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Rubi Heading To Higher Ground

Just a short note, but longtime friend of Kill Ten Rats, Rubi Bayerm headmistress of Massively, has headed off to ArenaNet! We here at our humble blog are extremely proud of Rubi, and I can honestly think of no one else in the community better suited for heading to the excellent ArenaNet team. Martin Kerstein, ubermenschgemeindemeister of the ArenaNet community team hinted that she might be leading the charge on some social networking, namely Facebook. Good luck to Rubi, and her family!

–Ravious

[GW] Turtle Power

The Luxon are a nomadic people in Guild Wars who use giant turtles. When I first saw one, I immediately wanted to tame it as a pet. Then I noticed that it was being used as a beast of burden. And Dungeon Siege thought it was so fancy with its pack mules. Guild Wars 2 needs this: no bags, packs, etc., just a giant turtle that follows you around and stores your stuff.

Then you enter the first Luxon town, and the buildings are on even bigger tortoises. They have ambulatory, turtle-based homes. Guild Wars 2 needs this: player housing should include a tortoise option. The Asura can use box turtles.

: Zubon

Virtual Property Lines in the Sand

Today Rock, Paper, Shotgun as an article on ownership of games, especially on the Steam platform. It’s a good one for anybody holding a virtual library of games on the many available platforms. The simple fact is that we [probably] do not own our games. There’s a lot of uncertainty as discussed by a lawyer that commented within the article, but the issue of a EULA creating a license over property is largely untried.

One reason I like MMOs, is I know that I am a guest from the outset. I don’t own anything in the game. It seems to make things clearer, yet the war over virtual items bound by a license as property is becoming ever more prominent. If virtual items were seen as “owned property” the liability of the MMO developer could be on the bankruptcy level. Niche MMO games could cease to exist overnight at the thought of owing someone thousands of dollars because of a server glitch.

Massively commented that in a criminal case the Dutch Supreme Court decided that Runescape virtual items were in fact “goods” which could be stolen. It is very important to note that Runescape was not a party in the criminal case (although they may have submitted an amicus curiae to the court). I am not happy with this ruling. I would have preferred that the Dutch Supreme Court hung their hat on the thieves affecting the use of the license. A license is property, and just like me stealing the seats in your car, if I can affect the enjoyment of your license there can be criminal and civil consequences.

The coming of Diablo 3 is also one of great interest on this front. Whereas with, for example, EVE Online, where one can use money to buy PLEX to sell for ISK to buy a ship, in Diablo 3 I could theoretically buy someone’s sword for straight up cash. It moves the Dutch thought of “time and energy to acquire” equals property and bring its right back to money to acquire equals property. At the very least the Dutch defendants could not have claimed Diablo 3 items had no tangible value. The cash-driven auction house already been dropped as a feature in the Korean release of Diablo 3, apparently.

It will be interesting to see if any game licensers, MMO or otherwise, change their EULA’s and business practices within the Netherlands based on this ruling. Once Diablo 3 launches it could really redraw the lines in the sand as well.

–Ravious

 

Obfuscation

The opposite of Pixel Click Bosses appears in games that are too eager to give the player data. They want the indication to be clear and highly visible. Unfortunately, the game is still going on underneath those indicators. The game is not hiding the new factors by using too few pixels; it is hiding the existing factors by using too many.

I cited this with Arkham City. Chuck the Sheep is a recent flash game with the same problem whenever you reach a new section of the map. “Congratulations! Welcome to the next area! We’re using font size 72! Oh, and there is a duck flying at you underneath this text!” Guild Wars does the same thing in Tahnnakai Temple. Like all the Factions missions, it is timed, but it has a visible timer because you can lose by taking too long at each stage. That timer occupies the exact same real estate as the NPC pop-up text explaining what is going on.

: Zubon

Oh, and do you want to read what is going on? Every minute you spend reading the quest text is one less that you have to reach the Master’s reward.

Forward Progress

The Guild Wars death penalty is wiped when you head back to town, so there are no permanent setbacks. At worst, you can fail to gain. You will usually come out at least marginally ahead: a little gold in your pocket and experience toward a skill point. After an evening of utter failure, you still gained a bit of rep, added 0.3% towards Cartographer, and banked some change.

Item wear is a minor death penalty and gold sink, but it can lead to your losing progress in a night of play. However many hundred times you are supposed to fail a raid, you are losing each time you do unless the raid comes with enough trash to pay for your repair bills (and that is just wrapping in the farming you could do outside the raid). You have heard of people hitting their heads against a wall so hard that all their armor broke and they could not afford to fix it. Then there are the expected consumables of potions, food, scrolls, etc. that get burned for each attempt. Those are dispiriting evenings, when you leave with less than you started with, and that experience cannot be wholly beneficial for player retention (which is funny when the game that avoids it does not have subscribers).

EVE Online is a game where you can lose everything you own but keep making progress because skill training is time-based. You are supposed to lose ships over time. Don’t get attached. Even if you are down some ISK, your skill points keep increasing.

