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.

01/23/13

MMO Radio: Episode 5 – The Fall of F2P?

MMORadioSmall

Guest starring: Sister Julie and Sister Fran from No Prisoners, No Mercy!

Is a 5th episode an anniversary? Not quite, but it’s certainly a special one. This week we’re pleased to be joined by Sister Fran and Sister Julie of the No Prisoners, No Mercy podcast. It was an absolute pleasure to have them on, especially since Adam and I have been longtime fans of their show. Considering the recent news about (F2P) Allod’s Online offering a subscription option and Julie’s enthusiasm for the model, we decided to look at exactly where the MMO business model might be headed. It’s certainly on people’s minds. Is F2P still the saving grace for the industry or is it unsustainable in its current incarnation? More importantly, if that’s the case, what will come up to replace it: Buy-to-Play, the revivification of subscriptions, or some refined version of the cash shop model?

We would once again like to thank Julie and Fran for joining us. It was a wonderful time and the resulting show is something we’re proud to add to our library. What’s more, they had us as guests on their show as well for a lively discussion on violence and video games, so stay tuned for when that goes live!

Sister Julie and Sister Fran’s Links: Virgin Worlds, No Prisoners, No Mercy Website
Chris’ Links: Hooked Gamers, Game By Night, Vagary.TV
Adam’s Links: Epic Slant Press

Subscribe via iTunes
Subscribe via RSS
Download the Show

01/16/13

MMO Radio Ep 4 – Without Pants

MMORadioSmallHello again, podcast faithful! It’s another week and we’re happy to present you with another episode of MMO Radio. We’re pleased to be joined by our friend, guild mate, and blogger colleague, Grimnir, to talk about Big Picture mode and the upcoming “Steam Box” code named Piston. Will this shift in Valve’s focus open up a new realm to our console brethren or will technology once again act as a barrier to PC gaming?

Later in the show we discuss MMOs that have a special place in our hearts but that we just can’t return to. After that we have a spirited discussion of the bot issue in Guild Wars 2 because, hey, a thousand naked guys with bears can’t be wrong, can they?

If you haven’t yet, please consider leaving us a 5-star rating on iTunes! Not only will this help the show grow in exposure, it will also enter you in the contest to win a copy of The Guild Leader’s Companion 2E or, if you’d prefer, The Raider’s Companion! (Written reviews only for the giveaway since we need a name for the entry).

Kickstarter of the Week: Elemental Clash – The Master Set

Adam’s links: Epic Slant Press
Chris’ Links: Game By Night, Vagary.TV, Hooked Gamers
Grimnir’s Links: Grimnir’s Grudge

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.

06/1/10

First Days in EQ2

Happy Monday, folks!

As I mentioned on a recent episode of our podcast, I never quite felt like I gave Everquest 2 a proper chance. Several of my friends and favorite bloggers play it almost exclusively, so I’ve always felt a bit of a gap in my MMO knowledge by not having played more of it. Well, never fear, because that’s officially changing!

My routine of dungeon running in WoW leaves a lot of open space in my gaming schedule, so last Thursday bit the bullet and re-upped. In truth, my new motherboard/processor combo was set to arrive on Friday, and I wanted the opportunity to see the performance shine; it was a little splurge to feel good about my other, bigger, splurge on the new hardware. Lo and behold, I was right. I’m now rocking on “Very High Quality” graphics settings and getting 30-50+ FPS outside of towns and villages. Not bad compared to the 20ish I was getting on “High Performance.”

But, back to my experiences.

If the whole game looked this this, I’d be sold for good.

If all of EQ2 looked like this, I'd be sold for good.

Let me get this out of the way first, unless you have a fast processor and decent graphics card (the latter being more important, it seems), EQ2 fails to impress — that is, if you value good graphics, which certainly varies from player to player. For me, anyways, I was initially let down. When I first created my character, some month or two ago, the game had assessed my system as suiting the “High Performance” setting, which really does the game little justice. Ground clutter is in a small circle around you. Textures seems to ram into one another with no blending. Shadows are at the most minimal across the terrain. In short, coming from WoW and LotRO, it felt like I’d stepped in a time machine back five years. And, at that, with modern day hardware, I was still getting a choppy play experience.

