I am a gamer. A gamer plays games. I will now be gallivanting around in several worlds on a purely casual basis.
Yes, I am back in World of Warcraft. No, I still do not have The Burning Crusade, or plans to pick it up.
I am also back playing Shadowbane, well, because it's free.
On top of this, I am still trudging through Neverwinter Nights 2 single-player campaign and plan to finish it.
PS. I have a new laptop, which just might let me play games when I am out of town. Shhh... don't tell my wife.
Friday, July 06, 2007
World of Warcraft Loot
Wolfgang raises a good point over on his blog, Wolfgang Chronicles, about World of Warcraft's loot.
Now, players know all of this before picking what equipment goals they want to chase. It is no surprise that a lot of players choose PvP. I don't believe this is because these players love PvP. There are a couple reasons hiding behind these players.
First off, PvP gear attainment, for the most part, can be done solo. A player can join a random pick up group (PUG) and still end up with a decent amount of advancement towards their goal. In PvE dungeons, a PUG is a 50/50 chance at frustration vs. success. Combine that with random drops and you have an inferior system to the PvP rewards.
Secondly, PvP has a metric, honor points, that tells a player how far they are from their set goal. It is only a matter of time before it will be achieved. A player can average their honor point gains for a week and determine approximately how long it will take them to get to the end. Compared to the PvE random loot, this is a far superior method.
So, what is the solution? As I've talked about before, dungeons need to focus more on quests. This way, players can look at what quest leads to what gear and plan appropriately. At most, a player would be forced to run the dungeon a few times to complete the various tiers of the quest. Then it is a simple trip back to the quest giver for a reward. After all, this is about REWARDING players.
In the end, as players become more geared, the more they will be drawn towards participating in the end game raiding scene. While I don't agree with raid dungeons being the end-game, I can't hide the fact that Blizzard believes they are. Blizzard's job should be to make sure player's have a clear and identifiable path to get there. If there is no path for the general populous; Blizzard is just wasting development time on the wrong crowd.
I would just like to say thank you to Blizzard for designing a PVE loot system that encourages drama and player frustration while simultaneously designing a PVP loot system that allows players to gain epics by AFK honor farming.In World of Warcraft's current PvP implementation, player's set a goal to get a certain PvP reward, they grind, and they achieve. Just as player's pick a quest, see the possible rewards, and then determine if it is really worth their trouble. However, this breaks down when it comes to randomly dropped equipment in dungeons. A player could be lucky and get it the first time through, while another player could do several runs before even having a chance at the item in question.
Now, players know all of this before picking what equipment goals they want to chase. It is no surprise that a lot of players choose PvP. I don't believe this is because these players love PvP. There are a couple reasons hiding behind these players.
First off, PvP gear attainment, for the most part, can be done solo. A player can join a random pick up group (PUG) and still end up with a decent amount of advancement towards their goal. In PvE dungeons, a PUG is a 50/50 chance at frustration vs. success. Combine that with random drops and you have an inferior system to the PvP rewards.
Secondly, PvP has a metric, honor points, that tells a player how far they are from their set goal. It is only a matter of time before it will be achieved. A player can average their honor point gains for a week and determine approximately how long it will take them to get to the end. Compared to the PvE random loot, this is a far superior method.
So, what is the solution? As I've talked about before, dungeons need to focus more on quests. This way, players can look at what quest leads to what gear and plan appropriately. At most, a player would be forced to run the dungeon a few times to complete the various tiers of the quest. Then it is a simple trip back to the quest giver for a reward. After all, this is about REWARDING players.
In the end, as players become more geared, the more they will be drawn towards participating in the end game raiding scene. While I don't agree with raid dungeons being the end-game, I can't hide the fact that Blizzard believes they are. Blizzard's job should be to make sure player's have a clear and identifiable path to get there. If there is no path for the general populous; Blizzard is just wasting development time on the wrong crowd.
