Oh Syncaine, why come you on vacation now? A reaction to the 2012 GDCO Award Nominees

Candidate for most innovative game of 2012?  Star Wars: The Old Republic, the game that only claimed to have one innovative feature—full voice overs—but actually didn’t innovate that.  Credit for the first fully-voiced online game must go to DC Universe Online.  And then there’s this convenient little chart outlining their oh-so-innovative character and combat designs.  Wonderful!

Candidate for best online technology?  Star Wars: The Old Republic again!  A game that gimped itself with a bad engine, claimed the “low, medium, high” graphics options were a bug, that there were only supposed to have two settings, but had HD textures in beta has the best online technology!  Never mind either that they claimed HD textures with large numbers of players in the same zone are technologically impossible — they’re the best!

Also nominated for best new online game in 2012, despite having lost most of its launch subscribers by now, and being declared “not one of our top 5 games” by EA, despite costing around 200 million and taking 6 years to develop.

It’s also up for Best Visual Arts and Best Game Design.  Well, its graphics are derivative of WoW’s 2004 graphics, and its game design is derivative of every failed MMO that tried to copy WoW.  Part of me hopes these nominations are jokes, but Glitch happens to be up in these two categories as well.  Glitch has actually earned that nod.

At least they didn’t nominate SW:TOR for best community relations, then I would know it is just a joke.

However, I was not surprised to note that two EAware employees are on the GDCO Awards Advisory Board.

Glitch: Towers

Towers have arrived on the home streets of Ur.  What the hell is a tower?

This is a tower.  Here’s mine with three stories completed and a bit of a KoL reference thrown in

For those not in Glitch, towers are buildings that can be started on players’ home streets and are open to the public.  With the recently added ability to sell items out of Storage Display Boxes, I originally perceived towers as simply serving as shops, but since release I’ve come to see them more as a form of expression, aimed at other players.

I still would love to see them work as functional stores, and to some extent they are functioning now—towers are resource intensive projects, so demand has returned to the Glitch economy—unfortunately, the only in-game support for finding or advertising tower sales is a trade channel.  I’ve been using it, but I’m not a big fan of trade channels.  Without moderation, they are never going to be trade-dedicated, and those that wish the channel to only have trade-related conversations are a source of conflict.   Nobody likes being told to shut up, even if they should shut up.  And as invites are turned back on and when the game goes live, the amount of non-trade chatter will increase, so the amount of conflict will increase.  Never mind that the amount of spam will increase as well — a single trade channel just won’t scale usefully with a larger population.

I’m less concerned about that, however, than I was prior to release.  Even immediately after release, I was still seeing them through lenses shaded by my own game goals and “dreams” of future content.  Through a combination of seeing players use towers in ways other than as a store and through a post from stoot, I stopped thinking of them as virtual malls — at least, I no longer see them entirely as virtual malls.   In response to someone noting that if everyone is a seller there won’t be any buyers, stoot wrote:

 I used to think that way too and then I realized it was missing the point: people like to create the space, choose the name, design the vibe, decorate — if it’s a store, select the merchandise, etc — they want to make something. It’s not intended to fill some hypothetical (or real) economic-systems hole. So, it fails to fill that hole, you can’t really blame it.

I think the word “if” might be missing from that last sentence, but I think the point comes across.  If Tiny Speck were beyond a doubt working to rid the world of vendors and released a road map explaining each step along the way, towers would not be the economic solution intended to fill the gap.  Perhaps a market district, perhaps some other in-game search mechanic, but not towers and the trade channel alone.

As for the idea that people like to make and design spaces, I have to say: he’s right.  Especially when it is a space that strangers will stumble into.  Even I feel the draw of creating something that others can see, and nearly a month passed after the release of housing before I started upgrading furniture for my house.  And while I did turn the first two floors into shops, my new understanding of towers actually inspired me to finish all nine floors—well, to plan to finish all nine floors—rather than call it off early.  I’m filling the top floors with flash fiction stories, trying to use a line from each one to inspire the next one, and perhaps someday decorating the rooms to reflect the stories.

Here’s a shop floor, you can see a bit of my first flash fiction display floor above it.

The tower is, indeed, something to do and a way to express who I am in the world of Ur.  I still hate trade channels, but I’ll complain about economics another day.

So much to say, so little desire to write, so how about Wildstar?

