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SWTOR – 20 minute video

Bioware treated hungry MMO fans by letting them see quite a lot of SWTOR’s gameplay. Well, to be honest, they just provided a link to IGN who were really the ones to provide the video. Some people on the forums were disheartened to realize that SWTOR is just an MMO, and not the second coming of Jesus. But my reactions were more positive.

It’s an MMO in Alpha, yet it looks very solid. And while the blaster bolts seem to just spray in an enemy’s general direction until it’s out of health, the melee combat looks extremely satisfying. A Sith Warrior can leap across the room, whack you with a saber and impale you. A smuggler can kick a man in the groin to stun him. I don’t need to see see someone’s health bar drop to know that hurts.

Solution Failure

“Hey guys, the difficulty of our new ‘puzzle’ game varies randomly between trivial and ‘there is only one pixel on the screen that works.'”
“Let’s build in a video that shows where the one pixel is.”
*high five*

*facepalm*

: Zubon

Full disclosure: if you click and sign up at Kongregate, I get some kind of points that do nothing but put a number by my name. But, you know.

Good Night / Bad Night

We took down the turtle with a PUG, and I got the shoulders coin. 6/6, and I never need to enter the 16th Hall on that character again.

Then I tried to do 2.8.3. That is a three-person instance, and one of our members was a Lore-master who could not mez (traited it away), remove corruptions (necessary for the fight if you don’t keep them mezzed), deal damage (that we could notice), heal (he didn’t), or tank (he’s in a robe). But he could repeatedly apologize over voice chat for breaking others’ CC by misunderstanding “right” and “left.” In a 6-person group, you have room for one sub-par member. You do not 2-man a 3-person instance.

: Zubon

Our backwards virtual worlds

– In reality, we’ve moved from expensive metal armors to lighter, cheaper durable fabrics for protection.
– In virtual worlds the progression is to from cheaper fabrics to more expensive metals.

– In reality, adding an escort to a target dissuades enemy attackers by making the target more secure.
– In virtual worlds, escorting a target means an open invitation to be attacked by enemies which were not even there in the first place.

– In reality, packs of creatures in the wild protect their young and their weaker members by putting them in the center of the pack, out of sight.
– In virtual worlds, the weaker elements always surround the strongest member of the pack.

Continue reading Our backwards virtual worlds

A Revolutionary Step?

There is a lot of discussion when a new MMO pops in on whether its advancements to our beloved genre are iterant evolutionary steps or something revolutionary.  World of Warcraft was often seen as the perfect evolutionary game coming off of the Everquest-type MMO.  I think there was one revolutionary step that World of Warcraft had that is often overlooked: quests.

Lots of RPGs and MMOs had quests, but World of Warcraft took the concept and ran with it.  It changed the MMO landscape forever.  No longer were people supposed to go grind and putz around in the zone made for their level.  They now had a keen purpose.  The quest-based MMO design demarcated a term called grind.  If a player had to go out and kill ten rats to gain a level it was grind.  If an NPC rewarded a player with quest text and a quest reward for killing ten rats, it was not.  Could the MMO genre imagine a PvE-MMO with purpose that was not saturated with quests in every zone? Continue reading A Revolutionary Step?

“The Guild” Continues to Entertain

Continuing the proud Internet tradition of cross-linking as much as possible, I must recommend The Guild’s newest video called “Do You Want To Date My Avatar” as an entertaining few minutes. Possibly a bit cheesecakey for your more conservative workplaces, and bound to get you weird looks from folks not familiar with gaming. Watch near the end as they begin to fall out of character for more laughs.

Spotted on Broken Toys, Digital City (which has a nice behind the scenes interview), my LoTRO’s kinboard, and many other places.

Guild Wars 2 Trailer and Site!

This early morning (or lunchtime in Germany), ArenaNet finally opened the gates to their much anticipated sequel to the original Guild Wars.  The Guild Wars 2 website has gone live with the trailer available for download or streaming.

