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Behind the Black

… or, “UI vs. Player” (not a FFXIV review).

You get used to playing with games that have first-person view or an adjustable camera. Playing some old school (-style) games, I am reminded of how the third-person camera and the interface was used against the player. It is like my earlier post about how the game abstracts, you suspend disbelief, then you are expected to forget that abstraction at some point.

The particular example I am thinking of is having things visible to the character but not the player. We all take advantage of this in third-person view games, looking around corners, above the ceiling, etc. You can see the entire screen, even if your character has a blocked view. But there can be a six-story boss just off-screen, with only a flat plain between you and it, and you will never see it coming. Many game reveled in having power-ups hidden just a bit to the left and right of the screen.

The game of the weekend at Kongregate is Epic Battle Fantasy 3, a Final Fantasy-esque game. There are chests and secret passages hidden behind foreground objects on almost every screen. Some of them are partly visible or have a hint that there must be a secret passage, but others are just invisible. Some of those chests hold equipment you cannot get elsewhere, and there are in-game medals for finding them all (and you need x medals per zone to get to a room with more chests with more exclusive equipment…), so the game encourages a mini-game of pushing up against everything and trying to open invisible chests. Your characters can see the chests and secret passages open in front of them, but they are powerless to tell you. They cannot even cry as they pass by the loot they so desire.

It had not struck me at the time that this is a related issue in Desktop Dungeons. Exploration is very important, but your character can only see next to itself, not down a hallway. Maybe you carry a very weak torch. I proclaimed a fondness for seeing the whole level so you would know if it was worth playing, but of course that is the other side of the absurdity: you can see the entire level, even though there is no way your character could.

Either approach works, first- or third-person view (or third with flexible camera), but it is annoying to have it used against the player. And it feels harder to use first-person view against the player.

: Zubon

Accepting Responsibility

Via our good friend Darren comes this developer post. You should read it all because, holy crap, that is how you admit that the launch did not go well. It would take longer to summarize than for you to read it, so I give you this excerpt:

The point is, the issue here is far far worse than many of you think it is. I wish it was an issue of the game being released too early. That’s an easy thing for a company to “fix”. Elemental’s launch is the result of catastrophic poor judgment on my part.

You win back a surprising amount of trust by not acting like the Iraqi information minister. [Commenters say, “no.”]

: Zubon

Free Love

Feeling the itch to try something different? Love is free to play this weekend.

This weekend Love will be free to play for anyone who wants to. All you need to do is download the client(42Mb), un-zip it start love.exe . Then just click “play for free” and you are in.

It wasn’t a game for me, but it might be for you. It certainly is different.

– Ethic

Good Morning, PAX

PAX starts today, and of course I am on the wrong coast.  There should be a lot of great information flowing out of the last big convention of the year.  Guild Wars 2 is running another set of demos, but unfortunately will not have a live stream like they did from gamescom.  They will, however, be constantly updating the website and doing live Tweets of events throughout the weekend.  The best place to follow all the news is at Guild Wars 2 Guru’s megathread.  Also, I will sell a portion of my soul to anybody that can get me a Guild Wars 2 t-shirt!

I’ll be watching other new from across the MMO board as well, but hopefully Syp will have a great breakdown as he will be there.  Hopefully this year everybody has built up their Vitamin C caches.  Have fun to all attending!

–Ravious

Display the Options

Make things visible on the execution side of an action so that people know what is possible and how actions should be done; make things visible on the evaluation side so that people can tell the effects of their actions.
— The Design of Everyday Things by Donald Norman

Decoration and interaction appear in non-user-friendly forms, frequently and sometimes intentionally. If done well, the “intentionally” can add to a game; other times, the developers are demanding that you ignore things on one hand and use them with the other.

Games abstract. They include many realistic details to create verisimilitude, but then you are required to treat them as purely decorative. Continue reading Display the Options

Class Wars

Commenters elsewhere respond to Ravious’s post on the GW2 Necromancer. Within 24 hours of first Necromancer information, the comments note that Necromancers are overpowered and that Warriors will devastate Necromancers. It is not just that people are commenting on balance for a game they have never played, for which they have no stats, where the game does not even exist yet. It is that people have already chosen their classes and preemptively started calling for nerfs and buffs.

As scissors says, “Rock is imba. Paper’s fine.”

: Zubon

On the treadmill

or: how I learned to stop worrying and love the grind.

(Our sponsors would like to apologise in advance for the slightly more personal and self-indulgent nature of this post. Thank you for your custom.)

To achieve competence in sport necessitates training. Training involves doing the same thing over and over and over and over again: to build up strength, endurance and capability; to learn about your team-mates in co-operative games; to learn the rules; to perfect your technique.

If you want to run a marathon, you don’t just turn up on the day and do it. You train for it. You go out running. You start small; 5km, then 10, 15, up to half-marathon, work your way up to 20 miles and then you’re probably ready. You go out, 3 to 5 times a week, trudging around the same routes that were stunning and interesting at first but soon lost their charm after the 18th time, or, when the weathers bad and you’re a fair-weather runner, in the gym, pounding away mindlessly on the treadmill, getting the miles into your feet, conditioning your body and your mind ready for the challenge. There will be times when it will hurt, times when you don’t enjoy it and times when it goes badly and all these times will make you question why you’re doing it to yourself. And you won’t have a good answer.
Continue reading On the treadmill