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Showing posts with label MMORPG. Show all posts
Showing posts with label MMORPG. Show all posts

Monday, October 31, 2011

One is a Lonely Number




So I bought a new home the other day. It’s not much to look at, but has a great view and a decent size lot. It sits atop a small hill with two trees and is overlooking a quaint little town with a pond, gazebo and waterfall. The inside is sparsely furnished with a bench, a bed, a couple rugs, a dresser and a chair or two. Warmth and relaxation can be found next to one of the fireplaces located each room and the soft, soothing sounds of gentle music that play through out the place. So it’s not much, but it’s mine, well as long as I pay the upkeep it’s mine. However as nice and peaceful this may sound, the house has one major draw back to it. When I am home I often find myself feeling quite lonely.

So after a long day of adventuring and assisting the citizens of Middle Earth with various problems, I was happy to come galloping down the road and see my home. Putting the horse up for the night, I went inside, started a fire and sat down on my chair. Well that’s it really nothing much to do and if not for the music playing in the background the deafening silence would have driven me mad. After several minutes of looking around and finding nothing to really do, I decided that maybe I should take this opportunity and take a walk around town. Just maybe I would stop in and meet some of my neighbors.



The walk was pleasant enough as the town itself is rather pretty and peaceful, but I quickly found out that all of my neighbors were either not home or had been evicted for failure to pay the upkeep on their houses. Undeterred I headed into the center of town were I met a musical Troupe playing next to a fountain (They weren’t very talkative as they were busy playing their instruments.), A couple of shop keeps and a random citizen or two. It didn’t take long for me to realize that they were not the biggest conversationalist and seemed actually surprised themselves to see another person.



So after a few moments of aimlessly meandering around town I headed back to my own house up on the hill. As I rounded the corner to the street I lived on, I glimpsed someone riding hard towards me. Frantically I tried to raise my hand and bellow forth a cheerful greeting to my newly met neighbor, but to my dismay they paid me little mind and road on past with a stern look of urgent and pressing business. I considered briefly of giving chase and making myself known, but quickly laid that thought aside as I didn’t want them to think of me as a crazy person this early in our new relationship. 



With a disappointing sigh I went back into my new home and sat down in front of the fireplace. I wondered if I should give it another go tomorrow, just maybe there will be more people out and about. Maybe I could hang out by the store; surely someone would come by sooner or later. Nah unfortunately I myself had pressing business myself tomorrow. You see there have been some recent reports of Orcs being spotted in the low-lands and I still hadn’t collected enough Warg tails for that lady at the Forsaken Inn. Nope, unfortunately it appears that tomorrow will be quite the busy day for me and I won’t get much of a chance to go about town. Such a shame really, this would be such a nice place to live if it wasn’t so damn lonely.   


Friday, October 21, 2011

Really??? LOL

Ok I cant decide which one of these videos is more comical. I still cant believe what I am seeing.



Thanks Blizzard for providing me a moment of pure entertainment. I want desperately to write something much more profound, but my mind just can't do it at the moment. From the creative minds that brought you the Lich King and Deathwing, we now present to you, Po the Kung Fu Panda. 

The average age of WoW players just decreased by about 10 years.


Tuesday, October 18, 2011

Value of a Games Graphics



Value of a Games Graphics
As technology advances our hobby of choice is looking better and better with each new title released. Companies are spending a lot of resources and time on crafting visually stunning and immersive worlds. Two games in particular that I am very much looking forward to Star Wars: The Old Republic and Battlefield 3 appear to be taking great care in designing the graphical boxes we play in, but the approach each is undergoing are quite different and present a completely different end result.


The Cartoon Look

It started with World of Warcraft and continues today in many games. The concept of throttled back graphics to make a game more accessible is not uncommon. Blizzard purposefully lowered the graphics on their game so that they could grab a larger audience and the game came out looking more like a cartoon than real life. SW:TOR appears to be headed in the exact same direction as the game has more of a look and feel one gets when watching the Cartoon Network than say living the real life of a Jedi Knight.

When looking at graphics we must also break it down to back drops and interactive pieces. A mountain side in the distance is not the same as a tree that a player runs past. Trees and other movable objects in games are often limited in the detail or interaction they are capable of. Often times these items are not very animated by developers for the same purpose of creating a less burdensome system.  So if developers are willing to lesson the graphical reality of their environments, the question begs to be asked. Just how important are graphics to the overall enjoyment of a game?



