Sunday, May 24, 2015

No Flying in Warlords Entire

Blizzard confirmed that there will be no flying in WoD for the entirety of the expansion.

As I said in the discussion of the subscription drop, we can infer what Blizzard's numbers are telling them by their subsequent actions. This is a clear signal that Blizzard thinks that people will not unsubscribe because of the lack of flight. That they believe the expansion is stronger and more attractive without flight, and that their internal numbers are backing that view.
That in turn implies that for most people, lack of flight is not a deal-breaker. 

Personally, as I've mentioned before, I don't think flight has been good for the game. In fact, going over my older posts, I found this post from The Burning Crusade, about two weeks after I hit 70 and got my flying mount. It's kind of amusing to look back at it now, as it nailed the play-style changes and some concerns for future development:
Now with a flying mount, [questing is] very different. 
Step 1: Aerial Recon - Scout out the location and find the quest mob.
Step 2: Paradrop in - Hover directly above the quest mob and dismount so you fall to the ground right there.
Step 3: Kill the target, get the quest item.
Step 4: Jump out - mount up and take off.
 
Very commando-style gameplay. It's interesting because there are a lot of design implications for this playstyle. 
All in all, I think it would have been better if flight had never been added or if it had been designed differently.

For example, imagine if you could not hover. If your mount was limited to the ground until you had moved forward for X seconds in a straight line (getting X momentum) and only then could you take off. And then your mount was always moving forward, so you could not hover in place, but had to circle around.

Basically make the true commando-style gameplay inconvenient, but still allow flight for travelling long distances and generally allowing freedom in the air.

All in all, the only real surprise in Blizzard disallowing flight for the full expansion is that it once again proves they are willing to cut significant existing mechanics if they feel it is damaging the game. Flight, reforging, and even the auction house in D3 are all examples.

Friday, May 22, 2015

Itemization Changes in 6.2

Blizzard released a Dev Watercooler on itemization changes coming in Patch 6.2. Here are some thoughts on the changes.

1. More Consistent and Visible Personal Loot

Whenever a group gets items, a certain percentage is "wasted" and ends up disenchanted. Because group loot systems can funnel loot to the people who need it, their wasted percentage is a lot lower than the wasted percentage of Personal Loot.

Blizzard appears to be increasing the amount of Personal Loot given out in order to compensate for increased wastage.

They're also moving to a more consistent model where each boss will drop roughly the same amount of loot for the group, rather than it being truly independent. For example, right now each person might have a 24% chance to get loot, which depending on RNG, could lead to anywhere from 3 to 9 pieces dropping. In the new system, exactly 6 people in the group will get loot, and the item they get is then determined from the eligible loot for their specialization.

As well, there looks to be a new UI element which shows who won loot on this boss, making loot more of a group experience.

Overall, these changes to Personal Loot are good, and will improve its attractiveness. Ideally, Personal Loot becomes the system of choice for pickup groups.

2. Secondary Stats

I'm not sure I really understand what Blizzard is trying to get at here.  I think that they're saying that right now, secondary stats on gear looks like:

+100 Haste
+100 Mastery

My guess is that they want to do more things like:

+150 Haste
+50 Mastery

I don't think this will make a lot of difference. Players will just throw it into the stat weights at Wowhead and make a list of the best gear.

3. Item Level Ramp

As you go deeper into the raid, the level of items will rise. So reward continues to match difficulty.

Unless Blizzard is planning to greatly increase the size of the loot tables, I don't see the point of this. If your boots only drop from Boss A, does it matter if they're slightly higher or lower in ilvl than your gloves?

Plus, what this will probably means is that the Holy Paladin weapon (assuming Blizzard manages to remember it) will drop off an early boss, while the good healer weapon will drop off the last boss and have a higher ilvl. At least this means that Holy Paladins will get a better upgrade sooner if the raid continues into the next difficulty.

On the whole, I think the better solution to people skipping end bosses is to have specific bosses drop specific slots for all classes. Like one boss always drops boots, the next drops chests, and the last boss drops weapons. Kind of like Vanilla. That way no one wants to skip the last boss as they all want to get the items for that slot.

Conclusions

The Personal Loot changes are good changes. I don't think the other two changes are bad, but I doubt they will make any real difference.

Edit: There does seem to be a bit of a contradiction between Points 2 and 3. Point 2 wants to make the choice between Shoulder A and Shoulder B more interesting. But Point 3 wants the shoulder that drops later in the instance to be better. So unless the loot tables increase significantly, or maybe secondary stats become random (which is effectively the same thing), I think the two changes are working at cross-purposes to each other.

Monday, May 18, 2015

SWTOR: Bounty Hunter Done!

This post contains significant spoilers for the Bounty Hunter story in Star Wars: The Old Republic.

With the renewed 12x bonus, I finished up the Bounty Hunter story. I played as a somewhat Dark Side female Powertech DPS. I was trying for the consummate professional at first, but slipped over to pure brute Dark Side for a few planets.

If I had been in charge of SWTOR development (and had unlimited time and money), I would have scrapped the Bounty Hunter story and sent it back for a complete rewrite. It's not that the story is bad, precisely. It's serviceable, reasonably decent, and does cover the basics of bounty hunting pretty well. You're a hunter, here's your target, go get them.

The story is just not good enough, though. There is no over-arching theme or purpose. In each chapter, you're working for a different patron, who sends you after different, unrelated targets.

A lot of the problem also comes from the fact that a hunt is pretty much how every quest in every MMO works. Someone points out a target, you go and kill the target and they give you a reward. However, every other story has some extra dimension to the request. The bounty hunter is missing that extra dimension. So it feels like every other story in every other MMO, just "less".

The other class stories all had flaws. But those flaws were fixable. The underlying structure for those stories was sound. In my view, there's no real way to improve the Bounty Hunter story outside of a complete rewrite.

I'm not really sure what a better Bounty Hunter story would have been. Perhaps something that delved more deeply into the Mandalorians, maybe with you ultimately leading a new Mandalorian clan.

There are a lot of good elements in the current BH story. The crew and their interactions in particular are very good. One interesting item is that Mako and Torian are the romances, but there also seems to be an option to set them up with each other.

Many of the individual planet class missions are good, with interesting targets. The final mission is very good as well. But the individual planet class missions feel unrelated to each other. The only relationship is that your patron wants these targets.

For smaller flaws, the main antagonist is not that great. You don't interact a lot, he's just an image on the holo who occasionally sends incompetent Jedi after you.

The companion Gault is also a flaw. Not so much in his character, as he's a great character. But he's a target who convinces you to let him fake his death and join your crew. Yet one of the bounty hunter "fantasies" is to be the ultimate hunter, the one who always gets her target. The game forces you to violate this ideal, forces you to avoid killing or capturing one of your targets. No matter how awesome you are in the rest of the story, Gault will always be a blemish on your record, even if no one else knows about it.

Then we come to Skadge. Skadge is probably the most hated companion in the game. He's basically scum of the earth with no redeeming values. The bounty hunter has no reason to take him along. It's like Bioware wanted him to be the equivalent of Khem Val. But the Inquisitor needs muscle, and an ancient Sith monster that eats Force users is an awesome companion. But Skadge is just dumb, psychopathic muscle. The Bounty Hunter is already the muscle in the group, and doesn't really need an insolent extra.

Skadge really needs something in his character to make him attractive to the bounty hunter. Perhaps something like playing up the dumb, evil part of things, but have Skadge look upon the Bounty Hunter as an elder brother or sister.

In any case, that's what I thought of the Bounty Hunter story. It's certainly serviceable, and it does fulfill the Boba Fett fantasy at a basic level. Individual planets are pretty good. But as a whole it pales in comparison to all the other class stories in the game.

Saturday, May 16, 2015

SWTOR: Agent Videos

I found a couple of fan-made Imperial Agent tribute videos or trailers, both featuring the female Agent. This one is really good and covers the start of Dromund Kaas. There are minor spoilers for that part of the story.



This one, by the same author, covers the prologue in Hutta. It does spoil the twist in the Hutta storyline, though, so you may want to avoid it if you're planning on playing an Agent in the near future.

Tuesday, May 12, 2015

Legendary Ring Issues

There has been a lot of controversy over the design of the upcoming Legendary Rings in patch 3.2. Here is the current ability of the healing ring:
Use: Awakens the powers of Sanctus rings worn by you and your allies, granting (772/100)% Versatility for 15 sec. 
For the duration of this effect, all damage and healing received is divided evenly among empowered allies. (2 min shared cooldown)
As you can see, invoking your ring also triggers the rings of your fellow raid members. This is pretty controversial, because different classes might like to trigger their ring at different times. As well, it feels like you are giving up control of your Legendary item to someone else, be it the raid leader or just another player. Players really do not like to give up control.

The major issue with this ring though, is something slightly different: The cooldown is too short.

This ability is clearly modelled after Bloodlust. Bloodlust (and its variants) is an iconic raid-wide ability. It has a very noticeable sound and graphic, and is a very important part of raiding. But Bloodlust also has a 10-minute cooldown. This means it's only used once a fight (maybe twice on the very long fights). Thus there is some coordination, saving it for a specific phase. But at the same time, that coordination is limited. You just says "Lust at the start of Phase 3", or whenever it is necessary.

A two minute cooldown ability, on the other hand, needs to be used as much as possible. Ideally it should be used whenever it comes off cooldown, to maximize the uptime. That means lots of coordination to get the timing right. As well, if the ability is triggered incorrectly once, it throws of the entire schedule.

