Monday, July 12, 2010

Have MMOGs changed the single-player gamer in me?


I've been playing a lot of Elder Scrolls IV: Oblivion as of late and I'm coming to realize something: playing MMOs has damaged my ability to enjoy single player RPGs to a degree.  I find myself playing Oblivion with the console up and entering cheats to get items or to reset my status with the in-game law enforcement.

I find it annoying that Oblivion asks me to run from shrine A to town B just to pick up a head of lettuce, some yarn, and a soul gem.  I can cut that trip out and just dump the items into my bag with the console commands.  And I don't feel the least bit sad about doing it.  It doesn't hurt my enjoyment of the game one bit.  I really don't want to run to town and hope I find a vendor with the goods I need.  I just want to get on with the story, not waste time grocery shopping!

After playing Ultima Online for a couple years, I could still go and play a game like Baldur's Gate II and enjoy haplessly doing side quests and any number of annoying single-plater things.  However, I started to notice I wasn't enjoying exploring every inch of single-player RPGs as I previously had in my glory days of Super Nintendo greats Chrono Trigger and Playstation wonder Final Fantasy 7.  I was starting to need single-player RPGs-on-rails.  Games had to lead me from A to B and cut out a lot of the normal bullshit associated with RPGs.  I realized that I was only fooling myself.  No one would care (I know I wouldn't) if I cheated a little to get through the parts of single-player games I didn't enjoy or just ignored things that distracted from beating the game.

A decade and thousands of hours of MMOG gaming later, I guess online gaming has damaged my single-player appetite for good.   Playing through the handful of single-player RPGs I snagged during the Steam holiday sales over the past year, I have no patience left for anything that doesn't get me closer to finishing the game.  Especially when we are talking about games like Oblivion where powerful command line tools are available to make the experience better.  I can pretty much cut what I don't care about from the game and get to the best part: finishing the damn game. 

This is all quite ironic considering that MMOGs rarely have an end of which to reach.  Sure, there is a max level and end game goals, but they aren't really win conditions.  The next time I walk into town, I could be meeting a player that I will spend the next year playing with.  I could be one group invite away from a new guild.  There are a lot of possibilities with MMOGs and the most important factor is the presence of other players.  Playing Oblivion right now would be immensely boring if another player entered my world and played the way I did: we'd both be gods.

I think the point with MMOGs that resonates most with me is that there are dozens of other players slowly slogging through the same hell that I am.  If I have to kill X and then run to town Z to get A and then trek it back to town F, I can feel secure in knowing there are tons of other players that have or are doing the same.  I may even have an underrated victory if I find myself being more efficient than other players and fitting in quest Q on the way to town F.

There is an underlying sense of  competition in any multiplayer game.  Knowing that I am doing something legitimately better than another live human being is wonderfully powerful.  Knowing that I am doing worse than someone can be provocatively motivating (or just as easily soul crushing).  Without that competition, I lack the drive to care about the details and will do whatever is necessary to enjoy my single-player experience.  Though, some days while playing an MMOG, I sincerely wish that Basterd Sword of Slaying was only a tilde away from my grasp.

Sunday, July 11, 2010

Part II : Star Wars: The Old Republic beta leaks

Apparently some people are angry that I posted a link to some supposed beta leaks for Star Wars: The Old Republic (SW:ToR).  Generally I agree that linking to beta leaks is poor form, but I felt the "ask me anything about the beta" post on Reddit was laid out well and free of the general "OMGz I'm in the beta and you arz not!!!" style that makes beta leakers so annoying.  Eventually we learned that the supposed beta leaker was not in fact a beta tester and was simply answering questions with information available elsewhere.

So, lets do a quick run down of what we learned from the "not really beta leaks" posting.
  • Individual story areas are instanced and vary based on your character's own story.  Areas for your story are designated by green energy fields, while areas not involving your story are marked by red energy fields.
    • We already knew this from playtests at E3.
  • Combat is based on fighting multiple enemies at once instead of one vs one fights.
    • We already knew this from playtests at E3.
  • The cover system works well and is central to combat for some classes.
    • We've known this since the first video about the cover system was released.
  • Enemy NPCs follow your character as they run through an area.  Some aggro at a distance while others have a buffer zone where they simply watch your character; get too close and then they attack.
    • Pretty much the standard behavior for NPCs in RPGs; MMO or not.
  • There is no PvP, spaceships, or space in the beta yet.
    • We already knew they weren't revealing their PvP aspects yet and have announced little to nothing in regards to space/spaceships.

In conclusion, we learned nothing.  Some fans who haven't been keeping up with the game may have found a few gems (like the red or green energy fields), but overall it is obvious to me the beta leaks were not from a beta tester.  I'll let you know when the real beta leaks start and we get to see something amazing like space flight or a combat system that doesn't suck.

