The Multiverse – Episode #14: Guest Starring: Cindy

Hey Guys,

We’re back with another episode of The Multiverse. This brings us up to, dare I say, episode fifty seven thousand, one hundred and twenty eight? Yeah, that’s about right.

Anyhow, this week we’re pleased to be joined by Cindy from the MMO Voices podcast and the Dream Bytes blog. We have a great time doing our first ever “blog-o-whirl” where we take topics from around the web and break them down for discussion. I also put the other hosts on the spot with some “Quickfire Questions,” a segment shamelessly borrowed from The Instance podcast.

All in all, I think we had a lot of fun getting together this week, even if it was 1AM for Ferrel. That’s dedication, my friends, and I think I can speak for all of us when I say we appreciate it, F-man.

On to the week’s notes!

Vagary Homepage
Subscribe to the Show
iTunes Feed
Direct Download (right click, save as)
Listen Here: [audio: http//vagary.tv/multiverse/episodes/multiverse14.mp3]

4/9/10 – Episode #14: Guest Starring – Cindy

Introduction

  • What have we been playing?
  • Where in the World is Carmen Ferrel-diago?!?

Round Table

  • News
    • Mythic invites bloggers to the studio. Werit releases a gerbil into the billing system…
    • Billing problems plague Warhammer players. Werit cackles!
    • Lee Hammock leaves Fallen Earth, 95% drop in beard populace.
    • David Allen sues Derek Smart! Who would’ve thought slander is against the rules?
  • Blog-o-Whirl
    • Will Cataclysm last long enough? – Tobold
    • Social Games: are they games and are they fun? – Darren
    • Is the beta/hype/release cycle getting worse? – Syncaine
    • Sandbox, themepark, or somewhere in between? – Keen
  • Quickfire Questions!
    • Wherein Riknas gets put on the spot and gets dreadfully flustered, then returns with a eerily appropriate answer.

Shout Outs

  • Ainsley and Steve Manly (FFXIV Core)
  • Our friends in the Air Force, thanks for all that you do.
  • Syp, congrats on the baby!
  • Ryan of Vagary TV, for making us look like IGN. You’re my boy, Blue.
  • Contact information: multiversepodcast@gmail.com

Linkage:

More News From the FFXIV Beta

Learning the ropes of combat... click to enlarge

Hey Guys,

Checking out the news from Game Informer yesterday inspired me to check back in with FFXIVCore and see what’s new. For those of you that don’t know, Square-Enix majorly favors Japan when it comes to releasing new information and the guys over at the site are great with translating it all and scanning in the new screenshots.

I’m glad I took the time to stop as there’s a ton of new information out of Fumitsu (magazine and website), as well as a developer Q&A, that they’ve brought up for us. A lot of it is pretty new and not yet highlighted by the mainstream news sources. There’s a lot to read through but for the time deprived, I thought I’d put some of the biggest points up here for you to get on the quick.

Again, like all things with the beta, it’s all open, and likely, to change before launch. Check out some of the images I’ve attached though. They’re courtesy of 4Gamer and are taken directly from the testers. Also take notice that these are all legal, non-NDA breaking links and images. Share as you like 🙂

(Thanks to SteveManly for the translations!)

Character Creation

To start with, you have to select your race. Once your character is made, you can choose class, birthday, and your guardian deity. I wonder what changes the guardian deity will bring around in the game. Then you decide your character’s name. You can make surname and first name.”

Chinese New Year, FFXIV Style... click to enlarge

Progression

From the Q&A:

Q. Is there no concept of “level” for the player characters?
A. There is a “physical level” that is related to the stats such as HP, MP, strength, intelligence, and so on, but your main skill’s rank is going to be more important.

Yep, sounds like Fallen Earth.

Instancing

Q. Instanced areas were used everywhere (they are automatically created during things like cut scenes). Why was this done?
A. We wanted to give players the freedom to play when they want to play instead of having to wait in line. This concept also lead us to create guildleves. The first thing we decided was to try to use instances as often as we could.

And the site…

There is one more feature about FFXIV: instanced areas. An instanced area is a private place which is automatically made during events in towns. Only you and your party members can go there. Therefore, you can enjoy cut scenes apart from noises or crowdedness of the town.“

I’ll admit, I’m not too enthusiastic when I hear the developer said they used instances “as often as they could.” Instances segment the community. Yet, if it works similarly to WoW’s phasing, or just during cut-scenes, it may not be a problem at all.

