It’s been so long since I last posted here, I had to drag my sorry ass onto the pain train route that is upgrading both Wordpress and a theme. But here I am.

Much has happened, since I last posted. October 31 marked the birth of my son, Misha (and before anyone gives me shit about naming my son after the WoW server I am playing on… ’tis not so). WotLK was released. I leveled my Druid, Priest, and a Death Knight to 80. My guild is still going strong on Misha, not as far progressed as my Daggerspine brothers and sisters, but a good group of great people whose attitude and comraderie seem unique to me in WoW.

I’m back to healing. With TBC being my tanking expansion, Vanilla WoW the “decurse and Innervate” expansion, WotLK is the “everyone rolled a DK, spec healer” one. And I am strangely enjoying it. More than I did in Vanilla.

I haven’t renewed WAR. As of right now I look over friends’ shoulders every once in a while and get some second-hand story time from guildies who still play both. Maybe later. My Tabula Rasa account is dead, as well, not for lack of want, but alas TR shut down. As did Hellgate. Which, strangely, makes me a one-game player again. What else is there to look at? Anyone got an idea for a MMORPG or MMORTS I should be looking at?

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Neatly placed a few days after WotLK comes out, Warhammer’s new tanking careers get a world event of their own:

When the Heavy Metal live event begins on November 17th, players who log into WAR will see a new tab in the Tome of Knowledge. Clicking on this tab will open the Live Events page, where each day we’ll place a new daily task. Completing these daily tasks earns influence, just like you’d earn in a public quest. There are rewards for Basic, Advanced and Elite influence, culminating in the ultimate prize: the chance to play WAR’s new classes a full week before they’re released to the public! This last reward won’t be easy to earn, and players who want to get to the Elite level will need to log in each day and complete on the daily event.

Let’s hope the patched client not only introduces the new careers (Blackguard and Knight of the Blazing Sun) but also fixes client lag.

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Horde: run into the Inn while massive amounts of guards spawn whom you must kill to do your quest. Get ganked by a handful of Alliance standing around feeling very strong. Get camped and spit on. Run back a few times (quite a hike) until you manage to drop some stink bombs and stink up a keg.

Alliance: Spend a good amount of time unflagged (or protected by your guards and numbers on PvP servers) in your own town and click on stink bombs. Ride past the Wickerman.

Balanced, yeah!

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I cried a little when they took away my Plainswalking. I cried a little more, when epic Kodo mounts changed and became more generic a week before I could afford one. I cried even more when I realized that, no matter which mount I’d choose, I’d always look like an organ grinder monkey on a training bike except for my Kodo.

Time to shed some more virtual tears. Leading the Cavalry is the WoW achievement granting a nifty white drake to anyone collecting 50 unique mounts. Which is, and here comes the sadness, easiest for Dwarves, easier for Alliance, possible for Horde, and neigh impossible for Tauren.

You see, only mounts we can use count. Which means that without Wintersabers and by being barred from some mounts, we only have 44 total grindable mounts. If all RNG are in favor, Tauren can get 49 mounts. One short. Thanks Blizzard.

This, above all else, is what I mean when I speak of imbalanced and inconsiderate game design.

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Today my Warhammer subscription officially lapsed. That means, my toons will be on cold storage until I decide to come back, whenever that will be.

I’ve followed Warhammer since the dawn of code. My Beta account was created as one of the triple-digit ones, I’ve played through the first and second iteration of the UI, watched my Warrior Priest change a few times, played Nordenwatch during the days of the “invisible” bug, captured Keeps, and rolled template careers.

In that time I filed literally hundreds of bug reports. Most were fixed. I can honestly claim, I care about Warhammer, love its concept, and love the idea behind it.

But, alas, some things just need fixing before I decide to spend money on this game. 

The client is insanely laggy. There is a very discernible disconnect between action and display. Often my damaging attacks have long waned when the casting animation still ramps up. For a fast paced game like Warhammer, this is death. Cooldowns are important, and even more so in the case of Black Orc and Swordmaster, whom depend upon knowing what they just casted.

The game is linear and seems to actively discourage taking stops. If I have a story line to play through, I want to take my time. I want to see things I won’t be seeing anymore once I level up. RvR lakes, Scenarios, and many other areas are just inaccessible to anyone too high of level. However, the game’s dynamics (and the power-leveler mindset of its players) encourage quick leveling. Mythic really needs to re-think grading guilds on their members’ ranks and instead implement means to encourage staying and looking.

