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Dungeon Derriere

Dungeon Defenders Huntress In our occasional series on blatant objectification of women in gaming, we have the Dungeon Defenders contribution. The Apprentice and Monk are covered in cloth, the Knight has no visible skin except for his knees, and the Huntress is wearing this. The halter top is common enough female “armor” to escape comment, but note the line showing where the whale tail would be if she were not obviously commando under her skirt that droops around her hips.

Note also her pose. At the character select screen, the Apprentice spins his staff, the Squire brandishes his sword, the Monk floats meditatively, and the Huntress shakes her tush. The male gaze comes before the tutorial.

: Zubon

Dance Fight

While I have no interest in playing Sequence, I like the combination of notions: an RPG using DDR as its combat mechanic. What mechanic you use to represent conflict in your game is essentially arbitrary. We already have several Puzzle Quest-like games where fights are won by something like Bejeweled. It’s all a mini-game anyway, so if you like rhythm games, here is one where you use it to vanquish your foes.

Where is the anime-style game using karaoke mechanics to let you defeat your opponents through the power of song? Giant robots and singing have been merged so successfully on the screen, why not on the PlayStation?

: Zubon

Dungeon Defenders Second Impressions

  • Recent patches have improved the interface reliability. The Ranked server is still less reliable than, oh, what you might expect from a MMO in its first week.
  • The solo difficulty curve levels out several hours into the game. You can reasonably solo medium difficulty once you have enough levels to access most of your tools and a decent weapon.
  • A good weapon makes all the difference in the world. You might start out swinging for 10s, then you find the weapon that gets a bonus 50 elemental damage that increases by 10 (and increasing) every time you invest mana. When your damage triples, the impossible becomes the trivial.
  • Hey, neat, a boss fight!
  • The looting mechanics are anti-social. SynCaine comments on the anti-social xp mechanic. This is exacerbated by the mana mechanic: grab as much mana as you can to build/upgrade as much as you can to get as much xp as you can, however little that makes sense in the context of your team. Mana is both the in-level economy and the between-game economy, so you have an extra incentive to undermine your current game/team for minor personal profit. The loot mechanic is at least as bad, with items going to whoever hits E at them first. Sold trash items seem to be the primary source of mana for long-term upgrades and buying pets, so everyone has an incentive to grab everything. This games needs some version of “everyone gets everything picked up” to avoid competitions and races for acquiring personal benefits. The Nash equilibrium is not at a good point here. Of course, then you get into the leecher problem…
  • I like the loot mechanic of only dropping items for the classes that are there. No Huntress? No Huntress items drop.
  • You get several layers of customization. You have 10 spots to put your points when you level, half for you and half for your towers. You can pick from the variety of loot that drops or shop the few in the store. You can invest mana in your equipment and choose which aspect to upgrade, although you can only upgrade extant aspects rather than building from scratch. Pets are treated like items.
  • I’m really liking the Squire. I have melee towers that knock things back and ranged towers to shoot from behind them. If I repair the Bouncing Barrier up front during this, I am tank, DPS, and healer all in one. Better than repairing, I can just run around slashing at things with my sword that cuts a hole in the world while the towers deal with other directions.
  • You really do feel more powerful as you level up. There must be a treadmill effect going on here, but I am not feeling it. My numbers are big and growing faster than the enemies’ numbers, although the quantity of enemies may be growing to offset that. All the better.

: Zubon

Dungeon Defenders First Impressions

  • Absorbing. 3 hours went by without much notice, although there were two times where I was frustrated enough to stop until my buddy invited me back.
  • More action, less tower defense. You do have some towers, but this is not a stately strategy game where you place your defenses and watch over them like a demigod. In the early waves/levels, you are there in the front shooting, and later, you are repairing them while the attacks are coming in.
  • Still buggy. I think the gameplay works, but the game environment is problematic. I’m told it is more of a PC issue, and you immediately get the sense of how much the PC matters to the developers when it opens with “press start.” My “push to talk” turned off every time I zoned. The keybindings reset with one of yesterday’s patches and became uneditable at the options screen. My friend playing ranked remarked that the game/server/whatever crashed 3 times while he was still in character creation. The Steam achievements were not working for me.
  • There’s not really a point to high score screens in open. It displays while you are there, but those are obviously modded/cheat games, with scores in the millions versus the thousands. But it still displays on your forge while you’re on the map. Ranked gets you away from this, but did I mention “crashed 3 times at character creation”?
  • It’s absorbing and frantic but not great (so far?). Weak tower defense plus decent action is not synergizing strongly.
  • Classes differ strongly. I had lots of Squire envy, as their tanking+knockback towers were the heart of our defense. My Apprentice was the DPS behind them, and then I was the healer keeping the tank tower repaired. My buddy the Huntress had mostly last-ditch traps rather than attacking towers, so that class presumably is meant to be on the attack more. I did not see the Monk in action, but I get the sense it is similar.
  • There is a level grind. The difficulty and experience point curves assume that you will repeat levels to be prepared for the next, although I presume that great planning and execution can overcome a lot of that. There is also an equipment grind, and finding a staff that tripled my attack damage changed things.
  • Update, missed one: bring a group or go home. Maybe this is fun single-player, or doing older maps once you are high level, but only the first map is really solo-able (when you reach it). The maps do scale with group size, but they your combined power scales up faster than the enemies do, so perhaps it is better to say that they are 4-player maps that do not scale down well.

