Showing posts with label MMO. Show all posts
Showing posts with label MMO. Show all posts

Tuesday, February 8, 2011

MMO Magic Tricks


After having one too many deep thoughts about MMO's today, I came to thinking about some of my usual frustrations with MMO, namely their over reliance on compelling mechanics, rather than depth or storytelling.

I thought about how best to explain something like this to the more laid back MMO gamer, who doesn't get all this 'mechanics' mubo jumbo.

This is the analogue I came up with.


Think of it as a person trying to get attention, magic tricks are a rather easy way to impress people who aren't overly familiar with how they work. They can stagger people and give them a much higher opinion of the person doing the magic tricks without really knowing anything about them.

These are your 'run-of-the-mill- MMO's.
But like magic tricks, if you know how their done, or have seen the same tricks being played 4 or 5 times, they become a lot less impressive and get old quick.
Sure there might be the occasional bout of novelty, and some people will remain fooled no matter what, but eventually most will realize that the magician is just hiding the fact that he's just got nothing worthwhile to say.



But take Guild Wars as a different example. It's more like an attractive member of the opposite sex, pretty and charismatic, and willing to engage you in a lengthy conversation.
Sure it may not be as immediately impressive, and the conversation may end up being little more the idle chatter, but at the end of the day you walk away with a much more pleasant experience, that doesn't really diminish with time.

Guild Wars 2 on the other hand is like her charming, sexier, older sister.
Not only has she learned from her mistakes, but is otherwise much more worldly and experienced in life, to make her a much more rounded person.

The conversations are likely to be even more engaging and entertaining, than with that of her sibling. But most importantly, by being such a diverse and entertaining as a person as she is, she really doesn't need to use magic tricks to impress people, listening to her talk is plenty enough.


And maybe, just maybe, after listening so her speak and seeing the attention she brings, the magician might realize that it's time to put away the cards and wand, and just start talking to people.

~Yoh

Sunday, November 7, 2010

Delaying the podcast.

As anyone who has been reading this blog knows (who's actually reading it I'd like to know), is that I'm working on a Vindictus podcast.

I was hoping to get it out over the weekend, but I've hit a few snags.

I'm having trouble with the software, which is consistently turning everything I say into muffled noise, making the quality absolutely abysmal.
And seeing as their isn't exactly anyone expecting me to get this done at all, let alone soon, I'm going to take my time and figure this out, even if I have to record the damn thing a dozen times.

In the mean time, I think I'll work on my art a bit, and play some more Vindictus, as I haven't had as much time as I'd like to play it recently.


~Yoh

Friday, November 5, 2010

Vindictus News: 06/11/2010


This is the first in a what will hopefully be a long series of topics, the weekly news and ongoings of Vindictus, with my 120 cents.

So, what's going on this week.


It's been little over a week since the third character, Evie, was released to us to fondle and play with. As of Nov 03, her secondary weapon, the Battle Scythe, was introduced.
Gained at level 24 by speaking with Brynn.

It has a very long reach and fast, wide sweeping attack, making it ideal for dealing with masses of lesser enemies.
Not only that, it has six skills to it at this time, three of which can be gained at level 24 as well. (I have yet to verify this myself thou)

Her scythe skills include:
  • Drain (lvl 24): Steals health directly from your foe, replenishing your own.
  • Spirit Bind (lvl 24): Summons a wisp like companion, that attacks and distracts your enemies.
  • Blink (lvl 24): Teleports you a short distance in the direction your facing.
  • Mark of Death (lvl 32): Marks a foe, turning them into a grenade ready to explode and take out their allies on a moments notice.
  • Insane Reaper (lvl 36): Increases stamina and attack speed of the party for 60 seconds.
  • Bloody Thread (lvl 40): Apparently binds to several targets, allowing to remotely damage them, or even instantly kill them outright. (may not be active in Vindictus atm)
So, bloody powerful in other words.
Why exactly would I use the staff again?

Anyhow, please keep in mind that this may not be entirely accurate and is subject to change.
Please refer to this link for more information on Evie's skills.



New tokens have been added called 'Crimson Tokens', which for all intends and purposes function like Platinum Tokens, but without the luck and experience bonus.
However, you can also trade them with other players, and they can also be used to pay for other peoples boat rides.

You can buy them at the Supply Depot with NX credits.
The prices are:
- 1 Crimson Token: 250
- 10 Crimson Tokens: 2200
- 30 Crimson Tokens: 5900

To promote the introduction of these new tokens, two new events have been spawned.
Vindictus Elections: As of Nov 03 to Nov 24, several of the towns folk of Colhen are up for election to become the mayor of Colhen.
The candidates are:
- Gallagher: A Republican.
-
Ferghus: A drunk Democrat.
-
Reilly: An Independent nut factory.

Where the actual playerbase comes in is with a Poster Contest.
You can win up to 50000 NX, and the two runner ups get 10000 NX.

Submissions will be accepts until Nov 15, and on Nov 17 the three winners per candidate will be announced.
Sounds pretty gimmicky to me. But whatever.


The second event is the Guild Master event.
Between Nov 03 and Nov 09, guild masters are encouraged to recruit as many new people as possible. The more you recruit, the more Crimson Tokens your will earn your guild.

10-19 Members: 10 Crimson Tokens
20-29 Members: 30 Crimson Tokens
30-49 Members: 50 Crimson Tokens
50+ Members: 70 Crimson Tokens

This looks like a pretty good way to get more people invested in the game, which can only be a good thing.



With these new events, old events have closed.
Halloween has come to an end, all the decorations are now down, and it's daylight outside.
So no more Halloween candies or packages. Boo....