If I was designing the Legendary ring for a raid-wide effect, I would do something like:
Use: Increases haste by 30% for all party and raid members within 100 yards. Lasts 40 sec. 
For the duration of this and similar effects, you gain Legendary Heroism, granting (772/100)% Versatility. All damage and healing received is divided evenly among allies empowered with Legendary Heroism. 
Allies receiving this effect will be unable to benefit from similar effects again for 10 min.
Basically, this ability is "Improved Bloodlust". You get the ability to invoke Bloodlust if you don't have it already. But now you become even more powerful under the effects of Bloodlust.

This allows Bloodlust to do the heavy lifting in terms of how the ability works in the raid. Everyone already understands how Bloodlust works, and how it should be coordinated. It really only activates once a fight, but it activates during the most important part of the fight, usually the most dangerous phase.

I think a design like this is just as "Legendary" as the current design. But it utilizes existing mechanics, making it easier to understand and coordinate.

Friday, May 08, 2015

WoW's Subscription Drop

After spiking up to 10 million subscribers last quarter, WoW has fallen back down to 7.1 million subscribers. As usual, everyone in the community takes this as evidence that whatever new element in Warlords of Draenor that they dislike is ruining the game. (I blame Active Mitigation personally, clearly inconsistent tanking is driving people away.)

I think the most likely explanation is that the Warlords of Draenor nostalgia trip plus the 10th Anniversary got a lot of old players to give the expansion a shot. They played through the expansion, then realized that WoW is more or less the same game as when they left. So they quit again, for pretty much the same reasons as before.

Of course, there could be other reasons. The big element that everyone is mentioning is Garrisons. I'm not a major fan of garrisons, but at the same time I don't think they're that bad. They're fairly low maintenance, and easily ignorable, in my view.

If I had to choose to an element which "caused" the drop, I would say that many new elements are combining to weaken guilds, and make the game excessively transient. Things like the Party Finder, cross-server groups, Personal Loot, and maybe even Flexible raiding. In my mind, guilds are a major element in making the game "sticky". Not being in a guild, not being in a community where you see the same people on a regular basis, makes it much easier to drop away.

Of course, we don't have access to data on who exactly is leaving. Blizzard does though, and the best way to find out what caused the drop is to see how Blizzard reacts. The classic example here is Cataclysm. Blizzard made dungeons very difficult, Ghostcrawler put out a post defending that difficulty, sub numbers came out, and two weeks later all the dungeons got severely nerfed.

So we will see what happens with Patch 6.2. Thus far, it looks like Blizzard's main focus is trying to get people to participate in multiple types of content. To me, that implies that players are "silo-ing", focusing on only one part of the game like raids, PvP, or pet battles. Players are not venturing out to try other aspects, even as they are becoming bored with their chosen activity.

Tuesday, May 05, 2015

SWTOR: Ziost Finale and Dailies

This post contains major spoilers for the ending of Ziost.

Yesterday, Bioware unlocked the final part of Ziost. It was a pretty interesting outcome.

The Sith Emperor Vitiate won. He consumed all life on the planet Ziost. What this means in terms of future story is unknown, but it looks like Bioware are setting up Vitiate as the major villain going forward. I imagine the next expansion will focus on him.

Ziost also has a new daily area on the ruined planet. It is unusual because it is empty. There are no mobs other than a couple of champion sith monstrosities wandering around. The daily quests involve recovering data from dead bodies, crashed probes, and destroyed temples.

It's very atmospheric, and a neat change of pace.

In some ways, this is the most frustrating part of TOR. They've cut back significantly on the best part of TOR: the multiple unique stories. TOR went from eight class stories, to two faction stories, and now only has one combined story.

But at the same time, they do try new and interesting things like Ziost. It's a real pity that they do not have the budget they originally had. I think the current team might have been able to do a lot with more resources.

Sunday, May 03, 2015

Finishing Things

Lately, I've had a hard time finishing games and television shows. I start them, play or watch for a little bit, but then suddenly stop and switch to something else.

The big game here is Pillars of Eternity. I'm about 20 hours in, and I just stopped. I'm not even sure why, as I was really enjoying the game up to that point. I also have a level 96 Warrior in WoW, a level 7 Templar in ESO, a level 39 Bounty Hunter in TOR, and a Season 3 barbarian in Diablo 3. Not to mention I still haven't finished Transistor.

And then for some reason I downloaded TERA again on this weekend.

I'm also doing the same thing with a bunch of shows I'm watching. I'll get mid-way through and just stop. Even if I'm enjoying the show. Heck, one of the shows on my watch list is at 11 episodes out of 12, and I'm simply ignoring the last episode.

I think part of the issue is that my main games are MMOs, which never really finish and encourage you to play at a low pace but on a regular basis. For example, regardless of whatever other games I'm playing, I'll still log in to TOR twice a week to raid. I'm also still working on the Legendary chain in WoW, and that takes a little bit of effort every week.

Perhaps I've fallen out of the habit of focusing on a single piece of entertainment, and am just jumping around from game to game. It's kind of annoying though. I want to finish Pillars, to finish Transistor, to finish many of these shows on my list.

Wednesday, April 29, 2015

SWTOR: Ziost and Patch 3.2

The Old Republic dropped patch 3.2 yesterday. It has a continuation of the Shadow of Revan storyline, this time going to Imperial world of Ziost. In a somewhat unusual turn of events, the very last part of the story is locked, and will only open on May 4th.

Of course, this was not communicated well, so everyone was confused when the questline abruptly ended.

I've only done the Imperial side on my sniper. On the whole, I thought the story was okay. It's on par with the rest of SoR, and not as good as the original stories or Imperial Makeb. It's very interesting for the Imperial Agent, as they introduced a new character who parallels the Light Side Agent in a lot of ways.

One thing I've realized is that I don't really like stories with supremely powerful villains. Villains work best when they are more powerful than the heroes, but within the same "order of magnitude", so to speak. The Sith Emperor Vitiate is so powerful that I don't really see how you could beat him and still feel "fair", as opposed to defeating him because the author let him be defeated.

Heh, maybe with the May the Fourth celebrations it will be revealed that we fling Vitiate forward in time and he becomes the villain for the new movies.

Otherwise the patch was pretty decent. Bioware added a new system for cosmetic outfits. It's interesting, because before this patch, you got your cosmetic outfit by slotting components into the armor shell. There was an in-universe explanation for it. Now, the cosmetic system is purely gamist, with no attempt at explaining how it works in-universe.

They also nerfed a few bosses that were unusually hard, and blocking progress. My group managed to knock out HM Bulo, so we're now at 3/10 in Hard Modes.

The only thing I dislike about the patch is that the sound and visuals on Penetrating Blast got messed up. PB normally fires 4 shots in a volley. But now you only see and hear one or two shots. The ability still seems to working correctly for damage and procs. But it's surprising how important hearing those four shots was for maintaining the rhythm of the rotation.

Monday, April 27, 2015

Holy Paladin Weapons

I've picked up my Holy Paladin again last week and have been doing LFR and working on the Legendary Quest.

In 2011, Blizzard asked for some class feedback. Here's what I wrote at the time:
About the only important quality of life issue I have is placement of weapons on raid bosses. Sometimes I think that Blizzard forgets that Holy Paladins are the only healing spec which cannot use staves or daggers.
How has Blizzard improved on this issue?

Well, I took a look at the Blackrock Foundry loot tables, to figure out which boss I need to use a coin on to increase my chances of getting a weapon.

There is not a single Holy Paladin weapon in all of LFR Blackrock Foundry! There's a staff, a wand, and a dagger.

Seriously Blizzard, this is amateur hour. Is it really so hard to write a tool/script/test that checks the loot table and spits out any spec/slot combinations which are missing?

Sunday, April 26, 2015

Steam's Mod Marketplace

Valve has come up with a plan to allow mod-makers to sell mods on Steam. By and large the community reaction has been unfavorable. Many gamers are unhappy that something which was free, is now going to cost them money. On the other hand, a lot of industry players feel that it's only right that mod creators are paid for their efforts.

My thoughts are mixed. In addition to theoretical changes, there are also practical issues with Valve's plan.

Practical Issue - Revenue Split

The first issue is the revenue split that Valve is using. Valve takes 75% and the mod creator gets 25%. Now, Valve is probably giving a portion of their take to the original game creators, which is reasonably fair. I've seen estimates that ultimately Valve gets 25%, the game creator gets 50% and the mod maker gets 25%.

I don't think this is a sound plan in the long run. I remember reading an article on startups (by Joel Spolsky, I believe) and he gave the advice that if you make a startup with partners, you should split the ownership 50-50 (or 50%+1, 50%-1 for control issues). At 50-50, both of you are truly partners, truly financial equals. Trying to apportion responsibility and unequal ownership makes individuals resentful. In the long run that creates more problems than being a little over-generous in ownership.

In the same way, I think that Valve should strongly consider a system where the game creator and mod maker are treated as equals, as partners. A split like Valve 20%, game creator 40%, and mod maker 40% would be better. You give up a small amount of revenue, but the mod maker is an equal, a full partner instead of a junior partner.

Practical Issue - Copyright

Most mods are not compiled. That means that it is really easy for other people to copy the mods. Piracy in itself will be a problem for mod makers, but people reselling other people's mods, or creating derivative works, on Steam will be a problem for Valve.

Hopefully Valve puts up a reasonable barrier of entry for mod makers. Something along the lines of Apples $100 dev licence would be a good start.

