Appreciating the little things

You know, when we’re playing a game, a lot of times we take little details for granted. I know that I’m guilty of that, instead focusing on issues like PvP, questing, spells, and the rest of the store front systems we’re so used to discussing. Today, I’d like to take a moment and look at some of the little details I’ve really appreciated in games.

The thing that got me thinking about this was the latest episode of the MMO Fo’ Show. The hosts, Syp and Snafzg, decided to do a retrospective on World of Warcraft and one of the things they commented on was how cool they found some of the smallest details, like seeing your breath puff out in front of your character, outside of Ironforge. I appreciated the comment because I also found those things very cool when I first started. Yet, I stopped noticing them within about two days.

Like so many other things, you start noticing them again when they’re gone. In my case, this happens the most when I’m dabbling in several different titles. Thankfully, my ADHD gaming style has let me see some of the nicer touches the different game studios have tossed into their MMOs. Here are some of my favorites:

  • Seeing your breath in cold areas
  • Leaving footprints in the snow or sand
  • Seeing stones go flying as slide down a steep incline
  • Ambient sounds, like birds or the creaking of trees in the woods
  • Pulling a leaf out to hide from the rain in Aion
  • The way your griffon’s wings flutter in the air in WoW
  • The drunken haze effect when you’ve had one too many, especially in LotRO, which left me a little dizzy in real life after completing the Inn League quest line
  • Realistic NPC dialogue, not related to your character
  • Being able to climb up hills and mountains
  • The “ping, ping, ping” sound of mining
  • The fact that water current actually pushes you in Darkfall
  • Realistic buoyancy, when you jump from high cliffs, also found in Darkfall
  • The fun pet animations in Free Realms

These are just a few amongst the hundreds, if not thousands, of little flourishes found in our favorite games. It’s these little details that turn an MMO from a playground into a world and give it the breath of life it takes to really immerse.

On the other hand, when a game lacks some of these features it can be a little jarring. For example, it always bugged me that characters couldn’t jump in Guild Wars. Does it really damage game play? No. Still, I feel like something’s missing without that ability whether it really serves a purpose or not.

Another one that I really missed was the lack of footprints in many games outside of WoW. This bothered me especially much in WAR. Their graphical style tended to look like things were wrapped in a protective plastic coating. Your character not leaving footprints where they so obviously should made it feel like I was climbing hills made of plastic instead of dirt and stone.

It’s easy to forget about these things but when you really stop to take notice, you see how many small moving parts these games really have. It can really be awe inspiring.

Aion: wait, you got HOW MUCH xp for that kill?!

Aion Kill Xp

Okay, so if that’s how much xp you get for one boss kill at level 47, can you imagine how much she needs to level? Adma Castle looks like a very atmospheric instance though, which I love for immersing myself in a game. Cool stuff. Now, if Fylina does that instance another 17,856 times, she might just get level 48. Thanks to Aionic Thoughts for posting this. Check out the full video here.

Quick notice

I’m going to start signing my comments as “Chris (Game by Night)” from now on. I’m doing this because there’s now about three Chris’ commenting in the community and it becomes a little confusing. So if you take note of this, know it isn’t an attempt at blog whoring or trying to sound like I have more authority. Just one of the unconsidered side effects of going by my real name.

How WoW saved my butt tonight

I haven’t had much time for gaming the last couple of days. My wife and I secured a two-bedroom half house, so yesterday was spent packing and today moving. A couple of good friends came and helped out too, both of which are big Warcraft fans.

One, Orin, is a friend I’ve played with in almost every MMO I’ve tried, so we spent a good amount of time talking about the upcoming WoW expansion, Aion, LotRO, and the various other games we’ve been following. Overall, it made for a good visit, even though we spent most of the day moving furniture.

Midway through the day we took a detour to my college to pickup the textbooks I’d been avoiding. Since my car was still filled with boxes, Orin offered to drive. When we were done, he dropped me off at the old apartment to pick up my car, my books still in his backseat for lack of room in my own. Sure enough, they were  still in his backseat when he left. A couple of hours later, and after a few panicked moments of searching, I called him to discover a truth I’d hoped wasn’t the case.

Now, for most of my friends, I’d just take the drive out to their place to pick them up. And so arises the problem. At this point, it’s 7:30PM and Orin lives a good 90 minute drive away. On top of that, there’s not putting off the pick-up since I needed the books for an assignment. I called him to see if he’s meet me somewhere in between. As luck would have it, he was short on gas and waiting on a paycheck for his next fill up. Checking my wallet and finding only a debit card, I resigned myself to making the full trip.