Back, Jelly Fish! Back, I say! ... click to enlarge

Combat

In FFXI, battles took place through an auto-attack system, but in FFXIV, you will be selecting each action from your action menu”

The move will activate when the gauge is full. If a player chooses not to use the move, a second gauge, the “effect gauge,” begins to fill. The effect gauge has three levels. With each level the gauge fills, attack power goes up at the cost of a little accuracy.

It sounds a little like the FF13 battle system, minus the paradigm shifts. The “effect gauge” should add an extra level of strategy to the game, too. But wait, it gets better…

When fighting a powerful opponent with your party, you can use a system called “battle regimen” to link your attacks with the attacks of other members in your party. This has a chance to add special effects. …The effect changes depending on the order and the skills used, so I’m looking forward to finding the best combinations.”

Schweet, even more strategy, ala LotRO’s fellowship maneuvers! The combat system has me really intrigued in how different it’s approaching what we’ve come to see as a staple of MMO game play.

It’s also important to note that this is one of the first modern AAA MMOs that’s building systems that encourage you to group. Now, now, don’t flashback to FFXI’s grind quite yet. They’ve said that the game will offer options for all kinds of players, including soloers like myself.

Still, it’s nice to see grouping being supported from the ground up rather than in a handful of quests or raid encounters.

Back at shore... click to enlarge

On the Beta

Q. How long do you expect the alpha and beta tests to last?
A. The alpha test is a low-population test that we’re running on one server only. The server’s name is “Shadowlord.” The test will last for four hours in each region (Japan, Europe and North America) and take place three days a week. After we’ve tested the stability and the load the servers can take, we will be moving into Beta test phase one (B1 –Manly). B1 will be the same as alpha, but take place on multiple servers.

After that, we’ll start Beta test phase two (B2), which will reflect the feedback we received from our testers.

…The PS3 testing will also start from this version. From B2 we plan on increasing the number of world servers used and increase the servers’ load slowly to a few hundred thousand people to get ready for normal service.

A few hundred thousand. You know what that means? Complete and utter frustration when all my friends get in and my streak continues. If I was a tester though, I think I’d want in on the PS3 version, since that’s the one I intend to play.

Anyhow, that’s pretty much the beans for now. We’ve been waiting for a new information and we’ve got it. Things are looking good for FFXIV. Now, about that release date…

Analyzing the Latest Details From the FFXIV Beta

Click to enlarge

Midway through last week, Game Informer got hold of the “Alpha” manual from one of the lucky testers selected to get in. There’s a good amount of info we already knew in the article, but there are some other tidbits that are pretty unexpected.

The article hasn’t gotten that much blog attention since it hit (probably because of people’s skepticism of FFXI), so to start the week off right, let’s look at the new information.

First things first, they’re calling this an Alpha test. That alone is a little strange, I think, since those kinds of tests are usually reserved for “friends and family” of the company. Looking in from the outside, you wouldn’t be wrong to think this was a closed beta, so that’s how I’ll refer to it.

Also remember that any of the below can, and probably will, change in some way before the game launches. Such is the nature of beta.

Now, the new stuff:

Characters will gain “physical levels” the way most MMO players are used to — by gaining experience points, which currently is only done through killing monsters. “Skill ranks” are separate for each weapon/tool type and are raised by use in combat or crafting.

This is disappointing, to say the least. Early on, the developers told us that there wouldn’t be levels or experience; characters would “progress naturally” as they adventured. Who would have thought that becoming more experienced as you kill monsters would be ‘natural’?

Click to enlarge

But, it may not be as much of a let down as it sounds. Let’s take what we know.

Your class is determined by what weapon you’re wearing and is raised in “skill ranks.” Skill ranks are totally separate from your “physical level” which we all assume to be the usual industry standard. Taken on its own, that’s pretty damn confusing. What do you go by, physical level or skill rank, and if your class level is separate from your physical level, how are the two related? I mean, if you’re rank 2 in three different classes, does that make you a level 2, or 6, or 3?

The best I can figure is that physical levels are an approximation of your overall power. As a community, we’ve grown pretty comfortable with the idea of being “level WHATEVER” and it seems like this is an answer to that comfort.

