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Tuesday, June 18, 2013

WildStar Q&A with Jeremy Gaffney

Despite what you may initially anticipate, this is not a joke or parody article. I understand that me saying that only further perpetuates the notion that it is. Thanks to Team WildStar's community director, Troy Hewitt, (@CRB_Aether) I have wrangled a pretty good Q&A with WildStar's Executive Producer Jeremy Gaffney, who you may recognize from... everything. I asked the tough fun questions and got some honest interesting feedback.


Miguelito: As you may or may not be aware, most of the weirdos who will be reading this interview almost certainly feel betrayed by the current homogeneous MMO market. If you were to offer a specific feature or characteristic of WildStar that could bring a retired Ultima Online or Star Wars Galaxies veteran back to the genre, what would it be?

Gaffney: For veterans of those games in particular, housing’s gonna have a lot of appeal. But my psychic senses detect that you’re going to ask about that in a few questions, so I’ll hit a less obvious one and soliloquize: over time we’d like to provoke a rares market similar to what UO had – but less so based on crazy bugs like picking up terrain tiles (well, we might accidentally have some of those) and instead, more systematically have things that enter the world for periods of time that are collectable and interesting.

We’re still mucking around with some of the what’s and how’s (we iterate a lot, so pinning us down is nontrivial) but I really think that the rares economy was an overlooked subtlety of UO that I haven’t really seen done right since – maybe some of that itch was scratched by achievement systems entering the genre, or EQ2 collections, but there’s something cool about a world alive enough that not everything’s static and there all the time. Discoveries (random player-started mini-events that can be anything from boxes of loot, to bots that follow you around and buff you, to quests, to dungeon entrances) are part of that non-static feeling, but in my opinion collecting and having an economy around those sorts of things are cool. There’s so much stuff in housing alone, that making some of it rarer than others (and/or player craftable, or rare drops, or seasonal, or requiring obscure quest lines or activities to get) is a natural in any case. Damn, back on housing.

(Oh, for those who aren’t all UO-y, my familiarity comes from being lead prog on UO2 as well as playing) – a big market of rare items kind of emergently developed in UO. Mostly this was all based around bugs and glitches to start – you could pick up a grass tile that wasn’t nailed down if you hustled over to the right spot after a server reboot, or items that were once available and then left the game. When developers try to manage stuff like that (as did some generations of the UO design teams) it’s very easy to make it TOO accessible – an obscure quest gating stuff over time is done by most players in the game, or a 1% drop is still found by thousands of players daily. Some of the UO rares existed with dozens total on a server, or were even unique. All emergent, but those kinds of things are developer crack to see if you can get some of those cool elements that arose without depending on bugs. Even just gating when items can enter into the economy and then seeing what happens with the economy when you guarantee scarcity for a period of time thereafter is interesting.)

Anyways, that’s a subtlety and won’t bring that crowd back into the genre (which was your original question) and that will develop over time as the game is live or not. More obvious answers are housing (tons of depth there), Warplots (build a destructible town, chain down some raid bosses, and sic them on your enemies, what ain’t to like?), dynamic content (kind of an overused buzzword, but great when done right), competitive raids, social systems support (through settlers and more). And other stuff, but I’d just as soon not be a USP bullet point machine gun.

I can now focus all of my UO2 hatred on somebody! Neat!


Miguelito: One of the things I always mention about the golden age of gaming is the presence of tangible consequences for failure that makes victory more exciting. Though there is no unforgiving death system in WildStar, is there anything in the works that makes victory over player opponents sweeter?

Gaffney: Yeah, we’re debating just how much persistent pain for instance to put into Warplots (how much “skin” should you put into that game? Persistent warplot damage? Ante up some epic phat loots to be won or lost in the match? Opinions welcome, jaded MMO crowd). We think that death should be meaningful – you bonded well in EQ when someone jumped in saved your butt, and might make a lifelong friend, and part of that was the pain of death. But simultaneously in the same game, you were pissed if someone killstole you – and that is a remarkably similar behavior. So hitting the sweet spot on what is good pain and what is bad we’ll admit is nontrivial. In general I’m advocating that the more ‘elder’ the system the more hardcore it is.

Nobody openly admits that they want to be tortured by video-games, but Ninja Turtles (NES) had a water level for a reason.


Miguelito: Player Housing hasn’t been done right in a MMORPG for a very long time, so...

a. Can you have a vendor in your house?


