Tuesday, September 15, 2009

Tokens in an unexpected place

Recently, I took a trip with some family to an amusement park. While walking around, we came across a carnival game. You know the one where you compete with others over who can shoot the most water into a clowns mouth? Yeah, that's that's it. This by itself is normal, but you now win tokens.

One token can be turned in for the small piece-o-crap prize while four can be turned in for the large piece-o-crap prize. That's all well and good but then I looked at the rules which stated: Everybody wins, Every time.

I was taken aback by this, as these games had always rewarded the winner. Now it doesn't really matter if you win, you get a token just the same. On one hand this makes a lot of sense for the folks running the booth. If you want that large prize, you are guaranteed to get it in 4 games. That makes it a bit more tempting. Of course at $3 a game, they will make a tidy profit.

On the other hand, this killed our motivation to play so we kept walking. The $3 price tag didn't help any, what the hell? In retrospect, the tokens should not have had any influence on our wanting to play. We were not playing for the prizes and there still would have been a winner. I guess we just don't want to see everybody winning. Hey, that's family :)

This system is actually more extreme than what you would find in a MMO. There you at least have to do something for the tokens. In the carnival game, you really are just handing over money for a token. They should at least have had the winner get 2 tokens or something.

Monday, September 14, 2009

Q&A with Fallen Earth's Wes Platt

Recently, I had a chance to talk with Wes Platt who is one of the developers on Fallen Earth. He was kind enough to answer some questions for posting on this site. Thanks Wes! Fallen Earth is currently in pre-order launch access mode and will be open for all on Tuesday September 22nd.

For Fallen Earth videos, you can check out the ones I posted on youtube.

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Werit: Can you tell us a little about yourself and what you do for Fallen Earth?


Wes: My name is Wes Platt. On the FE forums, I'm known as Canticle. For more than a decade, I worked as a journalist for the St. Petersburg Times. Now, I'm a content design team lead for FE. It's my job to help guide other designers on a day-to-day basis as we develop new content for the game.

Werit: I know text based games are a big part of your gaming history. Have they influenced your work on Fallen Earth? If so, how?

Wes: The text-based online multiplayer games that I've worked on helped me hone the creation of dialogue in short order and to jump rather fluidly from one character's mindset to the next. As a result, it's fairly easy for me to move between characters as I'm developing their dialogue for missions in Fallen Earth. I've also found opportunities to sneak in some Easter egg references to characters from my games here and there. If you play OtherSpace, keep your eyes peeled and you might spot them.

Werit: You may have heard Star Wars: The Old Republic is trying to make story a central part of their game, which many MMO's have gotten away from. Is the story an important part of Fallen Earth?

Wes: Story is a huge part of Fallen Earth, from beginning to end. We've got several major storylines that carry throughout the game. You learn early on that you're a clone, so that's a central storyline. In another, we explore the back story of the corporate giant, GlobalTech, and what its leaders did in the name of progress. You've also got opportunities to explore whatever became of the followers of Alec Masters after the fall of Hoover Dam. And those are just the core storylines. Every town has a story, from fighting off bandits to recovering from mass poisonings to trying to thwart zombie-generating lunatic AIs. We love telling stories in a post-apocalyptic environment. Some of them are true post-apoc. Some are horror. Some are sci-fi. Some are humor. We've even got the occasional unrequited love story here and there.

Werit: Fallen Earth is launching September 22nd. It just so happens to be near the release of Champions Online and Aion. That is some pretty stiff competition. What sets Fallen Earth apart?

Wes: Fallen Earth is set apart from the competition first and foremost by the setting: It's post-apocalyptic Earth. Next, we've got a deep crafting system that lets you make 95 percent of all the gear and other goodies available in the game world. You can make everything from a bladed hockey stick to a muscle car. As for having competition: We're okay with it. Our goal is to develop a growing fanbase over time. If we can follow a slow but steady growth curve similar to EVE Online, that's just fine by us.

Werit: I find the horses and vehicles in this game very interesting. How many mounts are out there for a player to get? Are there any customization options?