Fast forward to today. I’m now running with a 3.0GHz processor, 4 gigs of semi-slow RAM, and a 260GTX. With this set up, I’m able to kick the graphics up enough to where the game looks much, much better. There is still the issue with texture ramming, but it’s something I think I can get used to. On “High Quality,” character and building models look SO much better that the original “step back” effect is almost eliminated. It’s just a shame that the game is so processor dependent. I can’t help but feel like the game could do a lot better if they were to get performance in line with the graphics level. As a new player, those months ago, it was a major turn-off to play the game that way. If you’re coming from WoW, brace yourself.

The more important question, though, is how did it play. I’m happy to report that I’ve been having quite a bit of fun this time around. The combat is colorful and full of flair. You know, it’s a small things, but I appreciate a little bit of flash in my combat. When you have the same hotbar-focused, button mashing, gameplay in every game, it’s nice to get a little bit of eye-candy. Questing is pretty standard, but that’s to be expected. They seem to have a little bit of charm to them, though. One quest, for example, has you lure lizards into the tendrils of a flesh eating plant. Another has you investigate a small mine lead by Tucan Sam impersonators. Overall, it’s nothing new, but enjoyable enough to not be cumbersome.

There’s a lot the EQ2 offers that other games don’t. I mean, the game is filled to the brim with content. They seem to put out expansion every six months and regular patches on top of that. I’m looking forward to checking out some of the big name activities other players have told me about: mid-level raids, tons of dungeons, fully customizable housing, extensive crafting, and more.

I don’t know whether the game will ultimately be for me. I’m still having a lot of fun in WoW, and I still have lots of leveling/dungeon running left to do on my DK. But, since I’ve lacked the motivation to push too far into Angmar in LotRO, this might just give me something other than Split/Second to fill my free time.

It occurs to me now that it probably seems pretty shallow of me to come back with a positive write-up like this. After all, the only thing that’s changed is that I can turn the graphics up a little bit. I guess I have to admit to being a little shallow. It’s a little hard to step down, visually, once you’ve gotten used to the art style and fidelity of one game. But, as the more devoted among us are quick to remind, it’s the gameplay that counts. Let’s put that to the test :-)

03/29/10

The Multiverse – Episode #12 “Guest Starring: Jon of Drunken Legacy (the Raidisode)

Our first raidisode!

Happy Monday Folks,

And you know what that means; another Monday means another Multiverse! We’re up to Episode 12 now and we brought a guest along to join the fun. This week Jon (Maxivik) of the Drunken Legacy guild joined us to talk about raiding. As a long time member and officer in a leading WoW guild, he knows his stuff and it shows in the discussion. Thanks Jon, for joining us. You’re welcome back any time.

That’s not all though. Since we took a week off, we got to save up on some of the biggest news stories from the time in between. We talk about Derek Smart and Alganon, EA an SW:TOR, and Bill Roper stepping down from Champions. Was he made to step down or was it time for him to move on?

Thanks again for joining us. If you get a moment, we encourage you to participate in the show by dropping us an email or leaving a comment below. And don’t forget how much we love 5-star reviews on iTunes! They melt my pudding. Seriously.

Here are this week’s notes:

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

Listen Here:

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.


Introduction:

  • Welcome Jon!
  • What have we been playing/where the heck were were last week?

Discussion:

  • News – Derek Smart and the head that’s about to pop, Bill Roper stole our little dog too and leaves Champions, and EA sets RIDICULOUSLY LOW goals for SW:TOR. Come on guys, get some ambition already.
  • Raiding – What is it really, and why are we crazy enough to do it.