Realism vs. Playability

The Battlefield series of games, like most shooters, has always tried maintained a high level of graphical detail. Giving the player a feeling of realism is very important to a game in this genre, as they are often done in the first person setting. Battlefield 3 is stunningly beautiful and boasts some of the most interactive environments available in games. Each map in BF3 is completely destructible and looks as if it were real. Buildings can have holes blown out in them or they can be completely demolished. Other objects like trees, cars or fences are real looking and also completely manipulative. Watching a tank explode in a large ball of fire and flying shrapnel adds to a player’s enjoyment upon scoring the kill. If that same tank merely turned black and stopped working, the impact of the kill would be lessoned dramatically.

 Details like paint on the wall, grass growing in cracks and windows broken out add to the detail of the environment and enhance a persons feeling of realism. However with each addition to the graphical overlay the system required to run the game increases, thus shutting out some potential customers. Game developers are always attempting to find the right balance between realism and playability.




Value of Graphics

It would be improper to say a game with lesser graphics can not be successful or entertaining. Some people love Minecraft, a game with graphics that are sub-par to today’s standards. But for the majority of games, a well designed and graphically beautiful environment is very important if not essential for a games desirability and immersion. Some game developers have decided to give their customers a choice in which level of detail they want like in Lord of the Rings Online which now offers a choice between a high quality game client and a lesser toned down version.  

When we look at MMORPG games in particular, the look of the game world can be very important to the overall enjoyment of the game. When we spend large amounts of time in a virtual world we want it to be as inviting and enjoyable as possible and often the way a world looks can be very important to fulfilling this need. World of Warcraft was by no accounts breathtakingly beautiful, but what it was able to capture was players imaginations. If the game was released with lesser graphics, a player may not be as enraptured with it as they could be and may be turned off by the break in immersion they may suffer.



Pixilated Love Fest

Any way you look at it a games graphical appearance is often important to how much we enjoy the game. Some games are able to get away with less than stellar graphics, but they must provide a gaming experience that is both entertaining and has an element of game play that surpasses its graphical short comings.
 
For me a games quality of graphics can play a significant role in my ability to enjoy a game, but it is not always required. If a game is able to provide a fun and entertaining experience with out the need for high powered pixels than I am just as likely to try it out. Just don’t expect me to be wowed by a game trailer if it doesn’t look good.
 I am curious to hear what others think on the subject and see how they value a games graphics in their decision to both buy and play a game.  

Monday, September 12, 2011

Smuggler Progression Video Released

Bioware has released the newest progression video for SWTOR and todays class is the smuggler. I noticed in particular the groin kick at .33 seconds in and I wonder if the it is going to be an acutal ability for this class? Also Although I like the look in general, I have towonder what the deal is with the desparado cowboy look they are showing for the gunslinger?

Friday, September 9, 2011

Rohan Offers Insight into MMO Problems

I've been following Rohan at Blessing of Kings for some time and usually find his insight into MMO games to be well thought out and often accurate. His latest post on the inherent problems facing MMO games in relation to its player base (transient and extended players), and thier raiding habits is a good estimate into the problems when you try to merge two different types of players into one format.   

The single biggest problem with the endgame of WoW is that it persists in believing that if the incentives are just right, Transient players will transform into Extended players, and everything will work out properly. But this transformation never occurs.
I encourage everyone to read the whole post to fully understand his point of view and the subsequent debate occuring in the comments offers some good points on the subject. 



Wednesday, August 24, 2011

SWTOR missing the mark on Morality and Factions




            Recently there has been much discussion in the blogosphere about a couple of subjects and how they relate to SWTOR. Tobold, Ferrel at EpicSlant, Syp over at Bio break and some others have been discussing the use and implementation of the morality system in SWTOR. While a post at MMO melting Pot and one by Ferrel at Epic Slant also chimed in on the popular system of factions in games. A while back I also wrote a post on wanting to play a Bounty Hunter in SWTOR and the main reasons I most likely won’t be playing one, Faction and Morality.



            All this talk about Morality and Factions got me thinking about the games design and how BioWare has truly missed a great opportunity to give players exactly what they have wanted in a game. They have the perfect system in place with a game designed around a good vs. evil morality scale, story driven quests and Home world planets for each class, to create the ideal environment for a player choosing which side they ultimately side with. To really get into the missed opportunity we must dive into each class and show examples of what could have been.






