Tuesday, May 20, 2008

Linux is in Bed with Mom

Linux may not be steamrolling the desktop operating system market so far this year, but Linux is definitely making strides in other areas. Linux is quickly proving to be an adaptable platform, useful in many non-standard applications.

Since I started with Linux I have never felt it was ready for the average home user. Not because Linux is complicated or overbearing, but because Microsoft already dominates the home user and the way they think. The one thing Linux does not want to be, is Microsoft. Until that mentality fades, Microsoft will hold their market dominance. Even with bad review after bad review of Windows Vista, it is still a lot more likely to actually work for the average computer user than Linux.

Also, I am starting to believe that Linux doesn't fit the role of a Windows replacement, no matter how many Steve Ballmer jokes the Linux crowd can think up. Linux, due to it's open nature, will never be consistent enough across the board to please hardware and software vendors, along with the average user. Linux, as a day-to-day operating system works only under the careful watch of professional IT staff. Linux is a great business solution.

So, where does this leave Linux in the home? The answer: embedded. Linux is already dominating the wireless device market. Plus, it is creeping into living rooms via video game consoles and various entertainment devices. Most importantly, its invisible to the end user.

Linux is at its best when the user doesn't even know they are using it.

To illustrate the power of Linux as an embedded platform, I present: Splashtop. Soon to be pre-installed on all Asus motherboards. But what is Splashtop?

Simply put, Splashtop, is a highly customized version of Linux, embedded via flash memory on the motherboard and acts as a quasi-bootloader. Instead of booting directly into the BIOS setup or a desktop operating system, the computer boots into Splashtop, a miniature-sized operating system. Splashtop gives access to various programs, such as Firefox for Internet surfing, BIOS/CMOS setup tools, and e-mail.

The best part? Splashtop takes approximately five seconds to boot up. This means that users no longer need to leave their computers logged in, powered up, and in sleep mode if they just use it for basic access. Also of note, no hard drive access is required, pushing the energy efficiency of short, quick boot-ups even further.

Also, with no hard drives in use, there is nothing being accessed on the main system and nothing to be compromised while surfing or checking e-mail. Not to mention, hard drives are notoriously power hungry.

Plus, being built into the motherboard, it pretty much ensures that Splashtop will work with whatever hardware the computer uses.

Embedded Linux is not the only place Linux is starting to appear. Linux is also starting to show up in tandem of Windows, and in more forms than just virtualization through VMWare or Xen. Ulteo, a Linux-based desktop product, fits right on top of various Windows installs and allows Linux to be seamlessly used in conjunction with Windows. From Slashdot:
Ulteo today unveiled their Virtual Desktop which is a free, full Linux desktop that runs seamlessly on Windows. It's interesting because it's not running under Xen or VMWare, but instead uses the coLinux patch, which they claim allows the system to achieve 'great performance, close to a native installation on the PC.' No need to reboot the system anymore to switch from Windows to Linux."
Some might question the value of such a program. Why install one operating system to just install another on top of it? It is a valid point, and one I can't really answer. However, I can state that Windows is not going anywhere soon and it will remain a fact of life for the computer industry for some time. As stated, Linux just is not in a position to take over the market. The current open, Linux distribution system can not support the number of users that Microsoft currently has without some form of compensation outside of donations. At some point, Linux has to adjust.

That does not mean Linux won't remain a viable desktop and server operating system, but the focus may start to shift away from those two applications. I don't have numbers currently on the number of Linux installs worldwide, but if Splashtop starts shipping on one million+ motherboards a month, it is only a matter of time before embedded Linux, outside of the portable device market, far outweighs that of the full-featured Linux distributions.

Ten years from now we may all wonder how we got by without a Splashtop-type startup operating system and while Linux may not be sleeping with our mothers quite yet, Linux is everywhere. Users just may not know it and thats a good thing. The only question that remains; can it run World of Warcraft?

Monday, May 19, 2008

Age of Conan Miracle Patch?

I played the Age of Conan (AoC) technical beta tests. They sucked. I lost all faith in the game. I understand that technical beta tests are not for my enjoyment. I understand beta testing. I submitted the information they requested for feedback. I still lost all interest in the game. There wasn't even a sliver of hope that the game would be enjoyable in the long run and would most likely crash horribly at launch.