Thursday, July 05, 2007
World of Warcraft: Climbing Again
Rollie has posted his June concurrency numbers for World of Warcraft over at WarcraftRealms.com. The numbers indicate that the drop in activity in May has ended with a turnaround in June. June player activity is up sharply and WoW is still maintaining a higher player activity level than prior to The Burning Crusade's launch. All positive signs that TBC is being played more often and by more players than the original game.
The numbers are based off data collected via the CensusPlus UI mod and thousands of users across nearly every WoW server. Rollie has been dealing with WoW population numbers since the game launched, so his data and analysis is fairly useful.
Without confirmation directly from Blizzard, the noted trend is speculation. However, given a couple more months of data collection and analysis we should be getting a relatively reliable pattern. Rollie already has two years worth of back-logged data to work with.
It will be interesting to see who picks this month's information up and compares it to the May numbers. A lot of naysayers were jumping head first onto the "TBC killed WoW" bandwagon, but another month has come and the numbers have evidenced against their claims.
The numbers are based off data collected via the CensusPlus UI mod and thousands of users across nearly every WoW server. Rollie has been dealing with WoW population numbers since the game launched, so his data and analysis is fairly useful.
Without confirmation directly from Blizzard, the noted trend is speculation. However, given a couple more months of data collection and analysis we should be getting a relatively reliable pattern. Rollie already has two years worth of back-logged data to work with.
It will be interesting to see who picks this month's information up and compares it to the May numbers. A lot of naysayers were jumping head first onto the "TBC killed WoW" bandwagon, but another month has come and the numbers have evidenced against their claims.
Monday, July 02, 2007
A Note On Positive Thinking
Did you know that people are ten times more likely to share a negative thought with you than a positive? Need an example? Look at this blog. I am a fairly negative blogger. Even when I am playing a game I enjoy, I am negative. Fortunately, or unfortunately, my negativity is common place in the real and virtual world.
However, my real life does not parallel this negativity. I am a fairly positive and upbeat guy. I am usually the person telling others to be less negative. Optimism is my middle name, honestly, I gave an award winning speech about it when I was younger. I can't even count the times I've caught myself telling my wife to be more positive.
This all really hit home here on this blog when my Internet bud, Grimwell, left a comment on my Pirates of the Burning Seas will be Published by SOE post. I thought I was actually being fairly polite considering my normal plight for SOE, but thinking on it more, Grimwell is right. I do need to get some new tinfoil.
This does not mean I am going to simply drop my jaded gamerness overnight. I am still going to stick to my guns in relation to RMT and in-game advertising. I will not play any game that has officially sanctioned RMT servers. I will not play games that have in-game ads without some sort of discount for the players looking at them.
Gone are the days of blacklisting companies. Hell, if Grimwell can work for SOE, I suppose they aren't all that evil. Grimwell is quite the epitome of positive thinking in my book; after all he gave me a chance.
Stay tuned! There are some things working in the pipeline for me and I will be positively happy to share them with you.
However, my real life does not parallel this negativity. I am a fairly positive and upbeat guy. I am usually the person telling others to be less negative. Optimism is my middle name, honestly, I gave an award winning speech about it when I was younger. I can't even count the times I've caught myself telling my wife to be more positive.
This all really hit home here on this blog when my Internet bud, Grimwell, left a comment on my Pirates of the Burning Seas will be Published by SOE post. I thought I was actually being fairly polite considering my normal plight for SOE, but thinking on it more, Grimwell is right. I do need to get some new tinfoil.
This does not mean I am going to simply drop my jaded gamerness overnight. I am still going to stick to my guns in relation to RMT and in-game advertising. I will not play any game that has officially sanctioned RMT servers. I will not play games that have in-game ads without some sort of discount for the players looking at them.
Gone are the days of blacklisting companies. Hell, if Grimwell can work for SOE, I suppose they aren't all that evil. Grimwell is quite the epitome of positive thinking in my book; after all he gave me a chance.
