Quotulatiousness

May 18, 2010

An end to stereotypical MMO “questing”?

Filed under: Gaming, Technology — Tags: , , — Nicholas @ 12:45

An interesting article at IncGamers looks at some of the implications of the recently announced design decisions in Guild Wars 2:

An event in the area/world will cause new events to become available depending on the actions of the players.

For those of you who have played various MMOs you’ll know that the general flow of a quest is this:

Go to quest giver → collect quest → kill x amount of y critter, who is minding it’s own business in a field a good journey away from the quest giver → return to quest giver and collect reward, usually ignoring the small novel worth of text.

And after umpteen levels of this you can understand why people cringe at the thought of having to level a new character up to max. At least in WAR you could almost completely ignore PvE and level up by bashing the opposing realm’s skulls in.

Now with GW2 we’ll hopefully start to see a step away from the standard quest model and towards one that actually feels like you’ve had an impact on the world. Example:

I could be exploring an find a floating crystal. Me being me I decide to poke it with a stick. This causes the crystal to release the monsters it was holding, which begin to attack the nearby village. Depending on how successful this is the village will either survive or be destroyed (until it is rebuilt) and from that a new line of quests will appear.

As I’ve mentioned before, I’m quite interested in the innovations the folks on the development and content teams are working on, and I really do hope they can pull it off: it’ll be much more compelling than the current standard.

May 12, 2010

Dynamic events in Guild Wars 2

Filed under: Gaming, Technology — Tags: , , — Nicholas @ 13:43

Reading through this article by GW2 Lead Content Designer Colin Johanson shows that the game is going to be significantly different from other MMOs:

When building an MMO, we had to examine every core piece of accepted content from traditional games in the genre and ask, “How can this be improved?” By looking at the traditional quest system used in basically every MMO ever made, we’ve come to the conclusion that quests have a lot of areas for improvement. To address these flaws, we’ve developed our dynamic event system.

[. . .]

In Guild Wars 2, our event system won’t make you read a huge quest description to find out what’s going on. You’ll experience it by seeing and hearing things in the world. If a dragon is attacking, you won’t read three paragraphs telling you about it, you’ll see buildings exploding in giant balls of fire, and hear characters in the game world screaming about a dragon attack. You’ll hear guards from nearby cities trying to recruit players to go help fight the dragon, and see huge clouds of smoke in the distance, rising from the village under siege.

[. . .]

In traditional MMOs, when a quest is completed it has no real effect on the game world. You receive your reward and then move on, looking for the next quest to do. The world appears no better or worse for your actions. In GW2, the outcome of every event will directly affect the game world around you. If an enemy dredge army is marching out of their main base, players will be asked to mobilize with their allies and help destroy the army. If the dredge army is defeated, other events will cascade out from there. Players will be able battle their way inside the dredge base, face off against their commander, rescue captured friendly troops being held in the dredge prisons, and even hold the captured base while fighting waves of dredge, who arrive from deep underground to try and take back their home.

This sounds great, and helps to explain why Guild Wars 2 has been so long in development: you can’t use off-the-shelf programming for something that hasn’t been done before.

I’m quite looking forward to the new game (the original Guild Wars has been my main online addiction for years), although I am concerned that the development team may be attempting to change too many things away from the MMORPG default models. The whole “the world changes based on player activity” thing could get quite messy — although it’ll certainly take away a lot of the “been there, done that, got the reward” feeling you can get in games of this type.

April 29, 2010

Sudden uptick in Guild Wars 2 information releases

Filed under: Gaming — Tags: , — Nicholas @ 13:10

The nice folks who published Guild Wars five years ago are now preparing Guild Wars 2 for release . . . sometime. No firm release date has yet been revealed. This week, however, has seen a lot of new information released about the upcoming game, including:

