Archive for August, 2008

Bothered by BioWare

12 August 2008 | No Comments » | LHStaff

?You know, I never thought to write this up when it happened at the time but, the more I think about it, days later, the more it niggles at the part of my brain which is reserved for conversations that aren’t allowed to run their full course and leave me with more questions than answers. You know the kind… you start thinking about them just before you have to go to sleep and the like.

So what’s behind this rather angsty introduction? Well, you see, in a recent thread on the BioWare forums, I pointed to an earlier – and extremely popular if the amount of Diggs was any indication – MMOCrunch editorial I’d written which ran, in part:

MMORPGS have been dumbed down to the max and someone, somewhere, needs to show that this need not be the case for people who want something more from their gaming than being pushed from quest to quest, zone to zone, doing EXACTLY the same thing everyone else is doing, ad infinitum.

Next thing, BioWare employee James Henley (who has identified himself in other posts he has made on the forum as “World Designer, Unnamed MMORPG, BioWare, Austin Studio”) shot back a pithy one-liner at me, just 18 minutes after my post:

I’m almost positive that, one day, people will learn to tell the difference between a fact and their opinion.

To me, that came across as a rather snappy – and kind of unnecessary – comment in general, but also suggested that he disagreed with what I’d said. I mean, people only tend to take what I like to call “the snappy route” on a forum when they disagree with you. Does that seem like a fair assessment to you, dear readers?

I replied, asking for more of his thoughts because I was genuinely intrigued why he would make this comeback. In asking, I pointed out that today’s MMORPGs are a conveyer belt of quests; have levels that are, seemingly, an arbitrary number, rather than meaning something; that people are sick of “the quest grind” in MMORPGs, especially when the quests are variations of “Kill 10 monsters” and “Deliver this letter” and there has been a real void in the market for an intelligent MMORPG, post Ultima Online and the original SWG.

Do they seem like valid complaints from the MMORPG community at large? I thought so. So I naturally wanted James’ thoughts.

No response.

Later, the thread was closed altogether because there is currently a catch-all thread that BioWare uses for its MMORPG discussions (whether they relate to its MMORPG project, or not), so the chance for James to reply directly to the thread disappeared entirely.

Now, why does the exchange still bother me? Primarily because I was talking about a games developer needing to go out there into the marketplace and take a stand by creating a sandbox MMORPG to counteract the plague of MMORPGs that are currently out there, all offering exactly the same thing and all of them, you will note, boring the pants off users, faster and faster with each new release.

(Heck, it’s no lie to say that people were sick of Age of Conan’s end-game within weeks of launch. That’s patently ridiculous, and definitely not what you get when a game has sandbox options…)

Yet here was James, sprinting off the line, with his slap down.

I could be completely wrong… wouldn’t be the first time and certainly won’t be the last… but the way James got snappy with the ideas in my post sort of suggested to me that BioWare is making a game that does have levels; does have a quest series that keeps people on rails and doesn’t have the kind of intelligent crafting system that made the original incarnation of Star Wars Galaxies so damn great at first.

Because you’d think that if BioWare WASN’T making such a game, the likes of James could sit back, smugly confident with proceedings and if he DID need to make a reply it would be more along the lines of, “Well, just you wait and see…” instead of being all snappy about it.

It makes me rather sad, actually, that if BioWare’s new MMORPG is Star Wars-based (and all signs certainly point towards that, although it’s not 100% confirmed), that it could be a shadow of the original Star Wars Galaxies when, five years on, it should be SO MUCH MORE.

Growing up is hard to do…

12 August 2008 | No Comments » | LHStaff

Monkey BarsSteve Danuser has tossed up some interesting thoughts, as always, on his Moorgard blog. This time they relate to how growing up and moving on from a game is really no different to, say, growing up and not watching Sesame Street anymore. Why? Because it’s kind of weird to expect those characters to grow up just because you do.

My take? I tend to agree with Steve. There seems to be an awful lot of MMORPGers out there whom, after maxing out their main character, numerous alts, raiding every dungeon 1000 times and having more PvP kills than God, still tend to get uppity that the game owes them something. “This expansion wasn’t big enough! I finished it in two days!” they cry. Or how about this old classic that you see on some game’s online forums, “The game’s not as good as it used to be! I’m outta here!” and they leave in a total rage at the game they used to love, simply because they’ve run out of new challenges.

It’s really sad to see MMORPGs cop this kind of abuse because, more often than not, the gamer simply has outgrown the game, and it’s time to move on. No more, no less. No hidden agendas. Nothing. Getting them to realise this, however, is an all-new challenge.