Bounty Hunter and Smugglers

Both of these classes for all intensive purposes are the perfect candidates for creating a neutral class as each is usually driven by their quest for wealth and desire for independence. Now I will concede that in Star Wars lore Bounty Hunters have usually sided with the Empire (Sith) side and Smugglers have usually sided with the Alliance (Jedi), but both classes have shown signs of working for themselves first and foremost and going where the money is.

Boba Fett is arguably the most well known and beloved bounty hunter of all time and although he often sided with the empire, he was never truly “evil” in his choices, nor where other bounty hunters of Mandalore heritage. Often they only cared about one thing and that was payment. Their actions were more business like than devious and one can easily see a bounty hunter making light side choices.

Smugglers are a shady and underhanded class that make their living transporting illegal goods and doing whatever they must for money. The most popular smuggler of all time, Han Solo is an iconic hero of the Alliance, but he also worked with the Hutts at one time. Smugglers could just as easily be evil in their actions as Good and also have a great chance of siding with either side.

These two classes offer the perfect chance for BioWare to create a truly neutral faction. The home world starting areas of both could be geared towards “taking care of business” with the choices player’s make along the way ultimately deciding where they go next. Play with a dark sided slant and you go Empire, Light sided goes Alliance. This generates the perfect opportunity for truly impactful decision making.



Jedi and Sith

            While both these character classes are closer to one side or the other, both have shown the ability to switch sides in Star Wars lore. Anakin Skywalker chose the dark side and then went back to the light as Darth Vader. Other characters like Jacen Solo and Lumiya went Dark after being light, While some like Mara Jade went Dark to Light. The point here is it is very possible for force users to be greatly effected by the choices they make. However ultimately their choices decide where they fall as either Jedi or Sith. I see no reason why this game should be any different.

            Player’s choices while playing should ultimately decide where they fall and would make for some interesting game play. Imagine being a Jedi but making choices which are of a dark nature, earning you dark side points. Soon enough your friends discover who you really are and you are forced to flee your Jedi roots and strike out to find the Sith. Some will say that this is ultimately a penalty and that it may remove players from playing with their friends, but I am suggesting that this is an initial game feature that decides your fate. Players would have direct control from the start of where they will go. The bottom line is to give players choices that matter.



Republic Trooper and Empire Agent



            These two classes are probably the least affected by their choices as each is directly employed by their respective sides. Troopers are Republic, while Agents are Sith and as far as I am concerned the way these two classes are implemented is fine as is. However there is no reason not to make the choices a player makes affect these classes in a more profound manner. This system could allow even these two classes to have monumental changes to a player’s game. Former Trooper turned agent anyone? I see no reason for this not being possible.





It’s all about Meaningful Choices



Ultimately is appears to be to late to change the way SWTOR is begin designed and it saddens me just a little that this game could have become so much more. Immersion in this game could have been on an Epic scale as players would really feel like their choices shaped the world around them. This game was primed for building a starting zone where everyone got to choose where and how they ended up.

With a galaxy as big as Star Wars the developers had all the room they needed to model the questing/ story system to direct players where they needed to go. Starting areas could have been neutral with players then going to either a Sith or Alliance leveling areas. As the game stands now I believe the morality system is nothing more than a novelty idea as I will still be Sith or Republic no matter what choices I make.

           

Wednesday, August 17, 2011

World of Warcraft - Tanking without Threat




            Tanking in World of Warcraft has always been about getting the bad guys attention, keeping it and then absorbing their rage filled blows until your team mates can kill him off. Now with the recent announcement and hot fix by Blizzard to in essence eliminate threat from the equation, this basically removes the biggest component of tanking in the worlds most popular game and leaves the role to become nothing more than armored meat shields.

           

            I have never been a fan of the threat tanking mechanism from an immersion stand point. It never made sense to me why a dangerous being with planet ruling ambitions would become so single focused that a trash talking, shield slamming gnat would garner all of their hated blows even while other gnats slowly killed them with fireballs, shadow bolts and arrows from behind. However I also understand its need as a game mechanic and therefore I didn’t mind its inclusion in tanking.



            Blizzard has finally thrown in the towel and has given up on the balance issues inherently derived with trying to maintain a game mechanic vs. the desires and demands of its player base to help them with aggro control.  Now without the need to watch aggro or worry about the incoming insults from over zealous DPS when a wipe occurs, a tank needs only to get the baddies attention and then proceed to take hits from them. So is this the end of tanking specs in WoW? If a DPS geared Paladin or Warrior garner enough health to survive the onslaught will they be all that is necessary to win a fight? I guess we will find out, but one thing is certain tanking guides have just become a lot easier and so has tanking.

