Feeds:
Posts
Comments

Champions: Fielding Hardballs

From the latest Champions “Ask Cryptic”:

Darth-Log: How confident are you that Champions Online can succeed considering its current lackluster performance and in lieu of upcoming competition? What have you learned, what are your short term considerations and long term goals?

FongSolo: What is Cryptic doing, or even planning behind the scenes to rebuild good faith in the company and this product that many of us paid the lifetime subs for?

“Ouch” for Cryptic’s ego and a “Good For Them” for taking these questions and answering them.

Public Service Announcement

You may be really excited to get your new ship in Star Trek Online.

But don’t let that giddiness distract you when you type in the ship name.

Because when you hit “Enter” and realize you’ve misspelled the name, it’s too late.

You’ve used your one free name.

And now it’s going to cost you thousands to rename it.

Spellcheck: Even Captains Need It

This PSA is brought to you by People Eating Tribbles Always (PETA)

At least personally, the news that The Old Republic wasn’t going to come out until 2011 took a lot of wind out of the sails of my boat, the S.S. Hypester.  Hype and anticipation and excitement are terrific in some ways, but they need a lot of attention, care and energy to maintain.  Personally, once I know that something I’m looking forward to is over six months away, I carefully put it out of my mind until then.   Apparently, EA’s even narrowed down the date a bit more, saying that TOR isn’t coming out before April 2011, so those who were hoping for a January 1 release might well just put that right out of their mind.

It’s weird to think that by the time TOR releases, my daughter — who has a couple months yet until she’s born — will be turning 1, and my son (who’s 9 months) will be 2.  They will be my padawans and I will teach them the ways of the gaming geek, oh yes I will.

So in the meanwhile, I keep TOR in the periphery of my vision, wondering how some of the more dedicated websites and podcasts are going to fill up the next year of their projects.  I mean, BioWare only has so much new info to release, and I guess there’s beta to discuss (whenever that happens), but a year… man.  A year’s a long time for a gamer.

Fighting the general malaise concerning this title is BioWare with a developer blog about, more or less, why they felt it necessary to shove in a second Sith force-using class:

When we set out to build our game, we knew we needed more than one Sith class. The original trilogy only has two Sith in it, but they couldn’t be more different: the heavily armored brutal physicality of Darth Vader compared to the frail but immensely powerful Emperor Palpatine.

Color me weird, but I’m not buying it.  You *needed* more than one Sith class?  You couldn’t go, “Hey Bob, let’s create a few different skill trees and let players customize what type of Sith they want to be!” and free up one more class slot for someone who’s not a lightsaber jockey?

It’s much more probable that BioWare knows which side of the nerd bread its butter is on, and they’re going to give players all the Jedi fanservice their hearts could desire.  Why have one when you have two?  Heck, let’s just nudge away all those pesky non-Force using classes and make it all Force choke, all the time!

Moon Over Endor agrees with me, while TOROcast is getting a little irked at the heavy Sith Inquisitor focus as of late.

Transplanted Ideas

Every once in a while, I think about how a certain MMORPG had a really cool feature that we never saw anywhere else, and I deeply wish that other games would pick up the ball and run with it in new, exciting directions.  Here are two MMO ideas I’d love to see transplanted to other games, where they could be expanded, enriched and explored:

Guild Wars: 8-Skill Limit

Whether you think it ultimately worked or not, Guild Wars had a really unique vision for progression in their game — to have players hit “end game” (level 20) relatively early, play down the importance of loot, and limit the number of active skills at any one time while encouraging them to go out and find more.  Whereas other MMOs end up with scads of buttons and available skills at the level cap, Guild Wars has the same amount whether you’re a newbie or a vet: eight.  You could never expand the amount of skills active at any one time, but you could gather more of them to create different builds — kind of a collectible card game element mixed with the rest.

Weirdly enough, I love it when a game gives me a very strict limitation but a lot of flexibility and variety within that limitation to experiment.  If I had every skill for my classes available at the level cap in GW, it would both confuse and bore me, and I’d probably end up only using a handful anyway on a regular basis.  Limit me to just eight, and I’m forced to make tough choices and decide between a specialized build designed to do one thing well, or a generalized build that’ll let me do a little of everything.

Another benefit of this system is that the devs can continue to add new skills and abilities at the end cap without having to worry that they’re overpowering players — whether I have 10 skills in my book or 100, I can only ever use 8 at a time.  Guild Wars did kind of go overboard with too many skills, but it never broke the game even so.