Friday, July 09, 2010

Blizzard caves, no more Real ID on forums

Blizzard has caved on the idea of having players post using their real life names on the Blizzard forums.  Details are laid out in a posting by Blizzard's CEO, Mark Morhaime.
I'd like to take some time to speak with all of you regarding our desire to make the Blizzard forums a better place for players to discuss our games. We've been constantly monitoring the feedback you've given us, as well as internally discussing your concerns about the use of real names on our forums. As a result of those discussions, we've decided at this time that real names will not be required for posting on official Blizzard forums.
Bad ideas are bad mmmm k?

Thursday, July 08, 2010

Star Wars: The Old Republic beta leaks

And the original post has been removed.

Update: 10 July, 2010 - Adding to the drama, apparently the beta leaker was NOT actually a beta tester and was just making it all up; summed up nicely by this picture from a Reddit moderator:


With that out of the way, does that mean we can repost what was said in the thread? It's not truly beta leaks and for the most part was really just covering what we already knew (ableit explained a bit better).

Update: 11 July, 2010 - Part II of my beta leaking has been posted.

Monday, July 05, 2010

World of Warcraft going Free 2 Play?

Is it possible that we may see a free 2 play World of Warcraft at some point in the future? That is the question being pondered in a piece over at PC Gamer:
The rise of the free-to-play western MMO hasn’t gone unnoticed at Blizzard, developers of World of Warcraft, the dominant western subscription MMO. Speaking to PC Gamer at their studios in Irvine, California, World of Warcraft’s lead designer, Tom Chilton, explained that “at some point, it may not make sense for us to have a subscription fee.”
We all know that WoW was a game changer as far as MMOGs were concerned and with every expansion or change it continues to be one. If WoW was to make the switch to free 2 play, it would become something even greater than a game changer. It's legendary status would be cemented and the genre changed forever.

With that said, I don't see it happening anytime soon and when and if it does, it will be long after WoW has peaked and the money train has moved on to another Activision Blizzard title.

Friday, July 02, 2010

June 2010: What I'm Playing/What I'm Paying

June was an interesting month for my gaming.  I came into the month with no set "Game of the Month" and no plans to play anything specifically.  Then Magic the Gathering: Duels of the Planeswalkers (DotP) was announced for Steam and shortly released.  Also, a mid-month Steam sale on Elder Scrolls IV: Oblivion took a chunk out of my wallet.

I have embedded the new What I'm Playing/What I'm Paying spreadsheet for June below.  The overall spreadsheet (includes previous months) can be found here.




Game of the Month

Magic the Gathering: Duels of the Planeswalkers

Cost: $9.99
Played: 20 hours
3-words: casual Magic fun

While I didn't enter the month with a game of the month in mind, I ended the month with a winner in DotP.  My three word description really fits the game.

Casual:  DotP is all about getting in and playing Magic the Gathering.  Some rules are simplified, the decks are pre-constructed, and the game is dead simple to operate.  However, this can be a negative for anyone looking for a more hardcore Magic experience.  I suggest those hardcore players look at the official Magic the Gathering Online.

Magic: any current or past fan of Magic the Gathering will immediately identify with the game.  It is a solid representation of the game mechanics. The only part missing is the collectible aspect as card lists are set and there is no real collecting to be done, but that's OK as its not the focus of DotP.

Fun: this is a subjective term as some players just don't like card games and there is nothing here that will convince them to like them.  But for those players that do enjoy card games, this is probably the best casual PC card game available.  There are no booster packs to buy, decks to construct from scratch, or proxy cards to tape together.  DotP is about getting to the fun of playing.


/Played

Elder Scrolls IV: Oblivion

I started my journey in Oblivion as a Wood Elf with the customer Heartless class (yes, I named a class after myself!).  I've spent a few hours wandering around and enjoying the game.  There is quite a bit to do without actually doing anything.  It can be annoying sometimes, such as when you are trying to talk to someone and inadvertently steal the cup in front of them prompting a little run in the with the town guards, but once a player gets used to the game it is a fun game.


/Paid

Total spent this Month: $18.49
My Value Rating: Excellent

For $18.49 I purchased two great games which are aiming to give me a couple hundred hours of playtime.  

Wednesday, June 30, 2010

Time flys, 10 years

Ten years ago I was just leaving high school on a journey to the great state of Texas for military basic training.  To be honest, I was a little bit scared (too much Full Metal Jacket filling my head). Ten years later, I wouldn't trade my military career for anything and the FMJ nightmares are all gone now that I've met R. Lee Ermy in real life and realized he's a pretty cool cat.

Also, ten years ago as of yesterday, Diablo 2 was released.  Happy belated birthday!

