Why I write this blog (non-gaming)

To preface this, I realize that most of you come here to read about games and games only, and that’s fine. This article is aimed at those of you who are interested in becoming writers. Blogging about anything can and does help but when you’re writing about games, sometimes it almost demands an explanation when you tell people about it. That’s what this is about.

Sitting in my creative writing class today, talking about publishing and the sort, I mentioned that I write my own blog. Of course, that lead to “what kind of blog is it” and “what do you write about” type questions. In a class of writers, the response “I write about video games” comes off as much todo about nothing. So, why do I, and have I, continued to maintain a site that really has nothing to do with my goals or scholarly pursuits in life?

The answer is simple. Gaming is a small part of my life, though this blog may lead a casual reader to believe otherwise. In general, I spend maybe 6 hours a week in a game. Not much. What this space does for me though, is give me an excuse to write. Regularly.

You see, after doing this for so long (18 months…ish now), enough people stop by here for there to be an expectation of new content. That puts a certain amount of pressure on me to make sure I’m popping in to say “hi” and give you the update.

Writing about games isn’t something non-gamers see as worthwhile, but they’re wrong.

The reason for this isn’t that video games are some important, life changing hobby, it’s that the more you write, the easier it is. Since I started writing here, I write quicker and more lucidly in every area that I am called upon to express myself using the written word. Writing takes practice, and even though I’m not narrating the rise and fall of some deep character, I’m stepping into the realm of the non-verbal. Here, we communicate in the same way a story would communicate with you.

Now, I don’t want to discredit the fact that I’ve made friends from this project. I have. Or the fact that I enjoy having a place in the community. I do. There’s a certain forgiveness here, however, that allows a writer to develop who he or she is, and that is the value of maintaining a blog, any blog, even if it’s not related to what you’d really like to be writing.

I gave out this web address to a few of my classmates today who were interested in what I was doing. To them, I’d encourage them to start a website about anything, personal, non-personal, whatever, and find a community to take part in. You’ll get read. You’ll get comments and feedback. And you’ll feel all the more satisfied for it.

I’ve decided to finally work on my personal site, though. Because, as much as I can extol the virtues of any form of regular writing, it’s still nicer to be able to list off a personal, academic, literary, blog rather than a gaming one. It’s about setting, right? You, reader, are the audience that has found this space. You haven’t been sent here because your teacher or boss told you to, nor would I expect you to enjoy it if you had. But, if you were sent here in that context, you’d expect to find something relevant to from whence you came.

And that’s why I’m opening my personal/professional site. If you’re interested, I can shoot you a link but I’ll refrain from posting it here to avoid giving my full name to everyone passing through.

To everyone who makes it a point to stop by here, thanks for giving me a reason to write. I need it sometimes and it has helped my personally and professionally as a writer. Someday, when I’m grown up and published I’ll have you guys to help thank then, too.

Have a good weekend.

Thoughts on the new 5-mans and beyond

Last night, I was lucky enough to log in to WoW and give the new 5-mans a shot. I say lucky, because, first, well, it’s the week before finals. Mostly though, because I’d still been hearing about instances not launching. It looks like that problem has been resolved though, since I was able to zone in almost right away.

The New LFG Tool

The tool itself gives you the daily heroic, no more questgiver

Everything I tried worked great. The system is very intuitive and now works with a checkbox system. If you want to queue for any heroic in Wrath, you can hit a button next to the line that says so and you’re automatically put into a pool for your whole battlegroup. For me on Cyclone, that’s 16x the amount of players LFG than before this patch.

I really like how the new system works, in a few different ways. First, it gear checks you. Yes, the guys who hates elitism is saying he likes a gear checking system. I’m okay with it here though because 1) it’s forgiving, by 80 you should be able to do any heroic; and, 2) it pretty much ensures your run isn’t going to wipe because someone isn’t geared. If you wipe, the more likely reason will be someone not knowing the fight or slacking off.

I also like that there’s a timer. Last night, it was a few hours past peak time and I still only had to wait 10 minutes to get into the dungeon. Which is another nice thing, no more summons needed. When the LFG tool is used, you’re teleported right in. One member of the party also gets a 5% damage/healing buff too, just for doing it in a PuG.

The Actual Dungeons (heroic mode)

I’m impressed, and not only because the polish is up to Blizzard’s usual level. Storytelling elements are fantastic. Running on heroic, most of the boss fights have more in common with scaled down raids than traditional tank and spanks.

