02/4/13

Hear Us On No Prisoners, No Mercy! (And Around the Web!)

Happy Monday, everybody!

As a lot of you know, I do some writing elsewhere on the web and also do a podcast called MMO Radio. I don’t update here whenever my work appears online since it’s usually dedicated to whatever venue I happen to be writing or recording for. That said, I’d love it if you took a moment to check out what I’ve been up to.

  • Most recently, Adam and I appeared on the No Prisoners, No Mercy podcast to talk about the video games and violence with our two favorite sisters. Adam also introduced the world to his parrot, Mango. It was a great time and well worth a listen. That’s pretty much how it works with NPNM, though, so give them a subscribe and enjoy. Thank you Sister Fran and Sister Julie!
  • Speaking of podcasts, I also guested on the WoW-specific Horde House over at the VOG Network. Rob and Shane were great fun to talk to and we had a great conversation. It’s Episode 91, so go give it a listen if you’re into the game. If you’re not into WoW, Rob also has Orange Lounge Radio where he and a round of compatriots talk about all things gaming.
  • While we’re at it, have you heard the latest episodes of MMO Radio? We’ve released episodes 5, 6, and 7. Episode 5 features Srs. Julie and Fran for a talk on the Fall of F2P (?), Episode 6 looks at the career and departure of Scott Hartsman from Trion Worlds, and Episode 7 features freelance games writerGavin Townsley. You might remember him from The Multiverse and Rift Watchers, but he’s since appeared at PC Gamer, GameSpy, and Massively.

For writing, I’ve been a busy bee.

That’s enough link love for now. If you’re interested in keeping up with me, I can do more of these posts or simply subscribe to Vagary.TV and Hooked Gamers. Enjoy!

09/26/12

Every Game is a 3-Monther

Update: Added a bit to my paragraph on subscription games to clarify the point I was trying to make. Keen also has a fair response that acts as a good counter-point.

A while back, Keen coined the term “3-monther” in regards to MMOs. It’s apt and pretty darn descriptive of how MMOs players tend to move from game to game. When taken figuratively, it’s an answer to a question we all ask: Does this game have legs? Or perhaps more accurately, can this game be my new home? When a game is a 3-monther that answer is no and that this isn’t the “one.” The problem with the term is that when it’s taken literally, the answer never changes. Every game is a 3-monther. I’d like to look at why that is.

The first thing to look at is who we’re asking. When a blogger makes a declarative statement like “yes, this is a 3-monther,” even when they hoped it wouldn’t be, nobody should be surprised. A blogger isn’t a player, they’re a commentator. It is in their nature to look at things with a critical eye and pick them apart. Players don’t do that — at least not in the same way. It’s also in their nature to always look forward, to see promise and to seek excitement. So when a blogger gets 90 days, that’s actually a pretty good sign. When they’re sharing the game’s problems and are ready to move on, take it to heart, sure, but it’s also probably a good idea to recognize a few things. 1) They probably hit the game pretty hard (harder than it was meant to be hit?); 2) They’re most likely not the target audience anyway; and 3) They’re looking for something most of them will never ever find again.

On these points. One, normal players do  not play for two hours a day, every day. They do not buy each new MMO just to compare it to the last. There is a reason things have become more casual and it’s not because the hardcore is increasing in numbers. Two, since most bloggers aren’t all that casual, there’s a good chance the content was designed for someone decidedly less hardcore than themselves. And three, like anyone hooked on anything, they are always trying to relive those first experiences. It won’t happen.  What they’re looking for is a way to make everything new again with years of experience sitting in their back pocket. Sound likely? There is a high to newness and they’ve lived it and lost it by the time they start to blog.

These also are true of many blog readers, too, which is pretty evident the more readers we all get.

When a blogger declares a game a “good 3-monther” they are actually saying it’s not the complete reinvention it’d take to be any more. What does it take to make something new again unless, well, it’s actually new? And we don’t like new, not that much; new is scary and unproven (*cough* TSW sales *cough*).

