Friday, July 18, 2008

Surveys, the Silent Truth

The fall-out from the Warhammer Online: Age of Reckoning class cuts continues, but Mythic is not sitting idly by. They are staunchly defending their decisions, unlike so many companies that make decisions and tell the community to shut up. The part that amazes me about all of this, is that so much of the change was directed by Mythic's stellar beta feedback systems.

One of the tools being used is surveys, which allow beta testers to provide feedback immediately from inside the beta test, right after an event occurs. A system I hope will make it into launch. I've argued in the past that the feedback mechanisms in beta tests are often lackluster and generic. Most games just put up a forum, e-mail address, and a standard feedback form. All of which are susceptible to the loud minority taking over.

Not so with surveys, and this quote from Mark Jacobs, WAR's top dog, really highlights the power of a good feedback:
I am really disappointed in losing the Choppa. Choppas are great. The Choppa rocks. However, in certain terms, the class wasn’t rocking. It’s so funny, because even on our Beta boards people are saying, "I cannot believe you’re taking it out. I know the feedback wasn’t great on it, I know that it wasn’t exciting, but why are you taking it out?" Well, that’s the whole point! We’re taking it out because we have gotten this kind of feedback, because we know that people aren’t playing them.

This happens all the time on boards. You get a small percentage of the population acting like they speak for the entire population. However, this time, we’ve got the data. We know just how many people were playing the Choppa or the Hammerer. We know just how long they took to level. We have the surveys. We have all this data going in. There was one post on the forums that said, "I know I have provided a lot of hard feedback on the class…" Well, that's the whole point!
Anyone arguing that Mythic is haphazardly, at the last minute, changing key game mechanics is wrong. Mythic is measured and consistent with their changes; with copious amounts of data to back up their decisions publicly. The only lacking aspect has been the rather slow release of information, which should pretty much be done now that Guild Beta is in full swing.

I truly love WAR that much more every time I read interviews from the development team. It is refreshing to see a development team that has been around a while, actually using the knowledge that has been gained through a dozen failed projects, along with the data gained from great in-house feedback mechanisms.

Thursday, July 17, 2008

Knights Of The Online Republic

One simple quote has brought the Internet to its collective knees:
“We’ve got two of the most compelling MMOs in the industry in development,” said Riccitiello. The first title, based on the Warhammer property, will launch soon. “And the one that people are dying for us to talk to them about — in partnership with Lucas, coming out of BioWare, which is, I think, quite possibly the most anticipated game, full stop, for the industry at the point when we get closer to telling you about it.”

Does Riccitiello mean the oft rumored Knights of the Old Republic Online? “Yes,” he said.
MMO gaming has NEVER looked better. Anyone that thought that the industry died with World of Warcraft was dead, dead wrong.

Busted Punk

It never fails. Every time I talk up a piece of software, such as Punkbuster becoming part of Warhammer Online: Age of Reckoning (WAR), it comes back and kicks me in the balls. Since Mark Jacobs announced that WAR would be using Punkbuster, I've been out on the message boards giving my side of the argument. Punkbuster has never really given me problems, aside from an issue with Quake Wars: Enemy Territory's second demo and a brief stint with a Call of Duty 4 patch. I've dealt with Punkbuster on both the client and server side.

My argument all fell apart when I went to play Call of Duty 4 yesterday.

Punkbuster Failed to Initialize.
Punkbuster Failed to Initialize.
Punkbuster Failed to Initialize.
Punkbuster Failed to Initialize.
You were kicked for PB INIT FAILURE.

No amount of firewall finagling or anti-virus witchery did the trick. All the changes and tweaks suggested by the official Punkbuster support team didn't help. In the end, I was left doing what I always do with computer problems that befuddle me: Google.

A few clicks through Google in search of PB INIT FAILURE fixes and I came across a posting including a download for a new, and supposedly working, PB folder. I downloaded the folder, deleted my old PB folder, and replaced it with the new one. Problem solved. No re-installs, no updating, no nothing. Just a working Punkbuster.

Now I'm curious what Punkbuster support will say about my fix.

Tuesday, July 15, 2008

Happiness Doesn't Last Forever

When I was a child, I remember watching "The Majik Hour", a local Wisconsin TV show featuring Don Majkowski, the starting quarterback for the Green Bay Packers at the time. I was a bit sad, as Don Majkowski had been injured in a game, and the show was going off the air. Some young quarterback, named Brett Favre, was going to take over as the starter. Seventeen years later, I'm the biggest Brett Favre fan most people will ever meet.

Brett Favre has given the Packers and their fans sixteen great years. Last year, against most predictions, the Packers came within inches of the Super Bowl. So, it was a big surprise that Favre called it quits and retired. However, I don't think many believed that he was actually retiring. The Packers needed an answer from him, and Brett gave them the one that fit the moment: retirement.