So why not see this in other MMOs?  The limited number of available skills is tied in with creating builds, and I think it’s a terrific thing to get players out from only playing their class one way all the time to shifting between builds based on the situation (think WoW’s dual spec feature).

Warhammer Online: Trophies

WAR might well be a museum of great ideas given mediocre execution, but I’d urge us not to give up on these ideas just because they might be attached to a game you don’t like (or never did).  I loved a lot of WAR’s ideas, but the trophy system had me all a-twitter from the first moment I heard it.  It really is a brilliant little stroke of genius — transfer the importance of visual customization away from the gear itself to what’s on the gear: trophies and dyes.  Players could collect trophies by various means, and then put a few of them on various locations on their armor, ideally giving them a unique look from the rest of their class.

Unfortunately, two major problems kept the trophy system from really succeeding.  The first was that you didn’t get many trophies unless you were high level, so you’d spend most of your leveling days not enjoying trophies whatsoever.  The second was that most trophies were teeny tiny microscopic dots that you’d have to zoom your screen right up to it to see — never mind other players jogging by.  In short, they didn’t do enough to visually set you apart, because you didn’t have enough of them and they were too small.

But that doesn’t mean that trophies should be abandoned!  Players across all MMORPGs show great enthusiasm for collecting “fluff” gear and items and auras that do nothing for your stats, but help to create a unique appearance, and trophies mesh well with that.  Devs should like them because they offer another type of loot to collect (and hand out), and players always like having something on their avatar that makes others pull up short and notice.

What other ideas would you like to see taken from one MMO and spread to others?

Ten Ton Hammer reminds us why Fallen Earth speaks deeply to the Explorer in all of us.  The devs share an infectious love for going off the beaten path to see what might be over that hill, in that bunker or under that corpse.  It usually isn’t anything directly beneficial to your player, like loot and gear, but more often than not, just cool little visual rewards that tell a story and help you get excited with wandering all over again.

I think it’s really great that the devs are taking time not just to expand their high level zones, but to go back and add more life and details to the newbie experience.  The more reasons you can give a player to fall in love with a game right from the start the better, I say.

I was brought up in a video game environment where wandering and exploring were just as important as beating the game and getting better gear.  Adventure games were foremost among these, but also some RPGs and even old school arcade games.  We wanted to find the unique areas, the hidden warp zones, the restaurant at the end of the universe — which more than justified countless hours spent turning over every rock and crawling through caves.  Just to explore, to see what many others haven’t, to allow yourself to be placed in a state of awe when you find something amazing.

In Fallen Earth, I have fully surrendered to the Explorer gene.  I am about the worst leveler in the world — I think I’m poking around level 24, up from level 20 around Christmas — because whenever I start to do a quest, something catches my eye and I have to go see what it is.  Before I know it, I’m about six miles away from my horse and not caring whatsoever.

Yesterday, one of the most explorer-centric MMOs came back from the dead — Myst Online: Uru Live.  I’ve never played this, but those that have tend to rave about just how different of a MMO this is from your typical combat-heavy titles.  It’s a game full of exploring, poking around, puzzle solving and adventuring.  I may never play it, but I’m glad to see that people truly passionate about this style of gameplay could help bring it back from a deceased state.

SWG: Creepiest Holiday Ever?

So now Ewoks fly.  And we’re expected to love them instead of powering up our AA batteries (that’s anti-aircraft, not anti-aliasing) and having a turkey shoot?  I think that’s unreasonable.

Best quote from the holiday page:

During the Festival of Love, tribe members prepare meals, dance, and sing traditional songs, such as this ancestral chant often heard drifting through the treetops of the forest moon:

Dugun duca lula ludia nuna, dounga, luna nudia!

No wonder the Empire wanted to dominate their planet — it’s just too bad they didn’t just drop a few nukes in to finish the job.

I’m also assuming that this painting doubles as the portal to Ewok Hell or somesuch:

ARGH! KILL IT WITH FIRE!

Thanks to KIASA for making my day with this!

Thought the First: Atari/Cryptic’s actually done a pretty good job with marketing, at least over the past couple weeks.  A TV commercial, partnering up with Del Taco for a promotion, sponsoring a SyFy Star Trek marathon — I’m actually a bit impressed with all of it.

Thought the Second: I’m just wondering how much of the appeal of STO is in the IP, especially for Trekkies who have been dying to live in a virtual Star Trek universe since the holodeck was invented.  And how much of that desire to finally inhabit the Star Trek universe might smooth over the game’s flaws — e.g. “It’s not a perfect game, but it’s Star Trek, so I’ll take it!”