Wednesday, August 10, 2011

There and Back Again - A Hobbits Tale...and Back Again...and Back....Again


Being that I am a big fan of the literary works of J.R.R. Tolkien, making my way in and around the shire has been an enjoyable trip...the first time.




Sprigleys farm, The Hunting Lodge and Archet are all really neat and fun to visit, I'm just not sure they need to see me so often. One thing that holds true to all MMO's that I have played is the constant back and forth the Quests tend to make you do. I sometimes think that NPC quest givers are quietly chuckling to themselfs after watching us run off yet again to the place they just sent us to a minute ago.



"Ah hello again brave adventurer, so glad to see you made it back safely. Here ya go.. as promised ninety copper coins."

"Phew damn that farm is far...Thanks...(Cough)... It was tough but I seem to have managed alright...just a tab bit winded is all."

"Yes, yes very well done indeed ...there's just one more thing."

"What's that? You have further need of me? Is it something that can wait till the morning?"

"Oh no, I'm afraid it is of dire concern and requires immediate attention...BEFORE IT'S TO LATE."

"Really? (sigh) ok how can I help?"

"There seems to be a small spider infestation that has sprung up and I think your just the man for the job."

"Hmmm I see well no rest for the weary I guess, where to?"

"Sprigleys farm."

"WHAT??...for the love of god man I just came from there."



As characters we take such abuse from our quest givers that I wonder how many we would gladly cut down if given the chance.

Wednesday, August 3, 2011

How to make trips Epic

Melmoth at Killed in a Smiling Accident has a post up about questing while away. As usual he has a interesting way of looking at life and games and making it humorous. Its amazing how easily life can parody what we do in games, but how little of what we do in a game would be allowed in life.

                      My three-year-old daughter has a fascination with pine cones, something which becomes somewhat of an obsession when presented with a forest packed to the canopy with conifers. I made the most of the situation by setting her tasks to collect certain numbers of pine cones and return them to me. When she returned with the correct number I would offer her the choice of a plastic sword or an item of clothing from her suitcase, the latter of which she quickly learned could be equipped in order to improve her resistance to elemental damage. If she brought me an incorrect number of pine cones, I would either ignore her entirely, or incessantly repeat the same nonsensical sentence to her until she went away and collected the correct number.

Check out the rest of the post here and enjoy a good read.

Tuesday, July 26, 2011

Box Vs Digital

Preorder announcements are truly exciting times as they are usually call outs for the upcoming release of a game. Except for maybe Battlefield 3, no other game announced this year has intrigued my suppressed eagerness like SWTOR has. There are so many things that are pointing to this being a really good game that it’s a given that I will be making this purchase. With BioWare announcing the availability of Preorders for this game it’s just a matter of time before I am exploring the fabled galaxy far, far away.  

If we exclude the recently announced Collectors Edition for $150 (a little bit too much for me) which is limited to 500,000 purchases, we have multiple options for which to buy this game including both digital and retail. Several digital packages are available each offering a variety of in game goodies to wet your appetite and are probably the easiest way to jump right into things. We also have the traditional method of walking into a store and purchasing a boxed copy complete with real, tangible disks.

Now call me old fashioned, but I just love buying an actual copy of the game and having it to keep. Not that there is anything wrong with a digital copy, but I guess I just like to own an actual physical item for my money. I do understand that the discs and packaging are worthless without the digital software on it, but I truly do enjoy opening and installing a brand new purchase instead of just downloading it. If the option is open to me I have always purchased a physical copy versus a download and I doubt I will change for this game or BF3.



What about you guys? What is your chosen method of obtaining your favorite games? Does it ultimately matter to you or are you just looking for the quickest way in?

                         

Thursday, July 21, 2011

Defining Cheating in A Game - Part 2

In my previous post I attempted to look at cheating in online gaming and focused mainly on the PVP aspect. In this post I want to address whether or not cheating can be classified when dealing with PVE content.

Most MMORPG’s maintain a large portion of game play referred to as PVE content (Player-vs.-Environment).  This can include solo or group play and focuses on players interacting with game controlled opponents. Raids, Dungeons, Rifts, and solo quests are all good examples of PVE content in gaming and for the most part ones own activities while performing these functions are of no concern to others. So why is it then that the use of add-ons and other aids while performing these gaming events can create controversy and discord among a games player base? Does anyone truly care if a player cheats when playing against game controlled opponents?

