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Betas: A Mating Ritual

We here at Kill Ten Rats aim to combine promiscuity and sexuality analogies with MMOs wherever a feasible connection appears.  Not as blatant as some in the industry, but we still have goals to maintain.  William Dobson over at Massively discusses the requirement for an MMO to have a beta with his article No beta, no thanks.

It is an understandable premise.  Playing an MMO is something more than a casual flirtation such as pushing a bomb in silly hats toward a base or shooting zombies on your lawn.  It’s an intimate experience  requiring a higher level of attention with what we would argue is a greater reward.  So when our companion video games require us to leave money on the bedstand before getting our hands in to the gameplay, it is justifiable that the expectations are laid out.  It is not just money though; sometimes days or weeks of play before are required before getting in to the end game.

Still most MMO players want the virgin experience with a new MMO, as awkward as the coupling may be.  If they could wait awhile longer until after that big maturation patch, the quality would be greater.  Yet, there is always the feeling that something might be lost when not surging forward with the crowd.  No one wants to do whats already been done (and done a lot on the MMO blogosphere).

It’s no wonder that betas have become a zone of safety for both parties.  The player can try the MMO without exposing herself to that uncomfortable moment when the thought crosses her mind that it would’ve been better not to wake up with the game on her hard drive.  The MMOs can unabashedly proclaim that the experience will indeed be awkward, but full bloom adventures are just on the horizon.  It can be comfortable education for both sides.

–Ravious
in the bushes

Evening Gaming

There seems to be a roughly 50/50 chance that gaming will go well. If I am playing alone, there is only the potential frustrations with the game itself, so my rate of enjoyment is more consistent, but multi-player games add all the things that can go wrong with other players. I’m calling it 50/50, my wife might guess lower, I would guess higher when I am on new game high (and exploration beats frustration).

If things go well, I will probably still be “on” when we finish. I go to bed with hobbits or pyros scurrying about my skull. With any luck, my wife is still awake, which can help flush games out of my mind in ways we do not discuss on family blogs. If not, I lie there, buzzing, unable to sleep. The plotting is fun, but work the next day may not be.

If things go poorly, they are likely to continue to. Even nights that go well head in this direction. If the marginal utility of playing is still high, keep playing! And you keep going until there are wipes, idiocy, or whatever drives down your utility from playing. Then the everything is ruined forever, and you can do naught but whine on your blog about it. Whine whine whine. So the night ends on a low point, and because we are most affected by beginnings (probably a stretch of waiting of group followed by a while to get rolling, followed by a while to try to fall into a groove) and endings (when it rolled over the cliff), the whole thing is a debacle.

Should I just stop gaming after 8pm, so nothing can send me to bed in bad state A or B?

: Zubon

Medallions

I’ve made my share of posts about “gear gating” with the radiance system in Lotro. I especially hate how some people got the necessary gear by standing in a doorway and using an exploit while that option is no longer available. Well, I’m hardly the first person to complain about these things, and Turbine is actually going to do something. This will be the third system they try with radiance.

Continue reading Medallions

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