  • Guild Wars 2 Design Manifesto by Mike O’Brien, one of the company founders.
    “So if you love MMORPGs, you should check out Guild Wars 2. But if you hate traditional MMORPGs, then you should really check out Guild Wars 2. Because, like Guild Wars before it, GW2 doesn’t fall into the traps of traditional MMORPGs. It doesn’t suck your life away and force you onto a grinding treadmill; it doesn’t make you spend hours preparing to have fun rather than just having fun; and of course, it doesn’t have a monthly fee.”
  • The first confirmed profession in GW2, the Elementalist. One of the eight professions in the new game (there are ten in GW, so we’re definitely losing at least two of the current ones). Victor’s favourite GW character is his Elementalist. He’s looking forward to finding how the character class has been changed in the new game.
  • Some quite substantial changes to the combat system from what we’re used to in GW: Combat, Part 1: Skills and Combat, Part 2: Weapons, Professions and Races. It sounds like the changes are going to make the combat experience a whole lot more interesting (possibly harder to master, but definitely more interesting).
  • Five Years in Tyria by James Phinney, a brief tribute to GW on its fifth anniversary.

April 13, 2010

Yay! There will be a Season 4!

Filed under: Gaming — Tags: , — Nicholas @ 17:09

Never let it be said that Microsoft doesn’t do some good things:

We’re pleased to announce that Season 4 of The Guild is official — Microsoft has renewed the show for another season and new episodes of The Guild will be coming to Xbox, Zune and PCs this summer.

Felicia is putting the finishing touches on the script for Season 4, which will pick up where Season 3 left off. Pre-production is underway, keeping producer Kim Evey and Streamy Award winning director Sean Becker very busy as cameras are set to roll sometime in May. Seasons 1 through 3 are currently available on watchtheguild.com, iTunes, Amazon and YouTube.

Even if you know nothing about MMORPG, you’ll find The Guild to be well worth watching.

March 24, 2010

The Guild breaks into comics

Filed under: Gaming, Media — Tags: , , , — Nicholas @ 13:11

Didn’t it used to be the other way around, with comics graduating to live action shows or movies? Well, in this case, Felicia Day’s brilliant web series The Guild is moving to comic form, at least for three issues:

It’s too bad she has to work on her new Syfy movie today. Otherwise, Felicia Day would totally be stopping by any and all Toronto comic shops.

An actress, writer and much-loved geek goddess, Day has successfully transplanted her popular Web series The Guild from the Internet to the page as scribe for Dark Horse Comics’ charming new The Guild, a three-issue miniseries debuting in stores today.

She’s reminded of the one random day in Barnes & Noble when she first saw a DVD of The Guild, the award-winning online comedy that for three seasons has followed a girl named Cyd (Day) and her guild of eccentric fellow online gamers known as the Knights of Good.

“I kind of geeked out and took a picture of it for my own posterity. But I’m such a book and comic lover. It’s just seeing something that has my name on it. And then my face twice on one of the covers! So that’s kind of like, ‘Ugh, get over yourself,’ ” Day says, laughing.

“I can’t help but get a little sick of my face, but it is exciting. It’s fun to see myself drawn.”

I’m sure hoping that the no-longer-accurately-titled “World’s Biggest Book Store” has a copy in stock when I visit there tonight.

Update, 25 March: No, they didn’t. They also didn’t have John Scalzi’s The God Engines or The Trade of Queens, the final book in the Merchant Princes series by Charles Stross. I did manage to get one of the four items I was looking for, The New Vichy Syndrome: Why European Intellectuals Surrender to Barbarism by Theodore Dalrymple.

March 9, 2010

Another anti-piracy scheme that hurts legitimate users

Filed under: Economics, Gaming, Technology — Tags: , , , — Nicholas @ 07:06

French games developer Ubisoft was the target of a DDoS attack over the weekend, which took out their license verification servers. This left thousands of gamers unable to play their games . . . but not all gamers. Only the ones who bought the game legitimately, because the “real” version requires online validation every time you play . . . the cracked versions do not:

PC users started reporting problems accessing some of the French company’s most popular games, including best-seller Assassin’s Creed 2, on Sunday afternoon. It later emerged that attackers had targeted the company’s controversial anti-piracy system, causing it to break down — which in turn left thousands of people unable to play.