That’s been my story lately — not a lack of ideas, but a lack of desire or an inability to execute.  There’s plenty of changes and additions I’ve yet to write about in Glitch — other than housing, I’ve pretty much skipped everything since foxes and sloths.  Those furry friends probably deserve a paragraph or two.  The magic rock made his return to the game, and butlers were introduced to help monitor our home streets and give access to our mail — those two deserve a whole post, maybe a post each.   A friend asked me to write about the generosity the community showed to his wife when she made the amazingly short list of people whose digital goods did not survive the digital move and have yet to be recovered.  Still not recovered, and possibly never will be, the last I checked.  But I was involved in that generosity, and the couple-in-question and I are among the founding members of the group (PBMS) where most of the generosity came from — so every attempt to write that has felt like self-congratulation.  I’m already willing to claim that me and my associates are awesome without providing evidence — evidence just felt like overkill.  There was also a few community controversies I’ve considered writing up—one I don’t care about though many seem to, another I do care about though many seem not to—but straightforward reporting seemed best (and less controversial) than my normal editorializing, and I’m not in the mood.

And so this blog has fallen silent.   I’ll try to turn that around this week.

So how about that Wildstar?  Until recently, I’ve only been mildly interested in the game, mostly because the sci fi setting with cartoon graphics along with the humor in the original trailer strongly reminded me of the old Space Quest series, which were among the most revered adventure games for me as a wee one.  But really, all it seemed to have going for it at that time (maybe a year ago?  half a year?) that I could justify with some objectivity were an active combat system with a bit of twitch, and the vague idea of the path system, based loosely on Bartle’s infamous play style types.

In the time that has passed, active combat has lost its power as a selling point — now there’s Tera and soon there will be GW2, both of which require players to pay attention during combat.  The path system, on the other hand, seems to be getting more interesting, and might be adding more sandbox elements to this theme park.  For those unfamiliar, paths are planned choices players will make at character creation in addition to class.  Any class can choose any path — the path, as originally explained at least, will simply influence the types of quests and goals a player picks up as she wanders the world.  The soldiers will get more kill ten rats type of quests while the explorers will get more find the highest peak in the zone type of quests.

One of their recent public releases, from about two weeks ago, mentions a new path option: the settler.  Apparently the settler will be able to build outposts and expand or improve existing settlements and quest hubs.  This path seems like more than just a guide to the game as to what quest types to send you most often — it almost seems like it should be a crafting profession instead.

Of course, there are few details available yet.  It’s quite possible that improving settlements or building outposts will be things that players on other paths will also be able to do, just not as often.  And there’s my biggest question: what happens next?  In the video, which I have embedded at the end of this post, we see a settler add a vendor then drive away on what the narrator calls a mount—

To digress for a moment, can we stop calling them mounts when they are not mounts?  Sure, UO, EQ, and WoW all helped set the stage for that, but they have mounts.  If your “mount vendor” sells motorcycles and hovercrafts, you might want to try a new name for it.  How about vehicle vendor?  There, ridiculous non-issue solved—

but that’s all we see.  Even if that is entirely the way it works—and a recent interview suggests they haven’t locked down how it works entirely—it still doesn’t answer the question “what next?”  At some point, every settlement in every zone on every server would be fully upgraded — so what happens next to contest or remove those upgrades?  I think that’s a potential spot for interesting dynamic content with real consequences, yet consequences that do not ruin the days of those that take their gaming and virtual goods a little too seriously for my taste.

So I am now paying more attention to Wildstar press releases.  Too early to endorse the game, but they’ve piqued my interest.

If you watch the video, be sure to catch the zone with the giant robot messing everything up.  The zone designs they show really make this game feel, well, like a game.  Gamey!

Let’s stop using the word “fair” when talking about games, okay?

On the one hand, it’s a personality thing.  Here I am in a nutshell, according to Meyers-Briggs at least; I’m pretty much never going to sympathize with “fairness” as a motivator.  On the other hand, it’s one of the major issues with modern MMOs: fairness has no place as a design principle.

Let’s look at World of Warcraft, since that is ultimately the big beast on the block.  And it’s hard to argue that it’s unsuccessful, though some actually do, and now there does seem to be some truth that it has entertained as long as it can entertain: it’s numbers are slipping by Blizzard’s own admission, and in my incredibly limited and subjective experience, their last expansion did not seem to have much staying power.

