01/28/13

Episode 6 – Good Luck, Scott Hartsman!

MMORadioSmall

Hello again, MMO Radio friends! We’re happy to return again for Episode 6 this week as we wish one of our absolute favorite MMO developers, Scott Hartsman, a fond farewell and good luck as he parts ways with Trion Worlds. Most probably recognize Scott as the Executive Producer of RIFT, but we look all the way back to the development days of Warcraft II and Everquest 1, how he’s credited with “saving” Everquest 2 from a precipitous fall, and do our best track how he’s become one of the “legendary producers” of the industry.
Not content to let bad news linger, Trion followed up the announcement with another, much happier one: they’re set to publish ArcheAge in the west! As interesting as this sandbox looks, we had to spend a few minutes breaking down why that news is fan-freaking-tastic.

In Quick Hits, Chris — free of the NDA — shares why EVE counterpart, DUST514, might wind up a flop on the Playstation 3. Adam lightens the mood by introducing us to the Ultimate Gamer’s Storage Bag. Also, an awesome free Pokemon-like on iOS call Haypi Monsters!

Chris’ Links: Hooked GamersGame By NightVagary.TV
Adam’s Links: Epic Slant Press

Kickstarter of the Show: Ultimate Gamer’s Storage Bag

Subscribe via iTunes
Subscribe via RSS
Download the Show

Audio clip: Adobe Flash Player (version 9 or above) is required to play this audio clip. Download the latest version here. You also need to have JavaScript enabled in your browser.

01/22/13

DUST 514: Beta Impressions – Things Don’t Look Good

dust0I’ve spent a decent amount of time in the DUST 514 beta and now that the NDA is up, I’d like to share some basic impressions. I won’t go into great detail on many of the intricacies because other people have done already done so and much better than I would be able to. I’d like to get my thoughts out, however, because most of the reports you’re likely to read will be from EVE Online players. I’m not an EVE guy. Nothing against the game, I’ve just heard too much about “EVE offline” and “spreadsheets in space” to really be compelled to dive in, despite its sandbox offerings.  That said, I play a lot of games to stay current for my writing projects and competitive first-person shooters are pretty much a mainstay. And I daresay, EVE players aren’t who CCP is trying to court with DUST. So, with that said, here’s an average gamer’s take.

Let’s start with the whole “who CCP’s trying to court” thing. If it’s EVE players, they’ve lost their minds. To what end? The game is free to play and console limited, so at best they’re only picking up a small subset of that existing playerbase (though any EVE player that comes along is more than welcome for their second fleecing). No, I think they’re after the Every Gamer. DUST514, with it’s console exclusivity and emphasis on fast-paced, twitch gameplay, seems distinctly aimed at expanding their audience beyond what MMOs currently attempt. I mean, think about it. If they hit it out of the park with DUST and get competitive with games like Call of Duty and Halo, they’d go down in history as very rich and groundbreaking businessmen.

dust1Except, DUST isn’t positioned to hit that audience either. So the question is, who exactly is this game for?

Here’s the thing, DUST is a punishing, unforgiving, imbalanced, and overly complex game by design. The longer you play, the more of an edge you have. Even coming into beta, it is extremely difficult to feel competitive. Now, there are things in place to temper that, such as the passive skill-point gain when you’re not playing (DUST Offline?) but let’s be real, that’s a design for failure. It ignores the original problem! New players come to ever will lose the vast majority of the time. They will empty clips into other players at point blank range only to be three-shot killed over and over again. I firmly believe that one of the reasons Call of Duty, Battlefield, and Halo are popular is because you’re deadly right from the start. In DUST, you need to be lucky and get the jump on someone or hope they’re newer than you are.

But okay, you can use vehicles. That’s something! Yes, you can. And the game will do its best to hide this from you. It may be subjective, but I also feel that vehicles control slugglishly. Still, they’re there and a viable way to earn some XP.

dust2If ever there was a game that could use a tutorial, though, it’s this one. CCP have included lengthy paragraphs of text for the first time you open menus but if they expect the average shooter fan (teenage boys) to actually read through these, they’re crazy. That’s too bad, because I read them and they do help. I predict most players simply will not and will be overwhelmed before they quit. Hopefully to come back another day without too terrible of a taste in their mouth.

And when they do, they’ll have a lot to learn. The economy is actually kind of cool. It has that depth to it. You have to buy and equip gear on your soldier and make sure you have enough stocked up to last you a battle. Money is important. But again, people will be upset to realize that the item they just bought was for a single life, not forever, and not even for a single match. So they go through all that learning only to get another rude awakening in a series of rude awakenings. Harden the F up? Won’t fly here. It will only lead to an incredibly niche game that people forget about until it moves to PC and EVE/normal– er, shooter-MMO players can get their hands on it.