Return of the Sandbox

6 August 2008 | No Comments » | LHStaff

SandboxThe MMORPG industry is a strange beast, isn’t it? I mean, can anyone really make any sense out of it? Everywhere I go on the Internet – forums, blogs, etc – I see discussions about the genre which typically feature the same kinds of comments, over and over again:

* People hate endless quest grinding to an arbitrary level cap which, in truth, could be 20 levels higher, or lower, and it seemingly wouldn’t make any difference.

* People hate the quests themselves, which still revolve around, “Kill 10 of this monster” or “Deliver this letter to someone a really long way away (so you’ll waste the next two hours of your life)”.

* People hate that “the best” content in games is usually reserved for the endgame, which not only takes time to level to, it’s often, weirdly, also the most under-developed in many ways.

So, tell me, besides the obvious question of why any of us bother with MMORPGs if there’s so much to hate in the way they’re designed in the first place, why aren’t these games being designed different? Designed smarter? Designed to be more fun? It’s crazy!

I’ve long held the belief that MMORPGs are increasingly heading in the wrong direction. They are trying to be single-player games with lots of people logged in at the same time. This is such an absurd way to design a MMO game world. Why? Because the nature of the world offers itself to being an environment where people can actually exist – Second Life, style – and should be able to do what they please.

This might mean opening a bar and crafting a dozen flavours of beer to sell to people, or it might mean venturing into a nearby forest and seeing what adventure can be found. MMORPGs should be real, breathing, living worlds where you can do what you please… not be placed on a conveyer belt that takes you from one quest to the next, until you are an arbitrary “level” that doesn’t really mean anything, when you stop to think about it, beyond the rather mindless, “I have played the game long enough to be this level”. Yawn-a-rama.

I think Star Wars Galaxies was honestly on the right track in its original incarnation. You could make a character be whatever you wanted to be. And by repeated actions, you “levelled up” your skills, rather than your character. So you could, conceivably, pick up a rifle and go and be a farmer on the frontier of some planet, processing materials and making money. Or you could opt to be some kind of super swordsman; a mercenary for hire. Or you could collect parts for a spaceship and fly up into space. Whatever you wanted to do… whatever you wanted to be… Star Wars Galaxies gave you a good shot at doing it. And doing it in the Star Wars universe, to boot!

Was it perfect? No, because no game can be. Ever. And, especially in the case of something new like Galaxies, it was always going to take refinement. Of course, let the record show that such “refinement”, when it finally came along, actually took the game in the opposite direction to where it was intended to go in the first place and it will go down in history as one of the most botched game revamps in history. But that’s maybe another rant for another time.

The original Star Wars Galaxies – and the passion with which “true” MMORPG gamers still show for it – is proof that an MMORPG game world can be so much more than a map with a conveyer belt of quests stuck on top of it. Game worlds can be alive and real and vital… the perfect recipe for repeat customers wanting to log in month after month to continue their “life” in the game. Right now, however, developers only seem to see “x” number of quests @ “x” length of time to complete = six months guaranteed revenue. The problem with that, however, is that people’s attention spans are rapidly decreasing with this method of MMORPG design.

A developer needs to get out there and take a stand by making a truly sandbox style of MMORPG, to show that it can be done, and that there is a market for it. Now, will such a game confuse the hell out of “the WoW kids” who will be bewildered by the lack of levels? Undoubtedly. Will those same kids be confused with the concept of characters being classless, hence it’s not as easy to plan a fight without the archetypes of tank, healer and DPS? Yep… and it thrills me to think of that, actually. You see, MMORPGS have been dumbed down to the max and someone, somewhere, needs to show that this need not be the case for people who want something more from their gaming than being pushed from quest to quest, zone to zone, doing EXACTLY the same thing everyone else is doing, ad infinitum.

When did communities take over games development?

3 August 2008 | No Comments » | LHStaff

Under New ManagementYou know, I’m just as guilty of doing this as anyone else (so please don’t think I’m throwing stones and being holier-than-thou), but the last decade, or thereabouts, has seen an increasing rise in gaming communities acting like they “own” a game before it comes out and the developers of that game are somehow obligated to put every last thought from the community into the game, otherwise it will be “teh suxxors”.

I was recently reminded of this phenomenon by the failure of a 50,000-something signature petition, demanding that the forthcoming Diablo III should use a darker palette of colours. Despite the developers having solid gameplay reasons for their colour choices in the new game, the Diablo III community has chosen to see the colours as WoW-esque, therefore the game will suck. Apparantly.