Gaffney: Yep, but not the way you mean. Some plugs you add to your house have vendors so you can buy/sell tuff. However, you probably mean like a vendor that can sell items for you like Lineage 2 or Ultima Online or some such – and we use the auction house for that. We feel the immersion of setting up a vendor is outweighed by having to run around trying to find them all, but some players will probably argue otherwise.

b. Instancing aside, do players have to get an invitation to get to your house, or can you lure unsuspecting victi... friends to come hang out?


Gaffney: You can set your house public or invite your so-called friends. If you have any.

c. Can you PvP on your homestead?


Gaffney: You can duel, but PVP housing is called Warplots - it involves building giant fortresses with 39 of your buddies, chaining a raid boss down to it, and beating the crap out of other fortresses Like 2Forts in Team Fortress, except you build the forts, and send dragons to attack the other fort, and build factories that create mech suits to hop in and start destroying each other. So nothing like 2Forts.

d. Can your house have some sort of psychopathic butler that attacks you Pink Panther style? Can he be a robot?


Gaffney: Awesome. Nope. Also, Seek help.

e. What is the thing you like most about your player housing system?


Gaffney: It’s all about making your mark on the world – it’s just cool to build a place and call it your own, and we’re trying to tie as many systems into it as possible so it’s not “just” decorative. Not that decorating is suck either, but there’s something about tying it into the world that takes it up a notch. Also the plugs they are adding are crazy, mini-quests and puzzles and social “party” plugs and things attacking your land… just cool.


Miguelito: Be honest, were there any crazy features that just didn’t make the cut?

Gaffney: We experiment with all sorts of stuff, so there are tons of these. Most end up making it back in in some perverse fashion however, so I’m scared to mention any that might reappear.

Crossing my fingers on rideable llamas...


Miguelito: All the cool kids play immersive hardcore sandbox games. I suppose that isn’t really a question.

Gaffney: Yeah, that’s what our grandkids tell us, the whippersnappers.

We do some freeform aspects (settler campfires, dynamic discoveries, housing, etc.) and some fixed (towns, hubs, some static quests, etc.) and some hybrid (settler buildings in towns). We tend to do more themeparky stuff early (new players need direction) and more sandboxy stuff later (you’re at level cap, you have big boy pants on now - go build a town and take it into battle, you crazy shiny flower).

But it’s like business models – people often enjoy hating gameplay styles more than liking them, really, especially because you’ve been burned (or burned out) by one game or another. So we really don’t stress one way or another and do what we find fun, and then people can choose what to dislike or enjoy.

Freedom at any level is always a good thing for the longevity of a MMORPG.


Miguelito: All the cooler kids have cool kids, will I be able to melt face with one hand on the mouse and one hand holding my adorable 6 week old baby girl?

Gaffney: Nope, sucks to be you. They call that “cigarette combat” and we actually require skill and gameplay and two hands, so you’ll have to let your baby fend for herself until she’s old enough to farm gold for her weekly allowance. Or a babysitter.

That's okay, she's 8 weeks old now and she can fend for herself.


Miguelito: It seems sad to see all those space ships and not have one of my own... Are there any plans to expand WildStar to the stars? If so, can you do it in a non-terrible way?

Gaffney: The latter question is the important one. The engine’s built to allow flight, but we won’t add that kinda thing unless we can make it awesome. You can bop up to the moons (low gravity zones, w00t superjump) and the defense ring around the planet, but that I’m sure ain’t what you mean.

I'll take no space-flight over rail-shooter bullshit any day of the week... Not that I'm naming names... SWTOR...


Miguelito: I am definitely loving the sense of humor in the Dev Speak Videos and Trailers. Can I expect to laugh my ass off all the way through WildStar, or is the tone going to be ironically somber?

Gaffney: We aim to have all the light-hearted levity Game of Thrones shows to its main characters.

I see what you did there...


Miguelito: Ever since Super-Metroid, Double-Jump has been awesome. Age of Wushu aside, why do you think that so few MMORPGs have capitalized off what should be a no brainer feature?

Gaffney: I have no idea, but we are laughing all the way to the bank, clutching our key feature in our little hands. Actually most games don’t pay enough attention to movement, you spend about 70% of your time moving, 20+% fighting – those are key to make be awesome, and often the 70% gets ignored. We call it making sure there’s “Joy of Movement” which I think we stole from the Guild Wars guys.

I'd love to see some Tony Hawk features added to the platforming in WildStar!


Miguelito: Is WildStar a ‘true’ Massively Multiplayer game, or are zones broken up into separate cloned instances?