The games’ loot system is unusable for the open and dynamic nature of its grouping mechanisms. It promotes greed over progression and rewards soloists over group-minded people. Especially in Tiers with low population or for off-peak players, this is an issue.

Scenarios are not at all balanced. Playing a scenario in which three careers can decide the outcome through knockbacks is frustrating to say the least. Class balance in general is good albeit flawed. DPS-oriented healers and tanks dominate, while defensive tanks and healing focused healers often get the shaft.

I don’t expect Mythic to work on those things exclusively. But I’d have hoped to see these things fixed before new classes are introduced.

I’m not giving up on it, far be I from it. But I’ll be spending my time farming ridiculously nerfed WoW instances and complaining about Blizzard’s inability to balance the game until WotLK or Warhammer client fixes, whichever comes first.

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See. Every once in a while even I make sense.

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Every once in a while someone asks me to give her or him some pointers on how to score and conduct interviews with game makers. Most PR folk are actually hot to talk to you about their game, how it came to be, and how it stands right now. That’s because - and that’s unlike non-creative jobs, I guess - game makers usually feel an insane amount of pride in their product and just can not wait to talk about it.

It gets easier if you’re a well read publication. In that case it doesn’t even matter if your interview style is the worst in quite some time. Softball interviews are expected - what “MMORPG.com Managing Editor Jon Wood” fabricated, however, is a whole new level of bad interview.

Interviews are your questions, their answers. Simple as that. Can’t do much wrong here, except for asking the wrong questions or not following up on cues. Jon Wood is above all this. He doesn’t just ask the questions, he answers them.

Jon’s Question: How are you planning to address communication issues in both scenarios and open world RvR play? When asking the question, I referenced the Battlefield series which makes use of quick-choice orders and phrases that help in communication). Jeff’s Answer: Jeff told me that putting in RvR Strategic Messaging or Strategic Commands is something that they’ve been thinking about. He actually told me that this idea is higher up on his list of things to do (which he told me are actually on a white board in his office) than the voice chat that we talked about previously.

I don’t think I have to count the ways this is bad style. Very bad style. But it gets better:

Jon’s Question: Are you finding that there are a large number of players who aren’t understanding that there are types of advancement (influence, renown, etc) that go beyond simple leveling from rank to rank? Jeff’s Answer: By way of answering this question, Jeff told me that this, like any new game, is going to take players a while to learn. As people move through they game, they’re learning this and he expects that as the game begins to age, it will all become just natural to the players. Jeff gave me the example of how Ranking vs. Renown Ranking plays into armor sets. This has resulted in players complaining that RvR Renown gear is too weak. When the team went to investigate this issue closely, they noticed that there was a bit of a mis-interpretation of the design.

Here’s what happened. Jon couldn’t decide between writing an article with quotes (or wasn’t capable of doing so) or publishing an interview. Here’s a tip, Jon - interviews place the interviewee first and should leave any analysis to him. You’re not a commentator, you ask questions. Articles focus on something you write about and you, your thoughts, your analysis. Mixing the two is really bad style.

And there you have it, folks. If Jon Wood can score an interview with Jeff Hickman, so can you. If he can get it published, so can you. Get cracking.

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With Fallout 3 nineteen days out, are you excited? I sure am, and I’ve finished the game a good twenty times as either a shining good, very very madly evil, and somewhere in between guy, already. Still, I will finish it again. And again. And again. Which is eerily reminiscent of my almost-flunking of high school when Wasteland, Fallout’s big brother, father, and mentor in spirit was released. Damn you, highly immersive gameplay!

But that’s nothing compared to the Guy behind the Guide. Thought writing a game was hard? Try writing the official guide for a game such as FOIII. Non-linear, chock-full of hidden things, fraught with choices and complete 180s in gameplay if you make them. Yeah, not a sane task. Keeping that in mind (insanity and dedication, a mix that works well for Fallout 3), meet David Hodgson.

The interview with the man behind Video Game Careers (the book) is a must read if you ever though “I could do this, too.”

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Of life’s greatest mysteries one befuddles me to no end. No, I think I can leave Quantum Mechanics to the experts and all I need to know about the beginning of life has to do with contraceptives and how to assist delivery if I ever get stuck in traffic while driving a taxicab.

