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.

It’s Friday somewhere, I guess, in some dimension

If you’ve found yourself here because I tipped Massively to a story and they were kind enough to link back to me, the post you are looking for summarizing and breaking down Stoot’s impromptu Community Q&A about Glitch can be found here.

I hesitated to make a new post knowing that Massively’s article linked to my home page, but it’s been over 24 hours.  Time to move on.

Speaking of Massively, today Syp made a post at his blog Bio Break about being happy to be a gamer right now that seemed a bit of a poke about gamers nostalgic for a past that theme park fans are often tempted to claim never existed.    Syncaine responded with a post on Hardcore Casual strongly disagreeing, in his somewhat snarky, fully sarcastic, yet rather insightful style.  I was participating in the comments on both pages, when I found I was writing about the same thing on both blogs.  And that the current response to Syp was going from comment territory to small novel turf.  So I’m going to try and put it here.

What I really want to address is the idea that in early MMO history, gamers had less choice.  They were stuck, to use an example, with either harsh death penalties or harsh death penalties.  The thought behind this thought, at least as I understand it, is that when WoW released gamers were given a choice between meaningless deaths and harsh death penalties, and by virtue of WoW’s subscription numbers, clearly gamers chose the meaningless deaths, right?

Except I don’t see when gamers really had those two options side by side.  When Ultima Online was at its peak, more people were using AOL for internet than their cable company.  Most had no other choice.  By the time broadband became more common, UO had been patched to have more in common with EQ, which alienated a lot of the UO vets, did nothing to convince EQ players to switch, and generally marked the beginning of the end for the game.  In 2004, WoW releases into an MMO field which included EQ II and really nothing else, at least nothing else that was polished and well marketed.  I did not, personally, hear about SWG until most of a year after it launched.  However, I not only saw articles about WoW on sites like gamespy (remember gamespy?  I remember gamespy); I even got a “talk” about how much better WoW would be delivered to me by the pimply faced kid at Best Buy that was ringing up my EQII preorder.

Turns out he was right, mostly.  But I digress, the point is that aside from MMO vets, whom at that time were a much smaller club, most people did not see their choice as between WoW and SWG.  Even those that were aware of SWG weren’t necessarily rejecting it for being a sandbox, but instead were rejecting it because it was buggy and unpolished despite having been live for quite awhile, and grinding missions to skill up to the “real game” was kind of a pain in the ass.  SWG was perfect for me, since I was primarily into crafting, but my glasses are clear rather than rose-colored — it was not the game for your average combat aficionado.

No, most gamers saw their choice as between WoW and EQII.  So their choice was between meaningless death penalty and meaningless death penalty.  Their choice was between questing or questing.  Their choice was between nearly polished and lacking polish.  And with broadband becoming cheaper and more common, there were more gamers looking for an MMO, and WoW, being nearly polished, managed to hook in a whole crap load of them.

Publishers took note.  What they saw was a game with formulaic character classes, solo quest-based progression, and a rather linear leveling game that led players from quest hub to quest hub without ever giving them an overwhelming set of choices.  They jumped all over those characteristics and decided that these, combined with as much polish as possible, were the reasons for WoW’s success.  They ignored any role shared by the increased prevalence of broadband, and they dismissed MMOs that did not achieve WoW status based on their game mechanics, rather than the fact that there simply was a smaller pool to draw on at the time and that when the pool finally became larger, WoW was the most logical choice.

Now is the point in this rant where I direct you to Extra Credits Season 3 Episode 15: Working Conditions.  While I do recommend watching the whole thing at some point, especially if you work in or hope to work in the game design industry, for this discussion I only ask that you jump to about the six minute point, and listen to the bit about ways that publishers can negatively interfere with a game’s designers.

I’ll wait until you get back.  I promise.

Publishers appear to be doing the same thing to MMOs that Extra Credits claims they tried to do to FPS games.  They’ve locked on to the features that were present in a game that happened to be more successful than any previous game, ignored anything else that may have contributed to that game’s success, and declared that the failure to achieve similar stellar results from games that did not include those features were a direct result of those missing features, so no game like them will ever be successful again.  They were wrong before.  I think they will find they are wrong again.  FPS games have a short shelf life, so that blunder of marketing governing design didn’t last so long, but I believe we will eventually begin to see polished sandbox releases as future competition.

Yes, I’ve seen the comments on Massively attacking sandbox fans as outdated troll that just need to accept that their genre moved on without them.  But I also remember friends saying there was no point to FPS games without multiplayer, and I haven’t heard any of them say that in years.  And most of them played Fallout 3.  I borrowed Bioshock from one of those very people, actually.