The Packers are in a transition period and moves have been made for years to ensure the club could stay a float when Favre did retire. Those moves came to fruition after Favre announced retirement. Up until that point, the Packers team belonged to Brett Favre. Sadly, it is clear that is no longer the case. Favre didn't just retire from the Packers, he retired any claim to leadership within the organization that he had gained over the past two decades.

In the entirety of the Favre retirement saga, Favre NEVER lost the fans. However, as more revelations come to light and Brett fleshes out more of the troubles he has had with the Ted Thompson Packers, Brett is losing ground. Favre is going to be gone at some point no matter what, so it is natural for fans to stick with the team. Too many fans are Packers' fans first, Favre fans second.

Favre has handled his career with grace and tact. He has been a role model, not just for NFL quarterbacks, but for sports stars of all games. But not being happy, and facing the possibility of not playing the game he loves, Brett's hand has been forced. He is going to throw his weight around and try to get what he wants. I don't blame him, but it is not going to look good in the eyes of those that have supported him for so long. They want Favre's legacy to end as honorably as possible, and the current saga is anything but.

I caution Brett Favre. The fans booed you on the way in, they can and will boo you on the way out.

Without the Packers organization and fans, he is going to find the landscape far colder to him than last year's NFC championship game at Lambeau Field. History is a great teacher, and it has taught us that Favre's comeback is going to fail. However, if there is one guy that can make history, it is Favre.

Monday, July 14, 2008

Go Mythic, Go!

Not resting on their laurels, Mythic is firing back against the naysayers claiming that 2/3 of Warhammer Online: Age of Reckoning's (WAR) content has been cut. They went even as far as putting it all into an Official Capital Cities FAQ.
So you cut 4 of the 6 cities, does this mean I will be enjoying WAR with only 1/3 of its original content?

We did not cut 2/3 of our content; far from it. Before, when our goal was to do six of them, WAR cities were the typical places to go for player services and to just hang out. By focusing all of our energy and effort into two capitals, we have managed to add so much more content than we would have if we had continued pushing to launch all six. Our capital cities are now packed with content and places to explore including: Guild taverns, dungeons, quests, PQs, King encounters, player services, and the most exciting thing of all--now they act as battlegrounds to fight over and protect when under attack. Beyond this, the list goes on and on. WAR now has more content than ever before, and by focusing our efforts we have been able to create a unique experience far beyond our plans when we first set out to make a great game.
Grab a drink and some snacks, this is not a short read.

Also, a great quote out of the FAQ about the platform for future content that Mythic is building.
Do you think you’ll ever revisit the other four capital cities?

Of course! One of the most exciting things about WAR is that while creating a great game for launch, we have also built a solid foundation to expand on for years to come. This foundation has provided us with a perfect canvas for future live content and expansions just as we did for Dark Age of Camelot. We want to see how players handle our first two capital cities worth of content and iterate on that feedback for future cities.

Saturday, July 12, 2008

Incomplete, Content

Incomplete

Prior to the Lord of the Rings movies launching, back during filming, word leaked out that the core story was being altered to include a love story between Arogorn and Arwen. Nerd rage ensued, as this was blasphemy to the Lord of the Rings faithful. Peter Jackson, director of the trilogy, eventually made the decision to cut most of the love story that had been added to the script, because it wasn't working out. The love story remained part of the movie, but no where near as involved as it was originally scripted. Guess what, no one screamed that the films were "incomplete". Actually, most people would agree that they were pretty damn good movies, even with just a third of the love story included.

Fast forward to this week's announcements from Warhammer Online: Age of Reckoning (WAR). People are screaming that what is being left on the cutting room floor will now make the end product "incomplete". Really? Just like the Lord of the Rings movies were left incomplete in the wake of a major plot theme being cut? Peter Jackson had a great saying for the pre-release fans: "Don't worry, it'll be in the Collector's Edition DVDs!". Same as Mark Jacobs saying; "Folks, we'll work on it, and if we get it right, we'll put it in."

Fortunately for WAR fans, an MMO has far more luxury to add in major additions later down the line. However, like movies, MMOs have to come out of the gates swinging to capture an audience before another movie does. There are plenty of people looking for a new movie this year and they will only be satisfied by a movie that makes it to the credits.

Content

It really enrages me to hear people claim that 2/6 of WAR's content will now be missing, so I want to take a few moments to talk about content.

