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[GW2] Fashion Forward Combat

Massively has a nice article on a QA session with two ArenaNet designers at PAX East. Bhagpuss already gives a pretty good breakdown along with his thoughts. I don’t agree with everything Bhagpuss says, but I feel he is right on the mark in saying that ArenaNet develops for geological time. They expect their game to be lively in the years to come, and each advancement is built with that in mind.

One issue I want to tease out of the Massively’s article is the issue of town clothes. The article states that the “cosmetic function of town clothing will be expanded”. However, ArenaNet feels that keeping town clothes to out-of-combat situations only is best for avoiding any immersion breaking. This answer seems too simple. It seems to miss so much of the forest for a single tree. Continue reading [GW2] Fashion Forward Combat

Chris Carter, Joss Whedon, Google, and NCsoft

[Warning: there are some TV Tropes links in here.]

I have confessed to contributing to self-fulfilling prophecies: if you do not commit to something/one because s/he/it may not be around for long, s/he/it probably will not be around for long. So how do you invest yourself in something when the producers have a left a wake of unfinished and canceled projects?

Continue reading Chris Carter, Joss Whedon, Google, and NCsoft

Lexical Ambiguity

Expect,” like most English words referring to mental states, is problematically ambiguous. It could refer to considering something (1) likely to happen or (2) obligatory or reasonably due. Speakers may not realize that something obligatory is unlikely (or something forbidden is likely), and listeners can reasonably misunderstand which sense of expectation is meant.

If I say that I expect someone to do something, you’ll probably need context or nonverbal cues to understand whether I consider it likely, obligatory, or likely because it is obligatory. I have some employees who will not be meeting their performance objectives; we expect (meaning 1) them not to live up to their expectations (meaning 2).

Further ambiguity is introduced because expectation is not a single thing out there in the world but rather billions of individuals’ mental states. You and I have different estimates of how likely something is (meaning 1). We are more likely to agree about expectations (meaning 2), although beliefs differ radically on what is “reasonably due” (see: who deserves the most credit or whose turn it is to do housework). A particular person’s expectations (1) are a single thing we can reasonably discuss, as is a consensus estimate (“the publisher expects (1) the game to have 1 million subscribers”). In that sense, it becomes entirely reasonable to expect (meaning 1, personal) something to fail to meet expectations (meaning 1, consensus or someone else’s). I occasionally hear someone say s/he expects (1, personal) something not to live up to his/her expectations (1, personal); expecting disappointment is not fully coherent, but we are just a bunch of social primates with meat-based computers in our skulls.

To answer a recent question: my expectations (1) can differ from my expectations (2).

: Zubon

[WS] Warplot Whispers

At ArkShip 2013 I talked with devs about warplots more than any other thing. I mentioned previously about making sure to sit with Jen Gordy, Carbine’s PvP Lead, who has had a lot of experience developing Warhammer Online’s RvR and Lord of the Rings Online PvP . The substance of those conversations are unfortunately under NDA.

“Well, stakes not high enough for you? Then some of you and your most bloodthirsty friends should double-down and buy a warplot. Then outfit with enough firepower to blow a hole in the space-time continuum. When your death fortress is complete, go to war against your enemies, and earn rewards so epic your head will explode like a supernova. Boom.”

(Source: What is WildStar?) Continue reading [WS] Warplot Whispers

[WS] Overview Trailer

Carbine just published their newest trailer for WildStar. The announcer ping pongs in my head back and forth between epic and annoying, but for the most part I like it. The information is light, especially to fans that have been following the game. The important part, for me, is how much of the trailer is made using in-game footage. From bosses to in-game housing, things and mechanics are shown. Oh yeah, and warplots… I need to talk about those.

There are splashes of gameplay, but unlike some other upcoming MMOs, Carbine has not been coy about how WildStar plays. There are already official videos covering that aspect.

Cutting back to brass tacks, I feel like Carbine seems on a pretty good track to launching this year. They show snippits of a lot of systems in that trailer. Obviously they still have to face the tried and true Jacobs’ Rule of MMO Betas (better link here). Hopefully they can push forward with confidence in that regard.

–Ravious

[TSW] Stunned Soliloquies

It doesn’t take long to realize that virtually all missions in The Secret World begin with the NPC mission giver talking to… someone. These are not dialogues where the character is involved. My character, still a noob to this shadow world, just watches in stunned silence. I like the “art” of these NPC soliloquies brushing the canvas of the mission to come. It is the poetry of horror. I like it better that my character (somewhat looking like me, much to my daughters’ delight) seems to have the mixed emotion of “what the flock?” and “tell me more!”