Just like I don’t see gamers ever having been presented with a choice between harsh death and meaningless death, I don’t see gamers having ever really been offered a choice between sandbox or theme park, not with games of equal quality, both still operating off their original design plan, both still live at the same time.

So yes, I too am happy to be a gamer in 2012, but only because, in my secret dreams of my secret heart, I feel the end of this hidebound repetition is somewhere just out of sight, just over the horizon.  Not because I think the games of today are objectively better than the games of a decade earlier — I think the games of today are different than the older games, that they traded one set of problems for a new set, and really have done little to advance the genre since WoW polished up a lot of EQ mechanics and made them the new shiny.

And I think next the gamers I mentioned in an earlier blog, the ones who project every mechanic on to WoW, will have many new opportunities to see mechanics, that they assume must be terrible, in games that build specifically around that mechanic and make it awesome.  The two MMO sub-genres may fuse for the sake of accessibility, or they may split further until most think of virtual worlds as a different genre altogether — but the idea that an MMORPG must be based on WoW to be successful will first drain from the publishers and then from the gamers once we actually reach an era where there are real choices.  Where the choice is not between harsh death penalty with no real direction and harsh penalty with no direction, and once the choice is not between hotbar combat solo leveling experience with endgame grouping and hotbar combat solo leveling experience with endgame grouping.

Eventually there will be real choices.  And many gamers, myself probably included, will likely find they are entertained by both.  Many will wonder why they didn’t have sandbox elements in those other games they tried, because it will seem so obvious once they play one where it works.

In the meantime, I steeple my fingers and stare out of the darkness.  Lurking.

Quote of the Whatever

I’m fairly convinced that TOR is going to all but drain WoW’s casual base in the west, wow just can’t give folks that big sense of accomplishment in just an hour or two like TOR can

— Massively user

I’m fairly convinced that if someone’s definition of “big sense of accomplishment” means getting the approval of an NPC for finishing a task and then being assigned another, then that person would find a lot more bang for his buck in a single player game.  He’d feel accomplished after every play session, no matter how long or short, and not need to pay monthly for the privilege.   “Big Accomplishment” should never be defined, in an online world, as simply moving the game forward in the most basic way it is meant to be moved.

If all there is to accomplish is to finish a quest, to get new equipment, or to ding that new level, then there is, quite simply, nothing to accomplish.  All of those goals will fulfill themselves as long as someone is playing in any online game.

Stop supporting loot treadmills, people, please.  PLEASE!

But you won’t, you won’t.  Most will just keep dishing out money to grind repetitive, mindless “content” only to have that content, and anything obtained through it, rendered obsolete by the next expansion.  Which they will then pay money for.

Good god, just give the game companies your bank account numbers and allow them to directly withdraw whatever they like whenever they like while you play tic-tac-toe.  There won’t be much difference.

Whoops, I lied

I swear I really had no intention of playing City of Heroes after briefly checking it out yesterday.  However, I’ve been dying to try out Going Rogue content since it released last year.  The release was right around the time I became aware my tenuous financial situation was much less temporary than I had hoped, and rather than dish out $30 or so on top of my $15 subscription fee, I quit the game.  But shortly after making a post yesterday, I realized that for only $15, I could go do exactly what I would have done on GR’s release day — log in and create a Praetorian and level him or her up to 20.

As someone who subscribed more than once for varying lengths of time, I’m just short of my Tier V Paragon Rewards which would unlock the premium classes: Controller and Mastermind.  I have auction house access for life, but I fall quite a bit short of Tier VII which would let me use the invention system for life.  That means my main’s primary build is useless — some 90% of his enhancements are inventions.  I was disappointed by this at first, but I’ve figured out that a 30 day invention license only costs about a buck.  I figure I can easily play a month or two leveling up some alts, and when I eventually purchase access to the Going Rogue post-level 20 alignment system, I can use the leftover points from yesterday’s purchase and this future purchase to unlock inventions for a month. If I’m still playing after that, I can occasionally purchase points whenever I want to use one of my level 50s.

So my f2p gaming hasn’t exactly been free to play, but putting CoH aside, let’s recap.  About two months ago I spent $15 to get Elite Agent status in Global Agenda.  That’s a one time purchase that need never be repeated, so I think of that as the box price.  So I’ve spent $15 on this former subscription game for two months of enjoyment, and theoretically need not ever pay again and can continue to enjoy it indefinitely.

I’ve been playing LotRO for about a month and a half, and I’ve spent $7.99 there.  I’ve also spent little to no time with the content that unlocked and probably have another month or more before I do clear those quests.