I subscribe to the Syncaine theory of WoW success (a blogger, for any confused, add .com to his name and read him, you’ll find he’s got much more snark than me).  He would basically claim that while WoW was not a terrible game at release, its popularity was due more to timing than design.   You can go scan his site if you want more detail than that, and I think there’s a post way back in my first few months where I talk about it in more detail as well.  But only the core is important: WoW’s original playerbase came as much from releasing after broadband had become more common than it did from any element of design.

But let’s get to fairness.   I feel WoW’s current downward spiral can be blamed on thinking fairness was their key to success.  You will never meet someone in WoW that has anything special.  Anything anyone has can be obtained by anyone else.  All characters at endgame are utilizing pretty much the same equipment to complete the same raids, and while they may look impressive to new or mid game players, they’re really a dime a dozen, all of them equipped and leveled in nearly the same ways.

But in the early days of WoW, that simply wasn’t true.  It took effort and time to build a 40 member raid team: it took socializing, talking to people, getting to know their personalities and skills.  Folks that had done so, and had the equipment that proved it, stood out — it meant something.    But that wasn’t fair: only a few select guilds on each server were capable of putting together such a team.  So let’s make them require only 15 people instead.  But you know, that’s still not fair: while many more groups are capable of coordinating 15 members, some players don’t want to make that effort so create the looking for raid tool.  And yet, that’s still not fair, as players that have never spoken to each other and have no social ties to each other tend not to work well together, so this high end content is just “too hard.”

Well, they’re a heck of a lot more fair and accessible now, yet they’ve been bleeding subs.  But hey, it still must work since all these other games have gone the same route; you know, games  like Warhammer and Star Wars: The Old Republic just hit the ground running and never looked back, right?  Right?  Right?

Well no.  For one, they’re not the first MMO for the majority of their players, so they simply didn’t receive the benefit of the doubt that WoW received.  And they copied the later versions of WoW, the versions that took accessibility and fairness to extremes — so lacked any flair or flavor.  There was nothing for dedicated players to look forward to, nothing for casual players to ooh and aah over.  Vanilla WoW, as the original release version is now known, ironically had a hell of a lot more flavor than the later iterations.

Let’s look at an example of something that clearly wasn’t fair or accessible yet was good for the game.  I always lament the Jedi of SWG.   Until Lucasarts forced SOE to gut that game in an attempt to mimic WoW, Jedi were a rarity.  I won’t get into the process, but obtaining the ability to create a Jedi character was a huge time sink, practical to only a very small portion of the community, not even available to all who played the game frequently and for long sessions, but only available to a segment of that community that was willing to face a grind that was always long, but even worse, varied: it could be even longer than long.  And once the player got one, she might not get to keep it: after the third death, Jedi characters stayed dead.

And that made sense.  It might not have been fair, but it worked.  It rewarded the crazy grinders for their dedication, giving them reason to stick around and drive sandbox content, and giving them a high difficulty challenge to follow up all that grinding.  It gave us casuals “holy crap, I spotted a Jedi in the wild” moments.  And most important, it fit the lore: the game took place between Episodes IV and V, a time period in Star Wars lore when Jedis are either dead or in hiding.

And then they made it fair.  And everyone left the game.  Okay, fair enough (har har), we left the game for many reasons, but one of the major ones was that Jedi became a starting class.  And suddenly, while Luke Skywalker is the universe’s only hope, there’s a few thousand only hopes running around swinging lightsabers openly in front of imperial storm troopers.  Immersion was gone.  In the name of fairness, the game stopped making any sense at all.  And it failed: while the game only recently shut its doors, it peaked before the NGE update changed the game, shed subs like a sandwich artist on crack, and died a shadow of its former self.  Since the game’s numbers were never more than a shadow of WoW’s, we can actually say the game died as nothing but a shadow of a shadow.  Pretty sad really, but hey, it was fair.

And then there’s the game I mentioned way back in this blog’s first post, when I was listing the f2p games I had tried before starting the blog: Mousehunt.  I never imagined I would find the need to discuss Ronza’s Traveling Shoppe.  If you read the opening of that link, you probably noticed that this Shoppe only arrives for short periods of time.  If you’re on vacation without a computer, tough luck.  If you read further, you probably noted that those short periods of time are often separated by a year or more — if you played after a visit, and played for less than a year, tough luck.  If you read even further and for detail, you’d discover that she almost never offers the same goods twice.  If you weren’t playing the game in the year a certain item was sold, tough luck.  And these items are generally not cosmetic, they tended to be incredibly useful for certain parts of the game.  That’s really not fair.