Take Guild Wars 2.  Is it a fantastic game? Yes. It is also a 3-monther? You bet. The vigilant reader can actually see this happening first hand just by clicking through the links on my sidebar. People get excited by conventions being challenged because we know something’s getting stale, but when it becomes apparent that it’s actually just a game and not an answer realization sets in. And bloggers look ever forward.

The term 3-monther is apt, sure, yet it’s use also ignores that times have changed. You know what games weren’t 3-monthers? The ones you didn’t have a choice but to stick with. Mario on the NES. Everquest and Ultima and DAoC. Games of a time when there weren’t options, either by virtue of a smaller market or a smaller wallet. As it happens, a lot of bloggers are twenty-somethings like myself. When we got into this genre, we were teenagers, probably broke, and with only a few games to choose from on our dial-up internet connections. We picked one, had experiences as only teenagers can have them, and stuck with it. A decade later there are dozens, hundreds of games to choose from, and one is a whole lot like the next (compared to the differences of yore). And we have more expendable income to try them all.

We have great memories of epic yesterdays. Memories of times when guilds were brotherhoods, maps were huge, battles were fought and enemies overcome, and that these games were worlds we could feel alive in. There is truth to that but there’s also truth to this: We’re the ground floor generation. WoW introduced gen2 and they really don’t care much about “worlds” or “immersion” or this whole sandbox vs themepark debate. Everything that’s come since WoW has ushered in gen3 and they want action combat and reactivity and scale. Soloability has carried through, too, and probably always will. With such definitive clashes in expectations, it’s no wonder that no one game satisfies everyone, bloggers least of all.

Claiming a 3-monther also ignores that it’s probably okay to get a quarter year for your $60-90. If you buy a single-player game, you’re lucky to stay interested for even one month. That’s the product of having options. New games are always coming out and players will always look forward to them. What we have is yesterday’s news by the time the next game is announced. I’m okay with that. If Guild Wars 2 gives you three months of entertainment, that’s a better value than most of what you bought on your Xbox this year. Without a subscription fee, you’re free to walk away until they fix what you don’t like or add more of what you do. (And it probably means more than complaining).

Sub-games are another issue. By design, they should strive to break beyond months in terms of content generation (ala RIFT) but surely they all begin as 3-monthers. Let’s put that to the side for the moment. In this day and age, if a subscription game can still be looked at positively after 90 days, they’ve got to be providing enough new content or relying on players to keep things fresh, in which case the developers have transitioned into successful maintenance and expansion. Exactly one game has pulled that off since WoW, so it’s safe to say that modern theme parks just aren’t very good at that.

How about EVE? It may do well as a subscription game but, hey, EVE is EVE and we’re better off not comparing this herd of cows to that horse. Then again, what games aren’t 3-monthers? Those where you’re forced to engage with other players. Call of Duty, Battlefield, League of Legends, EVE … these have no definitive end because players supply the competition and motivation. Not very good news for solo players, I suppose.

Where do you find a game that’s not a 3-monther? The game with lasting power is the one where you can find a place to fit in with other players and continuously work at something. In WoW and RIFT, that’s raiding or PvP. In Guild Wars 2, it’s WvW. Maybe it’s RP for LotRO. It really doesn’t matter because the game with legs for me might be totally different for you.

No game is going to hand you the past. If you’re willing to work for it and find your niche, and can be flexible in getting there, you might just find that a game being a game is okay… and care a whole lot less when other people nitpick.

09/5/12

Why GW2 Won’t Replace My Other MMO

Since Guild Wars 2 first began powering up the hype train, people have been claiming that it would revolutionize the MMO genre and replace the games that came before it. Nobody wants to play with yesterday’s toy after all (just ask Slinky). I’m here to tell you that, no, Guild Wars 2 will not be replacing my other MMO. And contrary to how that might sound, it’s not really a bad thing.

