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Avoiding the “Massively”

X is a problem with the community or structure of a game such that others can have a large negative effect on your gaming session. Usual recommendations: solo, bring your own friends/group, avoid potentially risky (i.e. anything involving gameplay) interactions with others.

I keep saying that if game Y is fun so long as you bring your own group of people, almost anything is fun if you are just using it as an excuse to hang out with your friends, so the game is contributing nothing. You could randomly pick any of dozens of options, and you will probably be better served by playing something other than an MMO. But most folks seem comfortable with this equilibrium in which we are contact with building gated communities within gated communities instead of pushing for pro-social game designs. This pushes me away from MMOs, because what’s the point without that first M, and into lobby-based games where we get up to 4 friends together, done.

On one hand, this is a natural consequence of the Hell that is other people. On the other, shouldn’t we expect better?

: Zubon

A good Glitch

A few days ago, a fairly entertaining little F2P game launched, Glitch. This game has a dev team like one of those interesting dev teams that made me take a deeper look at Rift, so I of course had to check the game out. With a Flikr co-founder and the creator of the wildly fun Katamari on board, it was bound to be fun to look at, if nothing else, I thought.
Continue reading A good Glitch

Coin ‘n Carry

Long time reader and commentator, Muckbeast, who actually has a real name I suppose. Let’s call him “Michael Hartman.” Anyway, turns out he’s in charge of Frogdice, Inc., which has been around for nearly a score, and a Mid-West game developer on top of that! He asked if we could shed some light on their new social web game that “is NOT on Facebook.”

It’s called Coin ‘n Carry, and it seems pretty neat. There is a very thorough tutorial/overview on the game at YouTube, which tech-deficient parents might find useful if they don’t understand how to sign up for things. The basic premise is economy and mini-games. Working with the community is helpful, but Frogdice created the game with those implied Facebook games in mind. In other words, things that are wrong and annoying with Facebook games, like mega-spam, they developed away from.

The game is free-to-play, which is what Frogdice have been doing for their games since when I was a lad. Hartman says that:

“Unlike many other F2P companies, we target the long term with our customers. It is our philosophy that deep gameplay designed to entertain people for the long term will result in players eventually choosing to pay something towards the game. We feel that value proposition works best for all parties in the long run. As a result of this philosophy, a significant portion of our customers on Threshold RPG have been playing for over 10 years.”

Kind of refreshing, actually. And, they have years of evidence to prove it. Anyway, supporting developers on the ‘sphere is a good thing, in my humble opinion. Hence the plug. If you check it out, feedback here is most welcome.

–Ravious

Binding Rituals

The next big thing is Star Wars the Old Republic (SWTOR), of course. For those that have now just regained internet after some hurricane, tornado, or gopher-pocalypse, the release date is right before Christmas. Chris at LevelCapped pretty much sums up my general feelings on the game. I do hope that the half-million and rising mob of pre-orderers have fun. I look forward to the many MMO blogs on the ‘sphere thoughts from actual play sessions. Story time is the best, don’t you think?

Anyway, the LevelCapped post got me thinking about all those MMO things that we constantly post about when the urge arises. What is an MMO? What is persistence? Which is better F2P or subscription? Etc. et al. Veni, vidi, vici. More importantly (to me and you) I thought about my own game buying in the past few months. The recent ones off the top of my head were Trackmania² Canyon (“Canyon”), Magic the Gathering’s new Duels of the Planeswalkers 2012 (“DotP2012”), and Bastion. I’ve also been going full Explorer mode in Minecraft. I’m sorry to say that as of late most MMOs just haven’t caught my interest. I’ve been spoiled silly with my little time playing Guild Wars 2, I guess. Continue reading Binding Rituals

Krepost

The krepost in Civilization V is one of the most simple, elegant, nearly hidden pieces of design you are likely to find. Every Civ V civilization gets a special ability and two altered units or buildings. The Roman legions can build roads, the Siamese wat combines culture and science, and the Americans are good at bombing things. The Russian unique building is the krepost, which replaces the barracks. It is a normal barracks plus a 25% reduction in the culture cost to acquire new tiles. Like the barracks, it is unlocked with Bronze Working, an Ancient Era technology.

That one bonus on one building creates a dynamic that simulates Russia beautifully. It encourages you to build a barracks in every city, even for a quasi-pacifist player like me who has no need to build troops in every city. That leads naturally to a more militaristic playstyle. The bonus also facilitates the creation of a large empire with extensive borders. Those borders will put you into conflict with neighbors who object to your taking up half a continent, but those neighbors might be hesitant to mess with an enemy who is prepared to mobilize troops in every part of the empire. And this mechanic starts in the earliest stages of the game, which gives it time to define your strategy and to let those cultural borders expand.

Add one unrelated bonus to one item and watch the entire play dynamic change.

: Zubon

Storybricks Demo and Interview

Who would I talk to if I was building an MMO on story? I’m not talking about a single-player story, even one as satisfying as Mass Effect, tacked in a phased/instanced manner on an MMO. I’m talking about making real stories that the whole server takes part in. Stories without a connect-the-dots type solution. Stories that I can create and share. Stories that I can mess up.