And while I stopped playing after the friends that dragged me in stopped playing, the game, and the company that creates it, are alive and well.  And thriving last I checked.  And Ronza helps.  Ronza’s appearances and disappearances create excitement and buzz, create interest in playing.  Even before her 2009 visit, I would see traps from her 2008 visit and not look back with anger and envy; instead, I looked forward with excitement.

I hate fairness in games.  It’s bland.  It’s beyond vanilla: it’s a rice cake, plain, and covered in sand.

My inspiration for this post came out of the Glitch community — shocker I know.  These thoughts came up because an idea I pondered but was not seriously considering  was picked up and run with by others.  There are these meaningless collectible items in the game modeled after blind box vinyl toys — I thought it would be interesting to watch the prices if they were ever discontinued.  Others thought it might actually be good for the game for them to be discontinued, and oh boy was that an unpopular idea.  But the objection, almost every time, had nothing to do with whether or not it would be bad for the game — the objection most repeated was that “it wouldn’t be fair to players that came later.”  As self-appointed resident cantankerous windbag, I felt the need to argue against fairness, even though I didn’t really care: I just wanted one person to lead with something like “keeping all the series on the vendors for all time provides a greater currant sink than would come from the urgency of knowing a series is being discontinued” and then I would have shut the fuck up.

But if I’m going to be forced to talk fairness, let’s show how subjective it is.  I think it isn’t fair that players that come after launch might never have an opportunity to display something unique, an opportunity available to every alpha player, every original beta player, and supposedly coming to every current beta player.  I think eventually discontinuing the series 1 cubimals after several sets have released would provide players that come after launch with the same opportunities we have, and thus would be more fair.

Or we can just agree that fairness is basically meaningless and has nothing to do with what is good or bad for a game, that refusing to be fair can actually be better for a game: it provides the excitement.  Hell, you can even say it provides the lows — without the lows online games are just a series of progressive ticks, never a setback, never a boring moment.  But never an exciting moment either.

Wishful Thinking: An Ur without Vendors Part San

Ur without Vendors Part San: Advertising

When we left off, I had shown how buy orders could maintain the standard of living for players who prefer to be able to sell instantly and not think about the economy.  I admitted, however, that even with buy orders, there remained the additional challenge of how players would locate buy orders.  Simply having buy orders is not enough — the game must further support these orders.

If buy orders are implemented through a revised version of the auction system, this need should not be an issue.  Players should be able to easily sort lists, finding the best price for their goods, much like they can with goods for sale.  The problem only arises if buy orders are implemented via player vendors (PVs) — a scenario I actually hope for.

And that’s why this post will not be so much an explanation as a plea: please Tiny Speck, if you someday implement buy orders via player vendors, give in game support for remotely locating and browsing vendors.  To illustrate why, I’d like to compare two experiences.

In the first, I am playing Eve.   If I do not want to sell my goods on the market myself, I fly the goods into a major market system, I sell the goods to a buy order.  Done.

In the second, I am playing Star Wars Galaxies.  I have goods I want to sell, so I pull up a list of vendors, with high enough skills to be listed, on a major market planet.  I read the description to discover what things they sell and use that to try to imagine what they might buy.  I drive to the location.  I discover they are not buying anything.  I drive to the next location.  They are buying, but the order has almost been filled and it only takes a fraction.  I drive to the next location.   The player clearly hasn’t logged in and ages.  And so on.  And so on.

Be Eve, Tiny Speck, don’t be Star Wars Galaxies.

If buy orders are implemented via PVs, then make PVs seachable and filterable.  Make me bring the goods to the location, but make it easy for me to find the location.  Such listings are a good opportunity for skills or upgrades as well.

The alternative is a nightmare for players trying to use the system.  And would turn local chat into an ugly spam fest.

Wishful Thinking: An Ur without Vendors Part Deux

Ur Without Vendors Part Deux: Buy Orders

We’ve arranged for alternate supplies of items only available via NPC vendors.  Of course, no one upset about the concept of a player-driven economy is worried about Tiny Speck adding more content to the game as such is clearly inevitable — as long as the game is running they will add more content.