Gaffney: We’re for realzors. We instance noob zones so that there are only 10s of people around on launch day not 10000 in line to kill a sheep though. Level 6 and up it’s big open world. Group content we do instance usually so it’s not standing in line to kill your needed Guk.

So... happy...


Miguelito: How do you feel about the relationship between balance and novelty? Is it is more important for character classes to be equal, or for them to be unique and interesting?

Gaffney: I actually counsel designers (and have for years): Make it fun, then balance it. Fun is harder than balance, so tackle that first. Then don’t balance all the damn fun out of it.

I would say that I couldn't say it better myself, but I probably could... because I rule.



Miguelito: For such a high profile project, you sure seem to be handling the community without kid gloves. Are you confident in your product or something?

Gaffney: I dunno, we screw stuff up all the time. We just built the tools and engine around having it be as easy as possible to make it better. We have an all-inclusive no-BS policy – me to my team, my guys to each other, and all of us to the fans. It means not promising things we don’t have faith in delivering. Our Community Team just won’t allow it. We’ll get some stuff wrong when talking to the community, but we’ll err on the side of being forthright about our mistakes, communicate as frankly as we can about what went wrong, and what we’re doing to fix it. We hope people will cut us slack when we goof and say too much, or talk about something which then has to change for a production related reason. Sure, we’d rather not goof it up in the first place, but we’re at least going to be honest about it. It also helps that we have the best community team in the business. Don’t tell them I said that, though. The fear and stress keeps them focused.

Thanks for giving us some time to share a little bit of WildStar with you. Now we’ve got to get back to work.

Thanks for making me feel important!


That's all, folks. Team WildStar, if nothing else, has made great strides in transparent development. The game definitely looks promising so far, so let's all cross our fingers and hope I don't have to write a follow up!

Miguelito out.

It's Not The Games, It's The Gamers.

every child is a future asshole.

The types of MMORPG's we loved are gone forever.

Remember when online communities weren't wrought with dipshits and online games were fun and unique despite their imperfections? If so, you're probably 27 or older. In the post-Warcraft world, high-speed internet and gaming computers are now commonplace, and the original tard-filters that prevented "console gamers" from integrating with the Glorious PC Gaming Master Race have all but disintegrated. Despite what logic might seem to dictate, it seems that the thing that may end up destroying all hope for future MMORPG's is success.

Anyone who remembers the initial launches of gems like Ultima Online, Everquest, or Asheron's Call probably gets warm fuzzies when thinking about all the great experiences they've had with random strangers they met in the game. Back then, players were courteous and mature with the exception of a few outliers who had their part to play as villains in the game. The 90/10 friendly to dick ratio was perfect and allowed for games to be more hardcore since people largely didn't attempt to abuse the sandbox framework.

The ratio now is closer to 50/50 at best, with some games edging closer to 30/70. Game developers have taken notice of these ratios and are imposing strict regulations on your gaming experiences to curb the vicious nature of dick-gamers who have swarmed the internet. In order to remain profitable, a majority of subscribers must come away each day with a positive experience, and because an enriching community can no longer exist, the only way to ensure happiness is by pussifying everything.

Games that took the obvious approach of limiting who you can fuck with, a la WoW turned out some of the most immature sociopaths in history, while Darkfall, which by all accounts was one of the more 'hardcore' MMORPGs has resorted to safe-zones rather than allowing their rabid subscriber-base to chase away all comers who don't enjoy being tea-bagged repeatedly by twitchy virgins. My suspicion is that the restrictions actually cause more players to look outside the box in order to try and genuinely hurt other human-beings. It's madness.

EvE Online - The Ugly Exception

There has only been one remotely hardcore MMORPG that has achieved marginal success. I suspect that the way they've diluted the jackass-pool is by creating a game that is in itself an IQ (or patience) test. EvE Online's menu-diarrhea is their most profound shortcoming as well as their greatest asset. By creating a game that isn't very fun and is extremely complicated, they've prevented the typical rabble from thriving and multiplying which has helped them to sustain a large community of dedicated weirdos.

I'd hate to think that the only way to build a strong community is by creating a horrible game that isn't fun, but every hardcore game combined isn't 1/10th of EvE's subscribership. The only way that we're ever going to start seeing the types of quality MMORPG's that we has missed for all these years is by changing the global asshole-culture... or maybe MMO developers should publish people's street addresses.

Get it together, industry.

Sunday, June 2, 2013

Defiance the Game, the Review

I never watched Defiance.