In the end, your skill rank will be most important and it’s a skill based system. Think of Fallen Earth, because it doesn’t sound that different.

Both physical levels and skill ranks are capped at 20 for the alpha.

Not surprising, but I’d still like to know the level cap for the live game. They’ve said in interviews that beta players will see “less than half” of the game during testing. Could it be 50?

The bigger question is how polished the other half will be. Square is known for putting out quality, highly polished, titles; I’m not worried but it’d be reassuring to know what the other half is testers won’t have access to.

Basically, you’ll be able to find an Aetheryre Crystal in most towns. Using it will restore your HP and MP, add the location to your teleport list, and set the crystal as your home point. You’ll also have the option to begin any “levequests” available at that crystal. “Aetherial Gates” located around the world will allow you to refill your HP and MP and can be set as your home point but will not allow for normal teleporting. Finally, “Aetherial Nodes” will appear after completing a levequest, allowing you to instantly warp back to your home point and turn in the quest.

… Likewise, opening the menu and hitting “Teleport” will allow you to choose to warp to any Aetheryte Crystal you’ve previously visited. Using the Teleport option will even send a notice to others in your party asking them if they’d like to teleport with you. As far as the manual mentions, there is no cooldown to either of these options, meaning you should be able to jump around the world freely whenever you want.

Click to enlarge

I’m a little torn on this one. On one hand, the old school player in me wants to be against free teleports to anywhere in the world. But then, the more reasoned experienced me remembers that other games, like Guild Wars, use a similar system to great effect.

There’s also the benefit of making the game more welcoming to new players. This is the kind of system that players like because it lets them jump in and jump out that much easier. It stands in contrast to its rote FFXI little brother and, for expanding the audience, that’s a definite plus.

My only remaining worry is that this system will make the world feel that much smaller. Players will have to find each node once, then they’ll be able to return to it whenever they want. Given the opportunity, most players will elect to never traverse the land again if they don’t have to, and then complain that the game is “small.” It’s a trade-off and I probably won’t be able to decide where I stand until I can experience it for myself.

There’s also the note about the crystal’s refresh qualities. We know that MP doesn’t replenish on its own, so it’s nice to know that crystals will be frequent throughout the world. It will be interesting to see how non-restoring mana is received by the modern MMO player, though.

Cindy also dug up another interesting tidbit not mentioned by Game Informer.

Translated Character Stat Window... click to enlarge

SE has said on the matter that gaining physical levels will also grant points to distribute amongst your physical stats. So instead of gaining one level and have all the stats are automatically raised for you, you get to choose where to spend your points. Here’s a better explanation:

Famitsu Alpha Sneak Peak: In FFXIV, levels are called “physical levels.” Points you acquire during battles can be put into HP, MP, strength, intelligence, and other stats. You can choose one of them and specialize it. For instance, you can just focus on strength, or you can try to balance all of them. So, how characters grow is totally up to you. This system should give rise to a lot of originality.”

Attribute or status points should work somewhat the same way, check out this image to give you a better idea: ZAM character window.

This is also a really interesting addition that harkens back to our RPG roots. I like the idea that we’ll be able to customize our characters through individual stat points. It’s yet to be seen whether it will truly be possible to “gimp” your character but, much more interestingly, the options for making your character your own have just been expanded. I’m excited to see how this will impact character planning and the min-maxers among us.

That’s about it for the new stuff though. If you’re interested in finding out more about the game, there are a couple of really great communities dedicated to the effort (they also put out some rockin’ podcasts, too). Check out FFXIVCore or Eorzeapedia, and dig in.

They’re pretty much one stop shops for everything you could want out of a game community… including full translations of some great articles out of Japan.

How about you, does this news change your opinion on the game at all, or make you even more interested?

If you’ve been affected by the Mythic billing fiasco, READ THIS

The recent billing issues from Mythic and Warhammer Online have caused a lot of financial stress for players lately. I worked in the commercial banking industry for 3+ years, so I’m hoping to offer a little background on the situation they’ve caused for you and where to go from here.

Before I begin, I have to provide a caveat. Even though I worked for two of the nation’s biggest banking institutions over that time, this information is general. I’m not guaranteeing it will apply to you or work; however, that being said, I’m coming here with honest intentions and the knowledge I have tells me that it will probably apply to a lot of you, if you bank with some of the bigger institutions. This is not financial advice, just one persons meanderings to another.