Wes: We've got several types of mounts: Horses, all-terrain vehicles, motorcycles, dune buggies, and a muscle car known as the Interceptor. Players can make variants of each kind. Some are faster. Some hold more cargo. And some are equipped with guns. Horses will be popular because they're the only mount that you can fire a rifle from and they'll regenerate stamina, while vehicles need refueling. You can shoot handguns from other vehicles. Right now, our vehicles are single-passenger. We've got multi-passenger on the wish list.

Werit: Player made add-ons are becoming a mainstay of the modern MMO. Does Fallen Earth support these kind of add-ons?

Wes: Not at release. It's still under consideration.

Werit: MMO's seem to fall into a couple camps regarding content releases. There is WoW and their big but slow updates. Then there is LoTRO with their frequent but smaller updates. Once the game is released, how will updates be done?

Wes: We're hoping to add small content patches rather frequently, with major updates coming on a quarterly basis.

Werit: Fallen Earth does have PvP. Can you explain how this works and why a player will want to participate?

Wes: PvP comes in a few flavors in Fallen Earth. We've got some designated zones that are just intended for the video game equivalent of paintball: You run around and kill each other for fun. We've got some that offer "supernodes," which drop rare and valuable crafting components. And then we've got conflict towns, in which players of the various factions and their allies can battle for supremacy. If your faction takes over a conflict town, you get access to special merchants and mission-givers that aren't available to anyone else. During PvP, you earn Death Toll points. You can use those points to gain access to PvP gear.

Werit: Where do you see Fallen Earth in 3 years?

Wes: Successful, with a steady and growing player base and regular content patches. It's a little difficult to give an accurate forecast right now. Once the game releases and we've got a solid foundation of subscribers, it should open the door for us to add more exciting features to Fallen Earth.

Werit: Finally, what would you like readers to know about Fallen Earth?

Wes: To learn more about the game, visit our website at http://fallenearth.com. You can also follow our regular updates on Twitter at http://twitter.com/FallenEarth
. We're looking forward to enjoying the apocalypse with everyone!

Thursday, September 10, 2009

Rewind: I can't play female characters

Still can't and still being lazy with the rewinds :)

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I am a man in my late 20's and have been playing games for close to 20 years now. In all that time, I can't remember playing a female character (except for Metroid of course). In fact, I do not even read books when they are told from a female characters perspective. When creating a MMO character, I will always create a male character. If the class only offers female characters I will not play it.

Often times I will see guys posting things like "If I am going to look at this character all day, I want it to be a chick." That thought had never occurred to me as I do not think of my characters in a sexual way. So I have never really thought I was looking at a dude all the time and I still don't. If that sorta thing gets you going, more power to you :)

So why am I like this? Could I be sexist? Maybe... but I don't think that is the issue. When playing a game or reading a book I will try to put myself in the place of the character. If the character is a female I can't seem to do that. To support this idea, I used to have the same trouble creating non-human characters. I still will usually go with the Human option. In WAR I will likely be a Dwarf, which is really just a small human.

There is nothing right or wrong with the characters we chose. To each his (or her) own. Am I the only one like this?

Wednesday, September 9, 2009

Rewind: Zerghammer

This one was originally posted 6/18/08... was I right?

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One concern I have with WAR, is that the tactic of zerging will become too prevalent. Zerging is basically getting a large group of players and going from objective to objective, laying waste to anything in your path. There is nothing wrong with it, but it tends not to be very fun for the other side as there is nothing they can do except ride out the storm.

There is a reason Zerging happens and it is not lack of skill. Simply, it works very well. The mechanics of a MMO, in general, foster this tactic. Why does it work so well?

Healers - In order for a zerg to sustain itself, it needs healers. They are also a major factor in what makes a zerg so effective. If a few healers are present, the battle becomes: DPS vs Healing. If you cannot out DPS their healing, odds are you will not be able to break the zerg.

Going after the healer first can be effective, but if they have a healer healing that healer it becomes difficult. Rushing into the zerg to get the healer will often result in a quick death, even if you get to the healer.

