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Rift: MMO’s Greatest Hits Album

I participated in Rift’s 6th beta event over the past few days and had a generally good time. Now that I know the rift mechanic, it’s not new and shiny but it is still entertaining. I wonder what the rewards will be for the zone-wide invasions that happen every 2 hours or so (turned off right now) and how those will scale, but otherwise Rift is your standard MMORPG. A LoTRO guildmate asked last week for a reason to play it over LoTRO, and I was honestly at a loss besides “it’s new, and the rifts are fun”. The best way to quickly summarize Rift is as it’s kind of an MMORPG Greatest Hits Album, like the ones that collect the good songs of the year or decade. That may come off as overly negative, but I don’t intent it that way – it pulls off the collection of what works in other games in a cohesive, fun, total, and then adds the rift element on top. Giving a new bit of flavor to something that’s well-known and comfortable might be just the thing to snag in those players who are simply feeling their game has gone stale.

Anyway, in addition to these Deep Thoughts, I also played the Defiant side this time, and played a Mage and Rogue. I also played with two other tradeskills, the PvP zone Black Garden, and, thanks to my gaming family, got to see the guild functions a bit. Breaking that down after the cut.
Continue reading Rift: MMO’s Greatest Hits Album

Horde For Life

Considering caring about yesterday’s football game, Ilya Somin compares it to caring about fictional characters in books or films:

…vicarious identification with fictional characters is fun. Occasionally, it even has some educational value. The same, of course, goes for vicarious identification with sports teams. It’s fun to root for your team and hate its rivals, even if your initial reasons for identifying with Team A rather than Team B are essentially arbitrary (usually that you grew up in City A rather than City B).

Not everyone enjoys vicarious identification, of course. And among those who do, some prefer to satisfy their craving by means other than rooting for sports teams. But vicarious identification is a common and deeply rooted emotion — one that probably has biological roots. And it’s not really that surprising that it leads some people to root for sports teams in much the same way as it leads others to identify with fictional characters.

It is not a terribly long post, if you want to see how your views of Thrall and Elizabeth Bennet are essentially comparable — and if you write WoW/Pride and Prejudice crossover fan fiction, bonus! It links to preceding posts of the “who cares which team wins?” sort. I grew up in metro Detroit, so while my Facebook feed had some few comments on the game itself, it really lit up when the Chrysler/Eminem commercial came on. Hometown pride is much the same thing.

: Zubon

The Uncanny Valley of Genre Games

I tried Rift again yesterday. I still find myself unable to get very far out of a sense of “different enough to feel uncomfortable, similar enough to feel like I have already seen it all.” (Gameplay wise, not whatever the world might be.) The discomfort might not be there if I was a player of WoW rather than the similar games with slightly different controls; I am not sure if that would be good or just leave “same.”

I presume that goes away as you get into the Rift-unique stuff that lies beyond the introduction. That is a big problem. The tutorial zone is horrible in the sense that it shows off every way that Rift is like its competition while highlighting none of the ways it is unique beyond a small taste of the soul system. If you are making things familiar to target the audience that already plays this genre, you also need to make things different enough to give a reason to switch games (with all the related inertia. Not that “former WoW players” is not a huge market, but expect Blizzard to put in something special to convert them (at least temporarily) to “current WoW players” just before you launch, just to make it that much harder for you to get entire guilds to switch.

: Zubon

Hidden Looting

If you do not play City of Heroes, you may have found Wednesday‘s note odd: “you do not even need to tell your teammates when you [loot] one.” Why would you need to tell them? We are all familiar with loot spam in the chat window: you get a message for every piece of vendor loot and every roll from everyone in the raid on every item. Well, no, City of Heroes does not have that at all. No rolls, and you see only your own loot.

This was a conscious decision, a result of the test server. When meaningful loot was added, so were drop messages for your whole group. This would facilitate trading because you could see what others in your group are getting. This was also, by consensus, really annoying in a game with 8-character teams and enemies falling by the dozen. Other games’ implementations would let you click bodies to have all the loot spam happen at the end of combat, but City of Heroes gives you your drops instantly, no clicking, so everyone becomes that guy who is looting while you do not want pop-ups in your fight. Annoying, nigh-impossible to read/keep up with, and there might have been a faction arguing about social pressure to trade desirable drops.

You must work for drama when the game hides that kind of thing.

Personally, I rarely pay attention to even my own drops. Unless I am almost full, it does not matter until the end of the task force, when I would have time to shop, sell, craft, etc. The only drops you would want to slot immediately come at the end anyway. If I notice a good recipe set as it drops, great, but I forgot most of the names. I cheer at the pop-ups for Vanguard merits and “Incarnate Shard Bonded.” Ignorance makes downtime between events potentially exciting; I logged on for my third day back to find a purple recipe I had not noticed the night before. 60 seconds in, and it is already a great night!