TheSecretWhat

Keep it coming, Funcom.

–Ravious

MMO Skill Levels

I’ve been re-introducing myself to The Secret World since their Issue 6 update. I have been burning through the Savage Coast with righteous fury following some build I didn’t understand. Understanding builds are critical in The Secret World because the game is difficult enough that it will punish players with slapdash loadouts.

I personally hate making builds in any game. I don’t mind tweaking them, but I am just not of the build-making mentality. So after feeling that I liked blood magic in the pick-a-weapon area, I found what I thought was a decent build for that based on affliction/penetration. It sucks. It doesn’t feel right, and I did more digging and… Continue reading MMO Skill Levels

Of Three-Monthers

About a decade into the MMO genre, we have started seriously discussing MMO tourism and have settled on the idiom of a “three-monther,” which implies how long you will stick with that game. Of course, as in most online game blogging, Jessica Mulligan wrote about it years ago in Biting the Hand: the four-month point was where games either died or took off. I am wondering about Sturgeon’s Revelation: a game you can happily play for years is an outlier, and most games you play for a few months then move on.

My college gamer friends almost perfectly followed that pattern. Single-player games you typically played through once and put away, and multiplayer games lasted almost exactly three months. An expansion pack could buy you another three months, so there were two three-month stretches for the original StarCraft. Asheron’s Call? Three months. Several Age of Empires games? Three months each. I think one of the Monster Rancher games was stretched to three months as people experimented with builds, strategies, and CDs that yielded special monsters. Our group skewed RTS, but I think that speaks to the consistency of the time frame.

The longest lasting game was Settlers of Catan. That never gets old, even with multiple games per night: extreme outlier. We played some pen and paper games. How often did we shake up campaigns or change game masters? Every three months or so.

The structure of American academic life lends itself towards that, and the large number of student gamers contributes to trends. Semesters last about four months, so you have a couple weeks to settle in, your group plays, and then you have a large break for exams and vacation. It is a natural stopping point; your momentum is spent, so switching to something new is easier. If you are not a student, you might be a parent to students, and their schedules affect yours. If neither, there is probably still some seasonal variability to your life, peaks of business or of outdoor activity. Our planet is conducive to three-monthers.

: Zubon

Rebalancing

Continuing with the random flash games, Kingdoms CCG recently did rebalancing. “The goal was to remove the tiers and the associated power gap between Heroes to create a much more versatile and interesting meta game and battle experience.” This means that the free heroes got better and the heroes you might have bought with the RMT currency were nerfed. On some changes, you might argue about whether it was a “nerf,” but it was definitely a significant change, like turning an AE buff into a stronger single-target buff. Oh, and “The Hero Trade In program will no longer be available after this update.”

League of Legends does this sort of thing, but so far only with a few of its dozens of champions, and there will be a few with similar functions, and it is rare to completely change the role of a champion. Also, you probably bought most of your champions with the in-game currency rather than the RMT currency. Also also, they did not explicitly establish tiers of champions, make the higher tiers more expensive, and then eliminate the tiers.

While I have played some Kingdoms CCG, I don’t really have skin in the game. I had a tier 3 hero, but I used the RMT currency you receive free in-game. The rebalancing included resetting all achievements, and earning them now awards some of that RMT currency, and they removed grind, and they added free rotating heroes like the LoL champions, so this is an almost unalloyed good for me in the game, except for needing to grind achievements to unlock things I already had access to and changing my favorite hero’s abilities into something I like less.

But that is a heck of a thing to do to players who are your revenue source. How do you expect people to trust you enough to spend money after you do something like that? It’s like a tiny little NGE.

: Zubon

[TSW] Good Business in Cairo

The Secret World is my backburner MMO. When I need a refreshing change of pace in MMOs, it’s where I head. I’ll be honest; it took me by surprise that I became really excited for their newest update: The Last Train to Cairo. I haven’t even been to Egypt yet in the game. But, I really hope Funcom continues to be able to drop updates this way.

The buy-the-box / buy-the-content model is just so good. Funcom presents their episodic updates available for purchase perfectly. Members get early access, a bunch of free stuff, and hey enough free points to buy the entire Issue. I think this is a great move. Players can go the bargain route and carefully apportion out their points, or go the easy route and become a member for the month. I like that. It’s smart. I like when MMO devs offer smart options on ways for me to give them money. Continue reading [TSW] Good Business in Cairo