The game hasn't officially launched, but open beta ended successfully from all accounts, aside from obvious FFA PvP server rules. Now, the early access period is in full swing and going well. Supposedly a Miracle Patch occurred between the late stages of beta and the live version of AoC.

Of course, I'm not playing and didn't play in open beta, so I can't really confirm or deny it. However, over a decade of online gaming has taught me that Mircale Patches do not exist. If Funcom pulled something off that fixed the majority of crashes that plagued beta, all while adding the entirety of their high level content in a bug-free way, and without so much as a bleep as to why it took so long, then I will simply eat crow and silence myself.

But I'll wait for the "real" launch and subsequent launch reviews to occur before I make any official calls. Regardless, I'm not starting at level one again for the promise of end-game PvP anytime soon. Either a game gives me what I want from the start or I'm voting a big zero dollars down.

Wednesday, May 14, 2008

Failure To Understand DRM

Digital rights management (DRM) is an umbrella term that refers to access control technologies used by publishers and copyright holders to limit usage of digital media or devices.

A World of Warcraft account is NOT DRM. Tobold argues otherwise, but fails to use harsh language. An account to an online game is simply a means of accessing a service. When a player decides to play an MMO they do so fully understanding they are purchasing access to a service. If they don't, they should quickly learn.

An MMO, without DRM, can be pirated. Illegal servers can be brought up to provide the service portion "for free". Someone, who has stolen the game, could then easily log onto the illegal server and play. Requiring an account for the official service does not in any way stop piracy of an MMO and therefore the account CAN NOT be considered a form of DRM.

DRM, if it exists for an MMO, would be placed on top of the requirement to have an account to access the official service. For example: the game requires having the physical media in a drive while playing, or non-account-related authentication of the files installed on the computer. This is why I've commented before that online, subscription-based games somewhat defeat piracy in the first place by selling a SERVICE, not a "pile of code".

It is not a lack of understanding about DRM. It is an unwillingness to spend money, in essence voting, for a "pile of code" that is reliant upon a remote source for local authentication before it will run. It is complete bullshit and I will continue the harsh language and posture towards it until I see fit that it is not a detriment to LEGITIMATE purchasers.

In the case of Spore, where access to online content is a feature, the tried and true system of having an account to access the online service is the perfect solution. One purchase = one access key = money earned by EA/Maxis. I don't see how they would even think of using another system, especially with their plans to rank content and allow players to vote for their favorites. Mark my words: there will be some sort of control, outside of the DRM, to access online content. Therefore, the DRM is serving a POINTLESS role while accessing online content.

The accounts system is not perfect. Accounts can be shared, stolen, etc. etc. However, it ensures at some point that a copy was purchased and that players looking to play legitimately. Plus, with current technology, it is not difficult to sniff out and stomp out shared accounts. Sure, it takes effort, but so does maintaining an authentication server for years. Not to mention the ass whooping customer service will receive if that authentication server goes tits up on launch day.

This leaves only the initial installation DRM, which will be cracked within days of release. Personally, I have no problem with installation DRM that authenticates remotely or does some magic to ensure I have purchased a legitimate copy. Steam is a great example of properly implemented and friendly DRM, coupled with an account system to manage access to the digital distribution service.

DRM can exist peacefully, but it is obvious that is not the goal for EA. EA is trying very hard to present a show of force against the evil pirates. Unfortunately, it is resulting in further alienation of an already alienated PC gaming playerbase.

NOTES for Tobold: I do not play MMOs all the time. I play games all the time, MMOs some of that time. I just talk about MMOs more.

Spore can be installed three times total. Good luck having it installed on multiple machines for any length of time.

Wednesday, May 07, 2008

Fuck, Fuck, Fuck

I've talked up Spore around the Internet as possibly one of the most defining games of all time for the PC. My bravado for the game has taken a -50 DKP hit today with the following announcement:
All it’s taken is one little post and a landslide of others follow. At least that’s what’s happened when Bioware’s Derek French reveals that Mass Effect and Spore will be coming with a fairly hefty piece of DRM attached. It won’t just activate online when you first install the game - it’ll also have to check in to the server regularly to continue working. If ten days go by without a check-in working, the game stops working. In other words, major lengthy internet outage, no playage. Since RPS-comrade Rossignol is going to be having that kinda length of time offline shortly, this has to be frowned at.
DRM kills games for me. I have avoided weighty DRM, and promoted avoiding it, for a long time. I simply refuse to buy games tied down by DRM. What the fuck is EA thinking? DRM that checks in repeatedly, not just upon installation?