No, what most people seem to be worried about is that phasing out the vendors will change the way they play the game, forcing them into new patterns, forcing them to study and work with the in game economy in order to make currants.  As for that latter bit, I feel players already do that.  They already investigate, to some extent, what they will get for grinding out a large amount of product and dumping it on a vendor.  They have, consciously or unconsciously, worked out the time spent versus reward ratio—or took someone else’s word for it.   So really the concern is more about not being able to sell product instantly, something they are currently used to.

Even though some people I like and consider friends express this concern, I don’t have much sympathy.  In part, my experience in games with player-driven economies just doesn’t provide any support for the fear.  While playing Eve, I never worried about selling my goods and was always able to do so instantly if I wanted to, yet the game does not give and has never given the option to sell to an NPC vendor.  [Note from future Sauce: I did not think about SWG until I was thinking about advertising.  Suffice it to say SWG, while I never struggled to make money, did have some downsides to its player-driven economy.  So it can be done badly, but it can be done well.]

But even though I do not share this fear, am not even able to relate to it, it is this fear that makes buy orders an important part of transitioning to an Ur without vendors.

Let’s imagine a scenario in an Ur without vendors to illustrate how buy orders would function such that the daily game play of the “I only sell to the Tool Vendor and that’s that” players would not change at all.

In this hypothetical scenario, I have set myself up as seller of furniture items.  The method of sale isn’t important — either auction or my own (coming soon™) personal street vendor.  However, as someone who has been playing the game for awhile, I don’t want to put in the time to gather the components I need for furniture.  I’m tired of gathering.  I prefer to only log in occasionally, check my auction or vendor stock, and craft more things to fill my “shelves,” rather than spent two or three times longer gathering components.

Now I’m not the only one with buy orders out in the world for planks, metal, and snails, so I set my buy price slightly above that of my competition, about 90% of face value.  Quite simply, players that want to just craft and dump items on the vendor will be doing exactly that, with perhaps only the added step of checking for items with high demand — gauged by the number of buy orders available.

In an Ur without vendors, nothing will change for the craft and dump crowd except where they dump.  In my scenario above, they will even get more return on their product than they do in the current system, with only the single extra step of checking buy orders before crafting.

And for those that grind out awesome stews and meat tetras and other finished items — I’ll have buy orders for you too.  After all, if you just want to craft and dump, you’ll be satisfied with any payment at 75% value and up, as that is what you—most of us right now really, out of necessity—are already willing to settle for.

On the other hand, I take a lot of satisfaction from producing items that others want to buy, and though I’m pleased more by making the sale than by being able to markup the price, since I’m not interested in instant sales, I will be able to turn around your finished product for a profit, especially using a personal vendor and not worrying about auction fees.  I will provide a service for those that don’t want to worry about the economy, and they will provide a service for me — allowing me to move fully into the economic meta-game, something I already take advantage of at every possible turn.  When R3 released and all my friends were organizing and decorating their houses, I was out gathering building materials to sell on auction — I just about doubled my currants in a single weekend.

In a nutshell, an Ur without vendors will still have vendors that buy from players — those vendors will just be other players.  With properly implemented buy orders, no existing game play style will be eliminated — instead, the options of how to play will be expanded.  Of course, there’s still the challenge of finding the buy orders, the added step I mentioned but glossed over like it was meaningless.  I confess it’s not meaningless, and how that functions will affect whether or not buy orders replace and improve upon the tool vendors of today.   But that’s part 3, in-game marketing and advertising, and I will cover that later this week.

Wishful Thinking: An Ur without Vendors Part One

Introduction

Now that it’s the third time I’ve used Wishful Thinking as a header, I can officially call it a series of posts where I look at an aspect of a game I play and consider ways to make it awesome, without simply trying to cater to my own play style and while attempting to remain somewhat reasonable, but without any idea of how practical it would be to code or what code is anyway.

I cracked it!

This time, we’re going to talk about an Ur without NPC vendors.  We’re going to imagine it in such a way that evades the nightmare scenarios some have created in their odd little minds.  That’s right, I’m going to take away your street spirits, take away your tool vendor, and you’re going to like it.  But we’re going to need to do this in parts — for both Tiny Speck, and for this series of articles, there’s a lot that would need to happen, ideally, to have an Ur without vendors.