 Surprisingly many players do care if another player cheats while playing PVE content in a MMORPG game and the simple reason is the social labels created in the game. Words like “server first” and “achievement” are valued labels to many players and its when another player uses add-ons (cheats) that they don’t find appropriate for use, that  tension starts. However with a game like World of Warcraft add-ons are often considered necessary to beat the highest level of a game. So much so that no one completes the game without additions, but these are not included in the core game, instead Blizzard is content to allow other developers to make and distribute these additional tools.

However Blizzard from time to time will ban an add-on they believe aids players too much. So in the context of WoW is Blizzard the ultimate judge of what is to be considered cheating and not? In one aspect yes as it is their intellectual property, but we are discussing cheating in general in relation to gaming and they are not the authority on the overall definition. So the question remains is using aids in a PVE environment cheating?

Per the definitions used in the previous article, I would say PVE changing add-ons are Acceptable Cheating where as the general gaming community has accepted this level of cheating as ok, but one thing I have learned is that all things are subject to change when applied to the world of gaming and what’s is acceptable today may not be tomorrow. The only way to insure that you are not actually cheating is to not augment the original game in any way.

Wednesday, July 20, 2011

Defining Cheating in Gaming

Classifying Cheating in Gaming



            Video games have always had cheat codes, add-ons and Third party Tools to make the games easier to play and beat. Using such tools in most cases has usually been accepted when being applied to single player games. Modern games have changed that equation because today most games we play center around online play with others and using special add-ons to help us beat games can cause some controversy among a games player base. Even in cases were a game has little to no player-vs.-player interaction, cheating tools can still enrage other gamers if they think someone has an unfair advantage.
 Before we delve too deeply into this lets take a look at a couple of definitions of the word “cheating” according to some online sources

 word.sc classifies cheating as:

Adjective


violating accepted standards or rules; "a dirty fighter"; "used foul means to gain power"; "a nasty unsporting serve"; "fined for unsportsmanlike behavior"


Or Noun


A deception for profit to yourself


Or from Miriam-Webster who describes it as such:

 
Act dishonestly or unfairly in order to gain an advantage, esp. in a game or examination: "she cheats at cards".


            These definitions basically state that cheating is using an unfair advantage to win. When playing on-line games, the word cheating is usually associated with some form of PVP play, whether the game is designed strictly as a PVP format (I.E. FPS like Battlefield.) or as a component of a bigger game (I.E. Arenas and Battlegrounds in WOW). Normally this is associated with an add-on (Program not originally included with the game and generally made by third party programmers.) that provides the player with a tool or advantage that they normally would not have. Some examples may include an AIM-Bot (that helps the player target opponents) or a wall hack (which allows them to hide from opponents) which are generally considered cheating and will cause a player to be banned from a game or server.

            However there are even more game modifiers that are either widely accepted by the player base or by the developers themselves and this brings us to the question at hand. If these other modifiers are tools that aid a player and improve their odds at winning, then shouldn’t they also be considered cheating tools? Is it because the players and developers consider them acceptable that removes this unsavory label? What if the Developers consider them taboo, but the players don’t is this still cheating? That is the question I hope to get to the bottom of and for that purpose I have established my own definitions when cheating relates to gaming.

Cheating – The act of altering an original game via third party additions that improves or enhances a player’s chances of winning by giving them an unusual or unfair advantage while playing and is not widely accepted by the gaming community and/or developers of the game.


Although this definition covers the subject pretty good for me, things are not this cut and dry and require a second slightly different definition.


Acceptable Cheating - The act of altering an original game via third party additions that improves or enhances a player’s chances of winning by giving them an unusual or unfair advantage while playing and is widely accepted as an important or necessary tool to play the game effectively by the gaming community and/or developers of the game.

             What ultimately brought this subject to mind was a recent discussion in World of Tanks on whether Skins were cheating or not. Basically a Skin in WOT is a file that changes the appearance of either your own tank or your opponents to something other than the original design. This new skin covers the tank model in whatever the designer wants it to look like, but it only affects the local environment of the game. In other words only you see the difference and no one else does. The argument in question was related to a particular skin that repaints opponents tank to include bull’s-eyes where the best locations were to hit them with your shots. To many this is an unfair advantage and since it is not a part of the original game should be considered cheating. Others contest that since it does not change the overall playing of the game and doesn’t inhibit the other players in any way that it is not cheating and other players can also get the same skin. Wargamming has yet to ban this or any other skin or mod that may aid a player to include mods that alter the UI and make the game easier to interact with.   