Bosses seem to have more abilities than in most other dungeons. It’s not uncommon for players to have to watch for a boss an ability and either stop or move as quick as possible. One boss casts a spell that transfer all of the damage he gets from another party member to that player, and any healing to that player back to him. Another forces you to watch for boulders and then run behind them to remove a pivotal debuff.

Gauntlet runs really make these dungeons stand out from the rest. If you’re a caster, just getting into heroics, you’ll want a decent mana pool or some spare pots before you try these (Pit of Saron especially).

I didn’t find anything particularly hard, per se. Anyone who’s raided within the past few months should have no problem adapting – look at me, I’m an irregular raider at best and PuG tag along at worst. However, in my opinion, these dungeons, when taken as a whole, represent the biggest 5-man challenge currently in the game. The shame, of course, is that these dungeons will become progressively easier as more people run them, post/read strats, and simply over gear for them. But, that’s how it goes in a treadmill game.

Overall, I’m very happy with the patch. The cross-server dungeons and raids (accessible with /lfd and /lfr, respectively) open doors for daytime players that never existed before. If you’re interested in dungeon running, right now is your hay day.

Today though, I think I’m going to step back from WoW a little bit. I watched some of Mad Max this morning and have the urge to play Fallen Earth. I also have that mount quest in LotRO to finish up. Oh yeah, and those 15 Spenserian sonnets I have due in the morning. Gotta grab those too. Anyone feel like being an unrequited love?

Patch day for WoW – 3.3 Edition

Just because

Just because

World of Warcraft players were treated to patch 3.3 today, entitled Fall of the Lich King. The patch promised to bring a lot of great stuff, including three new 5-man dungeons, a new raid, and the new cross server LFG tool. Unfortunately, it’s patch day and that means none of it works.

Well, I take that back. Some of it works, there’s just an insane amount of crap that went wrong. Before we look at a list of the problems people are having, let me just say: yes, I know this stuff happens in MMORPGS.

Moving on, let’s have a look at some of the problems that came up:

  1. Servers go up, two hours after the expected up time.
  2. Players can connect and get booted when they hit the realm.
  3. Players can connect and get stuck at the loading screen.
  4. Players can’t connect… past “connected.”
  5. Servers go down. And up. And down.
  6. 19+ hours after the initial take down, servers go up and stay up.
  7. WoW launches then immediately closes.
  8. Launcher breaks: players hit “play” and nothing happens.
  9. Patcher getting stuck at 10% and 70%… or it just disappears.
  10. Blizzard blames Canada and rewards them with huge latency, contact your ISP.
  11. Instances refuse to load – “Transfer aborted – instance cannot be found.”
  12. “Additional instances cannot be launched” Variety is the spice of life.
  13. Patcher can’t figure out a uniform file name for all players, errors amass.
  14. Integrated Intel graphics (GMA965) cards go poof! No floors for you!
  15. Hundreds of players find themselves stuck in instances, unable to get out. Blizzard is unable to help at this time.
  16. Pivotal pieces of instance set won’t spawn. No instance for you!
  17. *Logging out inside a battleground and logging back in after the BG is completed will cause characters to be unable to queue using the Looking for Dungeon System.
  18. *Spamming the Auto Attack button causes the character to play the attack animation even though no actual attack is done.
  19. *Halls of Reflection – Player will get disconnected when running up the ramp to the ship.
  20. Cross server dungeons: the tool done broke. Players can’t queue for specific dungeons.
  21. Players who give loot to other players in a cross-server dungeon find the item deleted. No loot for you!
  22. Players who used the new LFG tool to join one of the new 5-man instances find themselves disconnected and unable to re-login.
  23. Miscellaneous – “I’m getting DC’d in this raid over and over!” posts abound. Well… feel lucky you can see it.
  24. Minutes after this post, the world server crashes! Again!
  25. After the server came back up, pre-patch WotLK instances fail to launch as well. Disabled?
[* Starred items taken from WoW.com]

It’s been a rough day for WoW. Like I said, this kind of crap happens. I expect it and I hope most other people do too. On a business level, I still find it unacceptable though. I like WoW, but can you tell me, how in the blue hell you “thoroughly test” something and you wind up with this much of a mess on your hands?

Unlike most other companies, the excuse of “we didn’t expect this much demand” doesn’t fly for Blizzard. If anyone should expect it, it’s them. And if they don’t, well, they’re lying or don’t want to admit they rushed something out the door.

Since many of our readers here don’t play WoW but still keep up with it, I thought you’d find this conglomeration of issues interesting.