Theoretical Issue - Open Source

Right now, mods operate much like the Open Source software community does. It isn't explicit, especially with licensing, but it's very similar. The thing is that, by and large, the Open Source movement works. In fact, it's very arguable that in a lot of areas, open source software has swallowed up closed source software.

I think the mod community will split into two. One that is for-profit using Steam's marketplace, and one that is open source, using the current distributions. Mods may even be explicitly licensed with the GPL or similar.

I think the open source mod community will end up crowding out the for-profit community. They will have more users and be able to hit critical mass a lot easier than the for-profit mods will. As well, most mods, unless they rely heavily on artwork, can be duplicated fairly easily. Think of how many different DPS parsers exist. If a for-profit mod becomes popular, I imagine that a free mod with the same functionality will appear quite quickly.

Perhaps ultimately most mods will be free and open-source, but a Premium version with a better user interface or extra options will be sold on Steam. Very similar to how many current open source programs are sold.

Conclusions

There is nothing wrong with selling mods on Steam for money. In fact, it's probably a good thing that mod makers get rewarded for their time and effort.

However, in the long run I don't think it will make much difference. The pressures that push towards open-sourcing software will exist in the mod community. Most mods are written not for profit, but "to scratch an itch" for the modder. That same philosophy will still exist.

This does not really apply to artwork-heavy projects, or massive mods which essentially change the game into something new and require a lot of content creation time. This might very well be a good platform to sell those types of mods. But realistically, there aren't that many of those mods made.

Of course, now that money is involved, anything that requires a team is going cause massive organizational headaches for amateurs. You may still see massive mods being released for free, just because everyone who worked on it getting nothing and doing it for fun is easier than trying to pay individuals for their contributions.

Saturday, April 25, 2015

Ultimate Fight Final Fantasy XIV

I'm not really sure why SquareEnix decided to make this video for FFXIV. But it's pretty hilarious.



The best part is Thancred being Thancred.

Thursday, April 02, 2015

FFXIV 2.55 Patch

Oh wow! What a way to end the main story and set up for the expansion!

Can't really say much else, because pretty much everything is a massive spoiler.

FFXIV is simply the best MMO on the market at the moment. I am eagerly anticipating Heavensward.

Edit: Also, I can't believe I forgot about this because of all the stuff that happened afterward, but the new 8-man fight is glorious. One of the best dragon fights I've seen in any MMO. It's not very complex, but tells its story perfectly, and has a great enrage mechanic.

(Warning: there may be spoilers in the comments.)

Sunday, March 29, 2015

Pillars of Eternity: Further Thoughts

The Bear

I killed the bear.

I had to gain two levels and get two companions, but the bear died. And it turned out that there was a really interesting story and moral dilemma attached to the bear.

As well, apparently there are two bears on Hard Mode! I'm not trying that any time soon.

Story

The story in Pillars of Eternity strongly reminds me of Robin Hobb's Soldier Son Trilogy. It's obviously not directly related, but seems to hit similar themes. The Soldier Son books were pretty decent. Hopefully Pillars of Eternity is not as "mean" to the main character. Ms. Hobb really put her hero through the wringer.

Sneaking

One interesting mechanic is that the game pushes you to explore dungeons in stealth mode. If you are in stealth, you detect traps, find extra treasure and secrets, and get advanced notice of enemies before they see you. You can put the entire party in stealth and move as a group, so at least you don't need to micromanage a scout. But stealth still slows you down significantly.

It's an interesting design choice. On one hand, it is very atmospheric to sneak through the dungeon, carefully watching for traps or enemies. On the other hand, it is a bit tedious.

Conversation Meta-information

I turned on the conversation meta-information option. This tells you if a conversation choice has an associated trait like Honest, Cruel, Passionate, etc. I was having a really hard time matching choices to what the developers thought were the traits. For example, I got a point in Stoic, and I was completely surprised by that.

I'm really not sure about this decision, though. It might be better to just choose the response that I think best fits the situation, and take the traits as they come.

The other part of the issue is that it's sometimes hard to tell when it's an important choice where traits come into play, and when you're just going through all the options in the conversation tree to extract as much information as possible.

Melee Damage Dealers

A while ago, I posted about the Trinity, and how threat was important to keep the melee dps viable. I think Pillars of Eternity is proving me correct. PoE does not have threat, but characters do have "Engagement". Basically if you are in melee combat with someone, you can't really break away to attack a different character. You can attack another character who comes into melee range though.

So I have two sword-and-shield tanks (my paladin and fighter). My standard plan is to have those two engage the enemy and have the other characters fire from range. So far it's working pretty well.

However, I got an NPC who seemed to have short-range spells. He also had a two-handed sword and heavy armor. So I sent him into melee combat with the two tanks. The monsters all turned to him and wrecked him. I ended up switching him back to range and trying to station him just behind the tanks.

I'm not sure I really understand how a melee damage dealer is supposed to work in this game.

Conclusions

All in all, Pillars of Eternity is going strong. I've done most of the first area, and have just made it to the large city. Time for some good old-fashioned city adventuring a la Sigil from Planescape.

Thursday, March 26, 2015

Pillars of Eternity: First Impressions

I was killed by a bear.

In fact, I'm pretty sure this was how my first death in Baldur's Gate happened. So by that standard, Pillars of Eternity is already off to an excellent start.

Pillars of Eternity is a new RPG by Obsidian, who are Black Isle veterans responsible for games like Icewind Dale and Planescape: Torment. PoE was kickstarted a couple of years ago, to make an RPG like the great D&D RPGs of the late 1990s.

I'm only an hour in, and so far the game looks excellent. It's very much in the style of Baldur's Gate, with the same isometric view, and similar controls. However, the setting is completely new. I haven't seen very much of the game though.

The game is very text-heavy. It's looking like the level of Planescape: Torment. I consider this an excellent sign, but your mileage may vary.

I created a human paladin. One interesting thing about paladins in this game is that there are five Orders. Each order values different traits. The game measures what decisions you make that are in accordance with your traits, and your paladin abilities scale with that. So if your Order values diplomacy, the more diplomatic actions you take, the stronger a paladin you are.

The Orders are pretty neat, especially the Bleakwalkers, who are cruel and merciless. They feel that the best way to end war is to make fighting so deadly that the enemy sues for peace rather than engaging in combat. To that end, they give no quarter in battle. I chose a more traditional paladin order, though.

All the classes seem to have different elements like this, and there are something like 11 classes.

For videogames, PoE represents a triumph of Kickstarter. An excellent, meaty game made in a genre and style which the major publishers have ignored. It looks like Obsidian has delivered exactly what the backers desired.

If you were a fan of the old Bioware and Black Isle RPGs, I strongly recommend you check this game out.

Wednesday, March 18, 2015

Arathi Basin in Space

Eve Online unveiled some proposed changes to their sovereignty mechanics, the mechanisms by which corporations take and hold star systems in the game.

To my surprise, the proposed mechanisms remind me of nothing so much as WoW's Arathi Basin.

In the current version of Eve sov you have to bring fleets to damage the station enough to put it into a different state. In the proposed version, you need a ship with an "Entosis Link". Channeling that link on the station for X minutes puts the station into the different state.

The major change is that one Entosis Link is all you need. Adding extra Links does not speed up the process.

You can see that this is just like capturing flags in Arathi Basin. All you need is one attacker to successfully complete a channel and the state of that node changes. Multiple attackers don't improve the speed of capture, but provide redundancy.

Now, there are differences. In the Eve version, the channelling ship must be destroyed to stop the channel, not simply attacked. The defender also has the option to start her own Entosis Link channel, which essentially "pauses" the attacker's channel.

As well, merely changing the station state is the start of the capture process in Eve. Then a countdown starts to the next stage, in which multiple command units are spawned in nearby star systems. These command units are captured using the same Entosis Link mechanism. Whichever side captures the most command units wins that stage. If the attacker wins, another countdown starts, after which the stations goes into a "freeport" mode and can be captured by anyone via Entosis Link.

In any case, much of the tactical gameplay becomes very similar to Arathi Basin. Stations need to have a defender hanging around. This defender will probably be bored most of the time, but if she leaves, the station is vulnerable to a lone attacker sneaking in and getting a quick capture.

So essentially, the amount of space a corp can hold becomes equal to the amount of space that corp can patrol. Of course, this being Eve, I expect the "patrol" to be a character on a second account stationed nearby, while the player's main account does something interesting.

The other interesting element of this new plan is that it is a very gamist system. The Entosis Links are pretty "magical". And I don't see any logical reason that station command units should spawn in nearby systems. It's clearly not very simulationist at all.

But maybe that's necessary. In my understanding, the current Eve sovereignty system is reasonably simulationist, being built around large fleets and blockading the gates in a system. However it doesn't seem to make very many people happy.

Tuesday, March 17, 2015

Liebster Chain

Been a while since the last post. I honestly did not mean to go so long without posting.

Talarian tagged me with this Liebster chain, so I may as well answer it. I'll post questions and tag people in a later post.

1. What is your favourite game mechanic?

Hit points.

HP are probably so ingrained that we don't really think of them as a mechanic. But they just work. They're very intuitive, they scale well for progression games, and they allow partial successes, and the ability to go back and forth. They allow for interesting risk/reward calculations. For example, a big weapon that does lots of damage but few chances to hit versus a small weapons that hit often but do little damage.