The chaos was so widespread because of the way that Ubisoft’s copy protection system — which requires players who have bought the game to log in online and verify that they are not playing a pirated version — is designed. By flooding the anti-piracy servers with web traffic, the unknown attackers forced it to collapse and therefore locked out those players who tried to sign in.

This angered many gamers, who felt that they had been punished for buying legal copies of the company’s games — which cost as much as £50.

“We’ve had to agree to their draconian rules in order to play their game, however Ubisoft haven’t given a single thought to what happens when their servers screw up,” said one disgruntled user on the company’s web forums.

This is far from the only example of companies trying to protect their intellectual property by imposing DRM “solutions” which punish their customers. In the long term, no matter how nice the product may be, it can’t be a good practice to place barriers in the way of the people who’ve paid to use the product.

February 22, 2010

More Guild Wars 2 information

Filed under: Gaming — Tags: , — Nicholas @ 18:38

An interview with some of the developers for Guild Wars 2:

IncGamers recently sat down with Guild Wars 2’s lead designer, Eric Flannum, and fellow designers Curtis Johnson, Jon Peters and Ree Soesbee to talk about the upcoming MMO and answer some of our burning questions.

We talk about the game’s lore, the community, changes to game mechanics, PvP and more. Check it out below:

The most recent trailer showed us GW2’s five races. Does each race have unique abilities, and how important will they be when choosing a character?

Eric Flannum: Each of the five races has unique skills available to them. Our philosophy behind the design of these racial skills is that they are slightly weaker than equivalent skills determined by profession. While they may be less powerful, the racial skills capture the flavor of each race and provide additional options for the player. For example, a human playing a profession that normally doesn’t have a good way of dealing with conditions could take the “Prayer to Kormyr” racial skill, which removes a condition but is a fair bit weaker than comparable skills provided by a profession specializing in condition removal. By doing this, we hope to give the various races access to skills that make them feel unique without making them overpowered when played as a particular profession.

[. . .]

What have you learned from GW1 in terms of management of an online community and about how to structure a game in general?

Eric Flannum: After releasing three full games and an expansion, we’ve learned a lot about community management and game structure. For example, one of the things that seemed like a great idea to us when we first started making GW1 was the unified server for all players. On the surface this seems preferable since it allows people the greatest amount of flexibility when playing with their friends. In practice it means that player community is much harder to build. When playing in a world with hundreds of thousands of players you hardly ever encounter the same people on a regular basis (our heavy use of instancing also had a huge effect on this). Some players also use the large number of players as an excuse to act in a rude manner, knowing that they can’t really gain a negative reputation or ever have to be held accountable by the community for their actions. Of course, breaking things into different servers isn’t magically going to make these issues go away or solve all of our problems, but online games are ultimately all about player communities. Anything we can do to foster healthy and active player communities is a big win for us.

Given the problems I’ve had communicating with other players when they’re not in-game, I’m happy to hear this:

Curtis Johnson: When we made GW1 we knew that guilds and community were essential parts of the online role play experience, so we made it easy to start a guild very early in the game and for players to keep those relationships going by including all their characters in the same guilds. For Guild Wars 2 we’re keeping that same focus on early connections. We’re making it easy to keep all your characters in one guild, but for GW2 we decided that more friends means more fun, so it will be possible to have different characters in different guilds. We also wanted to give guilds more common purpose, so we’re including guild achievements, and placement in the world including guilds holding keeps in World vs World. We also want to make it easier to stay connected with your guild mates, so we’re introducing features like a guild calendar to make meeting and coordinating across time zones easier, and participating in guild chat from any web browser so you can stay in touch even when you can’t play.

February 19, 2010

Another tale of Canadian retail online follies

Filed under: Gaming, Humour — Tags: , , , — Nicholas @ 08:45

The most recent season of The Guild got released on DVD this week. I’m certainly going to be ordering a copy, but there appears to be a hitch: it’s not (yet) being carried by my usual online suppliers. Amazon.ca doesn’t have it listed yet, and Chapters/Indigo says it won’t be available until May 25th.