First, we’re going to need alternate supplies of items that are currently only available on vendors.  Second, we’re going to discuss the importance of buy orders, and how those could be implemented via either the auction system or player vendors (henceforth PVs).  Third, we’re going to talk about the importance of in-game support for marketing and advertising for PVs.  At some point, I’ll even sum it all up in a neat little package that erases some of the nightmare scenarios.  Let’s do this.

Ur without Vendors Part One: Content & Other Assorted Ponies

While it may or may not be the first step toward an Ur without Vendors that Tiny Speck plans to take—and I’m willing to bet it’s something that will happen slowly and not in a single step—one of the biggest barriers to removing NPC vendors from Ur are the many items that are currently only available via vendors.   Although not an exhaustive list, some of the ones I’d like to touch on are beer, salmon, honey, and light bulbs.  

I mention beer first because it’s one I’m surprised has yet to enter the game.  When distilling became a skill and hooch moved from a vendor provided item to a player produced item, I expected brewing to follow shortly.  For all we know, perhaps it would have but was delayed when the game went back to beta.  Ideally, I’d like to see brewing be more involved than distilling — not that I want the task itself to be involved; however, as a former beer aficionado, I would like to see several beer recipes enter the game, perhaps moving the seasonal pumpkin ale to the brewing skills.

Salmon often comes up in the ideas forum.  Off the top of my head, I can think of two reoccurring proposals: bear hugging and fishing.  I’m really not the biggest fan of bear hugging.  I’ve always felt the idea was just too simple, just an extension of the same mechanic used to harvest existing animals.  Especially since the introduction of new mechanics with sloths and foxes, I’d prefer to leave hugging to the crabs.

Fishing would at least be a new mechanic, but as I pointed out in an idea thread months ago, straightforward fishing wouldn’t be all that Glitchy.  Right now, no animals are actually killed to provide food products.  And while it’s hard to avoid that salmon are, well, salmon, and the only food players can eat in game that has eyes, I still would love to see the basket fishing I proposed in that thread.  MMO players love fishing — I think Ur needs it too.

Honey: bees! comments on this blog, and out of twisted gratitude, I say we need bees with his face.   I think bees with my face would give me nightmares, so I’m not sure if that would be a good or bad tribute.

Light bulbs are the newest vendor only items.  The solution for an alternate supply could end up being grouped in with things like machine parts and the other tools that are currently not crafted.  But I think light bulbs provide an opportunity for interesting content.

I can imagine a region where light is important, levels in which most of the background or resources are imperceptible and do not even highlight unless there are enough light bulbs present. The bulbs could either grow on trees or be in nodes scattered about the environment like barnacles or jellisacs.  There would need to be something else attractive about the region as well: perhaps non-economic like really impressive, detailed background art.  Here, my ideal would be some other competing resource, only available in these light bulb caves, but only accessible if light bulbs were nearby.  If the resources were designed appropriately, demand for light bulbs—currently not that high as they are only needed to craft lamps— would be in competition with the other resource.  Such a setup would regularly prompt whiny forum posts, but it would at least provide an interesting game-within-the-game beyond simple harvesting.  And light and dark mechanics are just cool.

There are other items only available on vendors, but since inevitably I will miss some, I won’t bother trying to be exhaustive.  I think tools and machine parts are rather important though.  Although an Ur without Vendors would always have its population of vets that were able to buy tools and parts directly before the game changed, I think tools and parts should enter the game in such a way that they could all be created even if the game were reset.  Some basic versions would probably need to enter the game via the tutorial, to ease new players into the economy, but otherwise the materials should always be obtainable without the tool we are trying to craft.

Tune in later this week for Ur without Vendors Part Deux: Buy Orders -or- How to Get Tool Vendor Addicts to Ride this Train.

Glitch: Home Streets and Resource Routes

Housing Release 3, or as it is known in some parts, Housing for Realz, is mostly settled in.  Those that like to decorate have decorated—or are waiting for more credits—and demand on the auctions for building materials has slowed.   This time is actually when I planned to create my own home, so soon I might find an excuse to fit in images of my Glitch castle.  In the meantime, I’ve put my time, resources, and iMG into my home street and the streets of others on Housing Resource Routes.

I figure I can start Bubble Blvd. with a creepy vibe if I want to. The music is excellent, I swear.

The left side of my street is not part of a route. I made it barnacles and jellisacs in response to market demands, and that sparked the idea for yet another route. More on that in another article, I suppose.