I’ll also caution that this article is a bit lengthy and doesn’t include pictures. Considering the potentially serious impact it, and my conversation, could impress upon you, I think it’s best I don’t try to cut corners. I will, though, include the bulk of it after the cut.

So, let’s go on…

Read the rest of this entry »

I Appreciate Mythic Entertainment

They still have a thing or two to learn about romance...

But, it was not to be. Here’s the thing though, it had very little to do with the actual game and more to do with when I could play. Scenarios and open world PVP were fun. I loved them. The only issue was, as a daytime player, I would find myself waiting 2+ hours to get in a battleground. Open world PVP and PQs were few and far between, as most people were at work or school. The PVE, as they admit, wasn’t the focus of the game. My problem was that it was pretty much the only part of their game I could experience regularly. Just like two people who can’t arrange a date, I wound up giving up.

What they focused on, they did well. Their PVP was fun. The Tome of Knowledge was interesting. The environments were top notch. And, PQs, when active, were a blast and one of the best innovations to hit the industry in years. It’s a shame events built up on one another and it took a slide in public opinion. The core of Warhammer is great. Even the most adamant of former players will tell you that it had a wealth of potential just waiting to be tapped.

The recent shipping in of bloggers just reinforces what I’ve always felt about them: they care

Syp goes caveman with the promotion materials

about their community and like to have fun right along with them. After the game launched, they pulled back the hype machine. I’m still asking Where in the World is Paul Barnett. But, putting every issue they’ve had to the side, you have a company that’s willing to involve their community more than any other in the business.

This trip? That’s appreciation. And it’s awesome.

So, Developer Appreciation Week may have passed, but here it is nonetheless: I appreciate Mythic Entertainment. It’s a shame WAR didn’t do as well as they’d hoped. But, you’ve got to admire the team they have working on it.

Now, it’s time to add the F2P tier one to my list of games. Waaaagh!

For reports on the blogger’s trip, check out their websites.

The Multiverse – Episode #13: “Love Me Like a Half-Elf”

You said you'd bring me a pot pie...

Hey Guys,

Today we bring you the two-day delayed Multiverse Episode 13! And get this, we even recorded on a Friday. Get it? Friday. Thirteen? Ah well. We managed to avoid any unluckiness, though, and recorded one of our best episodes yet.

This week, we talk all about online relationships. Psychochild dating Tipa? Syp eloping with Cuppy? And did Syncaine really take out a contract on Wilhelm’s life?!? Get the latest celebrity blogger gossip right here and prepare yourself for the watercooler.

Seriously though, this is a topic I’ve wanted to talk about for some time and I think we give it a good go. As an MMO player, you’ve probably had to decide whether or not you consider your online relationships true friendships. I mean, if you’re not meeting with someone face to face, can you really consider it to be as valid as your weekend drinking buddy? And what about romance, which adds a whole extra layer of questions into the mix.

We hash it out, along with some discussion about EA’s subscription goals for TOR, April Fools’, as well as the recent company change ups at Blizzard and Cryptic Studios.

All in all, it’s good stuff.

Here are this week’s notes:

4/2/10 – Episode #13 – “Love Me Like a Half-Elf”

Vagary Homepage
Subscribe to the Show
iTunes Feed
Direct Download (right click, save as)

Listen Here: [audio: http://vagary.tv/multiverse/episodes/multiverse13.mp3]

Introduction

  • What have we been playing?

Round Table

  • News
    • Bill Roper made Cryptic CCO… a promotion?!
    • Mike Morhaime now reports to Bobby Kotick. Blizzard 90% less fun.
    • EA announces target subscription numbers for SW:TOR. Promises never to reveal if they miss them.
  • April Fools’ Hits and Misses
  • Online Relationships: Are you friendships in MMOs as true as those in real life? Love in MMOs -or- How I Met Your Adopted Half-Elven Mother.

Host Segments

Shout Outs/Contact Information

And, as always, 5-star iTunes reviews get highlighted in the show. Participate: leave us a review or send an email.

Thanks for listening, we’ll be back next Monday with Episode 14!

Revisiting the Lowbie Experience (LotRO)

Duillond (click to enlarge)

This past weekend was a good one. I got some work done, spent some quality time with my wife at home, and some quality time with a lifelong friend in LotRO.