My mystery has to do with Om Malik. I can not, for the life of me, figure out how one of the smartest, most educated, and least echo-chamberish real Journalists (capital-Jay, yeah he’s that good) can tolerate an utterly undereducated, self-important, and pretentious tool and Second Life shill like Wagner James Au on his staff.

Case in point - he writes about RMT and Warhammer. Au never met a bone he didn’t like to chew from the wrong end, and this one isn’t much different. He states:

So if Mythic succeeds in driving away gold sellers, it seems inevitable that it will succeed in hurting Warhammer Online’s retention, too. For surely players who like to buy their way out of difficult quests but no longer can are likely to get frustrated and leave for another game.

Way to show you know nothing about MMO in general and Warhammer in particular, Au. Let’s count the ways, shall we?

First, the importance of gold in Warhammer is low. Very low. No quest, no task, no piece of gear, requires it. Quite in the contrary. Active players make much more gold than they’re able to spend, leading to Auction House inflation and, yes, always the best possible gear on anyone. Gear upgrades happen in Scenarios and RvR, both of which do not require forking over cash - instead they mandate active, group-centric, participation.

Despite all this, Warhammer is a new game. Which invites gold selles, and by proxy their “advertising” team, the gold spammer, to join the servers. This, in turn, leads to gold spam. Not one per hour, not one per minute, one every few seconds or so. And while Mythic can (and should) do something about that, Au thinks we should let them keep spamming and sell their services.

Secondy, gold isn’t made easily in solo situations in Warhammer. Instead, it it accumulated by doing group-type things. Gold to sell has to come from somewhere. And that somewhere is Scenario AFKers and PQ “need-rollers”. It’s the way gold is made, it’s the way the economy in Warhammer is balanced, and it’s the way the game designs and assigns activity and reward. Buying gold not only shortcuts the investment/reward cycle, it also makes it harder for non-farmers to accumulate goods and gold.

Au is entitled to his opinion. But he is not entitled to his facts. And the real facts in this case are, that few if none players will be lost to Mythic based on the availability of Gold purchased in defiance of the games’ ToS (which anyone agrees to, every time they log in). Players will be lost over the impact a gold farming operation has in Warhammer Online. Mythic protecting its assets is something I completely agree with.

Next, as I outlined here, Gold isn’t “farmed” as much, anymore as it is stolen. Wagner James Au seems to inform his opinions from the virtual ecosystems of the likes of Linden Labs’ Second Life (no wonder, just saying) and not the dynamics of games. If the source of currency isn’t other players or a central command of balancing powers, but instead tied into acquisition via group based activities, gold sellers are off their home turf. Bots and low-wage players do not mesh well with cooperative play, which mandates the use of other sources of currency - like key loggers.

Au writes:

The problem is, the moment you make an online world with artificially scarce valuable items, you inevitably create a market for buying and selling them. Some game companies turn a blind eye to this;

Others create games in which the supply of gold to any given player is commensurate with the players’ play style and needs. That means, put simply, that anyone dedicating themselves to activity X in game will receive enough gold and items to do activity X to the best of the character’s abilities. And a little bit extra.

Wagner James Au wouldn’t know this. It’s quite abvious he doesn’t play the games he writes about.

Then again, maybe the draconian approach is the way to go; maybe it’ll inspire fierce customer loyalty among hardcore Warhammer fans. But I personally suspect an all-out attack on suppliers won’t do anything to decrease the demand they’re trying to serve — wherever there are potential buyers, there will be someone looking to sell to them.

“[H]ardcore Warhammer fans” don’t care. They’re inside guilds and don’t have to spend hours pre-screening their PQ and Keep Siege parties for botters. Or even more time to redo the whole thing after a botter or gold farmer ruined it at Stage 4. They have guild vaults to get gear from and don’t have to run the same PQ over and over, just because someone wanting to make a quick 4 silver (to compare, ten gold go for $12 in Warhammer, right now) need-rolled on gear they couldn’t use.

Mythic’s “draconian” approach, so far, works. Auction House prices are low and affordable to anyone. The number of farmers ruining the game by injecting themselves into the open groups surrounding keep warfare, scenario, and public quests, is low at the moment. They do exist, but they’re getting rare.

