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[GW2] Poor Feedback

With the next beta weekend event upcoming, I must confess that I bollixed some feedback last time. ArenaNet is using a system you probably know from other betas: when you finish a heart or event, you get a pop-up asking you to rate it on a few scales (with a comment box). Get that feedback now before the players forget, move on, etc. For me, the problem arose with stacked content. Early on in charr lands, and surely elsewhere, there is an event taking place on a heart, so participating in the event also fills the heart (at the junkyard, in this case). I completed both at once. I did not realize I had two stacked pop-ups until I cleared the first one and realized I was not sure what I just gave feedback on. It was two completions, and I think an achievement or two, plus some enemies still running around, plus whatever normally happens in that heart, plus all that loot to grab before “how long do I have to loot?” and do I need to salvage to make pack space, plus people to rez, and I may have leveled. I need a couple of minutes to decompress after that many things happen at once in a new game, and I have multiple feedback windows in the sky and glittering things on the ground. Aaagh!

: Zubon

Giant Lag Spikes on Your Shoulderpads

Diablo III is doing hardcore mode wrong. … Let me get the most glaringly obvious point out of the way. Diablo III requires an internet connection to play. This means lag. This means that you WILL die due to circumstances which are beyond your control. No internet connection is 100% reliable. Sometimes the Blizzard servers cock it up, and this will happen no matter what premium you pay for your connection. Therefore, as enticing it is to take a hardcore character seriously, the fact that you are at the mercy of the internet connection turns what should be a test of skill and caution into a veritable lottery. If your name gets pulled out of the hat you win a one way trip to permadeath.
The Mighty Viking Hamster

LotRO guides to the Undying title recommend against always running the easiest, safest content. If you have out-leveled the content, you are getting very little experience, while you are almost always safe enough on blue content. You are in a race with lag spikes and random perversity; given enough hours, your character will die due to no fault of your own, so if you want to achieve X before dying, you must reach it before “enough hours.”

: Zubon

Hearts and Bears

For those of you who missed those heady days, the launch of Warhammer Online was one of the best times in MMO blogging. Props to whoever at Mythic’s community team pushed it, the blogger community came together and decided we were all going to try this game as a group. This became the prototype NBI, and several of those bloggers are still around. And then the game launched, we all got to experience it, and we turned on it like an angry creature that turns on things.

One item I used for years as an example of failed developer promises what Paul Barnett’s “bears bears bears” video. For those of you who can’t click on videos right now, the idea was to never again have a “kill ten rats” quest pop up after you had just slaughtered dozens of rats, because the dude should notice the rat corpses. Warhammer Online then launched with a severely limited implementation of this, along with all the usual quest stupidity of being sent to kill someone you just killed on the previous quest stage. As I phrased it, “developers explicitly identif[ied] a problem, identif[ied] a solution, [and] then implement[ed] the problem exactly as described.” Oh, how I carried that grudge.

Four years later, Guild Wars 2 is moving towards launch. And what has it quietly implemented? The answer to “bears bears bears”! Through hearts, when you slaughter a path to what would normally be a quest-giver, s/he recognizes and appreciates the things you did along the way. Granted, sometimes it is silly that you know what fills the heart before you meet the heart-person (“I’ll just check this shrubbery for stray moas, in case anyone nearby lost one…”), but if the dude hates bears, and you just killed a bunch of bears, he recognizes that you killed a bunch of bears.

After four years, the circle is complete. Everyone who wanted WAR to be DAoC2 can now look forward to three-sided RvR with territorial control and a development team that has implemented the design described under “bears bears bears.”

: Zubon

Shopping By Customers

I recently read An Economist Gets Lunch by Tyler Cowen. Much of the book is advice on finding quality ethnic food (and barbecue) at reasonable prices, whether in the US or in their home countries. Don’t eat in the tourist district, do eat where there are several restaurants of the same type in the neighborhood (until I visited DC, it never occurred to me that you could have a half-dozen Ethiopian restaurants on one block). Being an economist, his insights focus on where the restaurants have the right incentives and efficiencies. A place with great atmosphere is selling that, rather than the food; the tourist district does not worry about repeat customers; American shipping systems are great but really fresh seafood and produce is only available close to the source.

Yes, this is one of those extended metaphor posts that takes an example from another setting and applies it to gaming.

The simplest guide is to look at the customers. If the restaurant has the right people eating there, the food is probably good. Who are the right people? The ones with interests aligned with yours. Continue reading Shopping By Customers

Other Funding Sources

The latest news on Copernicus is not good. Reason comments. Recent successes on Kickstarter led to discussion of the inevitable project that is not an utter fraud but just the normal well-intentioned vaporware (or a released but lousy game). Rhode Island’s loan guarantee is the potential equivalent of a $75 contribution from every citizen, except that they pay only if the project never ships.

: Zubon

[GW2] Searches I Did Not Think Would Work on Google

guild wars 2 guilds
Yes, it takes you to the page you want on the wiki. Even “guild wars 2 guild” gets you the desired link on the first page of results. That is, if the page you want is how guild mechanics will work in GW2. If you wanted a list of Guild Wars 2 guilds, I don’t think that really exists yet.

: Zubon

Not Caring About Alex Mercer

I’m a big advocate for awesome tutorials, because you’d better spend some time on the part of the game that every single player will see. I picked up Prototype on sale some while ago, booted it up recently, and found myself distressingly uninterested in an opening that went with too much awesome per unit of grounding. It either needs less grounding, so that awesome/grounding approaches infinity, or I need a reason to care about what is going on.

If you haven’t played, Prototype starts in medias res. This is apparently a month after the start of the game, to which you will flash back in a moment. This is a nice version of a common approach: show the player the things this character will be able to do by the late game, then take them away so that you can have an early game. Some games have you de-powered, robbed, etc.; Prototype instead has its opening at the end of the story, like the Odyssey or Twilight. This creates a gameplay problem and a story problem.

The gameplay problem is that you can already do everything and have massive powers that the game helpfully switches for you and explains. As the player, you are basically in a visual novel where you click to slaughter people and crush tanks. You do not know enough to have strategy or tactics, so you follow the indicators, watch things explode as you click them, and maybe eat some people. As a player, I am not invested in “click to advance.” Alex Mercer apparently just needs me to provide some motive power for his killing spree.

The story problem is that there is enough to imply that the game wants you to care but not enough to actually make you care. Hey, tutorial, very first introduction, I get that. But you are sent to murder dozens of people before being given much reason to except that they are cartoonishly evil (and shooting at you). There is a conflict here, but the role I have been handed is that of a mass-murderer who is attacking the military and may get bonuses for picking off civilians as collateral damage. Some games address this by using monsters and robots so that you are not murdering innocent people as a form of character introduction; Prototype goes with giving the humans faceless masks and having a cut scene where they murder the innocent, too. Must be a local custom. Other games take the opposite tack: do not even pretend to have a plot, just go straight to the bloodshed. No context, no moral standing, just mindless violence. Completely amoral works much better than poorly sketched black and very dark gray morality. Part of black and grey morality is that you must make the villains worse than the protagonist; if the player quickly pulls ahead of the villains in terms of pointless bloodshed, you really have created a murder simulator.

Of course, that seems to be the point of Prototype.

: Zubon