My stance on Spore, as a game, is taking a sudden back seat to this DRM issue. I will most likely NOT BUY the game if this DRM makes it through to the final release and there are no alternative ways, such as Steam, to purchase the game.

So, as my title states, fuck.

Thursday, May 01, 2008

Making Assumptions Makes You an Ass

TG Daily has an article up detailing billions of dollars in lost revenue for Epic and Crytek due to the pirating of their games.
This statement confirms the attitude a lot of game developers discussed earlier this year at the 2008 Game Developers Conference in San Francisco, CA. We spoke with Mark Rein, VP of Epic Games, and learned that the Unreal Tournament 3 servers received over 40 million attempts at illegitimate access using pirate keys. That number is huge, and the real magnitude comes when you calculate the retail price of $49.99 (59.99 for Collector's Edition).

If those 40 million players actually paid the full price, it would have been nearly $2 billion more in Epic’s pocket book. That is more than the quarterly sales results from Nvidia or AMD. To add another perspective, the government lost out as well, because no sales tax is earned on pirated copies.
This is almost as fun as saying World of Warcraft has 10 million subscribers, so 10 million x $15 a month = $150,000,000 a month in revenue! It is just simply wrong, just like saying that 40 million attempts to join an Unreal Tournament III server with a pirated key is equal to $2 billion dollars in lost revenue. Yippee for broad assumptions!

The fact of the matter is, that it has NEVER and WILL NEVER be shown that people who steal a copy of a game (referred to as pirating in the article) are willing to pay for it in the first place.

Unfortunately, the truth for both Epic and Crytek, is that they built games far above the power curve. The paying consumer base voted with their wallets and told Epic and Crytek that no, we don't like paying $1,000 for PC upgrades just to play your games. Sadly, they then assumed everyone that stole a copy (not pirated) would of been glad to pony up $60 and now we're here.

What's truly sad is that both games, Crysis and UT3, actually did end up selling above average for each company after slow starts, but since they jumped on the OMGZ pirateZ train early, they can't simply jump off now without looking the part of an ass.

I can't wait for Epic and Crytek to become console exclusive and suddenly realize that when they make a shitty game, no one buys it and no one steals it, which means no one plays it, no one talks about it, and it becomes another $10 wonder in the bargain bin of GameStop.

Saturday, April 26, 2008

Battlefield Heroes Beta Sign-ups Soon

Battlefield Heroes, a free-to-play WWII shooter due out later this year, will soon be opening its doors for beta.
Battlefield Heroes is one of those titles that easily crosses a few genres. There's no question, however, that the game has a good chunk of free-to-play MMO shoved within its most gooiest bits.

Eurogamer has the news that sign-ups will be handled over on the official website on May 6th for anyone interested in playing this quirky-go-lucky online shooter. If you somehow haven't seen this inspiring trailer, you really need to check it out. The character screen features plenty of hard-points for character clothing options and the required level/experience-to-next-level indicator that completes the MMO addiction trifecta.

It goes without saying that we'll be tossing our hats into the beta ring. The gameplay looks exactly how you would imagine a WWII-cartoon-styled persistent online first person shooter -- or WW2CSPOFPS if you love acronyms -- would look like; strangely awesome.
Just for history's sake, this will most likely be the third Battlefield game I will play. What's funny about that is the fact that I skip every other one. I played Battlefield 1942, skipped Battlefield Vietnam, played Battlefield 2, skipped Battlefield 2142, and will probably be playing Battlefield Heroes.

Wednesday, April 23, 2008

Warhammer Concern

Looking over recent releases from the Warhammer Online: Age of Reckoning (WAR) circle, both beta leaks and official information, I have a concern I want to voice. Yes, I said beta leaks, but they are merely confirmation of what is publicly speculated at large.