Shout Outs:

Contact Info/Host Sites

03/10/10

Breaking Free of the End-Game

Unlike a lot of gamers, I really like to level. Questing is fun and seeing that golden ring light up around you character as you ding is satisfying like nothing else I’ve experienced to date. Heck, I liked leveling up before I even knew what questing was. Each new ding was a mark of power. I was getting somewhere.

Today, the goal of all of that isn’t to look forward to more leveling, but rather for it all to stop. The “real” game begins once you cap out. That’s an interesting sentiment because it implies that everything that comes before is just filler, to slow us down from getting there to quick.

Level Filler

Kill Ten Koala-Bears.

Now hold on a second. I take umbrage with that idea because it implies that what I enjoy the most is shallow. More than that, it implies that all MMOs before WoW were shallow. Doesn’t that seem just a little bit screwballed?

Let’s forget for a moment that WoW is, at its core, one of the most simplistic MMOs out there. But, believing that the raiding treadmill design philosophy is the best totally ignores everything on which it was based.

Take Ferrel, for example. He blames himself, for being one of the rare “super elite” that would raid competitively before WoW came along. He acknowledges in that post that most players did not ever get to the level cap. Yet, if you asked them, most would look back on their EQ days more fondly than anything that came after.

This idea that the leveling game is filler is a new one and, really, undermines what it’s all about.

The End-Game, As We Know It.

It’s kind of ironic then, that the game that propagated the idea of throwaway levels, is also the game that delivers them best. WoW has some of the most fun quest content and polished dungeons out there. Their design is self-defeating, however, because they constantly push people past everything they’ve worked to create.

More DOTS!

Everything under the umbrella of a raiding treadmill is about defeatism for the designers. At best, they can hope for 4-6 months of a raid-zone getting used. A year for 5-man dungeons. Every patch and expansion kills off the great work that came before it.

The Answer

While there’s something to be said for the revolving door end-game play provides, it’s pretty obvious that the design philosophy is flawed. End-game play forces vertical expansions. It forces gear resets and stat inflation. It creates a barrier to any new player coming into the game. If that player still chooses to climb the mountain of levels, they then have to overcome the rampant equipment segregation that’s proliferated since before they began.

Ferrel and I agree, the answer is in slowing down the leveling process.

He would choose to do this by bringing back grinding but I don’t think that’s necessary. The answer, in my opinion, is to drop the amount of XP you get from quests, increase how many of them there are, and give more XP for every mob killed. Couple that with needing more experience to level into the 40’s and onward, and you have a system that will keep people lower, longer. This system also gives people the option of whether they’d prefer to quest or grind, while flattening out the level curve.

A lot of people dislike questing but that is the option most preferred to gain levels. The dev. team of WoW has said so themselves, WoW got quest driven because that’s what we asked for.

Why Should We Do That?

The big question here is why? Why should be segment the community and make getting to the highest levels a chore?

Simple: MMOs are about the journey more than the destination.

When we focus on the moment, we enjoy ourselves more. Mid-game play means a lusher, better built game world. It means being free from min-maxing. It means being free from the trappings of current MMO design both for the players and for the designers.

Think about how it must be for them. The bulk of your efforts must always go towards creating things for the highest level player. Everyone you design for is at the glass wall. You’re limited into a constant cycle of upward evolution. Since everyone gets to the level cap, your creativity is shoe-horned into a corner. As a business, the smart choice isn’t to flesh out the world and do cool things in the getting there, it’s to make create things to do when they are there.

When you think about it, it’s no wonder the concept of building virtual worlds has disappeared. The world, the leveling, all takes a backseat to the end-game. It all comes down to hitting a middle-ground of acceptableness where players don’t see the questing as crap.

Final Thought

To close, I’d like to hand the mic over to Spinks of Welcome to Spinksville. She’s a raider in WoW who just recently hit the level cap in LotRO. Like me, she didn’t know much leveling her character through Middle-Earth and, as a result, didn’t fall into the same trap that WoW players do. She’s 65 now, looking at the game world in a whole new light:

“It’s amazing how free you feel once you decide that you don’t want to get tied into the endgame grind.”