Anyways, enough nerd rage for one post; here’s the part where I get to take off my mean-face. Honestly, I’m not bothered by any of this stuff right now. Why? Because by tomorrow (1:30AM right now), it should all work again, and this will all be water under the bridge as we get back into the swing of things.

So,  off to bed I go. Right after I finish my mount questline in LotRO. It should only take a minute… right? Tooooo tired.

The Multiverse – Episode #2: “Skinemax”

Hi Everybody,

Another two weeks, another episode of the Multiverse! This time, we went late night Cinemax on you. Thus, this is episode two: “Skinemax.” We had a lot of fun recording this episode and I think it shows. Editing went much quicker and I have more hosting lessons under my belt (darn my ever changing crutch word). See: shock collar.

We also changed up the music for this episode. We’re all around, as you’ll see in the notes.

I hope you enjoy it!

As always, send any questions, comments, suggestions to multiversepodcast@gmail.com. We’re also looking for guests. If you’re interested, email us there.


Direct Download (You can also find us on iTunes!)

Subscribe to the Show

Check us out on iTunes!

Vagary Homepage

Listen here:

[audio: http://vagary.tv/multiverse/episodes/multiverse02.mp3]

Without further adieu, join us after the cut for the notes. Read the rest of this entry »

Storytelling in MMOs – What went wrong?

When I look at the MMOs I play, I see games with rich lore and epic storylines that we help to develop. Since many of these games try to simulate virtual worlds, there’s a lot of potential for some truly memorable moments in our gaming lives. Yet, when it comes to memories directly related to my place in the story, I find myself lacking. As a writer, I ask myself: why? At our hands, we should have the perfect medium to not only enjoy seeing these plotlines develop but to actually experience them. Let’s look at the two ways we take these narratives in.

Questing

The first and most common way of giving players story is through quest text. We’ve all taken the time to read a quest or two, and we’ve all probably skipped more than that. Quest text, theoretically, gives the perfect medium for storytelling.  Bite sized bits of dialogue and then you, the player, move events forward.

So what went wrong? The biggest problem, I think, is that the written word doesn’t have much place in the modern day MMO. Honestly. You spend the vast majority of your time doing, so when you’re asked to read, it acts as a roadblock in the way of your action. Some will read, but most will simply check the objectives in get right back into the portion of the game they enjoy the most: combat.

The problem with questing is compounded by the fact that a “kill ten rats” objective, probably the most common type, totally devalues whatever narration precedes it. Frankly, when it all comes down to “kill 10 of X to save the village!” the reasons mean pretty much squat. You can write 50 fantastic novels but if each one ends in exactly the same way, people will stop reading them. MMO designers run into an issue, however, of how to make 1,500 quests “great” at release without falling into the “majority rat hunt” design flaw. We must have a means to level, after all.

A better way is the SW:TOR approach, fully voicing each quest giver. MMOs have more in common with television than books anyways, so removing the 250 characters of quest text in exchange for real voice acting can only be a good thing. The downside, of course, is that such projects are huge, costly, and slow to develop. I still think SW:TOR will have exceptionally long periods between expansions as they work on recording the thousands of lines of speech. Time will tell if the trade-off works but, as far as story is concerned, the only way it couldn’t help is if the voice talk like Ben Stein.

The Bigger Picture

Questing and our place in MMOs all comes down to the “bigger picture” of events. In WoW, it’s taking down Arthas. In LotRO, it’s destroying Sauron’s forces and getting rid of the One Ring. This perspective allows for a much more robust sequence of events to unfold as, usually, it’s not dependent on much of anything the players do. Even if a single person never kills Arthas in WoW, the story will go on. Like Wolfshead pointed out in a recent article, what players do really doesn’t matter.

More often than not, this storyline is the pristine and calculated image designed by a clever group of writers. It’s the “overall” where quests are the “he said, she said” background content of a much bigger novel.

The downside, of course, is that players don’t really make a difference. As a casual, I can get as much satisfaction from watching a CGI trailer on YouTube than actually seeing the “ultimate villain” fall in the context of a dungeon. I mean, really, whatever raid instance is used to show us the story only proves that we really don’t matter. Every day, the bad guy dies and revives, dies and revives, until what really matters are those CGI videos that gives us something that will actually last.

But I digress. This is the MMO industry. Everyone wants to see “it” happen and should have a chance at it. Simply put, raid dungeons do nothing to serve the purposes of narration.

