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Best weapon in the game

One of my Kinship member said to me, “In the old days of Lotro, you would run Helegrod every week.  You might have to run it 300 times to get the best bow in the game, but it was worth it.  This new Legendary Weapon system is just a grind.”

Whenever people talk about “the good old days” in an MMO, they mean the good old days for them.  When you first play an MMO, especially your first MMO, you have way more tolerance for grinding.  There’s nothing particularly superior about doing a multi-hour instance hundreds of times vs doing a weapon-xp instance hundreds of times.  But in our memories, the old system is always better.  The old mmo, with less features, had more charm.

But for the newbies, the new is better.  The new is better, and old way is out-dated.

Swish Effect

You know what makes combat in an MMO really satsifying?  Yes, a deep combat system is important.  But right now, I want to talk about the sounds.

A lot of the classes that swing their weapons in Lotro make a “swish” sound no matter if they hit a target or not.  It’s not something you notice the first time you fight, or even the millionth, but at some point you play a character in Lotro or another mmo and you whack something and go, “Ouch, I think I heard some bone breaking!!”

As an example of the swish effect, I’d like to direct your attention to some bloody penguins.

First, the swishy one:

http://www.logan.ws/games/penguin.asp

Then the more satisfying smashy one:

http://www.logan.ws/games/bloody-penguin.asp

Notice how when you smash the penguins in the second link, it just feels more gratifying.  You get to hear a “splat” sound when you actually hit the penguin to begin with, plus the penguin makes “ouch” sounds whenever it bounces, and finally there are sweet “boom” sounds whenever the penguin hits a mine.

FFXI is great at having very satisfying sound effects.  Other games like SWG really drop the ball in this department.  With Lotro, it depends on which class you play and which skills you use.  One of the reasons I like playing my new Warden alt in Lotro is how satisfying the stabbing sounds are.  I really feel like I’m inflicting some virtual pain.

True Buddy Gaming

My buddy and I started really hitting Guild Wars pretty hard again after the update.  It goes hand in hand with us taking a small break from Lord of the Rings Online.  The thing is my guild is pretty dead (my alliance has a low pulse).  His guild has been dead from the start, nearly.  So except for all the intelligent PUG players, it’s just us.  And, it’s wonderful.

The concept of “buddy gaming” embodies the veritable no-man’s land between solo play and full-on group play.  In many EQ-style MMOs, having a buddy to group up with to make things more efficient (read: kill/heal faster) has been around for a long time, but that’s not exactly buddy gaming.  Buddy gaming is more aimed at content designed for a party of 2-3 players than just doing content designed for solo players faster.

Continue reading True Buddy Gaming

Twitch Fun vs Strategy Fun

Most battles in MMOs are not fun.

I ride my goat in Moria. I get hit off of it by a goblin throwing spears. The goblin has absolutely no hope of killing me. By the time it’s dead, I’ll still have 90% of my health. When it’s dead, I will receive no sense of accomplishment. The only thing I feel is annoyance at being knocked off my mount.

It reminds me of those random battles they used to have in single-player RPGs. Remember those? The enemies there usually had no chance of killing you either. You could just choose “attack” from the menue multiple times until the enemy was dead. Some RPGs even gave you the ability to automate your characters so that you wouldn’t have to be bothered with actually playing the boring fights. Others had items that allowed you to avoid random battles, or vehicles that allowed you to skip random battles on the over-map.

The question comes up, why even force the player to have boring fights at all? Thankfully in most MMOs you can expect the grey-con mobs to stop attacking you automatically. But lets be honest, any npc at your level or below is going to die easily unless it has friends. Without a chance for me to fail this battle, I’m bored as hell.

In games like Guitar Hero I can enjoy playing a song I’ve already played to see if I can do it with less mistakes. Or I can play a fighting game to see how many people I can beat in survival mode, or how well I can combo my opponent. But those are twitch based games.

MMOs usually have me hitting the number 1 on my keyboard, waiting, and then pressing the number two. I might tap six or seven keys on my keyboard in the time I would have tapped dozens of buttons in twitch-based game. To top it off, I’ve been using the same four skills in the same order over and over again in nearly every fight for the last hundred hours of gameplay. That’s like playing the same song on easy-mode repeatedly.

Combat in my current MMO is not twitch based enough to challenge my reflexes. Therefore, it’s not twitch-based enough to cause twich-fun.

That isn’t to say that twitch-fun is the only kind of fun. There’s also fun to be had at thinking up strategies and planning ahead. There’s a lot of fun in games like Starcraft or Chess in anticipating what you think is going to happen, making a plan, and executing that plan.

In most battles in MMOs, you’re fighting something that does the same behaviors over and over again with little to no variation. This goblin will throw spears at me, then I’ll tap the same buttons I always do, and it will die. That’s like playing chess against a computer opponent which makes the exact same moves every time. Worse yet, this computer opponent doesn’t change up its moves if you leave yourself exposed, or screw up. It just keeps throwing those same moves at you, blind to the circumstances.

Creative Anger 1: X-COM: Phoenix. An Introduction.

(if we can’t get the X-COM name rights from Take 2 we can always call it Raspberry or Doom Wombat)

This project is a remake and expansion of the classic PC title “X-COM” and its sequels. It will attempt to introduce new, key elements of gameplay which were not present in the original, while at the same time expand and cross over into a new genre, which is always risky. In addition, many elements of the original work must be kept in place and remade only as necessary.

In order to do this, the first and foremost item is to identify the original work, its elements, determine which core elements, systems and flavor we are going to keep, which ones we are going to discard, what kind of new elements we are going to introduce and determine the best possible ways to integrate them seamlessly with the main vein of the work, making sure they are conceptually sound.