Starting off, capital cities in WAR will be broken down into five different stages and grow with the playerbase. Yes, cities in WAR will level. A major point to this argument is that each new city level will increase the amount of content available to players of BOTH realms, because once captured, enemies gain access to that content as well. In reality, there will actually be ten different capital cities worth of content to explore in WAR. With the announcements, Mythic clarified that they will be adding even more content to the cities now that there is only two, on top of polishing what was already there. How that message is being translated into a loss of 2/6 of the games content is beyond me.

World of Warcraft's guild system is nothing more than a chat channel and a members panel. WAR's guild system will have forty levels, guild standards, a shared guild tavern, guild-claimable keeps, in-game guild calendars, and both of the items mentioned for WoW.

WoW has nine player classes. WAR will have twenty. The "classes are just mirrors of each other in WAR" argument falls flat. If classes were simply mirrors, none of them would be getting cut from release. WAR's classes will have similarities, but all will be unique within themselves, with their own flavor.

WoW's player skill system has three paths available per class, as will WARs. However, in WAR players will be able to gain additional skills from the Tome of Knowledge and Realm vs. Realm ranks.

Oh, and WAR will have the Tome of Knowledge, which Blizzard is trying to match with an achievement system in Wrath of the Lich King. However, we've seen the Tome of Knowledge and it houses ten times the potential of an achievement system being tacked onto an aging game.

WoW has Arena rankings, which followed a failed and abandoned Honor Rank system. WAR will have eighty planned levels of RvR ranks. a system Mythic has perfected over a decade of game development.

WoW has four PvP battlegrounds. WAR will have some as well, rumored to be several more than that available in WoW.

WAR has a Campaign System, culminating in a Capital City siege and capture phase. WoW will have one zone in Wrath of Lich King designed to be an open world siege.

I could go on and continue this vane argument, but what I'm trying to get at, is that we should be standing here and asking if WoW is "complete", because by the measuring stick being leveled at WAR, it sure the hell isn't. It isn't even close. Of course that can't be possible for the Holy Grail of MMOs, so the measuring stick is obviously flawed. I actually agree with that assessment, because the measuring stick is broken. However, as broken as it is, it will be used to measure WAR while WoW sits idly by, immune to the same criticism.

If WAR pulls off what has been SHOWN already, it will be launching on a content platform far more diverse and unified than anything offered by WoW. It will take time to grow that content in quantity, but that is fine when Mythic sticks to quality first. In the end, that approach to quality will keep players interested, just as it has kept players interested in WoW for four years.

What these cuts for WAR tell me is that Mythic is dedicated to sticking to what works and making sure it s done as best as possible, just as Blizzard does. Last I checked, that worked out pretty damn well for Blizzard.

Friday, July 11, 2008

Warhammer Online: Age of Reckoning - Told You So!

Sad news, Mythic has announced that Warhammer Online: Age of Reckoning will only feature two capital cities at launch, cut back from the original plan of six.
MMORPG.com has learned that a decision has been made to reduce the number of Capital Cities at launch from six down to two. Altdorf (Empire) and Inevitable City (Chaos) will stand at launch as the Capitals not only of their race, but of their faction as well.

“A number of months ago,” Jacobs began, “we sat down and looked at where we were with our Capital Cities and we looked at what we were doing with Altdorf and Inevitable, we looked at the Greenskin home, the Dwarf home and we went ‘there’s an awful lot to do here and there are some issues‘.”
This will allow the development team to focus on making the two included cities the best they can possibly be. Which is a good thing if you've been following Mythic's immense plans for how cities will operate.
Capital cities are more than just “a place for people to hang out, buy stuff and run around making Chuck Norris jokes,” says Jacobs. He went on to talk about the detailed nature of these cities and how, no matter how good you or your team is, you’re not going to get it 100% correct on your first time around. Starting with two cities will allow the team to learn from their mistakes so that when the other four are incorporated, they will be better and the devs won’t have made the same mistakes six times over.
Secondly, some classes have been cut from the game.
“Four of the classes that we’ve been working on, we just couldn’t get great,” he continued. “We looked at them and we said these careers are just not great… and we tried, and they weren’t coming out well.”

This left them with a decision similar to the one that they were left with for the cities, do they continue and try to get it, or do they shelve them? In the end, after looking at the metric data that they have been collecting throughout the beta process, they saw that there were four careers that just weren’t working for the players.

“We tried,” Jacobs said, “we tried to see if we could make them better and we just couldn’t make them great. So we had a choice. Do we put in some non-great careers just because they are iconic, or we cut them out and put them in post-launch if we can get them right, or do we not put them in at all?”

Classes Cut:

Choppa (Greenskin)
Hammerer (Dwarf)
Blackguard (Dark Elf)
Knight of the Blazing Sun (Empire)
I for one am not surprised. I knew for a long time that the brick wall of information being let out officially was due to something large not being finished and heading towards the chopping block.