I would do what Namaste Entertainment did for their Storybricks tool and go to GenCon and talk to table-top roleplayers. (PAX too; afterall Tycho is of the old school.) Table-top roleplayers are used to that collaborative effort, imagination requirement, and undefined path to get through a good story. Video gamers, I would argue, especially conventional MMO fans, have been trained to receive story in a linear format more similar to books and movies. They just wouldn’t understand as quickly.

I had the pleasure of having an online demo with Namaste’s Kelly Heckman (Community Manager, who says I have some “design chops”) and blogosphere favorite Brian “Psychochild” Green (MMO Master, actual title) for their upcoming Storybricks tool and the first rays of light of their MMO that will use the tool. This is that story. Continue reading Storybricks Demo and Interview

On Asking for Money

I’m happy to help a friend in need so long as I think it will make a difference. You have some friends whom you would gladly lend money or your car. You have other friends who constantly need to be “lent” money, and you know it is going down a bottomless pit. They have back-to-back Facebook posts about how much they love their new iPhones and how they can’t afford to buy books this semester.

I feel the same about game developers. I want to keep afloat the companies that make products I enjoy, but I am immediately disinclined to contribute to someone who always has his hand out. I presume that the latter brings in more revenue than it drives away, but I am one of the driven away. I don’t mind a cash shop ad at log-in plus a link somewhere on the UI. I do mind if the most visible (worse: and flashing) UI element is a shop ad, along with a constant stream of pop-ups and item descriptions that ask you to spend money.

There is an old one-liner about how banks will only lend you money if you don’t need it. Close, but where a good banker makes his/her money is being able to distinguish between an investment that will pay off and a black hole of endless “need.” In life, try not to resemble the latter.

: Zubon

F2P Quote of the Day

There is one school of thought that thinks F2P means “if you spend enough time, you can experience the whole game for free – paying is just a shortcut”. There is another school of thought that says “you will never see the whole game, unless you pay astronomical amounts of money, and maybe not even then”. There’s a real conceptual rift between the two camps, and some games are finding themselves caught in the middle, or transitioning between the two.
Brise Bonbons

I’d argue “astronomical,” although that depends on the model, and it’s really the models I want to discuss here.

We’re all familiar with pure subscription models, as well as subscription plus a small premium shop (WoW sparklepony, CoX booster packs). WoW, Warhammer, and others now have unlimited free trials along with their subscriptions. Most Western players have limited familiarity with the item shop model in its pure, evil form, although Allods players got a taste. I think it’s clear under these models that you will be ponying up some funds or you will not be getting much beyond the most basic experience; item shop gamers may have been fooled at the onset, but it should become quickly apparent once they’re into it.

The murkier middle comes from hybrid models and games that let you unlock content (“no cover charge”). Wizard101 has a very clear unlock model, in which you just do not get most zones unless you pay for them. League of Legends gives you access to everything, eventually, a little at a time, with some free permanent unlocks and why don’t you just give them $20 to get the handful of champions you really want? Turbine is the headliner for the hybrid subscription/pay to unlock model, with Dungeons and Dragons Online and The Lord of the Rings Online. You could theoretically unlock absolutely everything in LotRO without paying, although you would be creating and deleting characters to grind deeds until your very fingertips wore away.

And there really is tension between people who want to play for free, absolutely free, and those who are willing to pay and/or recognize that someone needs to fund these companies if you want servers to stay up. When I am getting a lot of value from a game, I don’t mind giving an extra $20 to Valve or Riot or whatnot. I look at my Settlers of Catan box and wonder if I should mail Klaus Teuber a check or something, based on the play value received. But I remember having no money, and I can see a bit of that perspective.

And then there are games that are just annoyingly in your face with their pleas for money. See, for example, the LotRO UI re-design that makes the shop the most visible UI item (poor design decision: the shop links are annoyingly present even if you cannot use them to spend more money, such as subscribers/lifetimers at the stables).

: Zubon

Born too Slow (or Bound too Long)

A post over at Hardcore Casual resonated with me. In it Syncaine writes in the title “This is what happens when the MMO genre sucks and I have ‘nothing to play’. The rest are his thoughts on otherwise passing the time. Except for Guild Wars 2 news, I know I’ve been a little quieter. My style is more about writing what I play, see, and experience. When I played Rift, I wrote about Rift. I have not wrote a Rift post in awhile, ergo…

I have been playing PC games though. I fell in love with the bargain priced Magic the Gathering’s Duels of the Planeswalkers 2012. I have the usual smattering of first-person shooters headed by Team Fortress 2. I am still not sure why I bought Serious Sam (again), but it brought back memories. Then Trackmania² Canyon. I’ve been playing that enough to warrant a brand new blog. It’s community is so online based that it feels similar to an MMO community, and there are developer updates, mods, and tournaments that keep things rather fresh.

Continue reading Born too Slow (or Bound too Long)