Also, PS3 players don’t give two craps about EVE. I’m sorry, they don’t. I’d wager that most of them wouldn’t even know what it is if you asked them. So this whole “two universes connected!” thing is basically lost on them. And when orbital bombardments start, they’ll probably seem real cool for a second until that nuke drops and kills everybody without their understanding how or why.

SoldierCompFinally, the setting. It’s generic. Space soldiers! I can get behind the sci-fi setting but everything from the soldier’s armor models to the environments has been trod and re-trod over and over again to the point that DUST’s setting becomes almost entirely forgettable. The graphics, too, seem muddy, almost entirely shades of brown, grey, and black, with very little anti-aliasing (jaggies everywhere!) and lots of pop-in. To its credit, in-ship stuff is pretty good but those are pretty much lobbies and waiting areas.

So what do we have? A game connected to an MMO its audience doesn’t care about, with an extremely steep learning curve, that makes players feel underpowered and overwhelmed right off the bat, and with little other than an auction house and skill system to call unique. Again, who is this game for?

I’ve played DUST. It can be fun. I have no doubt there are people who will absolutely love it. I just can’t see how the average PS3 player is going to choose it over any of the other competitive shooters. It, without any malice or ill will toward CCP or its fans, just doesn’t compete.

08/11/12

[DUST514] Battle Report #1 – Entering the game, the first three matches

Since DUST514 is a whole new kind of beast — which is immediately apparent when you log in — I thought I’d take a new approach to writing about it. Even though I felt more prepared than your average shooter fan, I knew within the first 20 minutes that it was going to take me a while to learn. So to chronicle my journey, I’ve decided that interval based reporting is fitting. Bear in mind that all of these experiences are from a beta client.

Battle Report #1 – Entering the game, the first three matches

I wasn’t wrong when I said DUST isn’t a get in and go shooter — at least to start. There is no question in my mind that this game will overwhelm newcomers. Character creation is pretty basic for an MMO. You choose your race and, like EVE, your sub-group under that (forgive me, I’m not an EVE player so the exact terminology they use escapes me). I went Gallente because they’re democratic but I’m not sure what impact this really has; the game doesn’t make it clear at all. After that you choose your name, preferred combat class, and are spawned into your Merc Quarters (MQ).

At this point the tutorial begins which, at the moment, consists of text boxes to explain each sub-menu. And there are a LOT of sub-menus. Think of everything you can access, modify, peruse in EVE broken into a tab system and you’ll get an idea. Each one comes with a 1-4 paragraph explanation. While this works, it’s certainly less than optimal, takes a long time to get through, and doesn’t do a good enough job of explaining the intricacies of many systems. For example, you can set up your character with a customized dropsuit that determines everything about your character (weapons, HP, regen speed, etc). Classes are really just starting points. What they don’t make clear is that to take advantage of that system, you must first train your 2 million or so Skill Points before visiting the market to buy a new drop suit as well as the modifications you would like to set into each fitting. Another thing that’s explained but not really made clear is that much of what you can buy on the market is one-time or limited use. Each death counts as a use, not a match, so my first custom class was immediately broken (“invalid”) a few seconds after spawning with it.

Yes, yes, but how does it play?

Playing the first few matches was frustrating. Not unusual for a new shooter. Not knowing the maps is an immediate disadvantage but learning how to actually play was what made it a struggle. The game doesn’t go out of its way to explain itself once you’re out of the MQ. For example, players have the ability to call in both land and air vehicles but the only way to see this is in a loading screen diagram with every other button. Having played other shooters, my immediate thought was that you would have to earn those call-ins somehow but I guess that’s not the case. Consequently, very few vehicles were being spawned despite their being readily available and quite powerful. There are also some quirks to the control system, such radial menus being controlled with the right stick instead of the left.

All of that aside, what made me take a break was balance. The game is incredibly punishing to new players, more so than any shooter I’ve played, and this is essentially due to the lack of explanation. I was routinely killed within a three shots by players so far across the map they could barely be seen; non-snipers. On at least two occasions I emptied an entire clip into an enemy only to drop their health by 50% and be killed within several return shots. I felt like I was dying quick. In contrast, other new players — who you can tell by their default armor — also died quick when I shot them. This tells me that there is something these other players are doing different, have accomplished or fitted or trained, and I want to know what. If I can attain what they’re doing, even if it means dying a lot, then I’m okay with it. Without any explanation, it feels broken and defeating.