About half way there, it hit me. I called him right away and asked, “Hey man, I can’t offer you cash right now but what would you think about 1000 gold in WoW instead?” Sure enough, that clicked his trigger and convinced him to make the extra drive. Twenty minutes later, we met in a parking lot and I had my books.

Right now, I’m feeling pretty freaking grateful WoW decided to go casual.  If epic flyers still cost 5000g, I’d still be scrounging at my current 3000. Instead, I find myself with a 2000g surplus with enough to offer my buddy a good starter fund for his newbie. Thank you part-timers!

So, tonight, I say thank you to Blizzard for getting me home before 11 o’clock. This is probably the only time in my life where WoW will save me time. Now that I’m home, mostly unpacked and well worn out, I think it’s time to relax with a good game.

Maybe I’ll even be able to get a start on that, right after I read this chapter on literary theory. Oh college, you old rascal!

Tomorrow awaits folks, until then!

Enough with this WoW Clone crap

These are clones. I call them WAR, Aion, and Lil LotRO

These are clones. I call them Warry, Aionia, and Lil' LotRO

I’ve heard this thought echoed across the internet for months now and it’s getting a little old. Aion Online is not a “WoW Clone.” By repeating that little bleet, all you’re doing is proclaiming your ignorance of what the game is even about.

What is it that makes a game a clone of WoW anyways? That is has quests? Classes? A UI? You’d might think that if you believe claims like these. Well, let’s get this straight, any MMO worth it’s merit has these things. Stop proclaiming any game that doesn’t re-imagine the UI is a clone of WoW. LotRO and WAR both got the same rap and, you know what, neither of them are clones of the golden god of 800-lb gorillas.

You know what I’ll cop to? The game is reminiscent of WoW in the questing/PvE progression model. The added truth behind that? That makes up less than half the game if you play it to max level, unless you explicitly choose to make it your main game.

At level 25 you get to the core of the Aion Online experience and that’s the Abyss. And, guess what, the Abyss is not Lake Wintergrasp.

If you’re going to grasp at straws the game has more in common with DAoC than WoW, but most of the people throwing these criticisms wouldn’t know that. These are the people that probably started and will finish their MMO careers with World of Warcraft. To those people, let me point this out, WoW is an Everquest clone dumbed way down. Every new fantasy game that comes out is a “WoW Clone.” Well, WoW didn’t reinvent the wheel anymore than other games out there.

You know the sad truth of the argument? At it’s core, Aion does have a big similarity to WoW. You know what it is? That it’s taken the ideas of other successful games and made them their own. It’s taken that melting plot philosophy to heart and added to it. The questing model is similar to WoW. The story delivery echoes of LotRO. The leveling grind echoes of Final Fantasy XI. The PvPvE takes the best parts of DAoC and WAR.

Tell me how combining all of these things together and polishing it to a gleam is a bad thing. Games forever have borrowed from one another. And, you know what? At this point, it’d be pretty hard to be totally unique anyways. Try to write a book or a song that hasn’t already been imagined some way before. You won’t be able to do it.

All of this WoW Clone crap just reeks of bitterness. WoW is a PvE game with a PvP option. Aion Online is a PvPvE game. They’re all tied. If you’re yelling about Aion being WoW in a new setting, you haven’t played it long enough or are reading the wrong sources. Leveling =/= clone.

–         Chris

PS: If you’re looking for what’s similar and what’s not, check out these articles:

– Q&A: Aion vs. WoW – Keen and Graev
– Comparing Aion vs. WAR – Keen and Graev
– Extendable WeaponsAionic Thoughts (this is just cool, does WoW have these too?)

Why Fallout 3 doesn’t do it for me:

Since Fallout 3 came out last year, people have been practically going crazy over the game.  With the continual arrival of new expansion packs to keep the game fresh there appears to be no end in sight for the behemoth adventure of the kid from Vault 101.

Don’t get me wrong, this game has a lot to do and a lot of ground to cover – which, generally speaking is a good thing.  However, is there a point where too much becomes too daunting and no longer is fun or innovative?  A point where quantity becomes a novelty vice a necessity?  I would have to say yes, and Fallout 3 being the crown jewel of my argument.