The right side of my street, however, is all bubbles.

Like the gnome suggested, visitors to my street can follow the bottom sign to more bubbles.

And the bottom sign again from there for even more bubbles.

Routes are incredibly useful for gathering a large amount of a particular resource.  Traffic seems pretty steady, and projects to restore worn out resources are just as steady — recent tweaks have made those projects much less of a burden if a burden at all, giving them a fair cost to reward ratio.     I’ve passed an hour or two of game time actively seeking out projects.  Just this afternoon, the HRR group grew large enough to reach the top 10 groups, by population, in Glitch.

All hail Scarlett Bearsdale, founder of HRR and a gosh darn swell human being.

The routes have brought a new way of life to Ur — or at least, a new style of game play.  With anything new comes controversy.  Some are upset that less players are wandering the public streets.  Some feel resource routes make things too easy.  I’ve even seen at least one update from someone fearing being added to a route against her will, and a few forum posts concerned that HRR might become the bully on the block.

I have several thoughts about less players wandering the old streets of Ur.  First, I think the novelty of the new homes and streets has yet to completely fade, so it’s difficult to determine the reasons less people are wandering the traditional streets.  Since I’ve scheduled customizing my home as a future endeavor, I’ve actually been spending more time on the traditional streets, taking advantage of my quoin multiplier.   And in the past, prior to any of the updates, it was not uncommon to see a large number of people at home when online.  I think it is also possible that the new naming makes it more obvious when people are home or visiting someone else’s home.  I think it’s just too early to make this objection, and even later, difficult to pin the blame solely on the routes.

As for resource routes making it too easy to gather materials, I will never agree that simply not being able to walk past a resource in quantity in a short period of time should be equated with challenge.  And once upon a time, many of us had other solutions that similarly guaranteed our resource runs.  Routes turn old secrets into common knowledge.

As for the last few, routes are and will always be a voluntary thing.  Route participants agree to the route’s requirements — no one forces them to join.  There are no expectations of those who are not members, and never will be.

But clearly I do not agree with the objections.  More interesting is what the routes provide other than controversial, quick tree runs: a reason for players to work together towards a common objective.  Oh sure, rook attacks need a group of players, but in those situations players all find themselves in the same place for the same reason, take care of business, and move along.  Resource routes have provided a reason to unite players behind a project for a long period of time, and that’s a sandbox element that had been missing from Glitch.  Resource restoration projects give even more reason for these players to communicate — since housing has launched, I have only seen the projects for my street resources once but noticed they have been restored quite a number of times.  The HRR’s chat regularly has members pointing out projects along the routes and asking for help.

I’m sure Tiny Speck has their own plans for long term cooperative projects.  And I’m willing to bet they will be awesome.  But in the meantime, I think the routes help fill that gap, and I’m happy to be a part of them.

Glitch: Housing Release 3

Moving day!  Well, come and gone, but moving weekend! I did get a few farewell photos of my old home.

alakol 50k

My Alakol 50k currant modern monstrosity.

50k Alakol

more different view

The fated moment was Wednesday afternoon.  Trumpets blared (not really) and word came down from on high that the game was closing.  The clouds parted (not really), and god appeared (not really).

GOD: You-Glitches, you!  Guess what?  I'm ordering the game to come down about 30 minutes.  YES AGAIN.  It will be down for a few-ish hours. //  GOD: Still here? Weill, I *did* tell you to leave in 30...so I guess you have another ~10 to go.  After that, you go! // GOD: Ok! It's time to get the house in order.  Without further ado, we're closing down for a few hours.  Ready?  ok!

But he did speak to us!

Sometime between that 10 minute warning and the final notice, I heard about an end of the world party on stoot’s home street.  I headed by there for the last five or six minutes before the game came down.   There was quite the crowd, and flash kept kicking me out.  I did not get many pictures, but I managed a screen capture as it all came to a halt.

GOD: poof    """"Server Restarted""""

This is the way the world ends. This is the way the world ends. This is the way the world ends. Not with a bang but a poof.

Well, a few hours turned into 24, give or take a couple.  But they came back!  Moving day! Woohoo!

 Not everyone shared my excitement for moving day.  It is a rather stressful thing, throwing all one’s belongings into boxes and later sorting through them to find what you need or put it away.  The box exploding and throwing items everywhere didn’t help some of these poor folks with the transition:

items everywhere after opening a moving box

This was my third largest box. The contents of the first two took much longer to sort, but I managed easily with the Storage Display Boxes (SDBs) arranged on the back wall.