Amazon.com says it’s shipping right now.

And this will be another case of “nobody wants it” in Canada when it finally does become available through Canadian channels because anyone who wanted it already ordered it from US sources.

February 12, 2010

Game music: Guild Wars Eye of the North

Filed under: Gaming, Media — Tags: , , — Nicholas @ 15:05

January 5, 2010

Felicia Day in follow-on to Avatar?

Filed under: Gaming, Humour, Media — Tags: , , — Nicholas @ 08:47

Date_my_Avatar

Original image here. Tweeted by Jeff Carlisle.

December 24, 2009

Geeky girls do more gaming than the guys

Filed under: Gaming — Tags: , , — Nicholas @ 09:44

Scientific American says some surprising things about women in online games:

Picture a gamer, someone who spends countless hours immersed in one of those online role-playing alternate realities. And what do you see? Is it a physically fit female closer to 40 than 14? If not, you may need to rethink your assumptions about geekdom. Because a study in the Journal of Communication shows that when it comes to dominating the virtual world, women are actually more hardcore than men.

Scientists conducted a survey of some 7,000 players who were logged on to a game called EverQuest II. And they discovered some interesting things. First off, the average age of the gamers surveyed was 31. And that playing time tended to increase with age. Which is also where the sex differences come in. The female gamers actually logged more time online: an average of 29 hours a week, versus 25 for the males, with the top players putting in 57 hours a week on the girl’s side, and 51 for the guys. What’s more, it looks like women are more likely to lie about how much they really play. The researchers found that the gals tended to lowball how long they spend glued to the screen.

Of course, for the real story on things like this, you can’t beat the commentators at Slashdot:

sopssa
Have you ever been in a store with a girl? It’s like raiding, grinding and looting all at the same time. And some innocent low leveler always get killed.

And when the correct time comes, they stab your back and run away with your epic drop.

December 16, 2009

The Guild sells out!

Filed under: Gaming, Humour — Tags: , , — Nicholas @ 16:47

Voices of Guild Wars 2

Filed under: Gaming — Tags: , — Nicholas @ 13:00

December 4, 2009

New trailer for Guild Wars 2

Filed under: Gaming — Tags: , , , — Nicholas @ 13:16

Update: According to a Twitter update, Felicia Day (star of The Guild) did the voice of Zojja the Asuran in the trailer. Lots of speculation on the game can be found at massively.com.

November 26, 2009

Dragon Age: Origins . . . not all that original

Filed under: Gaming, Humour — Tags: , — Nicholas @ 12:29

Darkwatermuse tries Dragon Age: Origins, and is not overwhelmed with joy and mirth:

Dragon Age: Origins enjoyment mileage will depend greatly on each gamer’s experience and familiarity with the RPG genre as well as any recent history of head injuries known to have affected their memory.

If I wasn’t familiar with the long history of RPG D&D styled games I might find myself in agreement with the more cynical rankings the game has received. Scores of 4/5 and 8.5/10 are justified only if you’ve never actually installed or played any of the game’s predecessors or have been paid handsomely through a complex financing network connected to the game’s publisher’s marketing department.

[. . .]

DWM’s biggest annoyance? Being confined to these cartoon landscapes which are clearly represented as hexes somewhere in the bowels of the game’s engine but which are not rendered in the visual 3d world we’re forced to navigate through during endless hours of click-double-clicking either the left — no, try the right one this time — button.

Christ on a dungeon ration biscuit! Whose idea was it to leave the last 15% of the game’s coding to the dyslexic?

DWM asks the question few before dared to ask, is it necessary for me to have to endure the chronic sense of shame evoked when I click on part of the screen I can only then discover can’t actually be moved to? More fool me. Again. Excuse me for having failed to recognize that empty terrain is actually harder than a young adolescent dragon’s pecker during the bumpy bus ride to school.

There’s much more . . . I had to force myself not to quote the entire review. Very reminiscent of a Yahtzee game review, with less yellow-background animation (who, interestingly enough, has also reviewed DA:O recently).

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