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You Are Rated Against Your Hype

Simple guideline: a modest success is better than a grand failure. If you make unreasonable claims, I assume that everything else you say is a lie, and your game will be a parade of delays, disappointments, and broken promises.

Nicodemus hates this guy. Why? Because “CEO” means “you should know better than some idiot on a forum saying, ‘u cant beat wow for with like a billon dollars.'” Spore? Good luck with those expectations. LotRO? Best expansion evar or die. Vanguard? We saw that one. I expected more from Half-Life 2 because the box went on about its being the highest-rated game ever, but it came with the far-more-entertaining Portal.

A successful niche game is a great thing. It knows what it can do, and it does it well. If you want that thing, it is there for you. If not, you are not just getting a bad knockoff of something from Blizzard or Sony. Whatever jokes I may make about Alganon, I respect the David Allen interview that translated to “we’re making a pretty decent DikuMUD/EQ/WoW knockoff that does some stuff differently.” City of Heroes developers humbly remark that they did not know the costume creator would be popular.

Our industry sucks because we accept buggy releases. The PR for our media sucks because we accept unreasonable promotional crap. “Everyone promotes their game that way” is the same thing as “every game ships with bugs.” Some people do a better job, and not everyone spews exaggerations and blatant lies. And some people can live up to the hype.

: Zubon

More Selling Fluff

I have long pondered the notion of self-funding staff via microcontent. For example, hire more graphics artists for City of Heroes costume designs and then sell their output for a few dollars as an account upgrade. If they sell enough, they stay on. If the model works really well, you can open it up to independent contractors who could make and sell costume pieces, and otherwise replicate a bit of what goes on in Second Life with user-generated content. With the host company taking a percentage. See Julian on fluff for other thoughts.

Yes, I know there are issues there. I liked the idea of putting together Dungeons and Dragons Online dungeons that way, but you would very quickly run into balance issues where dungeons were intentionally too easy or rewarding, because people would buy them for easy xp/loot. See power creep in all the existing D&D books. (After all, why buy the new book if it does not have a prestige class you want to use, and why use one that is weaker than existing ones?) (Yes, I know.)

City of Heroes has kind of pulled this off. Lead developer Positron comments:

Well, the Villain Epic ATs were originally planned for I13, but the brisk sales of the Wedding Pack enabled us to fast track these by getting them budgeted to be done earlier. Every time you see a new tux or wedding dress you can send a thanks to that player for getting everyone VEATs an issue early.

I may be misinterpreting, but it sounds like CoX bought itself more staff time via microcontent. That is the opposite order, but it works as a potential model. Most of my CoX friends bought the microcontent for the jump pack and the Pocket D teleporter.

: Zubon

My two cents for two years…

Wow, I missed my two year anniversary here at killtenrats on February 27th. Has it been that long already?

2007 was a bit of an iffy year for me, pretty chaotic with a few surprises (good and bad). 2008 looks “interesting” thus far. Hard to believe we are getting close to the end of the first quarter already…is that “new car smell” of the new year already beginning to wear off?

I expect I’ll be continuing to point my finger at the game industry and yell “noob!” frequently this year. There is just so much going on (or not going on, depending on your perspective). Yes, sometimes I state the obvious, but hey, that’s what I do. I don’t always make people happy with my commentary (even my gerbils have gotten death threats), but my response to that is “get your heads out of your asses and make better games so I don’t have anything to rant about”.

Continue reading My two cents for two years…

Losing the Illusion of Permanence

Our games are great for providing a false sense of accomplishment. I leveled! I got a badge! We defeated the dragon! It is an accomplishment in some sense, but it does not clean the kitty litter, pay off your mortgage, or provide clean drinking water in Africa. That is fine. It does not need to. We all have our recreation and entertainment, and you just as easily might have been watching a sporting event or cog dancing. I am ecumenical about that.

Part of that sense of accomplishment comes from attachment and achievement. You leveled up. Maybe you said you leveled your warrior, but it is still your warrior. You are connected, you have built something. Even if you are grinding your way along a treadmill, the little number says 56 instead of 54. Advancement! Progress!

Building sand castles is not progress. You get memories, maybe a photograph, and the tide comes in. You have sand again. It might be fun making sand castles, but that fun is more like baking a cake than raising a barn. We know the barn will be gone someday too, but it is less ephemeral.

Is this game The One? Will it last for years rather than months? We build up our characters. We spend hours getting that purple set. We have massive guild drama over loot allocation. And then we move on to the next game. The next The One might be several years away, or maybe you know this next game is just a bagatelle. The flames are barely on the horizon, and already it tastes like ashes.