Fallout 3 is really a non-linear RPG; which sometimes can be fun but in this case is much more annoying.  The vast options of things to do and places to go really can put you in a bad spot, especially in a world where EVERYTHING is aggressive.  It seems that just trying to get to the main plot points in chronological order can be daunting.

Here’s my experience:

“Okay, going to try to get to the Radio Tower.”
“Fuck a mutant!  Turn around…”
“Fuck a mutant!  Okay hiding.”
“Fuck a mutant!  Running, running, running.”
“Whew, its only an ant…”
“Fuck its an ant with fire breath!”
“Fuck I am dying!”
“Fuck I’m dead…”

I have several friends who worship this game and apparently didn’t have the issues I’ve had.  Now either I’m retarded, which I don’t think is that likely – or this game just appeals to the people who love annoyingly complex games.  Calling Fallout 3 complex is really a compliment though.  I’m more tempted to say its just poorly designed instead of complex.  There should be some type of way to at least accomplish the primary plot elements without being killed a bajillion times on the way and have at least some small margin for error.  Fallout 3 has none.

Friends of mine said I should start with Oblivion first and it would make Fallout 3 easier, which I tried – and guess what?  Oblivion sucks too!  Same shit, different theme.  I know they’re built on the same engine but there could have been a bit more thought put into Fallout 3 to hide the fact is really oblivion.

In short – Bethesda sucks.  Their motto should be – “Making games for gamer snobs”

Anyone else feel this way?

– Ryan

The real impact of cross server dungeons

ragnaros1b

One of the lesser known tidbits of information to come out of Blizzcon is that WoW will soon support cross server dungeons. This is an update they plan to release before the expansion hits in one of the few remaining major patches headed our way.

When I first read about this, I was ecstatic. As a daytime player, one of the most limiting factors in my play is that it’s nearly impossible to raid. Even five mans can take forever and a day to put together, especially if you’re short on a healer or tank. Admittedly, this technology will only support five-mans at first but, according to Eurogamer, it’s made to support 10 and 25 man raids as well. The five man roll out will let them test the waters and work out the kinks in the system before opening it up to the more complex raid pairing system.

At first glance, one would think that the key impact of this addition is “hey, it’ll be easier to find groups now!” and you’d probably be right. But I think the effects will be a little bit more widespread than that. Let’s look at some of the bigger possibilities, as well as some changes we might expect to see as a result.

(For those looking for the TL;DR version, I’ve bolded the key points)

  • Anytime raiding: Probably the biggest breakdown of the current structure will be what I touched on above. If players have dozens of servers to be matched through, it won’t be necessary to have scheduled raid times for the casual player. That’s right, no more “7-12AM MWF” unless that’s what you’d like to do. It’s one more step to make raids accessible to all players and the one I would have liked they implement long ago. I think the key to opening up the raiding game lies in giving players options on how to address it, not making it easier for everyone. This is a step in the right direction and I applaud it.
  • Cross-server friends list/chat: If we’re going to be allowed to take on challenges with folks from all across the server-sphere, it’s only natural that we’ll be able to add some of them to our friends list. Likewise, I don’t think it’s too much of a stretch to think that we might be able to send whispers back and forth. WoW is, at it’s core, a social game and becomes more so with each successive patch. This would be a great move to expand that.
  • Advanced LFG/LFM tools: You can’t rely on the current match making system to give you a working group for every situation. It doesn’t take into account spec, class, or really anything other than the “role” the player chooses. Ideally, this system will get a revamp when they make these changes.
  • Guild-free organizations: Now, I know what a lot of people would say to my first point, you’re still going to be stuck with scheduled raid times unless you want to PuG everything. And there you’d probably be right. Raids require organization and the every-day PuG will struggle through all but the easiest encounters. Yet, with the rise of cross-server raiding, I think we’ll also see more organization outside of guilds. Guild-free organization isn’t common but it can work. Take Earthen Ring’s SASU. There you have lots of guilded and unguilded alike working together to arrange raid times that work for them. And all it takes is a forum.
  • Decline of server firsts: If people are allowed to work together regardless of server, individual servers are going to matter less. It’s not going to mean so much that Pep Boys on Twisting Nether downed Blackwing first if that rag tag group of multi-server ruffians can do it the next day. I’d expect to see some outrage from the elitist raiding community if this turns out to be the case but I think it’s fairly evident that Blizzard isn’t catering to them anymore.
  • Dungeon gear devalued: How long will it take players to get all the 5-man gear for their class if they can attack every heroic, every day? One of the self-limiting factors of the current system is that it’s almost impossible to get a group for every dungeon. I see no reason why this should be the case after cross-server queuing gets dropped. Yet, does it really matter? Purple is the new blue and we’ll see an influx of players geared for raids as a result.
  • Rampant ninja looting: This will probably be the biggest issue you hear complained about on the forums. It’ll be awfully easy for less-than-stellar players to grab gear and run when they don’t have anyone to answer to once they drop group. As a result, I think we can expect Blizzard to crack down. Anonymity is well and good but enabling ass-hatery isn’t something I think they’ll be endorsing more than they currently do.
  • A community too far: In Warhammer Online, players and developers alike decried allowing cross server battlegrounds because it kills server community. You stop seeing the same names popping up again and again and instead find yourself fighting against the anonymous in every battle. It’s no different with dungeons. In a game like WoW, we have to ask, does it really matter? People are separated out by playstyle in many ways now. Players tend to find guilds and make their friends there. Everyone else is like a worker amongst honeybees, with the occasional gnat buzzing a little louder than the rest. For the average person, it won’t mean much, yet, it’s undeniable that server communities will become further spread out as a result.