There is something to be said for a lack of consequences. It’s a game.

: Zubon

Closed Doors

This could just be the completist or Achiever in me talking, but players do not like to be told that they missed something and must start over if they want it. We MMO players are usually content that there are cosmetics available as one-time event rewards or such, but if something has gameplay value or is an ongoing part of the game, you can see people going through physical pain to reach it. It is bad enough that single-player games have Achievements that require you to do X before Y or else reload/restart, losing some hours, but how about an MMO where you might have that character for years? MMOs are virtually without consequences, so the one piddly consequence is a proud nail even if it only means you cannot have a title.

City of Heroes used to have the Isolator badge restricted to players who for some reason farmed 100 enemies in the tutorial. No point, no benefit except this, and nothing indicates its existence. You just need to know in advance that it is there and put in the time for it during the most boring part of the game. That is like design decisions duct taped together. That was compounded in Issue 7 with a change seemingly designed solely to taunt the players: one of those enemies would spawn every 45 minutes in the highest level PvP zone. Issue 11 added a mission that let players farm it post-tutorial, and the City of Villains equivalent was always available later via a mission on the tutorial map.

LotRO has “The Undying,” a title track for not dying until level 5/10/14/17/20. If you want to pursue that link, you can see some related unhappiness. Recommendations for getting the title were usually to solo (no PUG risk) and NOT to take the easiest content; you were in a race against the inevitable lag/bug/crash that would kill you, so you needed to get experience at a sane rate rather than trying to farm the weakest enemies. MMO designs that discourage grouping and trying challenging content are not good. The Guild Wars equivalent was even worse (earn more than 1,000,000xp with no deaths, go!), and it was mutually exclusive with another title. That changed in a 2011 update that made Survivor for earning X xp since your last death rather than without ever dying. This helped many slightly unbalanced people avoid going entirely off the deep end.

Feel free to toss in your favorite from other MMOs.

: Zubon

[GW2] Unicorn Costumes

I am pretty much done working on the my Guild Wars Hall of Monuments. I am at 35 points, and while I would love 40, I just don’t have the will to grind those last few. Recently, I’ve been going through archives of this and interviews of that. I had the sad task of cleaning out my burgeoning RSS feeds of some of ye ol’ dead blogs. So I’ve been re-thinking much of what has been promised or mentioned in Guild Wars 2 that is far from being the topic du jour. The link that ArenaNet created for players between its two games is one of them.

I love my time in Guild Wars, and I love that ArenaNet thought to honor the players in the sequel. I don’t believe we will be getting any “pay-2-win”-type rewards, but it will be neat stuff. Everybody must want an Orrian baby chicken, right? Yet, the chicken is part of the new hotness. The few items that strongly remind me of the original Guild Wars are the Fellblade, Fiery Dragon Sword, Black Moa, and Black Widow Spider, and a scattering of others are reminiscent of my time there. I know that the Wayward Wand and Ice Breaker are in the original game, but they just don’t hold that this-is-Guild-Wars tone. Continue reading [GW2] Unicorn Costumes

[GW] In Medias Res?

Flipping to the Factions campaign with a Nightfall character, it feels like some important story elements were left out. No no, don’t tell me, I can work it out from inference and wiki, but again pretending that you had not already run through Factions, imagine the new player.

There is a plague in Cantha. That sounds bad, and I’m objectively anti-plague (outside the Epidemic skill), so off I go. I meet up with Brother Mhenlo who is an old friend of my character that I’ve never met before. I’m from Istan, who’s this white guy? Oh, he’s someone from Tyria who I meet when I start a Prophecies character. Who apparently trained under Master Togo and, what, did a tour of duty as a healer with the Sunspears? Is that where I met this guy? This NPC is far better traveled than I am.

I was called into Cantha to deal with a plague. Afflicted monsters, check, I’m on this. The plague rots the soul as well, check. First mission, lots of Afflicted, big fights and it ends with Shiro. Shiro is the guy behind the plague, and he is some sort of death god or spirit guide who is breaking the death god rules to take over the mortal world? But he was just in a cinematic, alive and talking to a fortune teller? Vizunah Square is only the third mission in this campaign, but there seems to have been a lot of exposition in that prologue, unless the Factions players are also just along for the ride until things get explained later.

I’m apparently saving these people from a plague and a death god, and I’m off to become some form of ascended being to facilitate that. I haven’t gotten a chance to care about the people I’m supposed to be saving. Most of them seem to be named “Canthan Peasant,” and they live in what appears to be a ramshackle slum that covers a third of the map (big town, desperately in need of some zoning laws). Folks referred to Factions as the quick campaign, and things are indeed moving very quickly. Plague, death god, run across an entire zone, assassins, NPCs on your side who seem to hate you, different assassins, plagued assassins, keep running across zones, more scornful NPCs, take a different winding path across that zone, escort missions with suicidal NPCs, and they’re all timed missions. Go!

: Zubon