justice commends the ingredients of our poison’d chalice to our own lips.
Macbeth says: He’s here in double trust; First, as I am his kinsman and his subject, Strong both against the deed;
Macbeth says: Then, as his host; who should against his murderer shut the door; Not bear the knife myself. Continue reading Macbeth, Fallen Earth Style

The Rolling Mid/End-Game

The Lord of the Rings Onlineâ„¢: Siege of Mirkwoodâ„¢ launches in a week. I am wondering what happens two months down the line.

Turbine’s Middle-earth has a punctuated equilibrium, with the level cap jumping once a year and the end-game moving a little further from the tutorial. If the future resembles the past, the mid-year additions will be less severe than Blizzard’s tiers of equipment, more of breadth at the cap than another ladder to climb. (More cynical version: many treadmills rather than one long one.) This leads to launching with a slim end-game, building it up over time, then moving to a new, slim end-game.

Continue reading The Rolling Mid/End-Game

The Old Republic – All Classes Revealed

For months now, thousands of people have been speculating and arguing about the names of the eight classes in SWTOR. Not since the debates about the identity of the “5th Cylon” in Battlestar Galactica has it felt like this. The message boards have been bathed in flame on a semi-permanent basis as titles like “Mandalorian” “Engineer” “Noble” and “Droid” were all tossed into the ring of possible classes. The hottest debate has centered on one question. Will there be one Jedi class and one Sith class? Or will there be two for each side, making the total force-users out to be four? Would Bioware make an mmo where four out of eight classes held lightsabers?

On some podcasts, like ToroCast, they felt completely certain that they knew that there were only two force users total. On my podcast, my co-hosts and I felt so certain that there were four force-users that we often talked about them without providing a disclaimer that their existence was unconfirmed.

But now, the last of the classes are confirmed, and the two-vs-four debate can finally die.
Continue reading The Old Republic – All Classes Revealed

The Morality Gauge

I have not gone far in Overlord. I question whether the gameplay will become much more interesting than “throw a wave of imps at it,” and I found my drive to look further stymied early on by the corruption score.

Overlord includes the familiar karma score, in which all ethical decisions fall on a single line. The moral meaning of every action is absolute and completely independent of intention. A surprising amount of violence and destruction has no moral component at all, just specifically defined moral decisions. Most of the early ones are clearly labeled, although you can get a corruption score before being told that it exists (“Hey, if I click on this guy, a green number goes up. I wonder what … oh, my gremlins killed him.”), which must make for some fun surprises and re-loads when you unexpectedly shift yourself in an undesired direction.

Continue reading The Morality Gauge

Jeff Strain and Undead Labs

In a flurry of press activity, a new MMO studio was unveiled today by ex-Blizzard, ex-ArenaNet MMO-guru Jeff Strain.  Undead Labs is set to be a very focused developer.  Focused on what, you say?  Zombies.  Consoles.  MMO.  Jeff believes he can help lead an MMO studio with a very tight game-making culture.  This won’t be a “behemoth” company churning out franchise MMOs.  This is going to be a company that carves an MMO from those three simple words for those three simple words.  (Well not for zombies; though, after a 6-hour raid… nevermind.)  There are a bunch of good interviews linked from the Undead Labs’ news page, but the best is found on the site covering rude questions that interviewers might ask.  For instance, Jeff Strain departs from his old view on MMO subscriptions:

Q: Will the game carry a subscription model like WoW, or will it be more like Guild Wars?

A: The game will almost certainly be subscription based. I’ve always said that a game should be designed around its business model, and Guild Wars is certainly designed to be a free-to-play online game. In fact, there are hundreds of free-to-play online games on the market today, but some publishers are increasingly relying on micro-transactions, in-game advertising, “premium” accounts, or, at worst, lead-gen scams to generate more profit. I don’t like this nickel-and-dime approach, because it leads to design decisions that are based on something other than what’s most fun for the players. We want to focus on making an MMOZ that is, first and foremost, fun to play. Not a Skinner Box. Not a teaser for more stuff you can buy from us. Not an advertisement for stuff you can buy from someone else. Our singular design focus will be to create a game that is fun to play, and every month we’ll either earn you respect and your money, or we won’t.

–Ravious
i don’t hate vests

Shareholder Subscription

I’ve talked before about how subscriptions can be seen as a form of investing.  There are plenty of people that keep parking-lot subscriptions to games like World of Warcraft, where the monthly rent is paid but the car is never moved.  I’ve been playing a lot of Dungeons and Dragons Online lately, and while I am not ready to give my full impressions (favorable as they may be), I did want to discuss an interesting point to their business model.  Continue reading Shareholder Subscription