Thought the Third: I think a lot of the new thrill of the game dissipated after hitting Lt. Cmdr. and getting a new ship.  I mean, hey, new ship, that’s cool… but the realization that every major milestone past that would be pretty much the same is a bit of a letdown.  There’s nothing strongly pulling me onward — once you’ve done a week’s worth of quests, you’ve pretty much done them all; exploration is meaningless; and the universe a bit on the lifeless side.  Still, combat’s fun, and that’s something, right?  Pew pew pew!

WoW: Becoming the Love Fool

It was a pretty insanely busy day yesterday, which drove my game time down to an hour and a half right before bed — time that I used to pop into World of Warcraft and get cooking with their latest holiday, Love is in the Air.  It’s been tweaked and expanded since previous years, or so I’m told, and I was eager to give it a go for one reason:

I want to be known as the Love Fool.

It’s a title that you get for doing all of the achievements for that holiday, and I think it fits me pretty well. I am a fool, and I’m a lovable fool, so why not broadcast that?

I’ve never done a full-fledged WoW holiday, in that I attempt to do all of the achievements related to it by the time the event ends (in this case, less than two weeks from when I post this).  It requires you to do a small set of dailies (and a few one-time quests) to accumulate love tokens — the currency of the holiday — which are spent on items to help you get your achievements.  I think the most difficult are going to be the love token-intensive achievements, as well as the one where you have to tag a list of certain class/race combinations.

But I’m determined, and also happy that you can buy the little flying goblin pet via vendor this year — that’ll bring my pet menagerie up to 52, as I continue my long slog toward the 75 pet achievement (which, I think, also gives me a little Bambi pet or something).

I know holidays and achievements aren’t for everyone, and some sniff at these shinnanigans, but I was thinking last night how it does get me excited to play the game, how it gets me doing something different than the normal quest/dungeon/rep grind, and how I feel like I’m achieving something and having a great time in the process.  So that can’t be all bad, can it?

P.S. – Love me love me
say that you love me
fool me fool me
go on and fool me
love me love me
pretend that you love me
lead me lead me
just say that you need me

Scotty.  Tribbles.  One exists to be eaten, one exists to eat.  You ever wonder why Scotty packed on so much weight between the TV series and the movies?  An all-Tribble diet, my friend.  Those suckers are loaded in saturated fat.

  1. Stargrace celebrates the 3rd anniversary of Vanguard (that’s still around?  huh!)
  2. The Engines Cannae Take It! does some testing to figure out what power levels do for your ships in STO
  3. Rainbow MMO concludes a one-month sojurn in Runes of Magic
  4. Starting Area has a few intelligent observations going into STO
  5. Victor Stillwater shares his experiences from being a games journalist
  6. Why do MMORPGs fail?  Scott Jennings to the rescue on that one!
  7. Spinks wants us all to embrace our inner RNGs
  8. Massively tackles Cryptic and forces it to answer up, sumo-style!
  9. I think Eurogamer gets it right with their STO review
  10. Kill Ten Rats ferrets out a few nuggets of info about Guild Wars 2
  11. Epic Slant wishes that other MMO genres would open up
  12. Wolfshead shakes his wolfy head sadly at the disappearance of immersion in WoW
  13. Righteous Orbs has a big beef with the end of the Wrath storyline
  14. Let’s pile it on a little more in regards to WoW, with ITG! lamenting a lazy dungeon master
  15. Starting Area wishes more games would have sidekicking

And if you’ve been missing out on the excellent cult movie content over at MRFH, then miss out no longer!

1. Usually there was no end of the game — you just kept going and going through incrementally tougher waves of enemies.

2. You would seek to attain seemingly meaningless achievements, like “high scores”, that awarded you nothing.

3. Food lying around always healed you.

4. Player vs. player combat would invariably dissolve into a shouting match aimed at insulting each other’s mother.

5. If there was a cheat, a hack or an exploit — people would use it.

6. We cultivated a healthy disdain for ghosts, skeletons, rats, spiders and scorpions.

7. You were constantly saving NPCs who never really cared once you did.  Sure, you’d sometimes get the perfunctory “thanks!” but where was the invitation to come over for tea or the offer to make you their kid’s godparent?

8. New levels and monsters were often just repainted/retextured versions of older levels and monsters.

9. Strategies for beating the big end boss were debated, shared, hotly discussed and rapidly spread through the entire gaming community.

10. When you got to the last level and beat the game, often there was just one thing to do — to start over with a new character.

Older Posts »