The Map - The layout of the battlefield is often zerg friendly. Objectives are not usually that far away from each other. This allows the zerg to move quickly to objectives which may be under attack.

Objectives - Some Objectives require a group to take. This means it will take time, which allows a zerg to respond, often times rolling over you before you can capture the objective. The tactic of spreading out and attacking where the zerg isn't becomes less effective.

A force with superior numbers and reasonable equipment and skill, will and should win more time than not. That is not in dispute. The problem with a zerg is, it becomes pointless to even fight it. You will just end up feeding renown to your enemy. All you can do is make your own large group or wait until the zerg breaks up, then go recapture everything. The whole battlefield becomes a flipping affair.

Will WAR have these issues?

Tuesday, September 8, 2009

Rewind: Werit captures a Greenskin

This week I am being lazy and posting some re-runs. Enjoy!

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Today we have an interview (RP/In Character) with Snafzg from The Greenskin. Hope you find this format enjoyable and entertaining!

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In an undisclosed cave, somewhere near the Dwarf/Greenskin border...

A feisty Goblin sits in a crude chair, restrained. Behind him, two heavy-set Dwarves stand with grim expressions, but keeping their distance from the chair. Entering from some unseen tunnel is an austere Dwarf, more lightly armored then the others. He carries a rifle on his back and several strange canisters on his chest. The Dwarf approaches the Greenskin, stroking his beard lightly.

Werit: Well, Well, what do we have here? Some green... thing. I bet you thought you could get away with trying to spread that Greenskin propaganda without any consequences. Now you are going to answer some questions for me. If you don't, well, we have way of making you talk.

He nods towards an odd contraption in the corner of the room. The only things that can be made out are: gears, a steam whistle, a small rock on a piece of string and a keg of ale.

Werit: So lets get started. What are you and what is your name?

The Goblin unflinchingly stares at his interrogator, a glinting malevolence in his beady eyes.

Snafzg: I ain't be tellin' ya nothin', ya pompous stuntie!

Again, Werit motions towards the contraption.

Finally taking the hint, Snafzg quickly glances at the torture device and takes a hard swallow before opening his mouth again. Through gritted, needle-like teeth, he seethes:

Snafzg: Ah, dat's a pretty piece o' machinery ya got there... My name be Snafzg an' I be a Gobbo o' da Greenskin tribe: Enmity. Ironically, that's what I be feelin' fer you at dis instant!

Werit grins.

Werit: Is that so? I hope I can get to bed tonight knowing that. Tell me, what use could a creature like you be to them?

Snafzg: Oh, ya know... little o' this, little o' that. Mostly baby snatchin', keepin' the snotlings in line, and takin' care o' ya mum! Oh, and I dabble in da Gork n' Mork arts o' Shamanism. She loves dat especially!

The two Dwarven guards raise a sign of protest but Werit waves them off.

Werit: No slimy, disgusting, offspring of a slug insults my mum!

Werit starts to reach for one of the canisters strapped to his chest, but moves his hand away.

Werit: You are lucky we dwarves take oaths seriously. However, there are limits goblin. Back to the matter at hand. How do you feel about the war? Do you like your people getting slaughtered by us or would you prefer they just fight some bears or something?

The Goblin cackles loudly; a sound akin to breaking glass, grinding stone, and the shrill, gleeful cry of a bar wench.

Snafzg: Does I prefer bears? Are ya tryin' to kill me with ya nonsense? Sure, I'll kill a stinkin' bear just to get good n' messy if there ain't be stunties around, but ya gotta know I'd rip yer jugular out first if I be havin' da option of it!


Werit: This is probably a silly question, as I don't think Greenskins understand the concept, but I was told to ask: Do you take part in any trade skills?

Snafzg: Oh yah, sure. I be craftin' some fungus twixt me legs right now! What you guys call Cultivation me guesses. I actually poisoned a whole batch o' yer ale before ya furry git muscleheads caught me fer questionin'!

The dwarves exchange a concerned look amongst themselves but then shrug it off because Goblins are known to be cunning, deceitful creatures.