See, it’s easy for me to join along with each new MMO and put the previous one to bed for a while. I didn’t want that to happen with RIFT, so I’ve been keeping up with it, working through Ember Isle and trying to be regular with my expert dungeons. What I’ve found is that, surprisingly, Guild Wars has really taken nothing away from it. RIFT stands up against all of the innovations and gameplay changes GW2 brings to the table.I got to thinking, how can that be? GW2 is made of the finest stuff the MMO industry has had on offer these last 8 years, shouldn’t it make other games feel old? I think the simple truth is that Guild Wars has innovated its way right out of comparison. It doesn’t feel like other games, and what similarities it does have are pretty cursory compared to that feeling. Character progression is different. Moving through the world is different. Combat is very different. Exploration means something. And while a lot of people will tell you that its individual parts are like this or that, or that it’s still tab-targeting (“action bar combat fail!”), I’m here to tell you that those people are  either kidding themselves or are flat out jaded. A game is about an experience, the sum total of its parts, and some people just miss the forest for the trees.

So when I step back into RIFT, it’s like I’ve just saddled a whole different beast. It holds up! And while it doesn’t have dodging or trinity-less design, it doesn’t need them to be a great game. It’s good we have Guild Wars.  It’s great that they’re challenging conventions and trying new things. But some people like those old designs and they’re not wrong it.

Take the trinity for example. I am absolutely fine with having that in my game. While I like being self-sufficent and surviving based on my own skill (GW2), I also enjoy playing a defined role and having to fill that responsibility. I was talking to a friend the other day and the idea of not being able to play a real “healer” turned him off. He liked supporting his group. I can understand that. The idea of giving up tanking in exchange for pure dungeon chaos turns me off. I’ll get used to it, just like he will, because, hey, different isn’t bad. It’s just takes getting used to.

And that’s my take-away. GW2 isn’t a revolution, it’s different. It’s not going to replace other MMOs because it’s unique enough to co-exist without pushing others off the plate. This isn’t the second coming, it’s just an excellent game. I will happily play it alongside others. But taking something away from a game like RIFT? Not done.

Such a perfect business model for this kind of scenario, too. I guess we’ll really see whether players want more than one game this year.

08/16/12

RIFT: Oh yeah, housing is coming too!

I found this video from GDC on RIFT Junkies today. It’s a good find that elaborates on how Storm Legion will deliver player and guild housing. Essentially, instead of purchasing specially created “houses” and instead allowing players and guilds to purchase larger areas called “dimensions.” This are popular areas in the game, like quest hubs, that you earn a specialized instance of in the game world. From there, you can drop all manner of items, from standard decorations — tables, chairs, barrels, paintings — to trees and flora. You can also drop building blocks which let you create your own unique structures. The video below shows a tree house made from these. Also neat  is that these dimensions are tied into the scripting system. You can experience weather by acquiring the right item. You can drop a birthday themed item and have a birthday party spawn around you. In the video, the demonstrator drops a telescope and the entire sky changes to mirror that of Conquest — which is really cool, by the way. Guild dimensions are larger but work largely the same by the sounds of it.

This system has a TON of potential to it by tying into the scripting system. It’s not just “this is my house, come see it” and more “this is my yard, come see the neat stuff it can do.” They talk a little about specialized wedding dimensions where players can customize the event. I expect the freedom we’re given to be quite limited, to be sure, but it’s a step towards player created content. It’s also worth noting that this seems very reminiscent of the Chronicle system, so we’re already seeing the possibilities of existing tech being realized. They’ve said for a long time that they have advanced tools and I believe them.

Big Points:

  • “Super powerful tool, existing areas of the game, lots of flexibility, tons of dimensions to collect, hundreds of items that you can place in them, full customization — whatever you want to do you can do.”
  • You can collect multiple dimensions, only one active at a time, you don’t need to own the expansion to tour them
  • Social gatherings
  • Tied into scripting system
  • Guild and personal dimensions, guilds are larger areas
  • Tied into achievement system
  • Possible to craft items for them
  • Trophies off of boss monsters possible, such as a Greenscale’s head wall-mount
04/2/10

Rewind: Should MMOs be Made From Books?