This box was actually a surprise.  I knew I had gathered a lot of things at my test house, but I did not realize how much I had not been using at my old home.  And not everything made it!  I’m among a number of players missing a real box — some are missing their boxes entirely.   Apparently, Tiny Speck is tracking down the missing items manually, with magic ju ju shoo shoo powder. Basically, it went much like a real move.  The main difference is that our missing boxes will be restored; whereas in a real move they would probably be delivered to a different person that just happens to have good taste in books.  Jerk.  We should all just be grateful that they didn’t put those annoying stickers on the bottom of all our furniture. However, I vow if a current employee of Tiny Speck that is not player support asks me to help them unpack their things after a major move, I will agree.  And then proceed to hurl their things in little random piles all over their home. I really did enjoy it though.  Reminded me of moving days oh so long ago at the dorms: everyone moving at once, everyone prepared differently, everyone lending a hand when they could.

Unpacked and clean!

Now I have something I can work with, though I’m low on credits at the moment. I will customize slowly as my stipends come in, likely with a big surge when my beta credits come in.

I’ve set up 8 bubble trees for the bubble route — and the trees are living much longer than they used to.  I’m enjoying the new update, though mostly for me it has meant playing the market with raw materials and construction supplies.

There’s so many things that have been teased for the near future that I’m feeling greedy.  I’m dying to know what’s next.  But in the meantime, I’ll be building up my iMG, finding things to sell, and enjoying the madness.

Spiral Knights: Early Impressions

Over the last two weeks, I’ve put about fifteen hours into Spiral Knights, a game that claims to be a free to play MMO from Three Rings, the makers of Puzzle Pirates.  Of course, the game is just barely free, feels more like a lobby game than an MMO, and Three Rings is owned by Sega now.  I have no idea if that last bit has had any effect on the game at all — but the first two are legitimate criticisms that all new players should be aware of , or they shortly will be once they start playing.

Spiral Knights is driven by an energy mechanic.  Starting levels uses energy.  Unless another player is willing to give you half her health, reviving uses energy.  Weapon slot unlocks, heat (xp) boosts, and items can be purchased for energy.  There are two kinds: mist energy is free, and players are given 100 over 24 hours; crystal energy can be purchased with real money or with in game currency from players that purchased it for real money.  One way or the other, crystal energy represents a real money transaction.

Using an elevator costs 10 energy.  Players are limited to two weapon slots unless they spend energy to unlock more, each for 30 days.  Players cannot use trinkets, items that provide stat bonuses, unless they spend energy to unlock those as well.  Reviving doubles each time a player dies in a run, starting at 5 energy and quickly adding up.  Players with a tendency toward addiction might want to avoid this game — even basic game play can quickly drain your free energy.

But it’s quite possible to set limits and stick to them and spend very little to play.  I chose to spend a small amount of money as I figure the game would be worth at least $40 as a console title — I spent much less than that but will see how I feel in a month or two.  If I’m still playing after two months, it’s already outlived the average console game.

I actually might still be playing quite some time for now, provided Guild Wars 2 doesn’t suddenly release tomorrow.  Although it is more of a jump into the action title than an MMO, the Zelda-esque game play is refreshing and fun for a change.  I find myself actually studying enemies, getting to know their patterns and attacks, learning the moments to use my shield, standard single player action game stuff.  But far from the standard in online role-playing games.  No one will fall asleep while playing Spiral Knights, that’s for sure.

The premise is simple.  An order of knight creature things crash lands their spaceship on a planet filled with monsters and stuff.  Other stuffs and things are needed to repair the ship, so the knights have to explore the planet, which seems to consist of a giant clockwork machine, or something.  What that means for players is that levels are depths of the Clockworks, and that levels rotate in sections: the path from depth 1 to depth 8 will not be exactly the same every time, even if a player starts at the same gate.

If you’re just looking for a casual distraction from a more serious MMO, Spiral Knights is practical to play for free in small doses.  If you’re looking to fill some larger chunks of time, about $6 – $10 is a practical transaction for a month of playing.  I recommend the game as something different to do or as a backup online game for when your favorite is down but you still need a fix.

(feel free to send a friend request to Saucelah in game)