A better option

Is to combine the two. Weave in The Bigger Picture with the nuts and bolts questing. Use phasing and bring the Big Baddie to us as often as possible. Players can be intrinsically involved in the story, and that involvement can be meaningful and exist alongside “kill ten rats.”

WoW recently did this with Wrath of the Lich King. I was always impressed at how often mundane questing tied in with bigger monsters in the game. You see Loken very early in Howling Fjord and then kill him later on at 80. LotRO is also amazing with this, through their Epic Book chains and instanced story quests. Yet, I think it can go even further.

The opening of AQ

The opening of AQ

Here’s another idea, make events on each server depend on players conquering some goal. Like the opening of the gate of AQ in vanilla WoW. If you make players work for something, they take ownership of the reward. In this case, that’s the event in the story. What better way to make what’s happening in your game matter to the player?

In Conclusion

I may sound like a cynic but I think we’ve been giving our MMOs a pass for too long. We accept poor launches and unfinished games because that’s “the nature of the beast.” Well, no. That’s complacency. And in that same way, there’s no reason why MMOs can’t push things a little further and move beyond that standard, read quest, kill mob, mentality.

Maybe it’s just that the industry is new. Or maybe investors are scared to lose money by taking risks (one more reason why niche games are the future). Either way, I’m glad we now have swaths of new games coming in to make the innovations that are sorely needed. It might be another 10 years before MMOs come on par with the narration of console games and, if so, I’ll be one sad panda. But, as long as we’re getting there, that’s something.

Until next time!

Recording tonight, last chance for questions

Hi everyone,

We’re recording episode two tonight at 8PM EST, so this is your last chance to submit any questions, comments, hatemail, or love to multiversepodcast@gmail.com. We’d love to hear from you, so send something in and we’ll highlight it on tonight’s show.

Also, if you’re so inclined, we’ll be “tipping our hat” to anyone who gives us an iTunes review. We’re running woefully short, so help a blogger out 🙂

The show should be up Monday again, maybe sooner. The last show took ~4 hours to edit, so hopefully I learned something and can cut that down for this episode.

Anyways, that’s it for now. Hope to hear from you!

I like to name my pets

I like being able to name things and I don’t understand why more games don’t let you do it. As I was playing LotRO yesterday, I noticed that I now have the option to name my mount. Hm… I thought. I’ll name her Faria, because my dwarf would ride a mare. I didn’t put much thought into the name but, somehow, it seemed right.

Today, on a whim, I changed the name to another I’d used in a short story I wrote recently. For some reason, it didn’t seem to sit right. It wasn’t her name. She was Faria. So I changed it back.

Naming things allows us to take ownership of them, even inanimate objects, or, in this case, pixels on a screen. It’s the nature of language. We become endeared to things we name because, in the instant we assign them their sign, they take on a personal meaning to us. My horse went from being “a” horse to “my” horse. It’s the same way in which the word “tree” has more meaning than “the green and brown thing that grows out of the ground.” Tree takes on a meaning different from the simplicity or its definition. Believe it or not, this is me apply literary theory to MMOs. Literary theory I absolutely loathe, actually.

Anyways, that’s my thought as I wound down my playtime before class this morning. Why don’t more games let you name your pets? In WoW, hunters can but Warlocks cannot. Their imps shall forever remain “Imp” and nothing more. Maybe that’s why the hunter class always seemed more endearing to me.

And, on that note, I’m off to a Poetry Workshop where I’m submitting a poem lamenting literary theory. Yeah. It’s been a bad week in Critical Approaches to Literature.

The future isn’t AAA games

On the last podcast, I mentioned that I didn’t think games like Darkfall and EVE were pushing the industry anywhere. I’m not so sure I believe that anymore.

My reasoning was that those games were so niche that they weren’t going to sway big bears like Blizzard. Now though, I’m thinking that I may have been a little close minded to how the spread of ideas works. Blizzard might not pick up on innovation of niche games but one of the other big boys might. Say, Aion for example. From there, a good idea yet underappreciated idea gets the mass attention and can spread in its own course.

Don’t get me wrong. When I say that the future doesn’t lie in AAA games, I’m making no bones about which titles will have the most subscribers. AAA games market more, polish more, and aim for the average Joe more. They’ll always outgun the little guys, pushing their games out from indie development firms. Niche games will stay niche, until word of mouth gets them the fanbase to move forward.

In a way, the lessened subscriber numbers actually help these games. Indie games don’t have investors breathing down the backs of the developers to make sure they’re designing for five or ten million people. They’re free to take risks where AAA games cannot.