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

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

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

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

Story

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


Malus Darkblade

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

Limits of Scope

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

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

Hindered Development

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

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

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

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

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

02/16/10

The Multiverse – Episode #7: “MMO Divorce”

Hey Everyone,

We’re back at it again, with Episode 7 of The Multiverse. This week, we talk about RMT, where MMOs are headed, and whether or not Global Agenda and MAG are really MMOs. We also talk a little bit about Final Fantasy 14, the outbreak of nude mining in Mortal Online, and Lego Universe.

Riknas couldn’t join us this week since he was taking a vacation with family. Rest up, Riknas! You’re due back this Friday to record the first episode of our new weekly show!

That’s right, starting this week, we’re going to be recording every week. We really enjoy putting this thing on, so it’s a natural move for us. Going forward, we’re interested in expanding the show even more and doing some live stuff. Stay tuned for more.

Here are the the notes for today’s show:

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Show Notes: Multiverse #7

08/13/09

MMORPGS: Adult Playgrounds

When an elementary teacher gets certified, it’s done with the understanding that they’ve been taught how to teach the four key subject areas: math, science, social studies, and language. Bear with me here, because it gets around to games. When the time came for me to tackle my Methods in Science course, one of the requirements was that I do a two-week+ observation and analysis on a behavior of my choice. I had a heavy workload at the time , so I’m not ashamed to admit I was looking for an easy way out. I chose to study play in my two cats (something I could do passively), how they played together as well as independently and the behavioral impact of when they were deprived of play (don’t worry, I wasn’t cruel about it). Tobold‘s recent “Why Do We Play” series brought my mind back to this exercise. The results of the study, while not surprising to those with pets, relate directly to we as gamers. There’s more to it than that though and that’s what I’d like to look at today.

Stimulation

At it’s most basic level, we play for something to do. For the cats, it gave them exercise but, more than that, it gave them a break in the mundane that it is their life. In much the same way, games provide that for us. They are an escape, a refuge, and represent the potential for the unexpected.

Be it a mouse or string, my play with the cats revolved around exploiting their instinctual urges to chase and attack. What is it then that games exploit in us?

From the time we are born, play is of incredible importance. We want to manipulate our environment because, through that, we grow our minds and build our understanding. This continues all throughout childhood; the way in which we play changes yet the purpose remains the same. As we get older, the necessity of play is thought to decrease as we prepare for adulthood.

Yet, instinctively, we are hard wired to explore and imagine. Society, however, is not kind to this schematic and, more often than not, tends to shun it. Creativity isn’t the key to a successful future and, when it is, it’s the supreme rarity.

What’s left is a deficit in what we need to satisfy our minds. People fulfill this in many ways but for us, it tends to be games. They give us the unexpected and visualize what it is that we used to imagine. In short, games call out to our inner children while requiring the skills of an adult to complete. It’s a beautiful dance of imagination and coordination that touches on our inner selves in a direct way; this inner part of our self is that inner child, which may well be why non-gamers don’t understand our love for gaming; we are, after all, out of that phase of life now, as their own hobbies probably indicate.

Making Sandboxes from Theme Parks

MMORPGs in particular call out to our inner children because they provide us with a world of perceived possibilities. When we’re young, we don’t know the world well enough to differentiate all that is possible from all that is not. MMORPGs remove the reins from our hands so we’re left with a similar blind spot; we can never know what may or may not happen in a game because we don’t control it and can never fully understand it.

The most successful MMORPG out there makes us feel free while also providing us with a tailored experience. Perhaps a key limitation of most adult minds is that we can never fully achieve the imagination of our childhood selves once we have moved past it. When I was a kid, I remember playing Spy in my backyard and pretending that I was being hunted by soldiers. When the time came, I could almost see them coming after me. In games, though they provide us with a world where we know the possibilities are nearly endless, a little hand holding helps us move past the valleys in our own imaginings. They give us an experience and set it in a world. Those two facts create the illusion of a sandbox without actually making us build all the castles. Games that do require that are a rarity these days because, simply, they’re harder for most people to have fun in.

Socialization and Progression: The Real Challenge in MMOs

For an animal, play represents practice. There is purpose behind it, even if they’re not aware of it. When they attack that mouse on a string, they’re readying themselves for the hunt. Does an MMORPG represent anything like that for us?