            When speaking of modifications to a game and the impact they have, one needs only to look at World of Warcraft to see widely accepted alterations to a game environment. In fact it is so accepted in this game that having some standard types of add-ons is often required by certain groups of players, I.E. Guilds or PVP teams. Cheating can be brought into the discussion when you look at PVP content in WoW. Add-ons can improve a player’s chance at victory in several ways to include cool down timers, UI look alterations, stat counters and enhancements to the UI and Map interface. Also a player can create Macros (short program statements) that combine several actions together to allow the player to complete tasks faster or complete a series of connected moves.

            In some other PVP focused games this type of augmentation is often frowned upon or may get you banned as cheating or being labeled a hack, but in WoW they are so widely accepted by both players and Developers that they are considered a part of the game. This type of game changing is definitely cheating as it allows you an unfair advantage over those who may not have the same tools. It is also unrealistic to expect others to have these same tools since they were not included in the original game and requires them to visit a third party website. However because of their wide acceptance in the games community they fall into the category of acceptable cheating.
            When focused on a PVP environment, it is definitely cheating to have add-ons that give you an advantage over other players. E-Sports or arena type matches that have prizes are a perfect example of when add-ons can be cheating for a potential profit and when compared to other organized sporting events, would disqualify a player or team. Having a corked bat in baseball or sticky gloves in football are two examples of what an add-on or game modifier would look like in a RL sport. Players using these tools are often suspended and crucified in the media, but in video games were add-ons are widely accepted (I.E. World of Warcraft) a player will usually not feel any repercussions. Is it still cheating? Yes. Is it acceptable within the context of gaming? Yes again.

                     Therefore we can surmise that cheating in online gaming is often accepted as appropriate and in some cases necessary, while other times it is frowned upon or down right considered vile. Game developers play a major role in determining which type of cheating is allowed by their own stance on the subject and rightly so in many cases as it is their game after all. This post focused mainly on the PVP angle, but what about other forms of gaming like PVE, can the same rules for cheating apply? This is a question I think I’ll save for another post.  



             

Monday, July 4, 2011

Return to Middle Earth

  
Continuing my goal of trying out new games I have once again entered the realm of Lord of the Rings Online. I have been here once before when the game was a new release as I gave the game a try over two weeks on a trial account. While I enjoyed the game at the time, I didn't stick with it because of other games that had my attention. This time around I plan on giving it a good try and look forward to exploring what is my favorite Fantasy setting.



I have taken on the roll of a Human Champion this time and have Begun the introduction quests in Archet. The game is much as I remembered it and I am quickly making my way around the opening quests in the town. Being a veteran of other fantasy MMO's I am having an easy time of picking up the commands and progressing my character. I am looking forward to once again brave the lands of Middle Earth and will report back as often as I can to detail my journeys.

Friday, July 1, 2011

WoT’s Freemium Model

             Never in the history of gaming has a consumer had so many choices in choosing how to pay for their gaming. You have Subscription methods, Free-2-play models, Micro Transactions, pay as you go and Now Freemium. The basic premise behind the Freemium structure is you get the stock game for free and if you want certain added details, like more storage space, faster level pace and special vehicles or weapons, you can choose to buy them, but it is not required.

World of Tanks uses a Freemium system where anyone can play the game and progress fully without ever spending a dime (Free) and a system that allows you to purchase certain features and bonuses that can enhance the game or speed up your leveling (Premium). The purchased currency in the game is aptly called “Gold” currency and with it you can buy special tanks, additional storage space and accelerated experience and money advancement.

I have purchased and played all types of games under every single model and although I don’t despise any one system, I am starting to really enjoy this Freemium system. The biggest advantage is the freedom to decide when and how I spend my money. Take as an example a standard subscription MMORPG game, that you pay for the game and then pay a monthly fee to continue playing it. This system has very limited choices in payment options where you have to pay for each day consecutively. Sure you could stop your subscription and restart it when you want to if you need to take a break, but ultimately this is not practical as the hassle of turning an account on and off daily or weekly is to great.