If it sounds like I’m unhappy with the game, don’t worry. Like I mentioned before, it’s not unusual to get a little frustrated when you’re learning something new and are essentially a sheep amongst wolves. The trick is to learn how to compete with those wolves and be the most badass sheep you can be.

I don’t want to talk too much about how the game ran technically. It wouldn’t be fair and will likely improve. I will say this, though, lag was a problem as was graphical pop-in. But hey, beta and all.

I’ve only played a few matches and there’s a long way to go before I’m good enough to really compete. I really feel that once I learn the game’s systems better, figure out what it is I’m missing that these other players have, that I’ll do much better. Like I mentioned in my post earlier today, there is an incredible amount of depth in this game; more than I imagined there would be. Once I learn it all, I could see myself really enjoying DUST. At the moment, however, my concerns on that depth and steep learning curve scaring people off seem valid. There is no way DUST will ever, ever compete with other AAA shooters until it learns how to explain itself better. There are just too many other options to ask so much patience of your new player.

08/11/12

DUST514: Exciting Concepts but Tough Design

I’ve been following DUST514 for some time and can honestly say that I’m excited for the game.  The more I hear, though, the more it seems that CCP is building an uphill battle for themselves with the very things that make the game compelling in the first place. It’s complex. It integrates with an existing MMO in spectacular fashion. It’s deep enough to devote hundreds of hours to without maxing out every character specialization. In essence, they’re taking the concept of a shooter-MMO beyond the likes of MAG  and Planetside and marrying it to the mechanics of EVE Online. That should speak to EVE players and PS3-shooters alike.

But that’s the thing. By being a hardcore shooter, it’s the polar opposite of EVE’s gameplay and that might make it hard for crossover players to swallow. I haven’t played the game yet (but will soon, thanks Hirvox!), so all I know is from second-hand sources and dev interviews. Stabs got a chance to play it, however, and says about the same. While those systems tantalizingly call to EVE players, the shooting aspect harkens to a skill-set EVE never fostered. In essence, the wolves of EVE become the sheep of DUST. A tempting wall of “eff this” goes up for existing customers not willing to climb the initial skill-curve; a twitchy wall, as well, that gets progressively steeper the older one gets.

For my part, these things don’t really concern me. I’ve been a shooter guy for a long time now. Twitch gaming is something I’m used to and can even be pretty good at. I’m also an MMO guy, so all that depth isn’t really unexpected either. Hell, I’m getting the highs of all that concept without the lows of having to learn something completely new! But because I’m an MMO player, I have a natural one-up on the audience seems to be targeting.

Then there’s the strange PS3-exclusivity thing, which I won’t say a lot about, but immediately shut a lot of people out before they’ve even started. As the developer interview on a July Podcast Beyond elaborated, they didn’t want the pay wall of Xbox Live Gold.

In that same Podcast Beyond interview, CCP makes it pretty clear that they’re looking to expand the MMO audience to a whole new demographic, which is awesome. All those promises and high aspirations have done a lot to excite the Playstation community, too. My concern, however, is that they’re stacking the chips against them. Excel Online is alive and well in DUST. Look at the first video in this link. I see that depth and think “wow, that’s awesome.” Your average Call of Duty player will probably think, “holy sh*t, that’s a lot of stuff to worry about.” DUST doesn’t seem to be a get a get in and go kind of game. Maybe I’m wrong.

Two other things stand out as roadblocks, too. Every shooter has a learning- and skill-curve you have to climb before you’re competent. In listening to that interview, it sounds like CCP is applying the “harden the F up” mentality to dipping your toes. They acknowledge that there’s a learning curve but also that players should expect to grind to get good. THAT is an MMO concept that doesn’t work in shooters. The only reason military shooters like Call of Duty and Battlefield work is that you’re deadly right from the very start. I don’t doubt that DUST will let you kill players easily but if it becomes defeating, say 1 kill to every 10 deaths, it will drive players away. DUST is ambitious and exciting but not “slog through two weeks of misery” exciting. Console-based multiplayer has always struggled with how to get newbies over that initial hump of ineffectiveness. This design embraces ineffectiveness in a kind of “take your lumps” mentality that should be concerning to CCP. And if it’s true that old players will have a definite advantage over new, that barrier to entry will only grow over time. As much as the two worlds are tied, DUST is not EVE and can’t be treated as such.