: Zubon

That night went on to feature a frightfully poor PUG task force, so perhaps the purple recipe was cursed.

Scheduling Conflict

I realize not everyone watches the Superbowl, but seems like an unnatural amount of online games also have something going on this weekend. That I know about from the emails I’ve gotten in the last 24 hours:

Rift Beta
Rift’s load testing event
LoTRO’s Anniversary coins dropping
STO’s Anniversary event
CoX’s Issue 19 + 7th Anniversary event
DDO’s Event Preview
Plus a few beta events for a few MMORPGs still under NDAs.

I miss any? Pass the chips.

Wrong Context

All yesterday, I kept seeing headlines about like “Blizzard Cancels Hundreds of Flights Across the Midwest” and how many people Blizzard was forcing to stay at home. WoW has really gone mainstream. Was there a patch or something? I also heard about crashes and such, so maybe it did not go well.

: Zubon

[GW2] Book of Style

There is a great post over at the ArenaNet blog about Guild Wars 2 professions (i.e., classes) as playstyles rather than roles. Peters writes that they designed the profession and combat system so that each player can fluidly adapt to the battlefield in order to support allies, control enemies and the flow of combat, and simply damage enemies. He presents a great analogy:

In a first person shooter there can be a variety of weapons, from sniper rifles to rocket launchers to machine guns and shotguns. No one looks at these weapons and says, “They’re all the same, they all just do DPS.” Why should an MMO be any different?

I was playing Team Fortress 2 last night, and I thought nearly the same thing. We were playing Hightower, and two enemy engineers decided to really shake up the battlefield by planting mini-sentry guns all over the map and then attacking aggressively with the crit-laden Frontier Justice shotgun. In a role system, the engineer is supposed to be on defense sitting behind whacking his sentry and shooting at anything looking like a spy. Yet, the loadout system in Team Fortress 2 lets each class respond to the battlefield. For the engineers last night they wanted to own the battlefield until the opposing team responded. As we were on a public server, those two engineers used that tactic for quite some time successfully before we slowly and stupidly responded.

Continue reading [GW2] Book of Style

Alpha Slot

The Alpha Slot is effectively an enhancement that applies to all powers. The baseline enhancement (“common”) is one of four types (accuracy, damage, endurance, recharge), and improvements add other enhancements like healing, stun, defense buff, etc. Depending on your character, these higher-tier improvements may be more important than the baseline choice.

The first good design decision is the ease of creating a common Alpha enhancement. Complete a short story arc with one difficult mission to unlock the slot. Run a level 50 task force, and you will be at least 2/3 of the way to filling it. Everything level 50+ can drop Incarnate Shards, so even a solo player running missions has a chance to participate (slowly). This is the first step, everyone gets to play, and rewards encourage grouping.

By the City of Heroes drop system, every enemy makes the loot roll for every character. It is theoretically possible for one minion to drop an Incarnate Shard for everyone on a team. The odds of that on a full team are estimated at 1 in 1,000,000,000,000,000,000,000,000, so probably not, but it will happen with elite bosses or archvillains occasionally. No competition for loot rolls, and you do not even need to tell your teammates when you get one.

Another aspect I like is that, as City of Heroes typically does, these are character unlocks not inventory items. You currently have four common and eight uncommon Alpha Slot options, soon to expand with sixteen rare and eight very rare. [Update: 19.5 is live.] When you build one, your character has it, done. If you decide to switch from yellow to blue, your character can switch back to yellow later with a few clicks. It is like swapping talent trees with pre-built options. If you want to build all eight very rare options, go for it you insane completist. (There is the wrinkle that building an uncommon consumes the common you made along the way, but the only reason you would want that common back is because you are building the other uncommon. If you are a truly insane completist, you can build all eight very rares, then backfill the sixteen rares, then…)

The design problem is the clunky City of Heroes inventory system, most of which was jury-rigged after launch. Incarnate Shards are yet another variety of salvage, so it uses that window, but filling your Alpha Slot is a separate window accessed through the power window, not the crafting or enhancement window. The Incarnate power window itself has elegant tabs, but it is hidden behind that power window. If that is documented in-game, I missed it, spotting the right button while doing something else. It could also be more visible in-game how to get the Incarnate components other than combining shards.

: Zubon

Update note: we have in-game reports that using one of the new rare Alpha Slot options will cause random crashes (pets’ powers not updating to the level shift?). Updates may appear in the comments.