I just want to say: told you so.

Anyways, I am still a WAR fanboy. It pains me to say, but the game is in beta, and that always means news like this is around the corner. Amazing what happens when developers stick to their guns, because most developers *cough* Funcom *cough* would just launch with half-assed items that didn't work.

Bravo Mythic for dealing with these issues now instead of after launch!

Thursday, July 10, 2008

Perfect Analogy

Sometimes, an analogy fits a point of view perfectly.

Age of Conan is to "The Fantastic Four" as Warhammer Online: Age of Reckoning is to "The Dark Knight".

Thanks Satarious!

Wednesday, July 09, 2008

Covering the Gap

Its no big secret that I am desperately waiting for Warhammer Online: Age of Reckoning (WAR). Hopefully, later this year it will launch!

I am hopefully done with World of Warcraft forever, unless WAR epic fails (which I doubt), but I have to bridge the gap until WAR releases. I don't want to buy any new games, and I don't want to get involved in any game that requires too much time investment to advance a character.

That leaves me with the action games I already own. I've never really stopped playing Team Fortress 2 or Call of Duty 4, and I've recently jumped back into Day of Defeat: Source. I am also tempted to reinstall Battlefield 2 and its expansions, as I stopped playing it due to burn out more than from hating the game (though I still hate aircraft whores).

So, that is where I will be for the next few months hopefully. That is, unless a beta invite comes knocking.

Monday, July 07, 2008

Team Fortress 2 Achievements and Unlockables

First the Medic. Then the Pyro. Soon, the Heavy. Team Fortress 2 (TF2), an every-man's FPS, has been making me nostalgic for MMO class nerfs and buffs. Every player is a fan of a certain class. It is their class and they can not wait for it to get "updated". Unfortunately, "updates" for one class, are nerfs for another. This holds true in most class-based MMOs and TF2.

Unlockable Weapons

I was quite excited to hear about unlockable weapons for TF2. The game was great already and this was just icing on the cake. TF2 was a complete game at launch. These unlockables were not used in a "patch the game in later" approach that so many MMO failures use. However, Valve has committed a sin that many MMO developers have, and I am a bit miffed on how the unlockable weapons are being rolled out.

Valve decided that unlockables would be rolled out one class at a time. This is reminiscent of MMOs that often choose to update classes one at a time. As one class gets "updated", the other classes suffer. Fortunately, for TF2, the classes are pretty strong and well-balanced to begin with.

Unfortunately, whatever TF2 class receives an update becomes overplayed and it doesn't take long for the "X is overpowered" cries to begin. When the Pyro, the first offensive class to receive unlocks, update came out, every server was filled with Pyros, all trying to unlock the new weapons. As the zerg of Pyros began upgrading their weapons, many players felt that Pyros were unfairly made overpowered.

I play a lot of TF2 and I strongly feel the new Pyro weapons are not overpowered. The problem is that there are a million Pyros running around and when a player constantly dies to the same new weapon, it feels overpowered. The servers are starting to settle down as most die-hard Pyro players have received their goodies, but it will all start over when the Heavy class is updated.

Achievements

In order to unlock new weapons, players must complete class-specific achievements. Sticking with the over-the-top theme of TF2, the Pyro achievements were a riot. Like the Medic achievements, the majority of the Pyro achievements take actual skill and teamwork to achieve, but an ugly truth hides just under the surface.

The ugly truth is that Valve has no system of official ranked servers and most players simply go to "achievement" servers to cheat. On an achievement server, specifically built for a set of class achievements, it takes a matter of hours to complete all achievements. A feat that would take hundreds of hours in normal play.

To me, this completely invalidates the entire achievement system. Worst of all, the weapon unlocks are directly tied into the achievements system. In order to unlock the new weapons, a player must complete a set number of achievements. Players aren't stupid and achievement servers are big business.

The argument comes up that achievements are a personal goal, but I don't give a damn if a player can say to themselves: "I know I didn't cheat". No one else will care and it won't matter when the player that exploited runs them down with a Level 10 Backburner. Either players cheat, or they suffer at the hands of those that do.

The class updates should be a boon to all players, not just those that cheat. This could easily have been achieved by allowing everyone access to the weapons, completely removing the unlock system. The weapon unlocks should have never been tied to the achievements, as it just promotes the rampant cheating that is occurring.

Valve desperately needed an Official Server system in place prior to these achievements going live. Without a means to control how achievements are gained, there is no merit in any of them. Lack of integrity is wont on the Internet, especially where frags and pwning are concerned.

Its a sad state of affairs for an otherwise great game. The achievements and new weapons themselves are brilliant, but the achievement/unlock system as a whole is just another sad excuse for cheaters to prosper over honest players.