On the whole, I think the positives here outweigh the negatives by a long shot. It’s a change that opens more doors to more people and moves us away from that “only 1% see the content” mindset. It may be a while before we see support for full raids, even after they allow 5-man queuing. Still, for a dungeon fan, this a real plus and shows that, despite their quietness, Blizzard pays attention. I give them props for that, even if I don’t stay with the game in the long-term.


Ace of Cakes: Warhammer Edition (pictures)

Tonight marked a big night for the Warhammer crew. It was the night the world saw their very own cake, modeled after a squig and it’s loveable throaty friend, the goblin! The show was entertaining to watch. Duff and the crew at Charm City cakes outdid themselves on this one and gave us some good quotes to boot!

Some of my favorites of the night:

  • Duff describing a squig: “a giant meatball with teeth”
  • “Go into battle with this living meatball of a death machine”
  • “The only thing left now is the snot, spit, and guts… my favorite”
  • And to end it out… “The best cake we ever made. No one makes cakes like that”

Throughout the episode, they flashed this picture quite a bit as the model for their creation. I think they did an amazing job.

squig model

The end product took 15 sheets of cake to make, lots of fondit, and piping gel to simulate a snotty nose. Where’s the line for a piece of this beast? For a cake of such complexity, it consisted of about 95% real cake, which is a marvel when compared with other, less complex cakes that have come out of their workshop.

My favorite part of the episode came at the end when they showed a in-game footage of a Duff Goldman avatar fighting a massive squig with an oversized spatula. That, dear friends, is pure win. I haven’t been able to find any pictures of video of this scene but I’d bet they surface soon.

Until then, check out these pics of the cake!

Duff posing with the squig cake at Baltimore Games Day

squig cake 1

squig cake 2

squig cake 3

squig cake 4

A Month at Warcraft: the first five levels (and reminded of Aion)

WoWScrnShot_082709_164727

So it begins...

Since I’m spending this month getting re-acquainted with WoW, I thought that it might be a good idea to share this revisit with you all. We all know that “going home” isn’t always the same as when you first started, for better or worse. I’m not going to spend a lot of time in this series complaining about how WoW needs to change this, that, or the other. The goal here is to look at what it’s like to return to a game once you’ve been gone from it. I’m not planning on playing my level 80 mage much either, since I think that would spoil the newness of this go round.

This time, I wanted to change things up from my last big level-up, so I decided to roll a Horde paladin on the Perenolde server. I’d never had a character there before, so this would be a fresh start, through and through. The first thing that happened after logging in, a big error window popped up reminding me to update my addons. After that was done, which was much harder than when I’d left (we miss you, WoWMatrix), I went about the newbie quests.

WoWScrnShot_082709_164359

Trees of purest cardboard?

The second thing that stuck out to me was just how outdated even The Burning Crusades graphics seem now, when I’d stopped noticing last I left off. I loved the stylized graphics, and still do, but I’m noticing just how blocky and pixelated everything seems now. I know that Blizzard doesn’t want to upgrade their pre-expansion graphics but for someone looking in for the first time, or looking back after time away, it’s a definite step down.

