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[GW2] I Name Thee Greed

The herd has shifted a little with ArenaNet’s rules for keeping names from the original Guild Wars. Basically log in to Guild Wars soon to get your Guild Wars names on the list. The list holds for the three-day headstart period and the day of the launch. After that miniscule time period, it’s fair game. One-word names are fair game from the start. Afterall, only one player in Guild Wars 2 gets to use the sweet, sweet name “Wizardex”.

It might be the most coveted name for Guild Wars 2 at the moment. Greedy name grubbers. It’s amazing that there is so much greed around names. Continue reading [GW2] I Name Thee Greed

Spotlight on Storybricks

Storybricks

I recently spent over an hour chatting with Brian “Psychochild” Green about his latest project, Storybricks. I had to be honest with him and explained that I just did not give Storybricks the time it deserved. I took a glance at it, didn’t “get” it, and moved on. Therefore, I wanted to give him a chance to help me understand just what exactly are they trying to do. I feel their biggest problem is that people are trying to relate it to anything else currently out there and falling short. It is easy to explain something by saying “It’s sort of like this.” but there is nothing sort of like this. Truth be told, they really have something new and interesting on their hands and it would be a terrible shame if this project failed due to nothing more than people not understanding it.

Continue reading Spotlight on Storybricks

[Eve] Fickle Wormholes

The past few weeks have been a series of ups and downs in Wormhole Space.  We had a string of really good spawns at the beginning of the month and are now in something of a slump with regards to new Cosmic Signatures…

It can be very frustrating to log on, scan the home system and the surrounding constellations, and realize that there is almost nothing you can feasibly do that will be of any significant benefit.   On a positive note, the last payout was a whopping $348,000,000 ISK so we are really getting good at milking the spawns we do get.   Now if we can figure out how to make content more consistent, though I think we all already know the inevitable answer… move to a bigger Wormhole with a 2nd WH Static.   If only we were ready for it, but we will be soon.

~Cyndre

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

[GW2] The Long Game

There are a lot of head scratchers in the halls of ArenaNet. It’s not that things are wrong per se; just that sometimes they are really going against the grain. For example, their dynamic events are incredibly deep as this video illustrated. Yet it took some small amount of effort to find the hidden depth of the dynamic event.

I admit that it can be hard to stop. Just stop. And enjoy the moment. The transitions  between most events are really quick, but the NPCs do take a small chance to talk. I noticed that I have to stop and pay attention. Fiddling with loot, trading post, or remaining enemies usually means I miss a bit of the story action.

I know that when Guild Wars 2 launches I am going to make sure to set up a chat channel for NPC discussions. Still, I wonder if I will train myself backwards to slow down and get the content hit as it happens. I wonder if I will care, or if it will be go, go, go.

Continue reading [GW2] The Long Game