Stay tuned! There are some things working in the pipeline for me and I will be positively happy to share them with you.
Sunday, July 01, 2007
The Spoils: Tournament of Lament
5:48 AM, Tournament Day: Our four-month old Doberman puppy, Sadie (say dee), wakes up and begins scratching at our bed side. Groggily, I wake up and let her out to do her normal morning duties. Upon returning inside, I lay down on the couch and Sadie joins me for a nap.
7:30 AM: I awake to the horrid sound of Sadie throwing up all over our carpet. It is the first time she has ever thrown up and it is not pretty. A quick run for paper towels, Simple Solution, and a shout down the hallway for my wife, and the mess is easily contained. Thirty minutes later, and I'm crawling back into my bed; its the wife's turn to watch the puppy.
10:26 AM: I awake in terror. The tournament starts at 11 AM! I take a fast shower and give the wife a kiss on the way out. It is only a fifteen minute drive to my local game store, Reality Check Games.
11:03 AM: I make it just in time, but I seem to have forgotten something. I quickly ask the judge, Ripark Golen, if the tournament is Sealed, like the last Invitational tournament. "No, constructed." he informs me. This is when my heart sank, because halfway to the store I realized that I walked out of my house without my hat, Spring Limited Championships Top 4 playmat, and worst of all, my carefully prepared deck of cards!
Fortunately not all was lost. The judge, being a good friend, just so happened to have a deck of cards available for me to play with. Ironically, it is the one and only deck that has ever won against my deck in the store. Unfortunately, that was months ago and neither deck had been updated for the new First Edition: Part 2 mini-expansion. So, there I sat, with a borrowed "Node deck" and no chance at taking home a decent prize. But why play games if you can't just have fun?
New goal: have fun.
11:45 AM: Deck registration is complete. The tournament begins.
(o-o) Round 1 vs. Mark
In an ironic twist, I end up paired with the judge's brother, Mark. The irony doesn't end there as Mark is playing a near copy of the deck I had intended to bring. Mark played a Rogue/Arcanist deck featuring massive token built creatures and Rogue control. With my lack of experience with my borrowed deck and an unlucky draw, I went down fairly quick.
(0-1) Round 2 vs. Bin
Bin was playing a Banker deck. It probably had more to it, but I went down relatively fast. Two early game beaters, that I could not answer, combined with Banker's ability to manipulate my board presence ended the match very quickly. In a casual follow up game, I faired a bit better, but didn't do much better.
Interestingly enough, Bin commented about my blog. Always nice to be noticed for something. According to Bin, I play far too many games. In reality, I just pretend I play a lot of games.
(0-2) Round 3 vs. Joey
Joey was fun to play against. He was playing a super combo deck that was purely built to delay the game until the inevitable last turn after time has been called. I was up early, but made a mistake and didn't attack his multiple Ministry of other Smaller Ministries.
We dragged out doing nothing until time was called. Joey then informed me that he was going to win on his turn. Something I truly did not believe remotely possible, and still to this moment don't truly understand. Essentially it was an infinitely looping combo that could repeatedly do four damage to my faction.
Unfortunately, had I let it go until I was dead, the combo would have taken well over thirty minutes to complete. Something, in most tournament games, that would not be allowed. Regardless of whether the combo is working towards a finite end, time needs to be considered and players should consciously build decks with that in mind. In my limited tournament experience I've seen situations as this almost always called as slow play as it is not fair to the player sitting opposite. The player should be given the choice to end the combo early or risk being given a loss for the round.
I am not here to call Joey out. Honestly, it was a good play. He caught me red handed gearing up for my own big turn. However, with the amount of time being taken, I strongly believe the game should of been declared a draw. I stopped the combo halfway through and conceded, but it easily would have taken another ten or more minutes to complete.
Joey, if you end up reading this, I am curious to get a rundown of the combo again. Once again, I think you played great and am not calling you out as a slow player. Just sharing my opinion on timed matches.