Continue reading Creative Anger 1: X-COM: Phoenix. An Introduction.

Creative Anger

I’m in a rut. I could definitely use some intellectual stimulation, and I also need to work out some deep-seated anger issues through a creative outlet. So I’m going to design a game on paper. Of course, by ‘design a game’ I mean ‘just write down the design’, and by ‘paper’ I mean this very lovely blog of ours.

I’m thinking about dispensing the whole thing in chapters, as the ideas come along, so as to not crash the net with a wall of text. It could also be a good opportunity for our distinguished readership to chime in and express their likes and dislikes about the thing as I go along. Given my history (and luck) I’ll get a ton of bad comments, but the odd thumb up is bound to slip through, which makes it all worthwhile. Somehow. It would also give me a chance to defend “design decisions” against a live audience, and not just the wife whom I suspect is tired of hearing me elaborate about game theory, cuadruple-guessing player motivations and why “Diku” would be an awesome baby girl name in 20 years.

Chapter 1 will come “when it’s done”.

level haters

People in Star Wars Galaxies today say, “I hate levels.  Remember SWG when it launched?  It didn’t have levels.”

No, they don’t hate levels.  They just hate being told their level is too low.  SWG just hid the levels from them and called them “skill boxes”.  The fact that they called their levels skill boxes isn’t what they liked.  They liked the fact that a newbie character could get a pistol from a friend and join a 20 person group to do what was essentially the “end-game” on the first day they played.  They enjoyed the fact that they could team up with a buddy and take down a master bounty hunter with newbie characters.  They never were told that “your level is too low” and they never felt that they had to level.

As much as people hate levels, they love levels too.  In Lotro, there are class-traits, race traits, virtues, reputation and equipment to all work on when you’re tired of leveling.  But guess what?  All that stuff has levels too.  You have to kill something many times for your character to get a bit stronger.  It’s just packaged in such a way that it doesn’t look like leveling.

The levels are a necessary addition to any MMO.  Without levels, what purpose is there in doing any activity more than once?  If you want me to kill hundreds of trolls in the Misty Mountains, then I need to see my XP bar moving towards the next level, or my deed bar moving up to the next virtue, or silver adding up to the next gold, or my legendary weapon bar moving up to it’s next level, or my reputation bar moving uptowards kindred.

Strategic Class Selection

Being a rare class is a loot boon in the Lord of the Rings Onlineâ„¢ raiding environment. Tell me if you are seeing something similar/different in your game/server.

First, understand that (at least on our server) raid loot is awarded by a standard need/greed roll. I know of guilds that use DKP and such for their guild raids, but the game is very supportive of casual raiding, so I have never been on a raid that used anything other than need/greed (with master looter enabled). This does give an under-equipped character greater rewards for raiding, but no one seems to care much. Even if there were DKP, how many would you need to spend in competition with your guild’s other level 60 Warden?

We noticed that we had a dozen level 60s on last night, so we called in impromptu turtle raid. Our team make-up was rather good without much fiddling, despite what looks like a ridiculous class balance: we had 6 Hunters, 2 Minstrels, 2 Burglars, 1 Guardian, and 1 Champion. For the non-LOTRO players, the turtle raid calls for tank rotation due to a stacking, incurable DoT, and the easiest way to do that is with a Burglar’s Enrage ability, which makes the enemy attack at random. That makes everyone a mini-tank, spreads the damage, and makes it a race between your DPS versus growing damage-over-time. The ideal team would probably be 10 Rune-keepers, 1 Burglar (for Enrage), and 1 Loremaster (for fire damage debuffs).

As one of the 6 Hunters (before dropping to let a Captain join), I realized that my odds of getting loot were not great: 1/9 that any item is for Hunters, then 1/6 that I get it. Hunters are the most popular class, so every group of six for every raid will have at least one Hunter. Minstrels have a similar problem, caused by their necessity rather than their popularity. Meanwhile, if you came to our raid with one of the other seven classes, only a Burglar would have needed to roll to take home his/her class’s First Age weapon. I have not checked how the raid turned out, but that was a greed roll if the drop was for 1/3 of the classes.

A similar factor explains why Hunter items are always ridiculously expensive on the Auction House. For every person who needs a good Warden javelin, three need a good Hunter bow.

: Zubon

More on Free Realms

Despite the blogs and posters claiming otherwise, I did not hate Free Realms. In fact, I had high hopes for it, and at least two potential customers for it. Just to prove that, as well as flesh out my review some more, I’m going to give a quick 5 pros and cons of Free Realms. My goal here is to make sure that if someone is listening to me for advice on how they are spending their gaming dollars that they have a full picture.
Continue reading More on Free Realms

Burnout

Yesterday, my kinship leader in Lotro said, “I hate this game.  I hate this game and I don’t know why I log on.  But I do.”
It’s not that he just failed some instance or something.  He really hates Lotro.  He added up all the time he’s played on his current characters, and it adds to 8 months of online time.  That’s over 5000 hours.  Considering he’s played for two years, that adds up to an average of 56 hours per week, or 8 hours per day, every day.

Most people who are burned out will log on less.  Not him.  He logs on every day and plays for hours.  I suggested trying a new MMO.  “This is my first MMO, and it will be my last.” he said, “They take too much time.”  I don’t normally think of MMO’s as being difficult to quit, especially not after they stop being fun.  But if anyone makes me think twice about the addictive model for MMO’s, it’s my kin leader.

Yet I’m sure if he just quit the game for a while, maybe six months, the burnout would fade and he could come back to enjoy the game again.