: Zubon

What is Kotick thinking? If at all…

After I read about Kotick’s comments here and then commented on the insanity here
I was still pretty stunned for a few days, as were a lot of other people I know in the game industry.

At another conference, this time the Morgan Stanley Technology Conference Kotick has made more eyebrow raising comments. My skype went nuts over the last day or so as everyone has been sending me the links hah. Gamesindustry.biz reports a few of his comments, but I wonder if Kotick isn’t doing a technology and investing roadshow, hitting all of the influencers…with the same speech. So far, Goldman Sachs and Morgan Stanley. Think about that for a minute.

Anyway, he has already declared that you need to spend $500M-$1B to effectively compete with World of Warcraft (total bullsh**) or at least be commercially successful. Now, he is saying that conversations with Blizzard has Activision thinking about a Call of Duty MMO (bad idea! bad!) which will probably cost…how much? My psychic mind powers give me a strong sense that the budget will be something insane, and will directly impact Activision shareholders (or Actiblizzion, whatever they call the merged venture). Even more mind boggling, is that he implies that Blizzard’s “take away” from the brainstorming conversations was (and this is a direct quote):

“about how Starcraft – as a short session experience – can actually be the model for in-game advertising and sponsorship and tournament play and ladder play for the future.”

Uhm, wow. I’m beginning to see where all this is going. I wonder how long before Blizzard/Vivendi starts feeling some serious buyer’s remorse. I don’t have an opinion of the staff at Activision, but my impression of Kotick is rapidly going down the toilet and based on his comments (granted, I didn’t hear them first hand and I don’t have the full transcript of his talk), I think we are beginning to see early red flags for the future of the company.

Sure, Blizzard is the king of the hill now, and World of Warcraft is great, but can they really follow through with people like Kotick being thrown into the mix? How many of the original designers and developers that worked on WoW are even around any more (remember the exodus with all the new MMO studios being founded by ex-blizzard WoW employees that all had critical contributions to the game?).

Look at NCSoft…they used to be the king of the hill too, but it only takes a few missteps for the whole house of cards to tumble.

My advice to Blizzard: Caveat emptor.

There Must Be Blood

I am one of 35 people in the world who liked the original ending of Evangelion. I think it takes the internal perspective on the external events shown in the (first hour of the) re-done version. One notable bit in those episodes is that Shinji is given infinite potential, a blank slate. And he rejects it. He needs a line, ground to walk upon, something to give him bearings. Alone in the void, he has nothing meaningful to do.

Many people reject Second Life because there is nothing to do. Wait, that can’t be right, you can do whatever you want, from swordfighting to interior design. There is just no reason to unless you already want to. Second Life does not have quests or monsters or levels to push you in some direction. You make of your universe what you will, in interaction with others doing the same. That is a lot of responsibility to bear, especially if you are looking for simple fun. (Also, the interface kind of sucks.)

A recent book I read was on the problem of evil. A partial answer I recall from a college text was the need for an “Irenaean environment”: without danger, we would not grow. One similar atheistic perspective holds that a being with no threats to itself has no reason to do anything. If there is no goal to potentially fail in your sandbox game, how long until people get bored and wander off?

So we start with a line. You are level one, and you have an experience point bar. Fill that bar and you reach two. You have a direction, and a goal at the end. We even have some new lines for you to follow at the end of that one. Small risks of failure along the way hide the fact that you cannot lose at World of Warcraft. There are things that want to eat you, and people with exclamation points asking if you would kindly do things. Far from a blank slate of imagination, you now have a clear, channeled path.

But I guess you can win now.

: Zubon

RIP Gary Gygax

From the Wikipedia:

Ernest Gary Gygax (July 27, 1938 – March 4, 2008) was an American writer and game designer, best known for co-creating the pioneering role-playing game Dungeons & Dragons (D&D) with Dave Arneson, and co-founding the company Tactical Studies Rules with Don Kaye in 1974. Gygax is generally acknowledged as the father of the role-playing game.

On March 4th, the Associated Press confirmed reports of Gygax’s passing that originally were made by Troll Lord Games, a small role playing game company Gygax had been working with. He had been in poor health, suffering multiple strokes and a near-heart attack.

– Ethic

Battlefield Alganon

talrok fear radiation
Quest Online is proud to announce its redesigned web site for its upcoming (2009) MMO. If you want to see what the game looks like two years into development, the link shall guide you. If you check “Races & Classes” under “Game Design,” the source of the above image, you can read about two of the races. They hope to have some class information up this year. Our friend below comes from the more-filled-out World History section. rat brain

: Zubon