This is through about 4 maps, so who knows how things differ much later.

[GW2] Space for Failure?

I’ve been mulling this for a little bit. It’s an evolution of The Essential Scatter found in Rift. Is there room in the design for player failure in the event system in Guild Wars 2?

Let’s point a finer point on it. We know that events can fork when there is failure. If centaurs are attacking a fort and there is no player defense, then the system is set up so that the fort will fall. There is also the scenario of an elite event occurring with only one or two active players. Those occurrences are more like branching scenarios than actual failure. What I am talking about is an occasion where the players are simply too ragtag, unskilled, uncooperative, or not lucid enough to beat the event. Is ArenaNet ready to punish them?

Continue reading [GW2] Space for Failure?

Willat Effect

Seth Roberts is a ways from getting the term “Willat Effect” into psychological literature or even Wikipedia, but I mentioned it the last time he did, and more thoughts strike me.

Seth ponders, can you use this to improve your life? And if you are an MMO player, yes!. If becoming a connoisseur makes ripple no longer work but increase your enjoyment of the finer things, then MMOs are a great place to improve the extent to which you are a connoisseur. Despite recent business model innovations, they almost all use the same price structure, and the new models reduce the price even further. This is not like wine-tasting, where ruining your taste for Two Buck Chuck leaves you unable to enjoy anything under $20/bottle. These are MMOs, where the standard price is $15/hour, the price tends to go down as you consume large portions, and F2P is increasingly common. It is all cheap and almost all priced on a buffet model.

Go forth and become a more informed, refined consumer. You have nowhere to go but up.

: Zubon

Making It Look Effortless

I still think this three-year-old post covers a lot of ground, but some recent events brought me back to the topic.

A friend recently held a small LAN party, and we got to talking about some game or movie that was reaching ahead of itself in terms of graphics. “They were good for the time.” No, they were awful for the time, once you got past “ooh, computer graphics” to “wow, those are really blatant computer graphics.” The technology was bleeding edge for the time, but its use was poor; if the acting or the special effects break your immersion such that you notice them as acting or special effects, they are probably bad acting or special effects. Good special effects look like they belong and are part of the world, not like they are special effects. If you want to see why Peter Dinklage won an Emmy this year, watch any episode of Game of Thrones and pick out which characters seem to know they are in a fantasy epic, versus the people who seem to be their characters.

I saw Vanessa Carlton perform this week. (You know her for this song. Can I comment on a world in which Britney Spears has sold 75 million albums while Vanessa Carlton is an opening act in small venues? Buy Heroes and Thieves. Digression over.) She mostly performed songs from her latest album, and it sounds much better live. She kept describing it as an “arts and crafts album” that was self-funded while she was living in The Shire. Performed as such, with just her, her piano, and her friend with a violin, it sounds great, personal and moving. The published album has obviously been worked over in the studio, and the “obviously” is a problem, particularly when the artist does not need it.

See also Powerpoint presentations using multiple animations per slide and/or an avalanche of clip art.

I link these to the hype and expectations post because they are all under the rubric of “obviously trying,” which usually means “failing.” Some people award points for effort, because they were obviously trying for something big. I say that jumping halfway across the Grand Canyon is not something that should be encouraged. If you have enough bricks for a one-story ranch house, do not build the first foot of a mansion, run out, then pat yourself on the back for daring to dream. Portal was a small game but a great game. Torchlight did little but did it very well. Alganon aimed for a modest success and embarrassingly failed at even being worth the time to download, which is a sad update to the original post.

Do dare to dream, but in the end your accomplishments weigh more than your aspirations.

: Zubon

While writing this, I discovered that Peter Dinklage and Summer Glau will be in Knights of Badassdom next year. I may already be sold.

ELO Hell

Still in it. Consecutive Dominion games were 4-on-5 and then the matchmaker set me up with 3 people who were on their first game of Dominion. Other games I’ve won by more than 400. As far as I can, it’s completely random who gets the epicly horrible team.

I’ve had the useful advice of “get better.” Okay, I’m consistently #1 on points for my team. I’m not sure how to overcome the whole “team” problem in team PvP, except for always bringing a pre-made team, and we’ve discussed that one at length already.

: Zubon

The Day Before It Went On Sale

A reader bought a yearlong subscription to Rift for $120 the day before it went on sale for $108.

Now, I know it’s only a matter of $12, but that’s not what irked me.

I am curious to hear your particular take on whether or not a company should offer this type of incentive before or after a large portion of their player base has to choose to re-sub or not.

Obviously, I am biased because I re-subbed regardless of the price…but it doesn’t make me feel very special (customer from day one, etc, etc) that I had to pay more.

The economic term we want here is price discrimination. That is probably a prejudicial term in modern American parlance, since “discrimination” has strong negative connotations beyond the simple denotation of being able to tell things apart. And as demonstrated, those in the (even slightly) more expensive market segment will tend to have negative feelings about this price discrimination. Did I tell you about the time that I bought an item on a good Steam sale the week before a GREAT Steam sale, or when I picked up Anivia in LoL two weeks before a permanent 50% price drop? Continue reading The Day Before It Went On Sale