Gold spam online is bad, but can only get better the more Mythic brings down the hammer. And as for “demand”, there is none. Those who purchase Gold are in for a sore surprise when said RMT investment doesn’t yield them advantages above and beyond having more gold and not much to spend it on. Those who don’t are bugged, inhibited, key-logged, messaged, prevented from completing tasks, and ultimately driven off by the gold seller industry.

Lastly - just because thirtyfour per cent of all men, and twenty six per cent of all women cheat on their partners during their marriage doesn’t mean it’s OK. It shows that some people entering any kind of contract, social circle, ecosystem, or relationship can be expected to violate the mores, folkways, and rules of said relationship. This isn’t seldom done for personal gain without much regard for the stability of the very infrastructure in which the cheater wants to elevate themselves.

Both the more gold-oriented World of Warcraft and - likely sooner or later, if Au gets his wish, Warhammer, do or will have problems with Gold Farmers. Au neglects these things. In fact, he neglects one half of the equation - if there’s gold to be sold, the gold has to be acquired, and none of the games in which gold farmers shine is set up to give it to them without imposing disadvantages on others.

Warhammer isn’t designed around people having gold to buy. Good on Mythic for stopping this outside influence into a carefully crafter hermetic inside experience at the start.

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Rethinking Gamers

by Jonas M Luster on October 6, 2008 · 0 comments

in Gaming

Zeta has a few thoughts on games (and, by extension, gamers):

Yet still the gaming companies seeks more for their market. So what happened? Why the boom in gaming? Or s it just that we all came out of the closet at once? I suspect it is not so much a boom as a unification in some ways. Remember when I mentioned back there that MUDS had maybe 200 logged in at a time? Multiply that by the list of MUDS that are active on The Mud Connector. Now add a few hundred more MUDs.

Actually, I believe most of us under-reported the number of active connections in MUDs. I know there was a big power struggle in the SMAUG community for a while as to whom could support the most active connections to the MUD (and I believe they were about as dishonest about their maxes as we were, just the other way around), but at least the MUD community of university and public systems liked to de-emphasize the traffic and strain on systems.

CrushMUD’s maximum simultaneous users was in the upper 400s, nothing compared to the 40k logged into WoW at any given moment, but more than some of the lower population servers. And definitely more than AoC, DnL, or DDO.

But she’s right - the 1990s had their games and gamers. It’s just that our money has become more valuable. In times of recessions (and one might reasonably argue that the MMO boom started in 2001-ish), online games are usually the last thing to go. XBox Live sells thirty days of entertainment, sixteen hours a day, at the price of six hours worth of movie-going. And that’s if you include the DSL or Cable subscription.

WoW and Warhammer cost the same as a single ticket on a Saturday evening show in San Francisco and offer the entertainment of a movie, the social aspect of a beer afterward, and a chance on competition and achievement of a soccer club membership - all from the comfort of one’s own home, free from four dollar gas prices and the various problems and risks of trying to get parking and walk to a movie theatre in any of America’s larger cities.

So, yes, we sell a commodity that’s not likely to be affected by recessions, unemployment, and political change as many other luxury items are. At the same time, the means of delivery of the commodity, network access and hardware, are getting cheaper and cheaper by the month. That’s a far cry from 2001’s professional game development.

Single-player games benefit similarly. While the subscription model (unlike Raph Koster’s doomy predictions a few years back) is the way to make money off gamers these days, today’s developers have access to a huge market of games-ready PCs in consumer hands. This market first migrated the DnD players of yesteryear but has since then expanded immensely. Dozens of friends of mine who would not have been caught dead rolling the dice, eating Cheetos, are today avid GTA, Halo, or WoW players.

The sale figures even of doomed and bad games (Terrawars anyone?) eclipse those of Wasteland by orders of magnitude. The Bards Tale 2005 beat the original Bards Tale by even more than that. And, believe me, it’s not for the higher quality of the game… (I am obviously biased).

Today’s games aren’t your mother’s Monopoly board anymore. That’s tragic in some ways, great in others. And while no MMO or single user game will for the foreseeable future beat the sales figures of Cluedo or Chess (but beating, for example, “The Settlers of Catan“), things are moving. Where the availability of cheaper print and design tools heralded the rise of DnD, so does access to more and more computer and console systems in American and the World’s households ring in the age of computer games.

Zeta is right about one thing - we’re a playful kind of people. And more and more so we get the tools to get it all out…

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