- Spinks

And it’s amazing how much your values change as an MMO gamer.

For someone that’s only known game design as we now find it, or is thoroughly enveloped in the treadmill, it might be hard to imagine a game world where most people don’t hit level cap.

Think about it though. What would have to be there to supplement that? A better game.

03/5/10

Retrospective: What We’ve Left Behind With Progress

In the last 10 years, we’ve come a long way as a genre. Sometimes, I feel a little bit spoiled, like I ate the whole damn cake, when all I asked for was a cookie. Or, maybe I’ve turned into the Cookie Monster, and want the whole friggin’ plate.

The point is, the things we used to think about as special, or never going to happen, have happened. We’re here, the next generation, which is why a lot of us look back with nostalgia; two steps from being our grandparents talking about “back in the day, my mother beat my legs with a wooden spoon.” Or something like that. Forced grouping, you know. We had to be kept in line.

Anyways, listening to Side A of the latest View From the Top podcast got me thinking about progress and what that’s meant. Today I’d like to look at some of the things that are special to me that have been left in the wake of progress.

The mid-game, end-game

Ah, the side-effect of grind based progression. Since getting to the level cap often meant months of monotonous grinding (Tobold recently stated that it took about 2,000 hours to cap out in the original EQ), usually limited by your ability to group, a lot fewer people ever maxed out. There was end-game, sure there was, but the journey meant so much more than the destination back then.

Not only were we closer to our role playing roots but, heck, we needed something more to do to pass the time during the grind. So, we RP’d. We explored. We did more while leveling than most of us do when we’re done leveling now.

Progress brings us to a place where the game doesn’t really begin until you stop questing. It’s not bad but it presents a whole separate set of issues. Where do horizontal expansions fit in a game based on getting to the end before you start? Where would they fit back then?

I want you to want me

There’s something to be said for having to group up. Don’t get me wrong. If we were still in the EQ days, I probably wouldn’t be getting anywhere fast. Still, part of me really loved getting together with other people and tackling a challenge. I feel like I made more meaningful relationships with guild mates and felt better about the challenges we’d overcome.

In the end, I’m glad I can solo. But those days will always have a special part in my gamer make-up.

Diablo, what?

Okay, this one might be small, but I loved the fact that gear wasn’t so totally random as it is now. I remember begging one of my friends to help me get an amulet that he’d discovered dropped on a special vampire mob. I didn’t know where to find count dropula and he did. And this wasn’t a “Shiny Necklace of the Monkey.” It was “Count Dropula’s Bloody Fang.” Knowledge of the game world meant something. Time and connections meant access to things other players wouldn’t have access to because they plain out didn’t know about it.

We gear up with raids and badges now, using sites like WoWhead and Atlasloot. That kind of streamlining is worth appreciating. Yet, I have fond memories of planning out a whole character with the different named drops I’d need from all around the world. I was plotting my adventure through a wide open world. I wasn’t hitting instance Y for drop X. I was storming the castle for the king’s gauntlet.

It’s alive!

Lastly, I guess one of the things I miss most from the early days of MMOs is the idea that we can create living, breathing, worlds to play in. Look at Ultima Online and what was dreamed for that. I talk about it a lot, I know, but I feel more and more like the Game vs. World binary really defines how a game will play out.

With classical MMOs, I feel like we skewed more heavily towards “game within a world” rather than “world within a game” and it showed in where some of our optimism laid. That actually has a lot to do with why I prefer named loot, too. I don’t want a staff of the boar, I want Lord Stark’s Ice.
Overall, I’m happy with where we’re at. Still, there are things worth looking back on. Sometimes the rose colored glasses can be more truthful than others. For me, I’m happy that I was around in the days of MUDs and onward. It helps me appreciate where we are to know where we’ve been.

Good times await. Just imagine the next 10 years.

How about you, is there anything you look back fondly on?

10/21/09

Do we have a right to our characters?