Often in the tabletop games, people decry hit points as not simulating reality, and they try to come up with other mechanics. But nothing seems to work as well as hit points.

2. Is there a character did you think would be cool when announced or first encountered, but in practice turned out terrible? Who? Why?

Not really. It might just be memory speaking, though. A good first impression might be enough to color the rest of the experience with the character. Or possibly if the character ends up really disappointing, all you remember is the disappointment.

3. If your entire life turned out to be a simulation or part of a video game, would it change your outlook on life? How?

What sort of simulation? Are we talking something like the Matrix, where there is an outside reality that I can exist in or can affect? Or a pure simulation, where I exist solely in the simulation?

If it's the Matrix, I'd probably prefer to try and escape, and see what's real. In the pure simulation scenario though, I don't think it would change anything for me. If all I can affect is the simulation, than for all intents and purposes the simulation is real for me.

4. What is your favourite colour?

Blue. I usually pick the blue team.

5. If you were an astronaut and going to space for 6 months, what personal item would you bring with you?

A good paper journal and a few of those pens that work in space. It might be redundant, given that I could easily record thoughts on a digital journal and have them transmitted and archived safely. But paper has a certain permanence to it, a feeling of weight that would be appropriate for something as monumental as going into space. You can't backspace on paper, after all.

6. Which of the Seven Deadly Sins is your favourite?

If you think about it, isn't this an odd question? It's like asking who you like better: murders or child molesters?

Plus, does anyone really ever give an answer other than Pride? I blame John Milton.

7. Is there a moment in your life where you felt you were finally "in the future"? What precipitated it?

No. Frankly, for all of my life technology has advanced in an evolutionary fashion, rather than revolutionary. I was born after the computer displaced manual calculations. What is the internet but an extension of the telephone network? There's nothing wrong with this, of course. Thousands of small incremental improvements can add up to a major improvement over all. But it's hard to feel like you are in the future when you see each of those incremental improvements pass by.

8. Cliffhangers, good technique, or annoying technique? Why?

It's a good technique when the resolution is on the horizon. For example, to end a chapter in a book, or end an episode of television.

But I don't like cliffhangers when the wait is much longer, like for the next book, or the next season. Stories need endings, and the artists who get addicted to cliffhangers often fail to end anything in a reasonable manner.

9. Has there been a game mechanic that enraged you or felt supremely unfair? What was it and why?

I don't like mechanics that break the established rules of the world without warning. There was one puzzle very early in Braid that I felt broke the rules that the game established. I don't actually remember what the puzzle was, but I had to google for the solution. As soon as I saw the answer, I uninstalled the game.

I still harbor an irrational antipathy towards Jonathan Blow because of that experience.

10. Tortoise, or the Hare?

Tortoise. Steady, incremental progress is a lot more powerful than we give it credit for. Plus, the Tortoise wins in the end.

That being said, it's interesting that Western stories always present this dichotomy. Slacker with talent, or conscientious average person. It's a real shock to the system the first time you encounter and recognize disciplined Hares in real life.

An interesting take on this issue is Sakurasou no Pet na Kanojo. Although theoretically a romantic comedy, it has a very interesting perspective on genius, hard work, and envy.

Monday, March 02, 2015

The WoW Token

Background

WoW is introducing a PLEX-like item: the WoW token. A player can buy it from the cash shop and sell it for in-game gold on the Auction House. The buyer can then use the item and get a month of game time.

As you know, I don't like these schemes. I simply think it is a bad idea to let strong players have a "free ride" at the expense of weaker players. WoW rests on a broad base of relatively equal subscribers, and I think that narrowing that base will end up weakening the game as a whole. As well, I don't think it's a good idea to incentivize your strong players to start gold farming in earnest. In fact, I would almost prefer WoW to sell gold directly, rather than this indirect method.

But I've lost this battle. (Though I rather doubt any game company even noticed I was fighting it.) It's clear that these sorts of items will be standard in MMOs from now on.

Specifics

Let's take a look at this specific implementation. There are some interesting nuances here.

Unlike previous implementations like PLEX, this item is not liquid. The item can only be sold once. After that it is soulbound and must be used. This means that there are no speculators involved, and the only buyers are people who actually want the game time.

As well, since the item cannot be traded, the potential for scamming is eliminated. As are external RMT-ish resellers and lotteries.

The item can only be sold through a special AH interface. Of particular note is that the player cannot set the price. Instead the game offers the player a value, and when the item sells, the player gets the offered value. In theory, the offer and sale could be different, but overall I imagine the difference will be slight.

This can be modeled as the AH purchasing the token from Player A, and then selling the token to Player B. The price offered to Player A will probably be some sort of rolling average to discourage waiting for specific windows to sell the token. For example, waiting until Saturday to sell the token because that's the day the most people are online.

I'd guess the A-side price would be something like the average price of all tokens sold on the B-side over the last 7 days. Then the B-side price would be some automatic bidding mechanism where the price increases whenever there is a sale, increases if there are no tokens available to sell, and decreases if a period of time passes without a sale.

This process probably also allows Blizzard to set a floor or ceiling on the B-side price if they deem it necessary, most likely to stop side effects from a dupe bug or similar exploit. If the price of the WoW token suddenly triples, that's likely a sign that someone has figured out an exploit.

Blizzard's clear intent is to eliminate all possible customer service issues. The process is entirely automated. There is no point where a player can exercise choice, other than to sell or not sell. So there's no opportunity for a player to make a mistake and hurt themselves.

Sunday, March 01, 2015

Making Space for Kindness

Syl at MMO Gypsy has a post on kindness in FFXIV. I'd like to take a look at just what factors inspire people in FFXIV to be kind, using Syl's example of a dead solo player asking for a res.

1. First, the game needs to give players the potential opportunity to be kind. FFXIV's death mechanic could be considered "bad design". In most MMOs, if you die, you resurrect at the nearest spawn point or graveyard. In FFXIV, when you die, your option is to resurrect at your "home point". Your home point might be set to a city on the far side of the continent, because that's usually more convenient, as you get a free teleport to your home point every 10 minutes.

So dying in FFXIV can be more inconvenient than in many other games. That gives other players the opportunity to save the dead player a lot of time.

As well, FFXIV also sends high-level players back to leveling zones, and allows the spell that resurrects people to be taken cross-class. So even if you aren't a healer, you might still have the resurrect spell as one of your cross-class spells.

2. The player receiving the kindness must not be undeserving. If the dead player resurrected at the nearest town, the travel distance for the kind player is the same as the dead player. I bet that in this situation, the dead player would be called out as "lazy" and told to walk back.

In fact, if the norm in FFXIV was to change your home point whenever you switched areas, asking for a res might be considered bad. But the norm in FFXIV is to set your home point to a central convenient city.

3. The game needs to make it easy to be kind. FFXIV has the "<pos>" macro. When you put that in chat, it makes a link with your current co-ordinates. If another player clicks that link, the game puts a small flag on the map at that location. This makes it real easy for a kind player to actually find the dead player. It's relatively minimal effort.

"<pos>" is also useful to call out special targets. Like if you find a Hunt target, people often call it out in chat with the co-ordinates. Very easy to do, and very helpful.

The more effort being kind takes, the less likely people are to be kind. This also applies to costs. The higher the cost of being kind, either in actual cost or lost opportunity, the less likely people are to be kind. This is often the problem with dungeon groups.

4. Kindness works best if only a few people need to be kind. Of all the people seeing the "Needs Res" message, only one or two people need to respond. If the majority of people don't respond, the dead player still perceives the community as kind, so long as at least one person does respond.

Again, this is another problem in formal group play. In groups, usually everyone needs to be kind. Here, one unkind person can hurt the experience, and cause the person to perceive the entire community as being unkind.

Kindness is actually fairly hard to cultivate. There are several factors that need to work to get it right. I think FFXIV does a good job, but I am not sure how much is actual design, and how much is just serendipity. For example, I was just in a rather acrimonious Crystal Tower run that was pretty much as bad as anything you see in WoW (mostly because we wiped on Bone Dragon once because everyone ignored the skeleton mechanic).

Thursday, February 26, 2015

Currently Playing Updates

Here's what I'm currently up to:

World of Warcraft

I'm pretty much only doing the weekly garrison quest with Coriel. I've also stopped messing around with the garrison buildings. I debating doing the legendary questline, but haven't come to a decision about that yet.

For some reason, I rolled a random Blood Elf mage and got to level 5. I'm not sure if I will keep going with it, or even why I started it in the first place.

The Old Republic

My raid team has gotten to 2/10 in Hard Mode operations (1/5 Ravagers, 1/5 Temple of Sacrifice). I'm not sure what fight we'll be working on next. Gearing for Accuracy is a huge pain in this expansion, and it really isn't helping that Sniper set gear seems to not have any.

Otherwise, one major change Bioware made was to add Companion gear to the Weeklies. So I've been slowly working on kitting my companions out, especially the droid companions. Previously, droid gear was fairly annoying to get. One interesting side-effect of this change is that I roll on very little gear in ops. It's not worth the time and effort to get gear for companions from operations anymore.

I'm also leveling a Bounty Hunter, about 2/3 Dark Side and 1/3 Light Side. Professional but a bit ruthless. I'm currently on Taris.

Final Fantasy XIV

I've decided to try and get my Relic Weapon for the Paladin class. I'm currently working on the Atma book stage, and have a grand total of one book complete. ... I don't think I'll get this done.

I took a look at the new Golden Saucer stuff. It seems pretty fun, but I'm not really into mini-games.