           World of Tanks allows you to purchase game time in several different increments from single day to 30 days. This allows me to pick and choose which days I want to pay for and I don’t have to pay for days that I am unable to play. Even if I don’t pay for that day I can still play the game, just not at a premium level. Some people may not like this system, but for me the advantages out weigh the disadvantages and are great for a person with limited play time. Many may complain about gold tanks filling up the ranks of each battle, but honestly I could care less how the other player achieved their tier 8 tank. As long as I am enjoying the game it ultimately doesn’t matter.          

Friday, June 17, 2011

Repopulating the Ghost Towns

This post is a continuation of a previous post where I commented on the problems related to game design in MMORPG’s that often left zones empty of players. If you haven’t read the post yet I urge you to give it a look over here.



            First I would like to state that the following ideas are my opinion on fixing a common problem associated with MMORPG’s today. Now with that out of the way I would like to make a few suggestions on possible ways to eliminate the creation and the subsequent ignoring of whole regions of game content.

            Common game design dictates that players gather experience from completing various tasks in game and then utilizing the experience to gain rank. Although each game is different, the general premise is that a player becomes more powerful via new abilities and improved stats. Once a player reaches max level they then improve their character via gear upgrades. The problem with this classic design is in order to maintain a challenging environment for players; Developers will create “level” appropriate areas geared towards progressing them along. As players advance they leave behind them an empty barren land of no interaction and fading memories. Great locations once adored by many are left to remain unwanted and unused.

            If we eliminate a players Level then we can eliminate the need for “level” related areas. Now many will say that if we go this route then what’s the point of playing a game without progress? Why log into a game if I can’t grow as a character? My solution to this is to have characters become more powerful with two different mechanics. I would keep the ability to improve a player’s equipment or gear as this makes sense, but I would eliminate a player’s ability to become more powerful in abilities. Instead a player would learn new abilities not normally associated with their class.

            Imagine if you will a Warrior that has filled up his knowledge bar on how to swing a sword and has in essence become an expert, he receives minor improvements to his skills like, +5 to hit and such, but his base stats of health, Wisdom or whatever remain unchanged. His weapons will improve and offer their own modifiers for things like chance to hit or total damage, but nothing to dramatic. Armor can improve resistance and such forth, but the overlying theme is increases in abilities are minor. However once a player has mastered the arts of his own abilities he can begin studying arts in other fields. For instance he could be a warrior/mage with some lesser abilities than a full mage like adding fire damage to his sword attacks or creating a shield. This will allow the player to still have something to aim for without creating a demigod which forces the Developers to keep upping the anti.

            Now you may have noticed two problems with my suggestion and are presently wondering what I am ranting about as I am not really fixing anything. Problem one – Players are still “leveling” in a way and therefore will become more powerful than other players and/or mobs in an area. Problem two – once players over power a regions mobs they will not wish to return if it is not providing them a way to improve themselves. Both are valid questions that require answers themselves.

            As to players leveling the biggest difference is that players in my world would not have extreme advances and therefore would not be overly powerful beings, instead they would be marginally improved over others. Now I do believe a well seasoned warrior should be better than a rookie new to the lands of strife, but it shouldn’t be overwhelming. Instead it should provide a tactical edge found in better gear and knowledge and force the newer player to overcome the better equipped and trained opponent.

            To combat the problem of out-leveling content, zones would have to be constantly updated to introduce new things to do. Now I am not suggesting an earth shattering change as we saw in Cataclysm, but a more mild change from time to time to alter the landscape slightly. Lands should be fluid in nature and constantly evolving in an unknown manner. This will create a need to explore old covered grounds to see what’s new. Also I would layer content in each region with some mobs being more powerful than others. This is more realistic as each type of enemy would not be of the same health and level just because they share the same area. 

            A player may stumble upon a group of beings that he has no business facing and might die, but she can then mark that as an area to return later or to bring back friends to help. Quests can also help keep players in the right area of a zone, but that involvement should be limited and only “aid” the player in places to avoid. Lastly I would create non combat related things to do in each area no matter how well adapted a player is. A more robust crafting and gathering system is a possible idea to implement among others to give players a reason to return.



   This is the beginning of my idea and there is much that I have left uncovered, bit I have gone on long enough for now and will introduce other ideas in a later post. I am curious to know what you think on this subject and welcome any ideas.

Wednesday, June 15, 2011

Digital Ghost Towns

MMOPRG games for the most part follow a very traditional player progression system of leveling your character up via Experience points. Often a game will segregate or recommend certain areas of the game map for players of a certain level range. This design is intended to ensure that Mobs and NPCs are around the same level of any player in that area. For the most part this system works out just fine in directing a player where to go next, but it has one very huge side effect on the game world, dead Zones.