So at the end of October, I should be looking back on three months of gaming, playing an MMO and one pseudo-MMO for the first two months and adding a second MMO for the final month.  Two games for three months and one game for one month for a grand total of $38.  If these were still subscription games, this same experience would have cost me $105 (at $15 per month per game).  I’m pretty damn satisfied and pleased with my penny pinching.

Sure, the limitations these games can place on free players may occasionally be inconvenient,  but I can address each limitation when my level of involvement in the game, and time invested, justifies it.  A few months from now, I may buy a few months of LotRO VIP to unlock the extra bags and character slots.  That’s a maximum of $30 (though there are a lot of deals on game time cards that are still floating around the retail world so it probably won’t even be that), so potentially, after three to four months, I will have paid only $38 and just be starting my two months of VIP time.  That’s a damn good value — I have a lot of trouble ever picturing myself dishing out $60 and then agreeing to a subscription ever again.  At least, not when it comes to a theme park — some 90% of time in such games is dedicated to leveling alone, and I’m not surrendering massive amounts of cash to be all alone in a world full of other people who are also all alone.

I’m really not all impressed with my fellow gamers for their willingness to pay monthly fees for massively single player games.  Somewhere some marketing guy or gal is laughing all the way to the bank, telling friends about how they convinced us to both buy and rent their product simultaneously.

News in the Key of F2P

Free-to-play has been making some headlines lately — some not-so-lately, but I wasn’t paying attention when they happened.

The big story of the day is all about Philip Reisberger, CEO of Bigpoint, the company behind the free-to-play, browser-based Battlestar Galactica MMO.  I can’t really comment on the game.  I signed up for it once, played through a bit of the tutorial or intro or whatever they prefer to call it, and was not impressed at all.  I can’t put my finger on why—if there was ever a reason, I don’t remember it—so it could be a wonderfully fun little game.  It’s just not for me.

Philip Reisberger

Indisputable Truth: Everyone with a goatee is evil

But if there was ever a chance of Battlestar Galactica making the list of my F2P Quest, that chance flew the coop when I read excerpts from an interview with Mr. Reisberger published today by Next Gen.  I’m left wondering if the man has ever played an online multiplayer game other than one of his company’s products, and if he has ever spent a single moment absorbing the concerns of veteran internet gamers.  Plus, he has a goatee.  

Here’s what Mr. Reisberger had to say that got him some attention:

There are millions, hundreds of millions of people willing to invest even though they aren’t obliged to. The crucial part of the design is not having to invest, but wanting to. Most people in the Bigpoint universe don’t ever pay, but if they want to pay, don’t just offer hats – offer them something that will help them. 

If selling an advantage ruins the game, you haven’t done the balancing right…EA and Ubisoft, for example, they’re both trying, but they’re not really there yet.  It’s a delicate balance, though, and that’s why I love my game designers. All of them have understood how to do this. If you have a sophisticated approach to free-to-play games, in the end you can monetise everything. [sic]

When I first read this, I was absolutely floored.  I can’t think of a single advantage that can be purchased for money that would not ruin the game, by which I mean permanently shift the balance so that skill becomes secondary to the amount of actual currency invested, and on the other hand, I can’t think of anything in a cash shop that does not ruin a game that grants any advantages.

I suppose I shouldn’t be shocked.  This man’s well-being and future potential to purchase facial hair trimmers rests entirely on his ability to convince people to spend money on his game.  It does not surprise me that he wants to maximize sources of income — it simply irritates me that he expects the gaming community to believe the insanity he has sold to himself and his staff.  He convinces himself by cherry-picking his examples: he clearly mentions EA’s refusal to give an outright advantage to those that pre-order Battlefield 3 as a failure to monetize but neglects to mention the incredible growth and healthy profits obtained by League of Legends, a free-to-play game that stubbornly refuses to sell power but does fine without monetizing everything.  Also, did I mention the goatee?

In other, slightly outdated, free-to-play news,  I somehow missed that my MMO guilty pleasure, City of Heroes, will be switching to a freemium (free-to-play with multiple subscription options) model when they drop Issue 21 — somehow, this news escaped my attention until a few weeks ago despite that it dropped in May or June.  Fallen Earth set a date of October 12th for its own freemium conversion.  And Star Trek Online has announced similar plans and released details of what features will be available to free-to-play customers, though they have not yet set an official conversion date.

These three games will definitely be added to my f2p quest.