It’s been a long time since I’ve found myself adventuring through Ered Luin, the dwarf and elf starting zone. The last time was actually almost a full year before they did the revamp the newbie leveling experience. At the time, I remember spending a good few days working my way through and actually becoming a little frustrated by the end. The whole place was very contrived with the amount of running you had to do. But, wow, have things changed!

I started off an Elf Hunter (ranged DPS) on Thursday, since it’s a pretty stark change from my Guardian. I’ve been through the introduction instances before, so I chose to skip them both and move right into the open world, sacrificing a few levels in the process. You’d think that would have made the going a little tougher but, oh no, within an hour I was level nine and ready to wait for my friend.

So, fast forward to last night, and we’re both level nine, and both hunters in Duillond, one of the early Elven quest hubs. We managed to line up our quest trackers almost exactly and for the next two hours, we proceeded to massacre every piece of wildlife we came across. God help the feathered fowl or little bear cub that got in our way! Mercy was just a pipe dream and, thanks to the vast array of quests soliciting our murderous intents, we managed to get another five levels in just two short hours!

Talk about fast! But, that’s just the thing. That wouldn’t have been possible a year ago. They’ve streamlined everything to make the whole leveling experience a breeze.

Gondoman (click to enlarge)

It’s actually very reminiscent of WoW’s quest design.

Before, you would grab a couple of quests in one spot, three more across the map, and then have another a whole zone away. Once you turned them in, the guy next to the original NPC would suddenly remember that he needed something from that place you just were and, uh, sorry, but how about some pipeweed for the favor?

Turbine has given their NPCs a memory check, it seems, because they now speak up before you head out. You can do everything in one trip. Escort quests have also gotten a nerf, since they’re now reasonable to manage by yourself, even if you’re not a tank class.

In short, they’ve made it quicker, easier, and more rewarding. You might be killing birds and bears but hell if you don’t feel powerful doing it so quick.

Believe it or not, that makes a lot of difference.

It was good to see my friend enjoy the game, too. We tried it together the first time I found myself in Ered Luin and he dropped out right around level 14 to go back to WoW. This time, though, he actually exclaimed “Wow, it’s like a whole different game!”

And he’s right. Between the combat changes and the streamlining, it’s probably going to feel like a different game all the way through Bree-town.

It’s a good time to get in LotRO. It’s true, the game can take a little getting used to, but once you’re in there’s a lot to love. Beautiful settings, a familiar story, a great community, wonderful story telling in the Epic Books, and some of the most unique classes in the industry.

If you’re on the fence about getting back in, take the dive. You might just find it a refreshing change from the norm.

Time to Understand the Gold Farmers

Happy Easter, everyone! Hopefully this day will be filled we happy times and laughter with your families. My own awaits this morning, but I wanted to stop in and share a sentiment in the spirit of the day.

Let’s cut the gold farmers some slack.

Gold Farming Warehouse

I know that’s not something you’d expect to hear from an MMO blogger but I think it’s important all the same.

Day after day, you probably see these guys spam your trade channels with parsed down URLs and promises of “cheap gold, quick service!” If you’re unlucky enough to be on a few of the worse WoW or Aion servers, you probably even get private tells in broken English. I’m right with you when you say it’s annoying.

Let’s look at the other side

Take a moment to consider. Many of these people do the work they do because it’s the only employment they can find. Farmers, especially those out of China and Korea are impoverished, and gold selling companies hire them by the truck load. Most of them sleep in the factories they work at, seven days a week for pennies on the dollar. Much of that money gets sent home to their families.

Here’s a sample from a great article on the real life of gold farmers:

For thousands of Chinese workers such as Li, “gold farming” is a way of life. Workers can expect to earn between £80-£120 a month which, given the long hours and night shifts, can amount to as little as 30p an hour. After completing his shift, Li is given a basic meal of rice, meat and vegetables and falls into a bunk bed in a room that eight other gold farmers share. His wages may be low, but food and accommodation are included.

The issue of poverty in China can’t be overlooked when we look at the business of gold farming. Their concern isn’t auction house values or the quality of trade chat. It’s taking care of themselves and their families. And can you blame them?

If put in a position where I could find no other job, where it was do what I had to or starve, I’d probably take the job too. Wouldn’t you?

Right, wrong, or otherwise

I’m not saying I think gold farming should be allowed. I hate it. Or that gold farmers have no impact on the game. They do, and a bad one.