I listened to the latest episode of Shut Up, We’re Talking last night and an interesting topic came up that’s too intriguing to pass on discussing. Generalizing will oversimplify the topic, so here’s a piece of the question that was asked, “is that effort [you put into your character] yours in any concrete way” and, branching off from that, does an MMO company have the right to delete your data whenever they want?

Opinions on the show were varied but the essential feeling seemed to boil down to this: your character represents all of the time, effort, and emotion you’ve put into a game; the last thing a player wants to see is that effort wiped away. One of the hosts, Karen, went so far as to say she’d pay a dollar a month to make sure her characters on a previous game weren’t deleted. Ferrel, of Epic Slant, admitted that he’d be upset if his original Everquest characters were deleted, even though he has no plans to returning to the game.

I empathize with these feelings. Even though I don’t plan on returning to the MUD I used to play, I’d be upset if my character there were deleted. Yet, I wouldn’t be angry. More than anything, I’d feel like I lost something, a piece of my history and the virtual me for a good chunk of my teenage years. I identified with that character, it would sadden me to know I could never step back into his shoes again, even if I wanted to.

But, to answer the first question, I don’t think we have any concrete right to our characters as long as we’re paying. MMOs are a service and characters are rented tools. As players, we might project more onto them than that, and I don’t think we’d be wrong for doing so, but, at the end of the day, they’re vehicles to get we the player from point A to point B. That’s certainly how a company will see it. We don’t own our characters, so, if I tried to eBay my old Fury warrior on WoW, I’d be breaking Blizzard’s EULA.

So, what about when we’re not paying? I’m not subscribed to WoW right now but I’d be upset if they deleted my old main character. The difference is between player entitlements and good business practices. If I’m not paying for the service of the game, I’m not entitled to anything within it. Yet, it’d still be a bad idea for them to delete my data because, in my mind, it would eliminate the option of going back in the future. I have no interest in re-leveling from the beginning. I might do it on my own at some point but if I’m going to be made to do it, that’s another story. It’s in a company’s best interest to hold onto that data for as long as they can and try to bait back the players who’ve left.

But, to answer the second question, the company has the right to delete what they want, when they want. It might not be a good idea if they want to keep their players happy but, in truth, the sum of our efforts is in tables of numbers on someone else’s computer. We add and remove numbers in the form of weapons and armor and levels but, so long as they hold the file, they can delete it when they choose; they are the owner of the computer and the owner of that file. All that legal speak we have to agree to to play gives them that right and leaves us with only server access… and even that’s not guaranteed.

Maybe I’m off base here but that’s my opinion. We’re not really entitled to anything, as long as we’re paying. But, if I’m handing them a monthly payment, I expect upkeep the same way I expect it from my cable company. I don’t think I’d pay extra to keep my old characters around. Right now, I hold out good faith that they will. Otherwise, it’s just one more game dropping of my list and that’d be a shame.


09/9/09

You got your duck sauce in my soy!

One of the things I love about blogging at MMO Voices is that I get to hear the opinions of people that are passionate about the same type of game as I am. We share our thoughts on game design, systems and mechanics, and relate recent experiences we may have had while playing. It also makes the perfect environment for discussion, since everyone has invested a part of themselves into the genre. Sometimes, however, we have disagreements.

For example, one that comes to mind is a recent post by Alik Steel. For some reason, Alik has a grudge against mini-games. He doesn’t want them sullying the good name of MMOs with their casualness. Many of the MMO Voices writers are big fans of Free Realms, so you can imagine that many people disagreed with his points.

Now, don’t get me wrong. I do see his argument. Mini-games have homes all across the internet and generally stand in a whole separate biosphere than the usual MMO would. On top of that, MMOs tend to be single player, so it’s not hard to imagine people playing alone instead of grouping up.

Mini-games THAT way!

Still, I don’t see any problem in making mini-games part of an MMO. I mean, in a lot of ways they already are. After all, the Bejeweled and Peggle addons are officially endorsed by Blizzard and are enjoyed by, literally, hundreds of thousands of people. Saying mini-games have no place in an MMO is also ignoring the fact that gathering and crafting is, in itself, a mini-game.