When did this start to happen? I can remember a time when, believe it or not, games were pretty much made in isolation. You might have some idea that ‘x’ company was making ‘x’ kind of game, via news snippets in gaming magazines… but that was pretty much it, until the game was reviewed in the same publication. At which point, people could make a purchase decision based on the finished game.

Now, I don’t neccessarily think that’s the best way to make a game – I think that community feedback is a very useful thing. But when does it become too much? And why do communities suddenly start thinking they’re entitled to more say than they actually are? You see this happening a hell of a lot in MMORPG communities in particular, which is why I’ve decided to throw the topic up here for discussion.

Naturally, the rise of the Internet, and instantaneous communication with just about anyone, has a large hand in why today’s 10 year old feels completely at ease telling a games developer that his new combat system sucks, whereas when I was 10 years old, back in 1985, I wouldn’t have even known the developer’s name, let alone dreamed I could contact him and give him my opinions.

Neither are ideal situations, to my mind. And I get the very distinct feeling that, in the future, smarter developers will find new ways to engage communities, prior to games being released, lest they suffer the “slings and arrows” of a gaming community scorned when they make some mundane, yet vital, change to a game – and spend the next six months being told they suck by a group of people; half of whom probably won’t end up playing the game, anyway.

What if Bioware's Star Wars MMO is Legacy-based?

2 August 2008 | No Comments » | LHStaff

Imperial KnightsBioware’s forthcoming MMORPG, widely tipped to be Star Wars-based, is on everyone’s mind at present. I can’t mention it here, or on my personal blog, without a flurry of responses. People are crazy for it. People want to think about it. People want to talk about it.

So in the timeless words of C-3PO, “Here we go again.”

You see, I recently pulled out issue zero-and-a-half (yes, I just said zero-and-a-half), of the Star Wars Legacy comic book. I hadn’t looked at it for a little while and, as I turned the pages with increasing pace, it quickly dawned on me that here, in my slightly-shaking hands, was actually the perfect basis of a fantastic MMORPG.

Actually, scratch that… not just a fantastic MMORPG, but actually the MMORPG I seriously hope Bioware is making.

Issue zero-and-a-half is a backgrounder on the Star Wars Legacy era (and, for the record, so was the special 25-cent issue zero of the comic, but it was only half the length so wasn’t as in-depth a reference). Basically the action is set 125 years after Return of the Jedi, which means the universe feels familiar to us – with Imperials, the Alliance, Jedi, Sith, Hutts, Bounty Hunters, etc, all having a slice of the storyline – yet is also far enough away from the movies, that not only are the likes of Han Solo, Princess Leia, etc, long gone, even characters we have come to know through the EU novels, like Jacen and Jaina Solo, Ben Skywalker, etc, have passed away as well. Besides the occasional (drug induced) appearance of a “blue glowie” Luke Skywalker, the Legacy era is at the same time familiar, yet also a gorgeous blank slate in many ways. It’s the future, after all.

Now, just being “the future” isn’t the only reason I think this era would make a great MMORPG setting. When you look at the factions involved in the storyline, and the characters inside those factions, you can imagine all sorts of cool possibilities. Allow me to elaboarate:

The Sith Empire: Totally bad-ass guys. Not only are there multiple Darth’s running around (as the Sith in this era have ditched the whole “Rule of Two” concept), they have armies, fleets… and all the Imperial Moffs working for them. I can see this faction really appealing to a lot of people because they are the ultimate bad guys.

The “true” Empire: Then, of course, you have what the comics describe as the “true” Empire, led by Emperor Fel as a thorn in the Sith Empire’s side. This is another cool faction, with a notable class of characters called the Imperial Knights who are neither dark or light Jedi… but more grey. I’ve included a picture of some Imperial Knights at the start of this entry. Another majorly appealing faction.

The Galactic Alliance: A faction for the underdog-friendly gamers as the Galactic Alliance has been totally smashed by the Sith Empire. It would take gamers back to the whole concept of being a group of “good guys” fighting “bad guys” – but in a whole new context. Jedi and also Yuuzhan Vong would be part of this faction.

The Underworld: A fourth faction for the crime- or Bounty Hunter-oriented gamers out there. This is another cool faction which has enough appeal to be a viable force. Nothing like building your own crime syndicate and watching the credits start rolling in!