Diablo 3

For Season 2, I started a Monk and got to about level 25 so far. This time around, I'm trying to play in public games with other people. However, I think the matchmaking buckets are now too small, since you now have to match on difficulty, character level, and story progression. So it's pretty hard to find people.

What are you up to?

Wednesday, February 25, 2015

Are PvE Players Overly Entitled?

I was reading the Crowfall comments on Massively OP, and I was struck by the attitude of the more strident PvE players. There was a lot of complaining that the game was PvP, and it wasn't PvE. At this point, are PvE players becoming overly entitled?

Let's look at the major MMOs currently running:

Primarily PvE - WoW, SWTOR, FFXIV, Rift, GW2, Wildstar, ESO, TSW, EQ2, Neverwinter, LotRO

Primarily PvP - Eve Online

It's not even close. There's one major MMO which is focused on PvP. Pretty much everything else is focused on PvE.  It seems really uncharitable of PvE players to feel aggrieved that a new game is focused on a different audience.

Of course new game devs are going to try and make PvP games. That's the under-served market. It's the market where you don't have to compete with the behemoths.

I'm a primarily PvE player. I have to admit that there's a ton of options for me. My biggest problem is choosing the MMOs I don't want to play.

I kind of feel for the PvP players. If you want an MMO where PvP is more than a sideshow, you're basically limited to Eve. And if spreadsheets in space isn't your thing, you're out of luck.

For PvE players to complain about the current situation is just being churlish.

Tuesday, February 24, 2015

Crowfall: Kickstarter, More Thoughts

Crowfall announced its Kickstarter today. It is already more than half-way to the goal, which means there's a very strong chance it will be successful. I backed it, as I am always in favor of games that try new things. And Crowfall is especially good in that it is set up to try many new things as new campaigns with new rulesets start up.

The other interesting thing I saw was Crowfall's rules for Faction campaigns. There are three factions: Order, Chaos, and Balance. Very archetypical factions. But the win conditions are amusing. Order and Chaos win if they have the most points at the end. But Balance wins if Order and Chaos have roughly the same amount of points.

It's a very neat way of keeping the factions level, while also adhering to the lore. The only issue I can see is that the equilibrium selects for Balance. If Order or Chaos is dominant, Balance allies with the other. But if Balance is dominant, Order and Chaos cannot ally to defeat Balance. Allying only plays into Balance's goals.

Still, though, we'll have to see how it plays out.

I think Crowfall's Achilles' Heel is going to be performance and responsiveness. I know I harp on this a lot, but in some ways, performance is more important than all the creativity in the rules and game design. Games are a tactile experience, and a successful game must "feel" right when you're playing. You get that wrong, and your game dies.

Also, I think the developers should stop referencing Game of Thrones so much. It's kind of weird, in the "they're going to get sued" sort of vein. I'm not a fan of GoT [1], so it's a turn-off for me.

1. The problem with killing off all the characters the reader cares about, is that the reader is left with a book filled with characters she doesn't care about.

Sunday, February 22, 2015

Account Sharing in the Mythic Race

Congratulations to Method for getting the World First Blackhand kill!

However, World First races would not be themselves without random drama. The drama this time around revolves around account sharing. More accurately, it's around the practice of transferring characters between unrelated accounts. Essentially, in order to stack classes at the very edge fights, edge guilds sometimes transfer geared alts from one player to another.

This is a clear violation of the Terms of Service. As well, Blizzard recently made an example of a couple prominent streamers for doing something similar, handing out permanent bans. So naturally there is a call for Blizzard to do the same thing to high-end raiders who transfer characters.

The argument in favor of punishment is straight-forward. Rules are rules. This practice is against the rules, and thus should be punished.

The high-end raider argument is actually rather interesting. They argue that though the actions are against the letter of the rules, they are not against the spirit of the rules.

Account sharing is banned for two reasons. First, it can often cause customer service issues. Anna uses Betty's character and then disenchants all her gear. Betty complains to customer service. The second reason is that account sharing and character transfers are often used for "boosting". Betty gives her character to Anna. Anna then power-levels the character, gets a high PvP rating, or gets a Mythic achievement for Betty. Betty is able to enjoy the rewards of such achievements, without putting in the work to earn them.

The high-end raiders point out that neither of these reasons apply. There won't be any customer service issues. There is also no boosting going on. Before the transfer, there are 20 players. After the transfer, there are the same 20 players in the raid, just one is on a different character.

They also point out that the secondary effects of a "zero tolerance" policy might be negative. Guilds might start requiring that players have and gear up even more extra characters. Or they might start to sport larger rosters, with a much larger bench that is only brought in when class stacking is required. This bench, of course, would drawn from the guilds directly below them, and they in turn would need to poach more people from the groups below. All this just for an extra ten or fifteen people who barely get to raid.

I find myself torn between the two arguments. Rules are rules, and it is essential for the rules to be applied impartially in a game. Yet at the same time, I think the high end argument is essentially right. What they are doing is not the same underlying negative behavior the rules were meant to guard against.

My Solution - Disallow Class-Stacking

My solution, as normal, is extreme. The root of the problem is class-stacking. So let's disallow class-stacking in Mythic. Mythic already has one strict restriction requiring a maximum of 20 players.

Let's add another restriction: a raid can have a maximum of 3 characters of any given class in a Mythic instance. Three druids, three paladins, three monks, three warlocks, etc.

This cuts off class-stacking at the knees. Mythic is already for the most experienced and skilled players, so another restriction is not going to faze them. It reduces the number of alts required by the high end, maybe even making life a little easier.

Then Blizzard can stop turning a blind eye to account sharing or character transfer at the high end. The rules could be applied impartially.

Friday, February 20, 2015

WoW Videos: Welcome to the Deadmines

Here's another classic WoW video by Adrian Drott, Irdeen, and Jessie Cox: Welcome to the Deadmines.



This is from before the revamped Deadmines had been revealed.

It's from the Rise to Power contest back in 2010. That contest produced a lot of good videos, including Greyfoo's Scarlet Toy. I'm not entirely certain why that contest in particular was so productive. Perhaps the topic was just restrictive enough to fuel creativity, without being too constraining.

Thursday, February 19, 2015

Crowfall: Guineceans, Physics

Crowfall released some more information today: a couple of new archetypes and some information about physics.

Guineceans



I've mentioned before that I don't like short races in most MMOs. For some reason, the trend over the last few years has been to make then nasty, evil creatures.

Crowfall unveiled their short race, the Guinecean Duelist, based on guinea pigs, it looks like. I really like the background story they gave them. It makes them almost noble, and genuinely good and fun. More like Reepicheep from Narnia, rather than goblins. This race just felt like a breath of fresh air to me. I don't normally play short races, but I might make an exception for these guys.

Physics

Crowfall also revealed that they are attempting to add real-world physics to the game model. This includes collision, as well as momentum. If they pull this off, it will be very cool. However, it will be interesting to see if they can actually pull this off in a server-based PvP game.

As well, real-world physics has a lot of potential for griefing. The physics model includes projectiles, so it includes the possibility of friendly fire. One thing I do like is that the devs have outlined a plan where they can "fall back" on different options if it turns out that friendly fire causes too much grief. This plan includes turning friendly fire off entirely as the last resort.

Wednesday, February 18, 2015

MMOs to Play Again, Someday

I've been wandering across MMO sites that have been discussing different games. I see some stories for some games, and kind of get an urge to play them again. Though I probably won't because of the lack of time. Then there are some games which I played, and have zero desire to try again.

Would Play Again

TERA - It's still the best and most visceral combat out of all the MMOs I've played. But I don't think the surrounding elements have been improved.

The Secret World - Every time I see people raving about the content in TSW, I get the urge to play again. But then I remember the combat, and how lackluster the performance and responsiveness was.

Defiance - I found Defiance pretty fun. Just not fun enough to keep going.

Elder Scrolls Online - Again, lackluster combat killed this game for me. But I do kind of regret not getting to max level at least and seeing the story.

Not Interested

Rift - I'm not really sure why I don't want to play Rift again. I can't really point to anything the game does poorly. I even had a max level character, before the expansions. Yet I have zero desire to play Rift.

Lord of the Rings - It's just too old for me. It used to be in the "would play again" category, but then I downloaded it and started playing. Fifteen minutes later I couldn't take the graphics and performance anymore.

Age of Conan - another one which I kept thinking that I'd like to try again. Then I did, and got reasonably far leveling before I couldn't take the control scheme anymore.

What MMOs would you like to give another chance?

Tuesday, February 17, 2015

Randomness in Hearthstone

Syncaine commented:
The '90% of outcomes are decided by dice' aspect makes [Hearthstone] a very poor game, which IMO is the bigger problem, and got MUCH worse with the last expansion. Does anyone, winner or loser, feel good about a game being decided by the dice behind Unstable Portal? And you can't build a deck with limited luck factors, as some of the best cards (such as unstable portal) are also the big dice roll cards.
It's true that Hearthstone has a lot of cards with random effects. However, I don't agree that this specific element makes Hearthstone more or less skillful than Magic.

First, randomness is just probability. Probability can be factored into your plans. You can mitigate the randomness with tactics. Yes, sometimes you'll get very unlucky. But over time, skillful play that accounts for probability will win.

You can see this because the same people tend to win, tend to put up consistent records. That is a sure sign of a game that requires skill.

It's like poker. Poker is very random. But it's still a skill-based game. Randomness in and of itself does not exclude skill.