Plus, certain systems could be vastly improved by pulling in more mini-game aspects. Take Leala’s ideas on fishing for example. How anyone can think of “click…. watch tv…. click” as fun is beyond me, which is probably why only masochists and the incredibly bored bother leveling it. By bringing in more of a mini-game, fishing might actually be worth something, other than to occasionally turn into a pirate. ARRRRRmirite me mateys? Sorry, I’m not feeling it.

I don’t think anyone’s proposing making that the Free Realms model is the wave of the future. I think that it’s more about people wanting options. In education, we talk a lot about differentiating how we deliver content and that’s all this would really be. Imagine if I took the crotchety approach to teaching.

ME: Alright kid, you’ve got a choice: Three Little Pigs or Fox in Socks. Which one do you want?
STUDENT: But… Mr. Chris… I, I’d kind of like to read Cat in the Hat too…
ME: Screw that kid, this is how it works. Deal with it.

And then maybe the next day the student’s Mom calls in and has him change subscriptions or something.

Anyways, the point I’m trying to make is there’s nothing wrong with a little change. When things don’t change, that’s when there’s a problem. I’m not for throwing out what works and reconfiguring the genre. Some things should stay and some were even better before they got changed. But we pay by the month for a reason, and I don’t think it’s so we can all be Conservative Charlie of the Everquest Nation.

Change is inevitable and I don’t plan on being the old man on the porch shaking his cane at the whipper snappers with their fancy do-hickeys and whoozits. Or maybe I will. But not about games.

09/7/09

Exploration: may you rest in piece

I had a lot of fun when I played WoW seriously. Coming from a history steeped in MUDs, the idea that I could run and meet any object I saw on the horizon was extraordinary. The prospect of actually being able to climb up a mountain is something a good friend of mine was giddy about. It was that sense of “open world” that we’d never experienced before that made the game exceptional.

Yet, for all of the things I found amazing, I was let down by the exploration. WoW offered very little to the explorer. Even before the release of The Burning Crusade (about when I started), the world chests were the best reward a fledgling explorer had to look forward to.

I believed, and still do, MMOs should be worlds with a lot to discover. By looking behind the waterfall, maybe you’d find a little known cave or treasure chest. Or maybe you’d find a hidden catacomb at the bottom of a castle. Yet all of that was missing from WoW and it left me wanting.

Streamlining our games killed exploration. The proof is in the pudding. Which games still promote exploring in a meaningful way? Ones that aren’t after mass market success. Most games looking to dethrone WoW work on a rapid reward, low investment philosophy. Exploration requires time and effort, so developers don’t bother with it.

Maybe it’s all related to theme park vs. sandbox design. Games like Vanguard and Darkfall are huge rich worlds with a lot to discover, yet, both are sandbox. Theme park design creates a game on rails, where the developers point the carrot wherever they want you to go. Wanderlust let’s you direct your own adventure and isn’t something companies want to design for. Instead they try to actively engage players in quests or raids.

And that’s fine. Quests and raids are fun but I can’t help but feel that these worlds are shallower than they could be. There’s something to be said for fighting your way through a hidden cave after some powerful item. There’s a little thrill that comes from that, just like running an instance, but that stands apart by its open-world setting. Oblivion is a prime example how this works.

The final nail in the coffin is success itself. We gamers are information hungry. When a game becomes a hit, websites pop up to capitalize on that fame. Take Curse’s database sites. They’re great tools but prove that the internet is the enemy of the unknown and of exploration as a gaming mechanic.

The fact is, meaningful exploration is probably dead in the mass market. Diabloized loot (a Ferrelism!) and treadmill progression stand against all that would make exploration meaningful to your character. As Keen talked about some articles back, I think it’s a piece of what MMORPGs have lost over time. And sometimes it’d be nice to find an area that’s something more than a quest target, farm point, or blank mountainside.