In some ways, yes.

Why is it that we choose to play MMOs instead of console games? After all, many console games provide worlds of consistency and, if we’re being honest, generally provide better “game” experiences than those we favor. At the core, I believe that most of us turn to MMOs because they are a social outlet. Even if we choose to never talk to another person the whole time we play, we still derive something from being around other players.

Inside ourselves is a social desire. For some of us, we may log in and tackle challenges solo while talking to our guild. Others might join a PuG and run through a dungeon. Still others might grind quests quietly, all the while knowing that they’re part of something, this group of people playing the game, even if they do so alone, when they may not have that in their day to day life. On the latest Spouse Aggro, Beau made an excellent point that it probably doesn’t take much to make a person feel better about themselves. Simple interactions, positive remarks, and good moments, can give us a boost and make us feel better, even if our lives aren’t bad to begin with.

So, what practice do these games provide? Interaction, teamwork, organization.

I’ve talked about challenge in MMOs before, so I won’t rehash that topic here. I don’t believe we stay with this genre because they’re hard or require great intellectual throughput. I think we stay here because, well, we like doing something with other people, actively or passively.

Anticipating the Future

Finally, the last point I’d like to discuss is the simple act of anticipating something. We become emotionally invested in our games, more often than not, because of the social connections we build within them. Even if the social connections fail, there’s still the association that’s been built around the game those connections were created within.

It’s not surprising then that we care when things change. We get excited about patches and expansions and new releases. We look forward to all of the little things that may be coming down the pipeline. It’s the potential to be awed that keeps us baited; the potential for experience (and not XP). All that is tied up in these games, the fact that they are our equivalent of a child’s play, makes them the perfect outlet for our imaginings. We read blogs, check out websites, and listen to podcasts to fulfill our desire for information on something we care about.

At it’s core, it’s hope. We hope that next game or patch brings us something incredible. That’s what the game companies try to sell us, after all. We hope that it’s a step forward towards immersion and towards a real virtual world. We hope for innovation, even though it usually doesn’t work (and isn’t that the way of all innovation?), because even if it doesn’t and we’re let down or frustrated, in our hearts we know that it moves us one step closer to what it is that we are looking for. And maybe that thing is a little different for all of us.

We’re built to look forward. When my cats were derived of play for a day, they became restless. They cried out and looked to me with eyes that asked me what their voices could not. And I felt bad for them. If that were to continue, to make them devoid of hope, they would lose interest in their play and also lose an intellectual output that was important to them.

As we would. MMORPGs are not static things. They do not exist in a vacuum and must always move forward or else risk losing their base. In their own way, they are creatures of anticipation. They give players something to look forward to through all of the possibilities and opportunities they provide. If there was no anticipation, there would be no MMORPG as we know it today.

In Closing

I know this article is a bit lengthy but it’s something I’ve been kicking around for a while. As a blogger, I spend a decent amount of time thinking of things I’d like to write about. More often than not, I get grandiose ideas that humanize the inhumanitable or draw connections that are difficult to articulate. I hope that, despite its length, this article might shed a little light on what it is I see in MMORPGs and the perspective I write from. Why do I play? Because someone gave me a world of toy soldiers and said do with it what you will.

I read a book recently called Ender’s Game by Orson Scott Card. Though I’m usually not a fan of Science Fiction, I read this book as a kid and decided to come back to it. There’s a revolving image in the story around a “fantasy game” the main character plays in. Though the book was conceived before the first graphical MMO ever saw release, it still captures exactly where it is games are heading: freedom of experience and choice and, really, everything. The “fantasy” game let the player do whatever they wanted exactly how they wanted to, as if they were in the game themselves. It is our passion for gaming that has brought these conceptualizations where they are today and, with any luck, will continue to push them forward.

Diversification is inevitable and not a bad thing. I’ve felt let down by games in the past– and it usually wasn’t much to do with the game and more to do with what I sought from it — but I’m excited looking ahead. Aren’t you and shouldn’t we all be?

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