Second, there is a huge source of randomness present in Magic that is missing from Hearthstone: resources. Magic requires land cards in your deck. Drawing the right amount of land is a huge factor in determining victory in Magic. In fact, a good deal of skill goes into constructing the mana base for a given deck. Almost every new player makes decks with 20 land, which is a mistake (unless running extreme aggro). They need to learn that the more correct number is 24 lands. A lot of the time, the endgame in Magic can come down to who draws a threat versus who draws an unneeded land.

That source of randomness is completely missing from Hearthstone. There is no mana-screw or mana-flood in Hearthstone. Resource gain is not random, but completely predictable.

From my perspective, Hearthstone and Magic have similar amounts of randomness. Hearthstone merely moves the randomness from resource generation to gameplay effects. You can still play skillfully with random effects. You just have to take probability into account, and have backup plans for being unlucky.

Monday, February 16, 2015

Hearthstone Interactivity, Part II

Continuing on from the previous post, let's look at an alternate scheme to increase interactivity in a game like Hearthstone. This scheme is used in several CCGs. I first encountered in the Babylon 5 CCG.

Essentially, the rounds become simultaneous. Each person gets a new mana crystal at the same time, and draws a card at the same time. Then one player takes an action to cast a spell or attack. That spell/action is resolved. Then the next player takes an action. You go back and forth until both players pass in a row. At that point the round ends, and a new round starts.

This isn't quite as responsive as Magic. But it makes the game closer to something like chess, where players alternate moves. If Anna does something that requires multiple actions, Betty has a chance to interrupt Anna.

Now, this scheme does have downsides. Needing to wait for the other person to pass can lead to stalling.

As well, this scheme sometimes devalues combinations of cards. For example, let's say Anna has a 4/4 on the board. Betty has a 1/1 and a Blessing of Kings (+4/+4) in her hand. Under the old rules, Betty could play her 1/1 and boost it to 5/5, putting her in a good position. Now if Betty plays the 1/1, Anna's 4/4 will immediately attack and kill it.

Building synergistic combinations of cards is a great part of the fun of CCGs. Schemes that promote more individually powerful cards at the expense of combinations can prove to be less fun.

This scheme also makes the decision tree a lot more complex, where you have to keep in mind your opponent's possible moves. It might very well be a strength of Hearthstone that each turn is self-contained, and allows a newer player to reason out her entire turn without interference from the other side.

Like, in current Hearthstone, if you play an incorrect sequence, it's fairly obvious when you recognize what the better sequence would be. But adding the other player's moves into the mix muddles that clarity.

Still, though, the scheme outlined above is more interactive than the current version of Hearthstone, and is also more suitable for computer play.

Sunday, February 15, 2015

Hearthstone Interactivity Compared to Magic

One common criticism of Blizzard's Hearthstone from more experienced gamers is that actual gameplay is rather simple and not very interactive. There is a great deal of truth to this, especially compared to Magic: the Gathering. In Hearthstone, one player takes a turn and does several actions, while the other player watches. In some ways, it's like playing chess, but each side gets to take four moves at a time.

It is possible that this simplicity has helped Hearthstone's popularity. The decision tree is far simpler, and because several actions will occur on the opponent's turn, it's not worth predicting many turns ahead. It's much easier for a new player to play a turn at a time, and still string together a successful series of moves, giving them a decent chance of winning. In a more interactive game, the new player would fail to predict her opponent's responses, and end up making mistakes more often.

But if you've played Magic, Hearthstone does come across as overly simple. The big problem is that Magic's system for interactivity works fine when playing in the real world, but is absolutely horrific when translated to a computer.

Magic uses something called the "stack". When a player plays a spell or ability, the opponent gets a chance to respond with another spell or ability. This second ability goes "on top" of the first ability, and can be responded to in the same fashion. Thus a "stack" of spells is built, and when there are no more responses, the spells begin to resolve in Last In, First Out order, starting with the last played spell at the top of the stack.[1]

For example, let's say Anna has a Grizzly Bear with 2 toughness. Betty plays Shock dealing 2 damage targeting the Bear. Anna responds with Giant Growth, giving the Bear an extra 3 toughness. The stack unwinds, and Giant Growth resolves first, making the Bear's toughness 5 in total. Shock then resolves and deals 2 damage to the Bear. That isn't enough to kill it, so the Bear stays alive.

You can see how interactive this simple example is, especially compared to Hearthstone. But when you translate this to the computer, it becomes very annoying, as Magic Online showed us. You have to ask the player if she wants to respond after every spell, and the player has to say no. Whereas in a real world game, only a few spells will actually have responses, and it's fairly easy for the opponent to interrupt and say they have a response.

The computer could skip asking responses if the player can't actually respond. However, that gives away information. Knowing that your opponent does not have a Counterspell or other response is a powerful piece of information.

This is the main reason Hearthstone is not interactive. Interactivity on the level of Magic is supremely annoying when playing a computer game.

Could Hearthstone have split the difference and made a more interactive game? Possibly. In the next post I'll outline another system used by other CCGs that might be a better translation for computer card games.

1. Yes, Magic players. This is a simplification of the stack. You can also respond to your own spells, and stop the stack as it unwinds and then add new spells to the top.

Saturday, February 14, 2015

Chores, Feeling "Forced" and "Nothing to do"

I saw this excellent post by Torvald on the WoW forums. It's long, and a little hard to excerpt, but it's well worth your time.

Essentially, Torvald says that a lot of people on the forums are complaining about "having 'nothing to do' and the sense of being forced to spend all your time in garrisons doing garrison chores." But this isn't actually true, as he goes on to list the many, many activities available in current WoW. And he's right. Objectively, there are more activities available in Warlords than in any of the past versions.

So what then accounts for the general feeling of malaise? Torvald theorizes that the first few minutes of gaming session set the tone for the remainder of the session. Spending the first 15 minutes when you log in on garrison maintenance drains the player of energy, and that pushes them to log out instead of continuing on with a more fun activity.

So why then do players insist on doing those chores first? Torvald offers this explanation:
People hate the sense that a reward dangled right in front of them will be lost permanently if they fail to act. The Garrison chores are a perfect example of this. Anytime you fail to act, you give up a reward. The reward is sitting right in front of you, requiring you to do nothing more than interact with it to pick it up (mine nodes, herb garden, work orders). The more accessible a reward is to your initial log-in point, the more you will feel like the "right" way to play is to engage with it. Not doing the task to get the reward makes you feel like you're stupidly giving up a gain, and no one likes to feel as if they're playing the game "wrong." So you feel compelled mentally to engage that content. [Emphasis mine.]
He offers some suggestions about how WoW can go about remedying this. The post is a lot longer that what I've summarized, and contains some other interesting ideas. It's worth reading.

I think that in a lot of ways Torvald is right. I don't play WoW often these days, but whenever I do play, I ignore my garrison completely and jump straight into whatever activity I really want to do.

Friday, February 13, 2015

Crowfall: Pricing, Currency

Pricing

Crowfall released its planned pricing scheme. They're planning on Buy-2-Play with a cosmetic cash shop and an optional subscription. Seems pretty reasonable to me.

Though the subscription looks really optional. The basic plan allows you train one character, while the subscription allows training for three.

There's also a PLEX-like item that can be traded for a month's subscription. I'm not sure about this. Crowfall's main draw is resetting worlds. Throwing this in the mix seems like it skews the resources on a single world. At least in Eve the universe is permanent.

Currency

The other interesting dev comment I saw was:
We are giving the players the tools of an economy but what becomes the defacto unit for trade will be decided by what people start selling their goods for. Could be wood, ore, ore smelted into coins, if so which ore is the one used? Fun times for sure! 
This strongly implies that there is no default currency like gold, credits, or ISK. Instead the entire game will work on barter. This also implies that there is no automated trade mechanism like an auction house.

This is a pretty interesting system. I have no idea how it will work out.

Thursday, February 12, 2015

Mythic Alt Runs, Attuning Items

I think we got a little far from what I really wanted to discuss with the last post on Mythic Alt Runs. The way I see it, there are three possibilities:
  1. Mythic alt runs are fine, so we don't need to do anything.
  2. Mythic alt runs are unhealthy, but the cure would be worse than the disease.
  3. Mythic alt runs are unhealthy, and need to be fixed.
Personally, I'm leaning towards option 2. I think the alt runs are unhealthy for the game, and hurt the experience of the top guilds. But on the other hand, that's only a very small portion of the audience. Furthermore, those people are known for doing crazy things in pursuit of World Firsts. If they didn't do alt runs, they'd probably be doing something else just as unhealthy.

Previous excesses in the top guilds, like consumable or class stacking, caused issues because it was required for lower tier guilds to do the same thing to beat those fights. In contrast, alt runs just accelerate the process of getting gear. In a couple months, a regular raid will catch up with enough gear. 

As well, any solution to alt runs would end up hitting all the other raiders in the game. This would probably hurt their experience.

I can only see two solutions to alt runs. First, Gevlon suggested that Heroic Mode use Personal Loot. This would stop alt runs for sure. However, many players--including myself--really dislike Personal Loot, especially for guild raids. It's a necessary evil for LFR and pick-up groups, since you can't trust everyone, but not something to be used for true extended content.

Attuning Items

The second solution would be a cap on how many new epics can be equipped in a given time period. For example, imagine that items had three states:
  • Unbound - can be traded to other players
  • Soulbound - cannot be traded to other players
  • Attuned - cannot be traded to other players
Simply getting a Bind-On-Pickup item makes it soulbound. But actually equipping an item "attunes" it. The restriction would be that you can only attune 1 or 2 items a week. Once you've hit your limit, you simply can't equip new items.