The trailer is done in a 2.5D paper-doll fashion (which is why the ship in the first few seconds looks off), and it tells the story of a dragon named Zhaitan raising the sunken nation of Orr.  It’s undead armies then waged war on the five main races of Tyria, which just happen to be the playable races.  The trailer then goes on to show some of the vistas in-game.  It is beautiful, and will likely even give Aion Online a run for the money in best-looking MMO once Guild Wars 2 launches.

I find it interesting that the trailer and website focus on Zhaitan, whose name was not known before today.  Eye of the North focused on the elder dragon Primordus, but the first conflict we are told about is with Zhaitan.  I wonder if Guild Wars 2 will be episodic in that each battle with another elder dragon will bring on a new expansion of content.  Too early to tell.

A few more quickies from the flood of information.  Aside from Asuran “magitech,” the weapon technology of the world seems to be at a rudimentary firearms stage.  There will be day and night cycles in the persistent zones.  There will be instancing, but the hub system of Guild Wars 1 is mostly going to be replaced, which is very interesting.  Hopefully they still keep the same level of map travel as in the original.  The event system is the main focus of getting people working together.

The opening bomb has dropped in great style, and we will be getting lore updates for the rest of the year.  Gameplay discussion will begin next year according to the Guild Wars 2 FAQ. 

–Ravious
twice as bright burns half as long

AI Is Hard, Unnecessary, and Sorely Missed

Xiao-Li Meng writes about the trade-off between efficiency and robustness (bottom of page 208, left side). A solution that works all the time is likely to be inefficient. You can greatly optimize it by making a few assumptions, but then it only works when those assumptions hold. His example is finding a parked car. If you have ever forgotten where you parked at a mall, you know the problem. The robust solution is always to park in the same spot (or very near it), and the way you guarantee that spot is available is to pick the worst one. No one is competing for the back of the lot or the furthest point in the parking structure. You could park at the spot closest to your destination, but that will vary with not only your destination but also lot crowding, who just left, etc.

In our games, we refer to mobs’ having an AI, but we mean that in a very broad sense of AI. They have a few basic behavioral commands and the equivalent of a few buttons to push. Really fancy fights involve unvarying, scripted dances. A few even inspire to pre-planned reactions to certain events, but let’s not tax the system too much.

This is far from an artificial general intelligence that could hold a conversation, but it usually works just fine. The goblin is not expected to do much: close and stab. There are some details about its aggro range and its use of the standard aggro system, but there is no depth, and it really does not matter for the 10 seconds the goblin will be alive. More complex encounters maintain their fidelity by limiting the variables: they fight in limited arenas with closed doors, reset conditions, and things like rage timers to sweep up problems.

Take a step or two outside the assumed parameters, however, and the simple AI has no idea how to vary its behavior. It sphexishly follows its programming even if that programming works against its ostensible goals. You can kite enemies right past your perfectly safe allies. They get caught on rocks or try to run laps on buildings instead of making an ankle-high hop. You can turn their powers against them, and they will not stop following a script that has become suicidal.

I occasionally wonder how Deep Blue or one of the other chess supercomputers would react to blatant cheating. Replace one of your pawns with a rook mid-game or take two moves in a row. A human player will smack you and tell you to stop being an idiot. Does the computer even have the parameters to deal with that? I would expect an error and refusal to continue.

: Zubon
H/T to Andrew Gelman for the Xiao-Li Meng link.

Hardly Easy

I hate when instances are made harder after being easy.

I just finished wiping for four hours in the Watcher with my Kinship. I hate that fight. I hate going. But they need me if they are going to go. As it is, we had to PUG a captain because one of our members was a no-show to the raid after signing up. I can’t say these people aren’t practiced. They’ve been wiping an average of three hours a week against the watcher with the same people every week for the last few months. There is a sign-up for next week, and I don’t want to go.

Continue reading Hardly Easy