Thursday, June 24, 2010

Allods Online removing Fear of Death debuff

I just received news that in Allods Online patch 1.1.0, the Fear of Death (FoD) debuff will be removed:
The upcoming Allods Online Patch 1.1.0: Revelations of Gipat introduces new content and gameplay mechanics. In fact, one of the most controversial aspects of the game, Fear of Death, is being eliminated!

Fear of Death is a debuff that players receive upon death which reduces all of their offensive stats by 25% for an amount of time proportional to their level. It can be removed by spending Drops of Myrrh that can be bought from vendors, using Incense that can be bought from the Item Shop, or just waiting it out. However, most users will rejoice in knowing that Fear of Death will no longer be a part of the game.
For those that have followed Allods Online's progress from beta to launch, FoD was the most controversial topic. It is the reason Keen, and I suspect many others, decided not to stick with the game.  Personally, I disliked FoD, but came around to an agreement with myself that it wasn't that bad since I only played the game casually.

I didn't agree that it was a cash shop or micro-transaction issue.  What I didn't like about FoD was the fact that it didn't make sense in terms of gameplay.  Reading these upcoming changes, I feel somewhat vindicated in my prior stance.  If FoD was a mechanic meant to create revenue, as many argued, it wouldn't be getting yanked from the game.  This to me, is evidence enough that it was just a bad gameplay mechanic awaiting replacement. And now Allods is getting that replacement:
When a player dies in the upcoming patch, instead of receiving a debuff to all of their offensive stats, players will have a very small chance that a curse will be cast upon them. The curse will randomly land on one of a player’s item slots; however, if the curse lands on a slot that is empty or contains an item that is Uncommon or Common, the curse will be deflected, leaving the contents of the item slot unharmed. If the curse lands on an item slot that contains an item that is Rare, Epic, or Legendary, its stats will become inverted.

Bosses in dungeons and raids will now also drop Cursed Items in addition to the items that they usually drop. This means that means that players will have a chance to receive more loot, which can be used once the curse is removed.


In order to remove a curse from an item, players can purchase Scrolls of Purification from the Item Shop, or buy them from other players. Players can also avoid items becoming cursed with each death by wearing Holy Charms. Players may have up to 1000 Holy Charms equipped at a time and each time the player dies, one charm will be used to deflect any possible curse. Holy Charms are available for purchase in the Item Shop, and can also be bought from other players.
There are no hard numbers to substitute for the "chances" mentioned in the blurb above, but as FoD was in effect 100% of the time, this is already a better system.  Also, it does a better job of defining the Cash Shop's role in the death penalty revenue scheme.

While I don't like the idea that any game penalizes players and then tells them to go into a Cash Shop to remove that penalty, the proposed system has a couple of tricks up it's sleeves.

First, the items are player trade-able, creating a currency system of sort for players that have real life cash and want to exchange it, legally, for in-game goods and services.

Secondly, it offers proactive and reactive items to be purchased allowing players to decide how they want to pay.  Players can pay up front and carry Holy Charms to prevent the curses or they can pay on the back end after a curse has hit via the Scrolls of Purification.

Or, players don't have to pay at all by keeping stashes of spare equipment on hand to replace any cursed items.  This may not be efficient or advisable, but it does allow players to continue their free rides.

Allods Online is still a great game and I am looking forward to getting back into at some point and the upcoming Patch 1.1: Revelations of Gipat will be live July 7th!

Tuesday, June 22, 2010

Hidden Gems from E3: Heroes of Three Kingdoms

E3 has come and gone.  We've learned about Kinect, Move, and the 3DS.  The major players were as expected and it was a very console heavy show.  However, hidden in the pile of consoles were some gems for the PC market.  The first one I'd like to point out is Heroes of Three Kingdoms, a free-to-play PvP MMO from Perfect World.

Rock, Paper, Shotgun sums it up nicely:
It’s weapon based, with your role changing depending on what you choose to tool up with. Finally – and most RPS-interestingly – in the end game, after you’ve formed legions and conquered cities, leads to a large-scale board-game which apparently involves keeping your population happy and taxation and similar.
That blurb certainly has me interested.  Further, there is a video:



With all of this said and watched, I just don't have time for another MMO in 2010, but if you are interested; Heroes of Three Kingdoms is set to launch Q3 2010.

Friday, June 18, 2010

Holy **** : OnLive on an iPad

This video literally made me shit my pants.  OnLive, the cloud gaming service launching right as I post this, shows off Borderlands.  Now this was only a tech demo, but one hell of a tech demo it was.  I still will not buy an iPad, but come later this year and 2011 when decent Android and Windows 7 tablets start launching I may have to give OnLive a try.




We may very well be looking at the future of PC gaming.