There are some advantages to this scheme. You can put in a lot of different ways to get epics, without making a player "need" to do all of them. You could make a rule that the limit only applies to epics, and that gives blue items a slight advantage over epics, which might come in handy when introducing new content such as 5-man dungeons. It generally slows the pace of gear acquisition down, and spreads it out, rather than getting the majority of your items quickly and then waiting for the last few pieces to dribble in.

But it would be a big change. It might be a good change, but it's also not a change that should be done just to stop Mythic alt runs.

Wednesday, February 11, 2015

Are Mythic Alt Raids a Problem?

WoW just released the latest raid, Blackrock Foundry, and the race for Mythic World First is in full swing. However, all the edge guilds are using a potentially worrisome tactic, perhaps one that could cause issues if it filters into the playerbase at large.

Each guild is running multiple (around 5 or more) Hard Mode raids, and funneling loot to the main raiders in each group. For example, the group takes 26 alts and 4 main raiders and clears Hard Mode. Every single piece of loot goes to those 4 main characters. The raid is 30 people to maximize the amount of loot per main. They then do this multiple times, until all their mains have run through the instance. Almost all edge guilds did this last week, when Mythic wasn't open.

Paragon, the guild who won the Highmaul race (and many other World Firsts from previous expansions), even delayed starting Mythic this reset in order to do the HM clears and funnel loot to mains. As a result, they started late, but have rapidly caught up. If Paragon ends up clearing Blackrock Foundry first, it's certain that all the other Mythic guilds will start imitating them.

This tactic is pretty hard to stop. And it does put a large burden on raiders. Each raider needs to maintain 5 or more raid-worthy characters, and run the lower instance multiple times each week. And that's even before we get into the actual Mythic content.

To be honest, the only mechanic I can think of that would stop this tactic is to cap the number of new epics a character can gain or equip per week. And that would hit everybody. Of course, a normal player generally doesn't get a lot of epics each week in regular play.

So maybe this is a case of just letting edge players kill themselves if they so desire. However, this tactic can work at lower levels too. A guild targeting Hard Modes could funnel loot from Normal Mode raids. I'm not certain that funneling loot would spread to lower tier guilds, but it certainly will become the norm among all the Mythic guilds.

It might be worthwhile to restrict everyone to prevent the high end guilds from demanding that every applicant have 5 raid-worthy characters.

Edit:  it occurs to me that there's another reason that alt runs have become significantly better this expansion: gear consolidation.

In previous expansions, if you were a Holy Paladin, you could expect that 2/3 of the plate dropped were strength plate, and 1/3 were intellect. Now all plate drops are usable. So that's 50-200% more loot for each character, with a corresponding 50-200% more chance for Warforged or socketed gear.

That's the same for every class, even cloth, since spirit is no longer on armor.

Tuesday, February 10, 2015

Twitter Integration

World of Warcraft is introducing Twitter Integration in Patch 6.1:
We have a new feature coming in Patch 6.1 that’ll allow you to send out Tweets directly to your Twitter feed while playing World of Warcraft. It includes the ability to send out text-only Tweets; easily take, crop, and Tweet out in-game screenshots; and let your friends know about your recent accomplishments.
It's not automated at all, and looks to be entirely under the player's control. If there is Twitter spam, that will be entirely the fault of the player.

Reaction, at least on the forums and in comments, seems to be fairly negative. At best, people feel it is a waste of resources. At worst, some people believe this heralds the decline of Western Civilization.

I take the opposite position. Now, I tried Twitter for a bit, and then dropped it, so this is a feature I will never use. However, there are a couple of positive results from Blizzard undertaking this.

First, consider the "This is EVE" trailer. If there is one lesson that MMOs should take from that trailer, it is that genuine player enthusiasm is the best way to market these games. Players visibly having fun playing these games, and getting excited over random things, are an enormously powerful tool for attracting new players or bringing back lapsed players.

Twitter integration is a easy way to expose genuine player activity to others. Since players are fully in control of their tweets, they will tweet things at an acceptable level. Or at least a level where they avoid everyone unfollowing them.

Second, this is a low stakes project for Blizzard devs to work with integrating with another company's service. At least one where the end user triggers the external service during gameplay. In many ways, the computer world is moving towards integration of services from many different companies, or even within the same company.

While not complex, there are always small things that go wrong with these things. You have to account for the other company behaving weirdly, or changing the rules on you. Developing best practices in a simple project like this can help with future projects. For example, Twitch.tv integration in future games.

I think that those two reasons--especially the marketing one--are good enough to make this project worthwhile.

Monday, February 09, 2015

Shadow Realms Cancelled In Favor of SWTOR

Interesting news from Bioware Austin. They cancelled Shadow Realms, and explicitly stated that they would be focusing resources on SWTOR:
But the biggest focus for our team in BioWare Austin will be on Star Wars™: The Old Republic™. As every Star Wars™ fan knows, this is a massive year in the Star Wars universe. We have some great plans for expanding this epic game this year, and look forward to sharing the news about those plans with our players in the coming weeks.
I can't wait to see Syncaine's reaction.

It does make sense that Bioware will try to use the new Star Wars movie as an opportunity to attract more people to TOR. If it doesn't suck horribly, a new Star Wars movie will bring in a lot of fans who want to play a Jedi or Sith (or maybe even a non-force user if there is a character as good as Han Solo).

In the Producer's Road Map, also released today, Bioware reiterated that they would be focused on story going forward (as opposed to last year when they released Galactic Starfighter and Housing):
Some of you might remember before launch, we talked a lot about the “four pillars” of RPGs – combat, exploration, progression and story. Star Wars™: The Old Republic™ is an MMO, but it’s also a BioWare game. Three years ago, we set out to deliver a product that contained the best of two worlds – the immersive story experience from a single-player RPG and the vast array of systems and social connection from an online multiplayer game. Since launch, we have mainly focused on the latter, adding Galactic Strongholds, achievements, legacy perks, reputation tracks, and Galactic Starfighter. But with the success of the Shadow of Revan expansion, we think it’s time that we return to our roots and what truly makes our game unique: story. 
Shadow of Revan was just the beginning. In 2015, we are committed to bringing you more character-driven adventures in the Old Republic universe. You’re going to see a unified story, with a focus on themes that unite our eight classes – everyone is a veteran from the Galactic Civil War with a complicated past and an uncertain future. You’ll see a greater emphasis on your character’s personal history, and on the choices you make. I don’t want to say too much more since we are still in the midst of development, but what we have planned really gets back to the Star Wars™ fantasy at the heart of our game.
The part I am not thrilled about is the "unified" story. That strongly implies that the story will be the same for both Empire and Republic. I'm sort of resigned to not having class stories any more, but I really hope that at least the Empire experience is different from the Republic experience.

Edit: I forgot to mention the most important part of the new Star Wars movie. The Cartel Market will probably sell a cross-hilt lightsaber!

Sunday, February 08, 2015

Shadow of Revan from the Republic Side

I finished the Republic story of Shadow of Revan with my Jedi Knight. Shintar was right, the Republic version does make a little more sense than the Imperial version. Things are explained a little bit better in the Republic dialogue.

It's still not a very good story, but at least it's logical now.

I did find it interesting how, even though the missions and cutscenes are the same on both sides, the dialogue is different. For example, on Rishi, the pirate faction you belong to is different. Imperial characters belong to the Howling Tempest, while Republic characters belong to a different gang who everyone thinks are cannibals.

So even though the stories are the same, they must have recorded at least twice as much dialogue as scenes.  You always hear that voice acting is the big cost in SWTOR, but maybe this means that it's really the missions and cutscenes which are expensive, rather than voice actors.

Overall, I don't think I approve of the way this Bioware team handled Revan. Revan was the signature character of Knights of the Old Republic. He deserved a better ending than being a random crazy Force-user boss. In some ways, I feel the current Bioware team was disrespectful of the KotoR Bioware team in their handling of Revan in this expansion.

I think this expansion was a missed opportunity in terms of story. I mean, why not spin a story around the Revanites recruiting the main character? After all, why wouldn't Revan want to ally with Jedi or Dark Council member, or character of similar status? Such an ally would only help his plans. And then, there's a lot of places you can go from there. I think a story like that would be a far more suitable Chapter Five story than what we got.

Saturday, February 07, 2015

Massively OP and BlizzardWatch, Part III

More and more interesting things keep happening in the saga of Massively Overpowered (formerly Massively) and BlizzardWatch (formerly WoW Insider). In some ways, it's a microcosm of the issues faced by all media in the Internet Age. It's especially interesting that each site is pursuing different strategies for funding.

BlizzardWatch is relying on Patreon, where individuals pledge a small amount every month. They get less money upfront, but in theory they have a somewhat reliable income every month. They started out aiming for $8000 per month, and currently have about $13,000 per month pledged.

MassivelyOP opted for a Kickstarter to raise $50,000 upfront. This seed capital will go towards the site and give them time to actually generate income.

Both methods have advantages and disadvantages. I think MassivelyOP is betting, that as a more general site, it can generate enough revenue from advertisers, from all the different companies looking to make MMOs.

BlizzardWatch, on the other hand, really only has Blizzard and maybe a few other related companies as potential advertisers. So they are trying to be primarily supported by reader contributions.