Call Center... look familiar?

What I’m saying is that the farmers you see in game are no different than the debt collectors, or operators, you talk to any time you call an 800 number. They’re people, doing a job, and are no more the company they work for than that customer service rep. might be. It’s a hard distinction to make sometimes. I know, I’ve worked in a call center. But, that hard distinction is often the most important when you consider how you treat your fellow man.

It’s not all that different from home

And it’s the same situation for the people working the front lines of the gold selling business. It’s not up to them. They do what they have to do, like anyone else. Sometimes, we keep jobs we wish we didn’t have to because, well, we do.

Side note: There’s a reason Washington Mutual lost its customer satisfaction ranking.

So what, then?

The impetus for this post is seeing the disgust some players have for them and too often unleash in tells and public chat. At once, I understand that attitude and don’t. We love our games and hate seeing people do damage to them. We know that account hacks often happen because of those same companies. And, to be clear, this post applies to the farmers not the hackers – that’s a whole different level of bad, in my opinion.

But, then, when did we stop trying to understand one another before lashing out? It matters, as much as our primal selves want to express that disdain, to try to remember it’s a person at the other end of the tell, as much as it’s as person on the other end of the phone line.

So, instead of lashing out at them, block them and report them. Report the companies they’re representing. And educate new players to the dangers of interacting with those guys. Educating your fellow player, and the company, will do more than berating them ever can.

And you’ll be a better for it.

No one wants a farmer in their game, least of all me. So, do something about it and then continue having fun in your game.

I think that’s a good option for Easter, right? Alrighty then.

Have a good one, folks!

Thoughts on the STO Tutorial

So, as I mentioned last night, I just purchased Star Trek Online from Direct 2 Drive. I had planned on letting the download manager run overnight but, as it turns out, I didn’t have to as the entire 8GB file downloaded in just under two hours! There were no patches to install or settings to muss around with, so I was able to jump right in to create my first character: a stylish Vulcan in a TNG-style uniform.

Elves in SPACE

Character creation was good, as any Cryptic fan will tell you. A friend jumped online with me today but refused to tell me his name, insisting I’d “know him when I see him.” Sure enough, a minute later an almost perfect replica of Drizzt Do’Urden was standing in front of me (sans the scimitars). There are lots of options for the creative-types to make their character look pretty much however they want, within the Star Trek IP.

General Comments

The tutorial impressed me.  There was a lot there for even a casual Trek fan to gush over. Even if the game were to fail on every other count, it still feels like Star Trek right off that bat. That’s exciting and exactly what I was hoping for.

The voice overs were mostly very good. The tutorial instructions and NPC voices were done well and added to the immersion of the environment. Ironically enough, Leonard Nimoy was probably the worst one of the bunch. I guess he left his acting days behind him because the total lack of enthusiasm on his part was disappointing.

Combat

Space combat was great. I love that it’s tactical. There’s much more micromanagement than in a lot of other MMOs, since you’re always watching your shields, or propulsion, or energy levels. Positioning is important to, so you can get the most out of your ships weapon loadout (certain weapons are only on certain sides of the ship).

Ground combat… didn’t disappoint me like I’d thought it would. It, again, felt very ‘Trek. It’s not fast paced. It’s not ultra flashy. But, it’s shooting with lasers and phasers, and crouching and rolling, and doing things you’d expect to see in a show. Now, I know that the tutorial is usually the most polished part of a new MMO, so maybe bugs crop up later on. But, if it’s consistent throughout, I don’t see it being as big of a problem as people make it out to be. Maybe the slowness would become frustrating, but that’s something I can’t make a judgment on without seeing how the game unfolds in later levels.

Atmosphere

Environments were wonderful. I loved flying my ship around space and seeing distant suns blooming against my camera lens. It was all artfully done, fun to look at, and a pleasant change of pace from traditional fantasy MMOs. The same applies to the ground environments. Ship interiors were… shippy. What can you expect?

Issues

Now, with any reflection on a new MMO, there’s bound to be some issues. For some reason, both my friend and I would crash whenever we tried to group at different stages of the same mission. Weird. And glaring, considering how early on this happens – and to both of us, so I know it’s not just me. The game performed well, even at maximum settings (2x AA), but I did get some occasional hitching. Overall, these are fairly minor problems, as once we were out of the tutorial, we were able to group up without problem.