Werit: Fungus eh? That would certainly explain the smell. Moving on, what is the deal with those Squigs? No matter how many we kill, they keep reappearing? Tell us their secret!

Snafzg: They be a-sexual, but I guess all ya fuzzballs wouldn't known anything 'bout that, being so ugly n' all! Prolly don't know a-sexual from b-sexual from any-sexual! I've seen da hairy upper-lips of ya brauny women... and I gots ta say, I'd rather do it with mushrooms to be honest!

Werit turns a deep shade of red, especially around the ears. His broad shoulders and wide arms twitch involuntarily. His hands begin to flex open and shut, as if throttling some invisible neck.

Snafzg leans slightly back in his chair, a wicked grin starting to form on his disfigured face.

Werit: I got one last question before ridding the Old World of your presence, filth. What do you think of your allies, the elves and those deformed by Chaos?

Snafzg: I ain't got much t'say 'bout dem other than I'd like to show da Dark Elf women a sloppy good time, da Dark Elf men a serrated shiv in da spleen, and dem Chaos freaks, well, dey can take a deep breath of my fungal feces! Us Greenies don't play nice with others because we don't play nice with ourselves neither! Ya got that, ya cheap, lying, no-good, rott'n', four-flushing, low-life, snake-lickin', dirt-eatin', inbred, ovastuffed, ig'nint, blood-suckin', hell-hound-kissin', brainless, ****less, hopeless, heartless, fat-arse, bug-eyed, stiff-leg'd, spotty-lipped, worm-'eaded sack of squig spunk?!

Werit: You go too far, scum! Our tunnels won't smell so bad with your corpse floating down the river! Take him out, brothers!

With a smirk and a snort, the Goblin Shaman makes several quick hand gestures. An aura of green surrounding him, he shouts: "Gork says stop!"

Simultaneously, the Dwarves breath in sharply and each clutch at their chests. With every step they take towards their diminutive prisoner, shockwaves of pain shoot up and down their spines. The two guards collapse within five paces and Werit falls to his knees in agony.

The Greenskin mutters something unintelligible and the ropes that bind him unwravel. He brings his legs up, squatting in the oversized chair looking self-assured and demented all at once.

Snafzg: O' what prideful fools ya Dwarves be. Da boss'll promote me fer takin' out another batch o' stinkin' stunties! I can't wait for me special blend o' ale to warm, den burn through ya clansmen's bellies!

With a grimace of pain and all his will, Werit quickly reaches over his shoulder, drawing out the chestnut-stocked rifle. He fires off a round just as another lance of pain racks his entire body. It misses inches wide of his intended target, putting a neat, cauterized hole through the green creature's ear.

Snafzg shrieks in pain as he clutches his already-scarred ear. With a penetrating and evil red stare he hisses at the Dwarf. The little Shaman launches himself over his kneeling ex-captor and make a run for the exit tunnel. He notices a detailed map with strategic markings on a side table as he passes the mechanical torture device and skids to a halt on his calloused heels. Grabbing at it, he hears the loud clicking of a rifle being reloaded. His fingers grip the rough edge of it and he quickly ducks and rolls just as the wall where his head used to be explodes with shards of fractured stone.

Werit reloads the lever-action rifle again as he grunts. The pain is receding and the water that previously blurred his vision is nearly gone. He slowly takes aim as the Goblin jams the crumpled map into his inner robe, making for the dark tunnel. He fires again and hears a squeal of pain but Snafzg staggers into the shadows muttering another incantation. Werit reloads as he struggles to his feet and then bounds towards the injured prey.

Werit: You'll not get away with our secrets you vile creation!

Snafzg can be heard cackling, through ragged draws of breath as he skitters around the corner out of view. Werit pursues with a scream of rage.

Werit: This isn't over, you're going in my book!

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Many thanks to Snafzg (who wrote a good chunk of the above) over at the The Greenskin.

Monday, September 7, 2009

One year with Warhammer Online

It is hard to believe Warhammer Online is just about a year old. The time has just flown by. It is easily the longest I have played any MMO without taking long breaks. looking at time spent in a MMO is a dangerous thing to do, as some people realize all that they could have been doing.