(0-3) Round 4 - Bye! My wife timed stopping by perfectly, and brought me a much needed sandwich. This also gave me one win technically, and a chance not to finish in last place!
(1-3) Round 5 vs. Lindsay
Lindsay is the judge's wife and a good friend. So, the outcome of this match still makes me feel guilty. Lindsay was playing an updated version of her Warlord deck that I've played against several times before. I had a good draw and got out to an early lead. Without any answers, she went down on life early. A mistake on an attack, and I secured the win.
Unfortunately, I knocked Lindsay out of a Top 8 finish and put us both down into 10th and 11th place. With her two wins (no bye) she finished ahead of me. After our match, I handed her my borrowed deck to return to her husband, and wished her well.
Final Win/Loss: 2-3 11th place
In the end, I was very disappointed in myself. After my matches, I strongly believe I could of made a run for top four with my own deck. Sadly, the real world doesn't have a reset button.
7:30 AM: I awake to the horrid sound of Sadie throwing up all over our carpet. It is the first time she has ever thrown up and it is not pretty. A quick run for paper towels, Simple Solution, and a shout down the hallway for my wife, and the mess is easily contained. Thirty minutes later, and I'm crawling back into my bed; its the wife's turn to watch the puppy.
10:26 AM: I awake in terror. The tournament starts at 11 AM! I take a fast shower and give the wife a kiss on the way out. It is only a fifteen minute drive to my local game store, Reality Check Games.
11:03 AM: I make it just in time, but I seem to have forgotten something. I quickly ask the judge, Ripark Golen, if the tournament is Sealed, like the last Invitational tournament. "No, constructed." he informs me. This is when my heart sank, because halfway to the store I realized that I walked out of my house without my hat, Spring Limited Championships Top 4 playmat, and worst of all, my carefully prepared deck of cards!
Fortunately not all was lost. The judge, being a good friend, just so happened to have a deck of cards available for me to play with. Ironically, it is the one and only deck that has ever won against my deck in the store. Unfortunately, that was months ago and neither deck had been updated for the new First Edition: Part 2 mini-expansion. So, there I sat, with a borrowed "Node deck" and no chance at taking home a decent prize. But why play games if you can't just have fun?
New goal: have fun.
11:45 AM: Deck registration is complete. The tournament begins.
(o-o) Round 1 vs. Mark
In an ironic twist, I end up paired with the judge's brother, Mark. The irony doesn't end there as Mark is playing a near copy of the deck I had intended to bring. Mark played a Rogue/Arcanist deck featuring massive token built creatures and Rogue control. With my lack of experience with my borrowed deck and an unlucky draw, I went down fairly quick.
(0-1) Round 2 vs. Bin
Bin was playing a Banker deck. It probably had more to it, but I went down relatively fast. Two early game beaters, that I could not answer, combined with Banker's ability to manipulate my board presence ended the match very quickly. In a casual follow up game, I faired a bit better, but didn't do much better.
Interestingly enough, Bin commented about my blog. Always nice to be noticed for something. According to Bin, I play far too many games. In reality, I just pretend I play a lot of games.
(0-2) Round 3 vs. Joey
Joey was fun to play against. He was playing a super combo deck that was purely built to delay the game until the inevitable last turn after time has been called. I was up early, but made a mistake and didn't attack his multiple Ministry of other Smaller Ministries.
We dragged out doing nothing until time was called. Joey then informed me that he was going to win on his turn. Something I truly did not believe remotely possible, and still to this moment don't truly understand. Essentially it was an infinitely looping combo that could repeatedly do four damage to my faction.
Unfortunately, had I let it go until I was dead, the combo would have taken well over thirty minutes to complete. Something, in most tournament games, that would not be allowed. Regardless of whether the combo is working towards a finite end, time needs to be considered and players should consciously build decks with that in mind. In my limited tournament experience I've seen situations as this almost always called as slow play as it is not fair to the player sitting opposite. The player should be given the choice to end the combo early or risk being given a loss for the round.