First, WAR seems to be treading a dangerous line towards the traditional problem most class-based MMO PvP games have: ranged standoff fights. In a ranged standoff, ranged classes spend the entire fight pea-shooting each other back and forth. Any attempt to gallantly charge the enemy down as a melee class is met with death at the hands of the ranged classes.

Now, since WAR is focusing on a lot of keep and castle sieging, the ranged DPS problem is actually OK in my book in certain situations. Ranged DPS should be king in keep fights, simply because melee are physically blocked by keep walls and should be focused around helping take the doors down.

However, what seems to be happening currently (and this is just beta), ranged DPS is king in every single fight. They do massive damage, have tons of crowd control, and for the most part can just walk away when approached by melee.

I think there are a couple contributing factors to the ranged stand off problem. First, the fact that ranged DPS is insanely high. Plus, the ranged classes have a ton of crowd control, as I mentioned. Secondly, and more importantly, the ability for healers to stand in the "back line" and heal the ranged DPS while they have fun. This means tanks/melee DPS don't get heals when they charge, because both the melee and healer are cut down from range. Players are smart and will maximize their progress potential and if that means healing the ranged DPS, who are getting all the kills, then that is what will happen.

That is not how WAR was advertised early on. Mythic was very strong about healing being minimalistic and requiring the healing classes to fight first while they "built up" healing power to heal later. It seems that is not the case any longer, with healing classes able to sit in the back row and heal away on the ranged DPS classes. I hope this is not how the game goes live, because I am sick of pigeon holed healers that just spam heals. Healers should be forced into combat and should be required to stay fairly close to their healing target.

This gives tanks renewed purpose as they have to go in with the healers to defend them with defensive skills such as bodyguard and the fact that through collision detection they can physically block opponents. This also allows melee DPS to get into the fight following the tank and healers in. Then ranged DPS can come into the fight. The battle then becomes a far more classic fantasy fight, with a grand melee in the middle of a bigger fight.

Unfortunately, that doesn't seem the direction that WAR is going any longer. Which brings up problems of its own. Namely, the fact that Mythic has brought stealth back into the game for melee DPS classes. This is a direct result of ranged DPS cutting down melee classes. Now the melee DPS classes are "stealthed" and thus can't be targeted as they approach. Bad design decision in my book, regardless of how limited the stealth is.

This will not ruin the game, but it will definitely create problems as once again far too many ranged DPS classes get played compared to healers/tanks. Thus going right back to the problems of tank and healer shortages every diku-inspired MMORPG has had since Everquest.

Oh well, keep sieges are still looking kick ass.

Thursday, April 17, 2008

Ganking, Deal WIth It

Blizzard has a solution for ganking: deal with it. In Blizzard's eye, players have a choice of where to play. Even if someone started on a PvP server, they are only a server transfer away from PvE friendliness.

I guess that little PvP indicator on the Server Select screen needs to be changed then and be replaced with a "You will be ganked." sign. I've played on a PvP server since launch and since about my third month I can't remember finding PvP anywhere on the server. Yes, battlegrounds and arenas are there, but those are within my battlegroup, not server.

Let me cut to the chase. I don't disagree with Blizzards point. If someone doesn't like getting ganked, don't play on a PvP server. If that isn't an option, then get some people and fight back. If that fails, just stay home and come out only when the area is clear two miles in each direction.

Sadly, none of these cover my situation, the "I'm playing on a PvP server, looking for PvP, but all I keep finding is ganking." None of Blizzard's little quips exactly helps. I reckon I am not the only one that rolled on a PvP server four years ago expecting to get a few years worth of PvP out of it.

Unfortunately, a "PvP server" tag is not indicative that PvP will take place on that server. Breaking it down, Battlegrounds and Arenas exist on all server types. PvP combat can take place in all zones on any server.

The only distinction for a PvP server is that PvP doesn't have to be switched on, its always on, and can not be switched off. That isn't even all that hardcore. Players know its coming and expect it to happen. They simply stop, die, and run back to their grave. Click "Accept" and its back to business as normal.

Hardcore would be a player playing on a PvE server with their PvP flag toggled on at all times. This ensures no moment of safety, as the player is truly vulnerable anywhere in the world. Plus the only way this type of player gets to jump someone is when they have set themselves for PvP as well, meaning they are fully willing and able to fight.