I'm not really sure that it matters because Trion started development of their action third-person shooter MMO before they hooked up with the Syfy (see-fee?) title. It makes sense to piggyback a franchise, but Ducktales would have probably been a better option as the game seems to have more adoption than the show (over 1,000,000 registered accounts). Despite the normal formula, I'd like to start by pointing out what I really enjoyed about Defiance (the game).

The combat is fast.

MMORPGs have a tendency of underestimating the speed at which neurons fire. Whether in PvP or PvE, you'll be running around, rolling, and shooting for the head because the alternative is a quick painful death. In PvP you can expect to be gunned down by snipers almost instantly if you're not using cover or stealth mechanics. This is a good thing.

If you compare Defiance with the 'norm' in action MMO combat, fights feel more like Unreal Tournament than TERA, and that's a good thing. This brings me to my main point.

In 2013, why does MMO gameplay still suck?

Bandwidth and hardware aren't really a barrier anymore, and Defiance proves that you can have single-player(ish) combat in a MMORPG environment. World of Warcraft really only had a slow/boring tab-targeting system because they had to at the time. To wrap your head around how different it really is, watch this clip of me first running over some enemies, then bailing out and machinegunning/rocketing/stealthing and you'll see it's not your typical MMO.


Buy to play is acceptable.

If I'm being perfectly honest, I don't mind the B2P model. You pay for the game, which supports development, and they spend that money on making expansions that you can buy if you still like the game when they come out. It's pretty close to the subscription model, and unlike F2P, they aren't tempted to screw you. Any business model that relies on constant improvement of content is fine in my book, however, they do have some micro-transaction elements for the weirdos who get off on having special pajamas. I'll call it a wash because most of the micro stuff is cosmetic... mostly...

Arkfalls are the Rifts of Defiance.

Trion really likes world events, and I can honestly say that they're not terrible. Arkfalls give you a way to break up your experiences, and if you get bored you can just look at the map and find out where the closest raid is and go help. The problem with Arkfalls is that they're all super-easy. You will never lose, and that turns what could be a fun gimmick into an annoying gear-grind.

Perhaps when they expand the content, they'll tweak the difficulty and add more challenging raids. Until then, I'm not interested... unless one falls on top of me... then I might shoot around a little.

But the game totally sucks...

Don't get me wrong. I love that Defiance really does some stuff differently for the genre. The real problem is that, for anyone with even pedestrian twitch experience, it's incredibly easy. The only real challenge you'll ever face is in PvP, but there isn't enough of a reason to even subject yourself to that aspect of the game. If they launched an open PvP server, Defiance could be the best game ever made, but this instanced and voluntary shit just ain't cutting it for me.

In the end, there really isn't any point.

New and old characters don't have a wide gap in power, which is good for co-operation and would be great for competition, but they completely ignore that potential. The game's main function is to tell a story about a show that is average at best, and the lack of tangible achievement, while true to canon, makes it all feel pointless after a while.

You can drive around and kill stuff all over the map from the get-go, but it all feels very disconnected and asocial because, in the end, it is just a run and gun theme-park. If there is ever another free weekend, give it a try, but unless you're totally uncoordinated and horrible at point/shoot combat you'll be bored in a couple of days.

Then again, most of these issues could be fixed, easily.

Breakdown:

  • (7) Pretty
  • (6) Clean and Easy
  • (9) Possibly a First
  • (2) Major Reaching Required
  • (3) Instanced, but Fast
  • (-10) Participation Trophies for All!
  • (-18,000) Defiwhat?

Final Score: Why did SciFi change their name???

Wednesday, May 22, 2013

Neverwinter, a Mean Spirited Review


Cryptic loves to re-skin their games.

When you use the name of a popular RPG franchise with a well established set of parameters, it's typically a very good idea to dumb everything down to the most forgettable and pointless metric possible. BioWare did this with Knights of the Old Republic, and now Cryptic has "released" Neverwinter. The main difference here is that Neverwinter Nights is a completely unrelated franchise. The cake is a lie.

Misleading premises alone are not a good reason to hate a game, but luckily there are a wide range of inadequacies to select from in this cocktail of failure. I try not to make a habit of reviewing games in beta, but they're accepting people's money, so it's as good as released in my eyes. As usual, let's start with the bad.

F2P Ensures that MMO is Subjective

Like nearly every other F2P "MMO", you will be in instances from start-to-finish and never actually get to play with hundreds of other players. This is a penny-pinching symptom, so while not entirely unexpected, it does get annoying to be in the same zone as a friend, but have to face load-times to hop into their instance. This brings me to issue number two...