I am not here to call Joey out. Honestly, it was a good play. He caught me red handed gearing up for my own big turn. However, with the amount of time being taken, I strongly believe the game should of been declared a draw. I stopped the combo halfway through and conceded, but it easily would have taken another ten or more minutes to complete.
Joey, if you end up reading this, I am curious to get a rundown of the combo again. Once again, I think you played great and am not calling you out as a slow player. Just sharing my opinion on timed matches.
(0-3) Round 4 - Bye! My wife timed stopping by perfectly, and brought me a much needed sandwich. This also gave me one win technically, and a chance not to finish in last place!
(1-3) Round 5 vs. Lindsay
Lindsay is the judge's wife and a good friend. So, the outcome of this match still makes me feel guilty. Lindsay was playing an updated version of her Warlord deck that I've played against several times before. I had a good draw and got out to an early lead. Without any answers, she went down on life early. A mistake on an attack, and I secured the win.
Unfortunately, I knocked Lindsay out of a Top 8 finish and put us both down into 10th and 11th place. With her two wins (no bye) she finished ahead of me. After our match, I handed her my borrowed deck to return to her husband, and wished her well.
Final Win/Loss: 2-3 11th place
In the end, I was very disappointed in myself. After my matches, I strongly believe I could of made a run for top four with my own deck. Sadly, the real world doesn't have a reset button.
Friday, June 29, 2007
Open Worlds
I realized something this morning as I played a bit of Neverwinter Nights 2's single player campaign. I do not like open world designs, like that of The Elder Scrolls: Oblivion, in my single player RPGs. I need guidance, clearly defined boundaries, and a path to follow. Linearity has a certain appeal to me. It doesn't force me to think too hard. Not that I don't want a game to challenge me, but who honestly enjoys being completely lost? Who actually enjoys exploring a single player world? Well, not me.
Neverwinter Night 2 (NWN2) has been both praised and smited for having a somewhat linear single player campaign. Unlike other classic D&D computer RPGs, for example Baldur's Gate II, NWN2 is a pretty straight forward game. Most of my time in NWN2 is spent going from point A to point B while completing tasks on the way. Games such as Baldur's Gate II tend to build "hubs" where you spend eons completing side quests and generally losing grasp of the main storyline for some time.
Don't get me wrong, I absolutely loved Baldur's Gate II. However, I played it when I was single, had tons of spare time, and for the most part was still birthing myself into the PC gaming scene. I consider myself lucky to have enjoyed Baldur's Gate II inside and out. Funny thing is though, I had to buy a strategy guide for the game. I was just getting endlessly lost without one.
Back to the main point, I prefer my single player RPGs to be on some sort of rails. I want my choices to effect outcomes, but not so much that I have to change gears midway through the story. Give me a path to follow, and make it kick ass the whole way through. So far, NWN2 has delivered in this regard.
There is one genre in which I demand open worlds though; MMORPGs. Playing MMORPGs is one of the main reasons I don't want overly open single player RPGs. If I am going adventuring into a world, I truly want the chance to encounter another living being at some point. MMORPGs have spoiled my explorer appetite by just simply putting me into a world with other players.
Still, in MMORPGs, I want guidance. That was a main attraction of World of Warcraft. I spent literally no time outside of WoW searching for the next area to level. I spent my time inside WoW, learning the world, quests, and progression first hand. It is the only MMORPG in which that is possible.
This is getting long. Open worlds belong in multi-player games. Single player games need linearity.
Neverwinter Night 2 (NWN2) has been both praised and smited for having a somewhat linear single player campaign. Unlike other classic D&D computer RPGs, for example Baldur's Gate II, NWN2 is a pretty straight forward game. Most of my time in NWN2 is spent going from point A to point B while completing tasks on the way. Games such as Baldur's Gate II tend to build "hubs" where you spend eons completing side quests and generally losing grasp of the main storyline for some time.