Not for me. The time I've spent in WAR would have just been spent playing other games. I really have no major complaints regarding the game. Sure, it could be improved. But for me, it provides entertainment even after a year. That's all that really matters. I couldn't care less that vindictive gamers have a problem with it.

In the coming year I hope we hear about a boxed expansion. I appreciate the free stuff they give us, but a retail expansion gives the perception of a healthy game. I think this is because it is generally thought that a full expansion requires more of an investment, which means the company has confidence in their product.

Happy first anniversary WAR, let's hope there will be a second!

Friday, September 4, 2009

Champions Alt-a-palooza

Yay Friday! Today we have a question:

So Champions players, how many Alts do you have?

The game has only been out a few days, but I'm going to bet you have quite a few :)

Thursday, September 3, 2009

No respec for you

There is an interesting situation brewing over at Champions Online. On launch day they released a patch that among other things, made balancing changes to a number of powers. That is pretty normal, but the strange part is they did not provide a free re-spec (or retcon in CO terms) to its head start players.

There is an in-game system for respecs but it seems a bit broken. You can change skill choices with the cost getting more expensive the farther you go back. It seems the cost is nearly impossible for players to afford though. It may just be a math bug then again it could be working as designed.

Isn't giving players a respec when you make big changes to their class (or powers in this case) standard operating procedure? Seems it is not for Cryptic, but why? The game is still only a few days old, what is the harm in giving the players a respec?

Are they saving full re-specs for their newly launched micro-transaction store? I don't think they would be that greedy, but I guess you never know. I think it is much more likely that there is a bug in their current re-spec system and when it is fixed the costs won't be a big deal.

As a future player this does worry me a bit and I'll be watching to see how it unfolds. Cryptic, just give your players a free re-spec.

Wednesday, September 2, 2009

Is Abyss Point loss bad for Aion's PvP?

Abyss Points are Aion's PvP currency. They are gained through PvP and PvE activities within the Abyss Zone. They are used to purchase equipment and gain rankings. For a list of rankings and a great Abyss overview, check this out. When you die to a player or Baldur NPC, you will lose Abyss Points. The amount depends on your rank.

On the plus side, point loss gives PvP some meaning. Not only do you gain points, you basically take them from your enemy. Players will be a bit more careful about PvP and not just throw themselves into the meat grinder.

There is also a downside that comes with this point loss system. The higher rank players get, the less they will engage in PvP. Here is an interesting post to illustrate the point. As you work through the ranks, the amount of Abyss Points you lose when killed increases. For example, if you are a 3 Star Officer and die, you lose 2,184 points. If you kill a Grade 8 Soldier, you gain 168 points.

The risk/reward ratio gets more imbalanced the higher your rank. Lord of the Rings Online had a similar system in their PvMP using stars and battle rating. Many players despised the system because it encouraged players not to fight most of the time. It was only worth fighting when you were sure you would win. The LoTRO stars were totally cosmetic and it had a noticeable effect. Turbine eventually removed/hid the stars.

Contributing to the problem is the amount of PvE alternatives in the zone. The player in the post mentions he just does PvE quests to gain his Abyss Points. Why wouldn't he? It is less risk and more reward.

Overall, I think some risk is good in a PvP game. I do wonder if Aion's system is the right way to go about it, as it encourages PvE in the higher rankings. It will be interesting to see how the mass market NA audience does with the point loss system.

Tuesday, September 1, 2009

Anniversary Presents

Warhammer Online is celebrating its 1 year anniversary this month. While I would have liked a romantic dinner, WAR has given me some gifts. All players received a nice new cloak (Jubilee).


I'm not sure if I imagined this, but I thought Mythic was going to put in a system where we get a cloak pattern, rather than an item. This is a spiffy looking cloak, but has no stats. We should just be able to choose the pattern for whatever cloak we are wearing.

For those players who have had their account active since the beginning, there was another gift. The WAR Aegis is a reusable item that grants everyone in the area 10% more renown and experience for 60 seconds. It does not appear to stack. Everyone will be eligble to recieve it once their account is active for a year.