In some ways, it is similar to the situation between public broadcasters like PBS versus the major networks like NBC. (Only the government isn't involved at all.) In television, the ad-supported networks basically won, having the largest number of viewers and the most content. The public broadcasters do survive, and often put out unique and different shows.

Of course, that's a very different medium. While MassivelyOP is more general than BlizzardWatch, they're still both very niche. The outcome here might be entirely different.

Friday, February 06, 2015

WoW Videos: Phantom of the Battleground


This video came out in 2013, but it came up when I was surfing YouTube recently. It is still excellent. The lyrics, video, and voices are just amazing. Using The Phantom of the Opera was inspired. The video is by Roghar, the male singer is Kavo and the female singer is SilverLetomi.

This is probably the best "parody" style WoW video I have seen.

Thursday, February 05, 2015

The Underlurker in Temple of Sacrifice

My raid team finally finished the Story Mode versions of the two raid instances in Shadow of Revan in TOR. We were stuck on the third boss of Temple of Sacrifice, the Underlurker, for several weeks. We finally beat it by having tank switch to a DPS character, as well as having geared up more.

It's interesting, because this fight fails for a very simple reason: target-switching is a lot harder for lower-skill groups than you would predict.

During Underlurker, three adds will spawn and do an AOE attack. After a few seconds, rocks will drop from the ceiling and the raid has to hide behind the rocks. Then there's a mechanic where the boss has a cross telegraph appear under him, and the raid needs to put a certain number of people in each arm of the cross (1 in front, 1 in back, 3 on each side) before it activates. This cycle repeats about 5 times before enrage.

When you first do the fight, you think the cross mechanic is the difficult part. But--save when it was very buggy upon first release--the cross isn't the hard part. The hard part is getting down the three adds while still dealing enough damage to the boss that you can kill it before enrage.

That is entirely about target-switching and bursting the adds down. Which is something that lower-skill groups have a lot of troubles with, resulting in a fight which is unusually difficult for its placement.

The best solution is to reduce the health of the adds and boss in Story Mode, to give more leeway for time lost to switching targets.

Wednesday, February 04, 2015

WoWInsider and Massively Updates

WoW Insider

WoW Insider has reincarnated as Blizzard Watch. They set up a Patreon fund, and currently have abou $12,000 pledged monthly. We'll see how much of that is real, and how much evaporates 3 months from now.

But still, it's an impressive job by the Blizzard Watch team and the community. The new site is pretty nice as well. I also under-estimated how much they needed to run the site. I was expecting it to cost more.

Massively

The Massively crew has announced plans to return as Massively Overpowered. They don't have a site up yet, but they have a Twitter account. I wonder if they will do as well as Blizzard Watch. It's possible that Blizzard Watch has stolen a march on Massively, and sucked up a lot of the community dollars. I guess it would depend on the audience overlap of the two sites.

I must confess that I don't really like the new name. I know what they're trying to get at, but Massively Overpowered is such a "gamist" name. It kind of brings to mind people arguing about their classes on forums. It feels like gamer bravado to me, more than anything else.

The original, just plain "Massively", always invoked the word "multiplayer" for me. It highlighted that these games were about building worlds and large communities. It evoked a very positive, forward-looking perspective, with a larger sense of scale.

Adding the word "Overpowered" cuts against that sense of scale, and drags the perspective back to that of trolls slinging mud on the forums. It's gamer slang, with negative connotations, and thus evokes negative gamer behavior.

Tuesday, February 03, 2015

Varied Intensity

I saw a thread on a forum asking if you would play an MMO which only had raiding. My immediate answer was "No".

Now, I like raiding. But for me, raiding has too intense a pace to sustain long hours. It's good to raid a couple nights a week. But I like having a wide variety of activities with different intensities. Sometimes you just want to log on and do something that doesn't require a lot of thought.

Thinking back on it, I believe this is where Wildstar went wrong for me. The base of level of intensity required for normal questing was just too high. Killing a regular mob required a lot of running around and dodging telegraphs.  I don't mind jumping up to that level every so often, like say a dungeon. But having that being the standard gameplay was very tiring.

In fact, I think this is a problem with "action combat" games in general. They dial up the action a bit too much, and that ends up tiring out a lot of the players. In contrast, tab-target games usually start from a lower baseline, and ramp up the intensity for specific moments or specific fights.

Interestingly enough, if you look at Tera, even though it's action combat, the baseline pacing is actually rather slow.

You often see calls for the developers to make activities like fishing more interesting or more active. But perhaps the allure of fishing for a lot of people is precisely the fact that it's not very intense or very active. It's a good activity for times when you just want to do something that doesn't require a lot of effort.

For me, I would say that FFXIV has my ideal baseline intensity. It's a bit slower than WoW, especially modern WoW which is rather faster than Vanilla was. Admittedly, paladins used to only have 2 actions every 15 seconds or so (Judge/Seal), which was way too relaxed.

What game represents your ideal baseline intensity?

Monday, February 02, 2015

Crowfall: Eternal Heroes, Dying Worlds

Apropos of the last post [1], Crowfall offers their first look at how they propose to make PvP work:
What if characters are persistent/permanent – but the Worlds are not? 
What if your character exists outside of any given Campaign, and can join new matches once a match is over? 
This opens up a whole new world of design possibilities.
  • Characters are permanent, and advance over the course of many Campaigns.  This gives you the feeling of persistence that we’ve come to expect from MMOs. 
  • Campaigns, though, aren’t permanent.  They still be “persistent” between game sessions – but they don’t last forever. 
  • How long should the last?  As long as the game is still fun!  And they don’t all have to be the same duration.  Some Campaigns could last 1 week, or 1 month.  or 6 months.  or 1 year.
  • These Campaigns aren’t just “instances”, though -- they are fully populated, continent-sized, seamless zone MMO servers.  The only thing they have in common with an “instance” is that they are time-limited.
  • Because each Campaign is marching towards an end condition, this means that the World doesn’t have to be static anymore. We can break the Campaign into different “phases”, and adjust the rules of the game change during each phase.  We can allow the players to fundamentally change the world, without fear of the long term problems this might create.
  • Why not make each Campaign unique?  Why can’t each one have a completely unique world map (mountains, forests, lakes, castles, villages, quarries, mines, mills – you name it)?  The “exploration” phase of the game can be different in each Campaign.  The world will never be stale.
  • To that point: since each game is a stand-alone event, we can even change the rules (and win conditions) of each Campaign.  We can experiment with different rules, to see which ones are more popular – and keep the game continually fresh.
This is really interesting. In some ways, it's in-between lobby games, and fully persistent MMOs. It's not transient gameplay, because the "Campaigns" last for a long time, maybe even months or years. But it's not fully permanent, either.

The universe is persistent as a whole, but not individual worlds.

In particular, it also gives the devs a lot of leeway to experiment with rulesets and conditions. This part might prove to be unexpectedly powerful. It's entirely possible that the devs could randomly hit upon a new ruleset that becomes very popular and the format for future MMOs.

However, the problem might still be that people will flock to the winning teams. They'll just do so before each Campaign starts. You might be able to do something where people commit to Campaigns at the guild level. I.e. The guild chooses a world, and that's the campaign that people in the guild are committed to until the end. Since it's on a long timescale, new Campaigns can start while previous ones are still in progress, creating new boards where none of the existing "winning" teams can participate. Which will in turn create new winning teams.

Honestly, I have no idea how successful this will be. But it is really exciting to see someone trying something bold. I strongly hope that the Crowfall devs pay as much attention to responsiveness and technical quality as they are to design quality. It would be a terrible waste if this game ended up failing because combat was sluggish or an abundance of bugs.

1. The comments on the last post were just excellent. Well worth reading if you haven't.

Sunday, February 01, 2015

The Flaw in Extended PvP

As Gevlon astutely points out in the comments on the last post, there is a basic flaw in Extended PvP (PvP carried out over multiple game sessions). Players will defect to the winning team. PvPers often talk about looking for good fights. But when you look at their behavior, they'd rather join the best side and steamroll the opposition, rather than do their best and lose narrowly. Sometimes it's even a self-fulfilling prophecy. Everyone believes X will win, and thus everyone joins X, leading X to win.

Transient PvP doesn't really have this problem. Since teams are formed anew at the start of each game or play session, matchmaking and randomness can generate teams with a reasonably equal chance to win. Or if a player finds themselves on a bad team, well, next game or session might be different.

So then the question becomes: How do we incentivize players to stay on losing teams, or even join the losing side? Can we also do this without incentivizing people to lose on purpose?

Perhaps we can do something with the reward structure. Maybe the faction with a losing record gets a higher number of guaranteed points win-or-lose, and an even greater number of points when they win. The problem with schemes like this is that you have to be very careful, or there will be an optimum point where below you want to win, and above you want to lose.

The only other idea I had was the winners automatically absorb the losers. Like if Faction A defeats some of Faction B in battle, those Faction B players become part of Faction A. Of course, this might lead to a positive feedback loop, where Faction A becomes quite large and ends up winning everything. So you'd have to build in some incentive for A to "split" apart.

Multiple faction games can make the equilibrium more stable. But there's still a possibility that one faction will end up overwhelming the others if enough people defect. As well, there's also the issue that the factions may opt for stability, rather than trying to defeat the others. Arguably, Eve Online has fallen into this state. The major players all have their own empires, and are fairly stable apart from minor skirmishes along the borders.

What other possibilities are there to keep teams or factions balanced in Extended PvP, while still keeping things from stagnating?