Loading....................

Most likely due to resource saving from the Foundry quest model, load times are going to sting. While playing generic and terrible CRYPTIC content, your load times could be a few minutes, but if you're loading a player-made quest you could be in for longer waits. I'm not sure if this is a bug with the engine, or just an accepted result of lazy development, but we're now in an era of bandwidth/computing/rendering that these types of load times shouldn't exist. I could forgive all of this if playing the game was fun, but...

Combat is Abysmal

I blame TERA for the surge of faux-tab-targeting MMORPG offerings that hit the shelves in 2012 and beyond. Neverwinter subscribes to the methodology that strategy and action are not as fun as holding down the left mouse button, so they ensured that you could defeat nearly all encounters by doing exactly that. You acquire skills and abilities to help you kill the droves of profoundly inept trash-mobs, but they're really only there if you finish reading the newspaper before your dungeon crawl is complete and you get bored.

The PvP is Worse

Typically when I'm struggling to enjoy a MMO, I jump over to the competitive side of things and stomp some people out. What I found with Neverwinter is that the mere existence of PvP in its current capacity actually makes the game as a whole seem far worse.

It goes without saying that in a game where everything is instanced, the PvP would be no different. I don't consider this a shortcoming because it is fully anticipated. The problem with Neverwinter's system is the pace. PvP Combat's pacing is extremely slow, and even if you completely dominate your opponent, it could take minutes to actually kill them. This could be easily remedied, but after trolling the in-game chat, it seems like most people would rather have players be as slow and boring to kill as non-players. Call it cultural, but young people sicken me these days.

Shamefully Claiming Dungeons and Dragons

Those of you nerdy enough to have played either Dungeons and Dragons or any games with the D&D ruleset understand that D&D and in-depth character development walk hand-in-hand. To see what they whittled it all down to in order to create such a generic F2P hack/slash abortion is a mockery of the name itself and makes me question why they even chose to license it from Wizards of the Coast.

You have some stats and some generic trade-skills, but the breadth of potential that comes along with being charismatic or strong in a campaign is entirely overlooked. This is most likely do to the game being essentially a re-skin of Star Trek Online and Champions, however, one good thing came along with the ride that fits right into the D&D tradition...

The Foundry

The Foundry is a toolkit within the game client that allows you (once you've reached a certain level) to develop and refine your own content and adventures for yourself or others. I can only imagine that the creation of the tool for Star Trek Online is what got this entire project started. While lost on the relatively shallow canon of Star Trek, The Foundry is gushing wild potential for prospective Dungeon Master wannabes.

I found The Foundry to be extremely simple and even moderately flexible. If you have a quest in mind, you can usually get the job done (unless for some reason you would like your NPC actors to sit in chairs, then you're fucked). I designed a 15 minute comical adventure to break up the terrible and uninspired work my fellow players had turned out, and my reviews so far have been pretty positive. I've even earned tips that can be converted into cash-shop money, assuming I ever want to subject myself to the terrible game again. Sadly, I gained more enjoyment out of designing the first installment of a campaign I call, "Miguelito's Revenge".

Here's a sneak peek at the quest entitled, "Miguelito's Wedding" (MINOR SPOILERS!!!).


Assuming they add a few things, like project collaboration, active Dungeon Mastery, and Chair Sitting, there is no reason why this game wouldn't be worth playing for The Foundry alone.

I know what you're thinking, and yes, most player created content is BEYOND TERRIBLE. This is combatted by a review system that helps the good stuff float to the top. Despite everything I said before this section, The Foundry is worth a shot, but I doubt most of you will get to level 15 so you can use it. If you do end up playing, check out Miguelito's Wedding for a couple of cheap laughs and an easy grind.

Breakdown:

  • (5) Average
  • (-5) Diablo on Downers
  • (5) Not even the Title is unique.
  • (5) Some Wowish Things
  • (0) Horrid Instancing
  • (-5) Risk of falling asleep
  • (-15,000) Dungeons and Lies.

Final Score: Poop.

Yes, I re-skinned my site.

Wednesday, May 8, 2013

Podcast Appearance - Valentines, UO, and BS

I've been at it again...

Ryan at MMOSmackTalk had me on the VPR Cast again to educate him about Ultima Online, 1800Flowers, and general nonsense. Although it was recorded on Valentines day, it took approximately 34 years for him to post the episode. I suspect it has something to do with my crude demeanor. Deal with it, world.


Download Link

If you're a caveman or your browser doesn't support html5, you can listen to it at Ryan's blog here.