As for news on me, I’m currently playing Deus Ex most often, but for online gaming I am still occasionally popping in to LoL and Global Agenda, have started testing the waters in Pirates of the Burning Sea, and have set aside my initial dislike for LOTRO to give it another whirl.  I’m actually enjoying it — I wouldn’t want to pay a subscription for a story driven theme park, but I have no objection to having limited fun that costs me nothing.  At some point, I may even pick up a few months of VIP, perhaps around level 20.  In the meantime, I kind of like running around the Shire doing quests without feeling rushed to reach the level cap and play the “real” game.  Perhaps SW:TOR isn’t as bad as I thought — though I still don’t think a single player story is worth a monthly fee.

Weekend Update

I decided to be a shut in this weekend and have divided my time between gaming, reading, and watching an Emilio Estevez movie marathon.  Don’t ask about the last one.   Ok, feel free to ask, but don’t expect an explanation that makes any sense.

As for the gaming, my time has been divided between Dragon Age II and running through the Fallen Earth 14 day trial.  I’m trying to get through the story in DAII without getting completely burnt out on the not so entertaining combat.  I actually dropped the difficulty down to casual — not because normal was difficult but with the game play shot and the story still interesting, casual lets me advance the story as quickly as possible and move on.  Maybe the next Dragon Age will have better combat.  Maybe not.

FE is so much better than it was at launch.  At least, I believe so — I base my opinion of its launch quality on word of mouth from a friend.  What I found, rather than an irritating mess, was an interesting character development system and a crafting system that could keep an obsessive crafter like me occupied for some time.  I don’t plan to subscribe though — I’d like to see what changes happen with the game when it switches to free to play.

An interesting side note, set a new record for hits in a day by trash talking SWTOR.  For the record, I actually do know what makes SWTOR so attractive to some people: it’s Star Wars, and not everyone is as turned off by the loot treadmill theme park style.  I just can’t take that style of end game without regretting my sub money anymore.  I suppose I need to stick to sandboxes and/or PvP centered games.  But I was in the mood to stir the pot and hoping, just a little, that somebody could explain their continued excitement to me.

I did grind out a bit more time on Forsaken World during the week, so I’ll continue that review later.

**Edit: I had completely forgotten that the beginning of the song Regulators was taken, in part, from the movie Young Guns. Let that now be the entire reason for my Emilio Estevez marathon.

What’s So Great About SWTOR?

Seriously.  In the early stages of hype and exaggeration, I was pretty excited myself.   Prior to any solid news releasing, when all I had to go on was Star Wars, Bioware, and MMO, the game seemed like it was going to be great.  I was excited enough that I remember a few weeks of geeking out like a teenager, installing old Star Wars games on my system and watching the movies, even the cartoon, for the umpteenth time.
Then actual information released about the game.  And clearly, it’s just another loot treadmill.  A fully-voiced story line is nice—I’m a writer and a lover of story—but it’s just nice, not AWESOME COOL SAUCE INCREDIBLY MIND BLOWING NEVER BEEN DONE!  I can’t even begin to count the number of times that the pacing of a game’s cut scenes slowed or ruined the entertainment value of a game to the point where I turned on the subtitles and skipped through dialogue as quickly as possible.  Perhaps it’s because I know I can read faster than someone can speak, and if I’m home alone but not playing a game, I’m reading a book.  I do have some young cousins who complain if even ten minutes of a movie is not in English, forcing them to read subtitles — maybe there are a lot of people adverse to reading while being electronically entertained no matter the reason or circumstance, but I hope that’s not a major motivation for many people.

And though the story lines are fully voiced, they are generic, single player story lines.  Every member of the same class will get the same story and absolutely nothing will change in the game world as a result of their choices.  I understand that you can bring friends along and that there are tasks in the game world not entirely limited to the class story lines, but I’m left with the question: So what?

Star Wars, with it’s magic and it’s complete disregard for real physics, has always been more fantasy than sci-fi.  I really look at this as Yet Another Fantasy MMO.  The combat mechanics are not new.  The crafting, while with a slight twist, is nothing new.  The PvP battlegrounds are embarrassingly pointless and repetitive.  Fully voiced story lines might help someone with adult ADD like me to level more easily, but since there’s no impact and the stories are relatively identical for each class, I’d get the same entertainment value by watching the cut scenes on youtube and I wouldn’t have to pay for it.

As for the “but it’s Bioware” argument.  That argument lost all weight with me after Mass Effect 2 and Dragon Age II.   And my previous respect for Bioware’s story telling ability was lost with Dragon Age: Origins.  The game play was great, but the story was just a generic rehash of a bad fantasy novel.

So, SWTOR enthusiasts, what’s so great about SWTOR?

I might still write about Forsaken World today, but I was hoping to clarify this mystery first.