Virtual Ghost Towns



            When Wrath of the Lich King was the hot new expansion for World of Warcraft, Dalaran was one happening place to be. Every where you went people were milling about conducting their daily whatever and interacting, the city felt alive. Go pay a visit there today and see if you get the same reaction. Dalaran was a vibrant area to be in and visiting it now feels depressing. Come to think of it the whole Northrend area seems depressing nowadays. Outlands was the same way after Wrath and today is even more depressing than Northrend, imagine if you will that you’re a new player to the game and you have to go through these zones on your climb upward. Do you think it would feel the same as those players that went there when it was new and fresh and full of people?  

          There is nothing more depressing when starting a game that is intended to be a MMORPG to find yourself alone and wandering a land bereft of kinsman and filled with bored and lonely monsters. Perfect example is the difference in atmosphere while leveling in Outlands from when it was new content to when I was leveling an alt during Wrath. It is amazing how much a game can change when you remove other players. Shattrath city is a giant bloated joke when it’s filled with nothing more than forgotten NPCs milling about desperately and trying to get a little interaction with a handful of adventures rushing through their lands as fast as possible.



Segregated Lands



          When you add these ghost towns or lands to the concept of segregated territories things really start to lose their realism. Yes I know this is for game purposes and its fantasy after all, but I never could wrap my brain around the concept of level segregation in what is supposed to be an immersive experience. I mean what is stopping that higher level mob from traversing the 25 feet necessary to enter a new land. Some added game environments like rivers and mountain ranges can help in dispelling this division, but overall it just never felt right to me.  

            Once again level based zones really hinder an environment that was established to support large amounts of visitors, but now barely seem alive when the turnstiles stop turning, admitting only the occasional wanderer. A solo adventurer can be both hindered and aided by a zone bereft of others and can find some quests easier to complete while others can become impossible since they were originally designed for groups.



           

A Desolate and Barren Tatooine



            From everything I’ve seen and read about the upcoming SW: TOR game, BioWare is following the traditional game design and segregating its zones (Planets) by level. I think it will be a great injustice if certain planets are left void of life. Player activity can make a world like Tatooine and Mos Eisley seem wondrous and exciting, while a lack of players will give the impression it’s nothing more than a barren wasteland…well I know it is but…well you get the point. I really hope they find away to keep these areas populated once everyone moves on.

            Ultimately leveling zone game design also helps to create another side effect I am not fond of, Linear Questing. When you design a game intended to be played from one place to the next it generates a linear gaming experience where previous content no longer holds any value to you. Having a World(s) based game designed with rails that direct a player along often defeats the purpose of having a World in the first place. Why not just generate maps for players to complete quests on and interject cut scenes in between to break up the concept of traveling. 



I intended to include in this post some possible alternatives to this game design philosophy, but it started to run a little long. So I will make a future post discussing ways to keep game zones relative for the length of play.  

Update - Here is part two        

Monday, June 6, 2011

Star Wars: The Old Republic video "Return" Released

                 BioWare has Released another cinematic trailer for SWTOR continuing or should we say rewinding the story surounding the games main theme. As with the other trailers, "Return" is visably stunning and action packed. You can see it here or check it out below. I have included all of the trailers to date in case you have been in a Rancor pit for the past couple of years and missed them all.


RETURN


 HOPE


Deceived

Wallet Warrior


          Well it is now offical, I have become a Wallet Warrior. With World of Tanks Selling Gold tanks at 50 percent off till June 6th, I decided to purchase this T14 heavy tank for 750 gold. It has decent armor and speed, but the gun is underpowered. Problem with Gold tanks is they are not upgradeable, so you get what you get with them.
          The only reason I purchased this tank was to generate credits as Gold tanks are cheaper to operate and can gain some decent credits per match. It did not have anything to do with getting a heavy as I have also recently obtained a KV which is for most the first heavy tank they play with as it is still in tier 5. The T14 is also a tier 5 tank so its purchase didn't actually unlock a new tier for me.


                    Paying for a tank instead of earning it via the XP climb is a different feel for me as I don't have very much attachment to the T14 as I have with others. Like I said it is only a credit producer for me and although is alot of fun to play is realyy only another tank for me. Now my brand new Leopard light tank is another story. For some reason even I can't explain why I am so enamered with this thing, but I can't wait to upgrade its models.