Conclusion

So, let me say again, I’m impressed. Cryptic may have done things that I think were thoughtless in the past but this introduction to STO actually went very well. It, honestly, far exceeded my expectations in every single way, and that’s something. In the end, I don’t know that it will answer everything I want from an MMO– but, if it can answer everything I’d want from a Star Trek game (which is to feel “trekky,” be fun — not necessarily perfect –, and offer me a unique experience) then it’ll do all that it needs to for me.

If it keeps up this way, I could even see sticking with it for a while. Sometimes it’s important to notice that, even under the firestorm of negative reviews, there are still people who find genuine fun in these games. Tipa, Kae, and more are smart and experienced players. Would they stick with it if it were as bad as people make it seem? No way. I’m not expecting STO to live up to my usual MMOs in every way. But it doesn’t need to. It needs to do what it tries to well. Hopefully, it’ll pan out that way in the weeks to come.

Tutorial: One and a half thumbs up!

Rewind: Should MMOs be Made From Books?

The following post was originally published on September 15th, 2009. It’s an intriguing topic, in my opinion, especially so with LotRO becoming more popular and titles like SW:TOR filling up our gaming horizons. What do you think, should MMOs be made from books and existing IPs or is there more value in creating a new IP and building from the ground up?

I love to read. Books have the power to take you away to another time and place and make the impossible possible. Not to mention, the scope of a novel is greater than any movie or TV show could possibly encompass, so we find some of the most epic and enthralling entertainment in a literature.Given this, it’s not surprising that MMO companies have turned to books as settings for their games. The biggest one is, of course, Lord of the Rings Online. Most people would admit that the game has done fairly well for itself. Players, myself included, like the idea of running around through a world they fell in love with long before.

Another game that picked up the literary stick and ran with it was Warhammer Online. Most people would attribute that game to its tabletop roots but there’s definitely parts of the game derived from the authors that made the world their own. Warhammer, though perhaps not as successful as some of us had hoped, is another title that pays homage to the written word that formed it.

Yet, part of me wonders whether or not books have much place being turned into MMOs. In many ways, they’re bound to disappoint.

Story

MMOs are not known for their ability to tell a good story. Actually, their better known for telling fragmentedand shallow stories, which is why SW:TOR is getting so much attention for including Bioware’s “fourth pillar.” Compare any series of quests in LotRO to Tolkien’s own work and you’re bound to walk away feeling let down.


Malus Darkblade

MMOs right now simply don’t have the means to deliver story in a way that can touch the emotions of most players. 100 words of quest text can never compare to the battles of the fellowship in Moria. Nor can any battleground come close to the ferocity of Malus Darkblade facing off against a group of Skinriders.

Limits of Scope

A good book simply has more room to move. It’d be great if an MMO could bring to life a world true to the author’s description but that’s not realistic. Instead, hobbits can run 900 mph through the hills and barrows.

Modern day design can’t capture a “world” in the same way an author can. The end result is that fans of the book wind up coming into the game and finding the place they’d imagined shrunk down to five minute runs and pvp zones.

Hindered Development

One of the biggest reasons I have doubts is the simple reason that most books are never designed to be games. When development companies pick up existing IPs, they’re limited by the setting of the tale. If dragons never existed in the world, they can’t just go and make a new “Dragon Lands” zone. It wouldn’t fit.

Both Warhammer Online and LotRO are limited by this. I’d imagine that they have to check their Ps and Qs before they take any risks implementing new stuff into their games. If they break the rules of their borrowed world, its true owners aren’t going to be very happy. On top of that, a minority of the players will be happy to give them hell for breaking the lore.

In the end, my doubts settle with the fact that books can simply do things better. Players that come for the books eventually feel the novelty wear off and are left with only the cropped down vision of the world they cherished. Those that do stay will do so because they enjoy the game.

The way I see it, using literature as a basis for a game is a shaky decision at best. The fact is, developers may find themselves having to ignore good decisions for the game because of the limits of the IP. It’s a delicate balance. I want a world but that doesn’t mean much if the game doesn’t play well. Make a new IP and a game that’s fun to play and you’ll find that sales will follow, even without making A Song of Ice and Fire Online.

Now, making a book from an MMO is a different story

Older posts «

» Newer posts