This type of player only gets to fight when someone else deems them worthy to fight. No easy kills for this type of player and my guess is they would just get mind-numbingly ganked by players that flag and unflag themselves, until they swapped over to a "true" PvP server. I personally gave this method a go for 47 levels on a Mage and it actually lead to a few well balanced fights, but mostly it was dirt nap city to gankers. PvP flag enabled on a PvE realm is asking to get ganked, because there is no repercussion.

So, wouldn't that make PvP servers better? The option for revenge is there, open for the taking. Well thats if the player that was ganked also happened to have their epic flying mount, Season 3 gear, and a ganker dumb enough to stick around. But the kind of player that has all that doesn't get ganked in WoW, because they aren't standing still long enough to get ganked. Getting camped? Get friends, and hope they have epic flying mounts and some magical way to ground one.

No, the players that get ganked are players that have no chance in hell to escape, let alone fight back and retaliate. Blizzard is fooling themselves if they think PvP servers are a cut above.

The fact is, most leveling areas up until the major parts of The Outlands are empty aside from the random level 70 causing heartache or farming items. Severe, progress-stopping ganking doesn't even come into play until The Outlands. And that just so happes to be where the gankers get the fun little toys to make a levelers life hell. Epic flying mount? Check. Vastly superior level 70 gear? Check.

Come on Blizzard, how the fuck can Drysc be allowed to spew the bullshit he just did? In the link above, Drysc states "It isn't always going to be fair", to which I say IT IS NEVER FAIR.

I would love for Blizzard to prove me wrong and roll up a new toon on a PvP server and come across any fair fights. It won't happen, because it can't. The majority of players are level 70 and the last thing they want to do when leveling an alt is waste time fighting a fair fight. That leaves the "PvP" up to the fucking gankers and gank squads.

Fuck them, and fuck Blizzard for even dreaming that their PvP servers offer and sort of redeeming PvP content.

Tuesday, April 15, 2008

Good Call/Bad Call

A while ago I made up my mind that I would not participate in Pirates of the Burning Seas (PotBS), even though I did attempt to try the trial a few weeks ago (without success). At first, I tried to play it off as lack of time leading towards a lack of interest in the game. I completely ruled out the SOE publishing deal as reasoning behind my decision.

I have to admit though, that the SOE publishing deal did sour me on the game as a whole. Looking back, it wasn't really the fact that it was SOE, more than it was the fact that Flying Labs suddenly looked desperate to get this game out the door. Flying Lab was great during the entire development period, always sharing insight into design decisions and never short on previews.

At some point along the line, a decision was made to include avatar combat as a major part of the game. This fell in line with Flying Lab's decision to delay the game, not just for avatar combat, but for a publishing deal as well. This all leads to where PotBS sits today: a sinking ship.

The short story of what is wrong with PotBS can be seen at the previous link, but in the interest of summary here: avatar combat sucks, content is cut'n'paste between nations, and PvP is a negative-sum situation all around. Personally, that is about what I guessed before the game launched. Every preview for avatar combat looked bland, and the explanations behind it sounded dry.

While SOE may get off the hook for this sinking ship, another in their huge pile of sinking ships, I can't help but believe that the delays related to publishing PotBS directly lead to bad design decisions by Flying Labs to include avatar combat, essentially taking away resources from polishing the main features of the game: ship combat and the player economy.

I sit here and believe I made a Good Call in not devoting my time to PotBS. The MMO industry is tough, and getting tougher. More gamers are in the market, but it doesn't seem like any title outside of World of Warcraft can keep them coming in and more importantly, keep them playing.

Monday, April 14, 2008

CCP = Epic Fail

Not much to say here: Eve Online Client Source Code Leaked.
Full source code for the client for popular MMORPG Eve Online was made available recently via BitTorrent on The Pirate Bay. Along with the torrent, the user posts a chat transcript with a representative identified as [IA]Morpheus from Eve’s developer and publisher CCP. In the lengthy and scatological exchange, the poster of the source code attempts to get some answers about CCP’s much maligned security practices, particularly concerning the rife issue of bots and scripting in their flagship game. The conversation was a little less than professional.
I'm sure that player government-thing will get right on this one.