Don't get me wrong, I absolutely loved Baldur's Gate II. However, I played it when I was single, had tons of spare time, and for the most part was still birthing myself into the PC gaming scene. I consider myself lucky to have enjoyed Baldur's Gate II inside and out. Funny thing is though, I had to buy a strategy guide for the game. I was just getting endlessly lost without one.
Back to the main point, I prefer my single player RPGs to be on some sort of rails. I want my choices to effect outcomes, but not so much that I have to change gears midway through the story. Give me a path to follow, and make it kick ass the whole way through. So far, NWN2 has delivered in this regard.
There is one genre in which I demand open worlds though; MMORPGs. Playing MMORPGs is one of the main reasons I don't want overly open single player RPGs. If I am going adventuring into a world, I truly want the chance to encounter another living being at some point. MMORPGs have spoiled my explorer appetite by just simply putting me into a world with other players.
Still, in MMORPGs, I want guidance. That was a main attraction of World of Warcraft. I spent literally no time outside of WoW searching for the next area to level. I spent my time inside WoW, learning the world, quests, and progression first hand. It is the only MMORPG in which that is possible.
This is getting long. Open worlds belong in multi-player games. Single player games need linearity.
Perfect... Again
The fall semester ended a while ago, but I never posted my results. Well, receiving a letter congratulating me on making the President's List, spurred me to post. After a tough fall semester I achieved yet another 4.0. For the sports fans keeping track at home, that is a cumulative 4.0 GPA.
Tuesday, June 26, 2007
Pirates of the Burning Seas will be Published by SOE
Pirates of the Burning Seas will now be published by SOE.
Sadly, I was 100% set on playing Pirates of the Burning Seas. The game design looks solid. The graphics look great. The developers, Flying Lab Software, have been stellar through the entire process; ensuring the community is always up to date.
I don't know where I stand. I understand the need for a publisher and SOE is a valid choice. I will have to monitor this situation closely and hopefully I can be convinced that SOE will not try to dictate development; regardless of what the contract states.
I'm really pissed that I didn't see this coming. Flying Lab Software has been looking for a distribution solution for some time. SOE, in a mad push to gobble up as many MMOG projects as they can, was a perfect fit. While SOE is just the publishers at this time, it still worries me that they have their hand in the cookie jar.
Here is the breakdown:Here is my problem. I have spoken strongly towards voting with my wallet for the games I choose to play and subscribe to. I have stated that I refuse to "vote" for any SOE sponsored game; from Vanguard to Star Wars: Galaxies.
Flying Lab Software
• Game Development
• Community
• Customer Support
• Server Operations
Sony Online Entertainment
• Billing
• Launcher
• Retail Distribution
• Localization
• Marketing
Sadly, I was 100% set on playing Pirates of the Burning Seas. The game design looks solid. The graphics look great. The developers, Flying Lab Software, have been stellar through the entire process; ensuring the community is always up to date.
I don't know where I stand. I understand the need for a publisher and SOE is a valid choice. I will have to monitor this situation closely and hopefully I can be convinced that SOE will not try to dictate development; regardless of what the contract states.
I'm really pissed that I didn't see this coming. Flying Lab Software has been looking for a distribution solution for some time. SOE, in a mad push to gobble up as many MMOG projects as they can, was a perfect fit. While SOE is just the publishers at this time, it still worries me that they have their hand in the cookie jar.
Sunday, June 24, 2007
Violent Crimes in the US have Fallen by 60% since Doom was Released
Since Doom was released in 1993, violent crimes in the United States have dropped to 40% of what they used to be. Coincidence? Possibly, yes. However, the year Quake and Duke Nukem 3D were released, violent crimes fell by 4%, and a further 2% when Grand Theft Auto was released.
read more | digg story
read more | digg story
Friday, June 22, 2007
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