The other potential roadblock is that, oddly, mouse and keyboard input will be supported. Maybe it’s a concession to their EVE fans because the precision of mouse over joystick is, frankly, an unfair advantage. Most PS3 players will use a controller and M/KB players will eat their lunch. And what happens when the high-end player with boosted skills and map know-how abandons the controller and goes for the better option? He becomes a powerhouse and DUST becomes even more defeating for the new guy. It was a strange decision, to be sure, and tantamount to saying, “hey, if you want an advantage, take it.”

Despite these concerns, I’m very much looking forward to the game. It could be good; really good. And all that complexity could turn on a dime and become the reason the game is endeared to PS3 fans everywhere. Who knows, maybe that’s what the MMO shooter genre needs; MAG’s “persistent COD” didn’t do much to keep it around. My prediction is that players who get over the learning curve will absolutely fall in love with the game. There’s really nothing else like it or even trying to be. There are design quirks but I’m also very much aware that this is CCP’s first try at something other than a PC MMO. If they’re reactive to the PS3 audience, what they build could be an evolution of the whole genre. If that’s not something to be excited about, I don’t know what is.

07/21/11

The Multiverse – Season 02 Episode 08 – “Milk Them Mode”

Hey Gang,

It’s been an interesting set of weeks and we thank you for sticking with us and awaiting this episode! Adam and I have our travel behind us, so we came together Saturday to talk about the utter WEALTH of MMO news that’s cropped up this last month. On the docket today:

  • RIFT’s state of the game address and looking into the future – too much open world PvP?
  • Fan Faire – What doth thou learn, ser Adam?
  • A brief trip down monocle lane…
  • Darkfall 2.0… a NEW game?!?
  • And much, much more!

This episode was very fun to record and Adam did a great job of putting it together. As always, if you like it, please consider dropping us an iTunes review!

Enjoy the show!

Vagary Homepage
Subscribe to the Show
iTunes Feed
Download/Listen Here

 

04/28/10

Why WoW Keeps Pulling You Back

When a player announces that they’re planning on leaving WoW, never to return, a lot of us roll our eyes, smile, and nod. From time to time, I’ll come across posts like these on the official forums, usually greeted by “you’ll be back” responses and promises of “we’ll see you soon.” That’s probably why I’ve never announced my breaks on the official forums – it’s trollbait.

Since I left, I’ve sunk my teeth into LotRO like a ravenous dog (and loved it, I might add). I’ve also tried out some of the other offerings on the market: STO, EVE, FreeRealms. Nothing about my time in these other games has been unsatisfying or unfun. I’ve actually come to appreciate LotRO more than I ever have before, calling it my new “main game” over on the right.

WoW is like a Snuggie. It is NOT unmanly to own a Snuggie. Or to use your wife's. Look, my apartment gets cold and I need to type, okay?

But, to the point, I’m about six months from the last day I played WoW and I’m feeling the urge to resubscribe for a month.

Like every other time this has happened, I’m forced to ask myself why. Why do I feel compelled to return to a game that, while I love, has nothing new for me to experience. I’ve seen all that I’m able to at this point, a few spare quests notwithstanding. If I go back, it will be to do what I’ve already done, alt or veteran character, it doesn’t matter. Heroics and emblems. Dailies. Gold. Mounts. Pick-Up-Raids. Guild chat.

For a while now, I’ve fallen back on the reason that it was my first game. I have the rose colored glasses. But, I don’t think that’s all of it.

I think the reason WoW pulls so many of us back is that it’s predictable. It’s comfortable. WoW doesn’t offer many new surprises on subsequent play-throughs. It’s about being able to plot a clear path ahead. From the outset, WoW assures you that you will move from point A, to B, to Y and Z, and there’s something pleasant about that, like a worn blanket from childhood. You can count on WoW to give you exactly what it always has.

It’s worked before, right?

But this fact about it isn’t a bad thing. There’s a certain familiarity about WoW that trumps the unknown in other games – some of the time, anyhow. In LotRO, I enjoy questing. Yet, at the end of the level grind, will I find my time worth it? What awaits me at the end of the rainbow… raids? Dungeons? Grinding? The prospects at once excite me and cause me pause.

Maybe it’s not a WoW thing. Maybe it’s a “first game you ever capped out in” thing. I’m not sure. At it’s core, I think what pulls so many of us back to WoW is that we know exactly what to expect from it. We have some assurance about what we’ll be getting. When so many games ask you to take a leap, WoW gives you the safety net of past experience.

At least that’s it for me. Is there something in particular that keeps pulling you back to a game you’ve left?