Big games move slowly. Everything must be approved, and checked, and assured for maximum profit before it gets put in (spit-shine patches not included). Where AAA titles may stagnate in a swath of “more of the same,” niche games have the freedom to pull up roots and change whatever they think will bring the most fun to their players.

Aion Snow

Dynamic weather in Aion

In short, niche games are the hotbed for innovation. They’ll be what keeps the industry fresh and moving forward. They’re the testing ground for new ideas and, once AAA games pick up on something that’s well received, that idea will be elevated up and made standard in some big game.

It’s a pretty radical change from how my previous statement came off. But, you know what, that’s okay. The truth, I’d have to say that if every tenth indie idea got even the slightest consideration from Blizzard or NCsoft, I’d be surprised. Most things these games do will go un-noticed or considered too risky. Every now and again, though, a good idea will rise, credit-less, into the big leagues.


SoM for the mid-level player: combat changes, a global nerf?

If you were online yesterday, you probably heard about Siege or Mirkwood hitting LotRO’s NA servers. Actually, if you’re reading this blog, you probably knew about it a long time ago, but that’s beside the point. By most reports, the launch of this semi-expansion (semi because, well, it’s DLC) went fairly well.

I was knee deep in coursework, so I just got to try out the game this morning. I decided to play my 32 Guardian, since he’s the furthest in and has the most skills to work with. I spent about two hours in-game, trying out the different options and, most of all, testing out the new combat system.

One of the biggest reasons detractors pick at the game is the slow pace of pre-SoM combat. I’m happy to report that Siege has pretty much eliminated this problem. Combat feels much more reminiscent of World of Warcraft now, in the sense that you’re watching for the Global Cooldown more than ever before. It’s entirely possible to launch a string of instant attacks and deal out quick damage.

As a guardian, with good series of parries (they free up my primary high-damage attacks), I can wipe out mobs quickly without taking a lot of damage. Really, it’s to my benefit to take on groups of mobs at once instead of single-mob fighting. As you can imagine, this makes questing a lot quicker.

Which leads me to wonder, shouldn’t this combat change be seen as a nerf to the old world content? I’m surprised, because I haven’t seen this brought up anywhere. Not all classes will be able to group kill mobs like a guardian, but, what they can do is execute more skills in less time. That’s a global damage buff without changing the HPs of any of the lower level mobs. I was able to earn ¾ of a level this morning in just under two hours, pushing my character up to 33.

In one fell swoop, Turbine has addressed one of the biggest complaints from outsiders and sped up the leveling game. Bravo, I say. As most of you know, I hate the fact LotRO keeps you in one region for so damn long. Anything to get me into the newer content quicker, I’m in favor of at this point.

The one downside to the combat change is that it draws attention to the sometimes lackluster attack animations. As a player, I want to be watching my character fight to know when he’s executed a skill. As it stands now, I’m left glancing at the action bar every other ability because many of my attacks look drearily similar to the auto-attack animation. Maybe Aion spoiled me with its fiery swords and mid-swing flips.

Combat aside, I haven’t had the chance to try out Skirmishes yet but I’m hoping to tomorrow. They seem like a great, if a little quirky, addition to the game. I’ve also got a full-speed goat to ride now, too! Baaaaaaah, baby! Two more levels and I’m pwning that thing, with all the hardcore my dwarf can muster.

Anyways, so far, so good. If you’ve stayed away from the game because you couldn’t stand the slow pace of combat, try it out again. It’s worth the effort. The one thing I’ve learned is that LotRO takes a bit of time to show you its worth. It gives as much as it gets, so spend some time.

Until next time!

PS: For those of you that have tried the game and didn’t really feel it, let me suggest a new rule I came up with. I call it the Rule of Fives (5/5/5). Play it dedicatedly and exclusively for five days or five in-game hours (as close together as possible) and stay logged off for no more than five days until you feel the hook. That’s worked for me, hopefully it does the trick for you too.

Win a free month in your MMO with Kalibre Online’s new giveaway

Hi Everyone,

While my LotRO patcher was hard at work this morning, I decided to check in with my favorite blogs. Bilingue, from Kalibre Online, is ramping it up today with his first monthly giveaway. It’s a pretty good deal too. All you have to do is subscribe and have a PayPal account and you’re entered to win. Since this isn’t game specific, if you choose, you could use the $14.99 he sends you for anything. Free money? Free time? Yes please!

Check it out here.

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