Ironically enough, the simplicity is what gives the newbie experience it’s immediate charm. You’re thrown into an environment that asks very little of you and immerses you in the fantastic. This is something that most games emulate to get new players acquainted but it’s undeniable that WoW does it in such a way that expertly blends simple game with virtual fantasy. Even though what you’re actually doing (and able to do) is incredibly limited, there’s an essence of something more being behind the horizon at all times. What stands out to me too, is that these early levels are virtually no different than the later ones, sans being a little closer together. Thus, this experience is the experience players can expect before dungeoning and a good indicator of why quality of content post-intro is so important to maintain.

Then again, if it was up to Syncaine, these new mobs would simply wipe the floor with you and call you names when you fell down. So, I guess the charm in simplicity only works for some people and probably wears thin for everyone from time to time.

So, with all of this talk of charm, these first five levels makes me look forward to Aion even more. Aion does exactly what WoW does and brings it up to date in just about every way. One of the biggest selling points for Aion is that it’s polished, yet it’s criticized for being no different than WoW. The early levels show exactly why Aion will be a success. They take the formula that works, perfect it, and then improve upon it. The fact that I can be playing WoW and comparing it to Aion in a positive light is nothing short of great.

WoW is a fun game because it takes ideas, makes them their own (more or less), and improves upon them. Aion taking this idea to heart is only a good thing for those of us who want a game we know will have lasting power. It’s not revolutionary, but games that have tried haven’t done so well, all things considered. So, while playing my new paladin, I had fun and the prospect of more fun in the future. When Cataclysm comes, I’ll probably subscribe to both games.

That’s about it for now. I decided to cut myself off at level five until I can meet up with some friends this evening and continue. For now, it’s off to enjoy Batman: Arkham Asylum until the wife gets home.

Taking a cue from Darren at Common Sense Gamer, C out!

PS: Is it strange that I felt a little guilty playing WoW instead of LotRO when LotRO offers much the same with better looks? Don’t worry Sodality, I’m not done yet 🙂

Champions and the rest: just go for it

leapLet me ask you a question. Have you ever been excited for a game and let a review talk you out of buying it? If your answer is yes, let me encourage you to throw that hesitancy to the wind and go for it. Don’t let someone else’s opinion of the game ruin it for you.

I’ve been thinking a lot about this very topic lately. Gordon of We Fly Spitfires posted a piece that really encapsulates the core question here, do we expect too much of MMORPGs? On the whole, that answer is an unequivocal “yes.” Compare them to any single player game on the market and, even the most barren of MMOs is likely to give you more playtime for your investment. Is spending $50 on an MMO you’ll play for a month worse than paying $60 for an Xbox game you’ll play for two weeks? That’s Gordon’s point and it’s a good one.

If you’ve ever been excited, really and truly excited, for the release of a game, you’re probably going to get more than your money’s worth even if that shine fades faster than it would with another MMO. That first month is probably going to be great because of, if nothing else, the famed “honeymoon period” that follows our pre-release excitement. Isn’t that first month (or more) worth it? Is it fun? Apparently so, because even the much maligned Age of Conan received an 80, or generally favorable reviews, on metacritic.com. Now compare that to the blog scene.

So, take every review with a grain of salt. So much of everything we as bloggers rant about is subjective that it’s not even funny. I hate the idea that my not liking a game might spoil your chance to love it. Bear this in mind, for every game that the “majority” dislike, there’s tens of thousands that love it. The amount of people that enjoy the game probably outnumbers the amount of people in your city by a ten to one.

I had to catch myself recently. I was really beginning to look forward to Champions Online and after reading the various impressions around the internet began to give up on it without ever trying it. Don’t get me wrong, there’s something to be said for concrete flaws, bugs and poor coding, that can destroy the potential of any game. But that wasn’t the case here. It was simply, well, these people don’t like it and we usually agree so I probably won’t either. Then, I went and got Batman: Arkham Asylum for sixty dollars knowing that it had a 15 hour playtime. For all of the things that rubbed those writers the wrong way, I might have seen them as non-issues. That was certainly the case when it came to Vanguard, last time I tried it.

In the end, it comes down to what you think an MMO is worth. Saying that $50 for a month in an MMO isn’t worth as much as $60 for a console game is saying that an MMO is worth less by the dollar… even though it provides more content. That fact, all by itself, tells me that we expect too much. I think that what we want is for an MMO to be a complete hobby experience but at the same time want to pay less than we would in any other walk of life. I’m as poor as the next guy but that standard just doesn’t make much sense.


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