I mean, can you imagine it? The four factions all have something extremely neat to offer and, I think, the game would be a lot more rounded than a game that revolved around “Sith and Jedi” in the Old Republic. In actual fact, this would be the perfect antidote to everyone wanting to be a Jedi or Sith in such a game. Here, you have Force-using, lightsaber-wielding classes spanning across three factions, not to mention a whole host of other cool characters that we haven’t been able to play before. How much fun would it be to play a Yuuzhan Vong warrior, for example, tossing thud bugs at your enemies, before engaging with an amphistaff? Or a Yuuzhan Vong shaper, using biotechnology to either heal or destroy?

The more cool classes a game has, the more the users would spread themselves out, rather than clustering around, say, Jedi and Dark Jedi, as I fear they will naturally do in an Old Republic MMORPG – and the whole basis for my left-of-centre suggestion that Jedi shouldn’t be a playable class in an Old Republic MMORPG.

And what if the storylines in the comics gave an ongoing background to the changing face of the game world? You could read about a big space battle in the comic, log into the game, and be sent on missions relating to that battle! Heck, you could become PART of the battle you just read about in the comic! That would be amazing!

The Legacy comic series is so much more alive than the Old Republic stories and, in my opinion, has a more “Wild West” feel, which is also what made the original Star Wars movies so popular as well; especially A New Hope. Firefly fans might also appreciate the look and feel of some of the technology, with Cade Skywalker using some decidedly Wild West-looking blasters at times, not a million miles away from the kind of weapons Mal Reynolds uses in that TV series.

So… Bioware… you probably can’t change the path you’re on at this time… but if you are actually working on a Star Wars Legacy MMORPG, instead of the KotOR-based game that everyone thinks you’re working on, you might have just hit the jackpot on the freshest and coolest Star Wars era to be making a game about.

My fingers, and toes, are crossed. I want to be an Imperial Knight!

Now for Something Completely Different

1 August 2008 | No Comments » | LHStaff

This post has nothing to do with MMOs, but it is a theory I came up with sometime ago and I just wanted to post it and get some thoughts about it.

In a nutshell, I think there’s a greater chance that we are plugged into some sort of computer ala The Matrix then living a real life.  Intrigued? Read on.

Most of you have probably heard of the statement that there are more people alive today then all the dead people throughout time.  While no one can say for sure if this is true, most likely false, you can admit that the ratio of alive people to dead people is getting closer to one:one.

For instance, lets say that 100 years ago the ratio was 5:1, dead to alive.  With modern medicine and the ever increasing life span, perhaps today that ratio is 4:1.  Now as medicine gets better and life spans continue to increase the human population will continue to grow at a huge rate.  Eventually, some scientists believe that aging will be “cured” altogether.  (http://en.wikipedia.org/wiki/Aubrey_de_Grey) Now if aging can be stopped the ratio of dead to alive will not only hit 1:1, but will start to swing in the other direction.

Assuming that we start to populate other planets as the earth cannot support hundreds of billions of people, the ratio will start to get larger and larger.  1:10, 1:1000, 1:1,000,000.

Now fast forward a few thousand years.  People live indefinitely and the ratio is so large that 99.9% of all people that have ever been alive are alive right now.  The only death people experience at this point is murder or some sort of severe accident.  I’m assuming disease and viruses have been wiped out at this time.

So if you’re someone that is immortal and the only way you can die is by physical trama, why live in the real world and take a chance at dying?  The longer a person lives, the probability of that person remaining alive continuously goes down, much like your chances of winning the lottery except in reverse.  If you play enough and over an extremely long time, you will eventually win by probability.  Same for death, if you live long enough, eventually something bad will happen that will kill you.  So why risk it?

Computer simulations at this time should match real life, so why not live in a computer simulation where you’re safe?  Not only is it safe, but imagine living forever, you’re eventually going to get very bored.  So not only would a computer sim be safe and keep you alive, but it would server as entertainment.  For instance you can decided you want to live in the 1920s, you live your life oblivious to the fact you’re in a computer sim.  When you die you wake up and proceed to live a completely new life of your choice. Spending decades, even centuries in a computer sim might seem crazy today, but if your 15,000 years old, what’s 50 or 100 yrs spent living as an eskimo in Alaska?

Going back to the ratio of dead to alive.  If eventually the ratio gets so large that 99.9% of everyone alive is alive at a certain time, then by shear probability, today it is more likely we are attached to some sort of computer then living a real life.  OR we are part of that extremely small very unlucky .01% where we did not make it to the time when aging was cured.  Or perhaps aging is uncurable and my whole theory goes out the window.

We’ll get back to regular MMO posts after this :)