Apparently now you can buy NX credits via AT&T mobile phones.
Good for them. More details can be found here.

And lastly the Vindictus website now have a welcome page, with links to several related sites, giving a general starter guide.
This should help new players get sorted.
But you know what they don't have?
A guide on how to connect to Vindictus via proxy server.

Still, it's a welcome change.



Well, that basically sums up the news for this week.
Catch me again next week for another news update.
And please look forward to the first episode of Vindicast: the Vindictus podcast that I will be starting later tonight, and should have it uploaded over the next couple of days or so.
I'll post a link once I find somewhere to host it.... I've got a pretty good idea where thou.

Have fun, and go play Vindictus all bloody ready.

~Yoh

Thursday, November 4, 2010

Guide - Running Vindictus via proxy server.



Now this is a common complaint about Vindictus, that it's US and Canada only, and when or even if it comes out in Europe or the rest of the world for that matter will be a long way off.

And for those who aren't tech savvy enough, this is a very real, and very frustrating problem.


However, there are ways around the problem, and once you know how, it's easy to get Vindicuts running no matter where you live.
This will be my step by step guide to running Vindictus via proxy.

Living in New Zealand, I had little other choice but to figure this out if I wanted to play this awesome game. And I did, and now so will you.

Note: This guide is subject to change as new version of Vindictus come out, so some parts may or may not work in the future, please use your best judgement.
If worse comes to worse, email me at Yoh_SL@yahoo.co.nz.
I don't tend to notice comments.

As of16 May, 2011 update, I no longer support using the Vidictuslauncher.exe, and have removed it from the guide. Connecting via Vindictus website work just as well.
I also no long play the game, so updates will be few and far between.


1. Naturally, download Vindictus, and install it.

2. Download ProxyFirewall and install it. This is freeware, but it needs to be registered when the program first starts. You are then emailed a activation key, copy and paste it into the program, then press 'Activate'.

3. Open ProxyFirewall. I doubles as a firewall, so whenever an application attempts to access the internet, ProxyFirewall will prompt a response as to weather to block, allow, or use a proxy for that application.
When you use Vindictus, select the 'Allow (no proxy)' option.
(as well as any application you intend on using)

4. Go to www.xroxy.com - country 'US' - proxy type 'Socks5'.

5. Find a IP address with a high reliability. Unlike some programs, ProxyFirewall will function with almost any SOCK5 IP and port.


6. Highlight the IP address once you find one. (keep xroxy open, trust me)

7. In ProxyFirewall goto the 'Open Proxies' tab - Add Proxies - type in the highlighted IP and port from Xroxy into the correct fields - tick SOCK5 - Add to List - OK.


8. Make sure that Vindictus.exe, and Nmservice.exe are set to 'Allow All Connections' in the Rules tab.
If they do not appear there, ProxyFirewall will prompt them once you start Vindictus.


9. Log into Vindictus via their website.


10: Press the 'Start Game' button when you have everything set up.

11: Vindictus should then load.


12: Wait until the splash screen is up on Vindictus.


13: Alt-tab, go to ProxyFirewall.
Rules - find and select 'Vindictus.exe' - Edit Rule - tick 'Use Proxy Server' - click 'Click here to select a proxy server'.


14. Open up the drop down tab of 'Open Proxies' - SOCKS Proxies - select the previously entered IP and port - OK - OK.



15. Back to Vindictus. Press 'START GAME'.
If you have done everything right, the game will then go to the character selection screen.
(you will get an message that your IP is different each time you change your IP - Ignore this)
Sometimes lag will interfer, just try a couple of times.

If however you do not log in correctly, go back and check all your settings.
Again, make sure that your IP is recent and that you are logged in on their website.

If in doubt, try again, sometimes it just acts up.


16. Now you can either select one of your characters or make a new one.


17. Enter the game. Once the game has loaded, alt-tab and go into ProxyFirewall.
Rules tab - find and select Vindictus.exe - Edit Rule - Allow (no proxy) - OK.
You do not need a proxy server to play the game, but only to login to the game.

MAKE SURE TO STOP USING THE PROXY WHILE PLAYING THE GAME!
IT WILL CRASH OTHERWISE, ESP WITH THE MARKET PLACE!


18. Now enjoy the game.




I hope this little guide helps more people play the game and clear up some of the confusion that's out there around using proxy's.
If you have any more questions, by all means use the comments section.

Have fun.

Edit note: I originally used a program called Proxifier for this guide, but as it was only a trial, I had to find a more reliable program, which is ProxyFirewall.


~Yoh

Wednesday, November 3, 2010

Vindictus, Bloody good fun.

So, what is Vindictus?

For you who live under a rock, Vindictus is a free-to-play 3rd person action-MMORPG, developed by Nexon, a Koren development studio and ported over to the west by Nexon-America.


It's currently post release, even thou it still appears in many ways to be still in beta.
Namely two of the five playable characters/classes have yet to be released, among other minor content issues that have yet to be ported.
However at it's core, it is basically a full fledged MMO experience.


(do note however that it's limited to ONLY north-America and Canada)
(this can be easily circumvented via proxy servers)



Now why is this even worth talking about? Why play this game?
Simple, it's hands on, engaging, free and most importantly, just good dirty fun.

You play as a mercenary, one of currently three playable characters, which are basically your classes in this game. And yes, you can customize your character like in any other MMORPG.

You have:
Lann: A dual wielding sword user, who slashes his way to victory with fast sweeping attacks and quick movements to duck in and out of battle.
Fiona: The meat shield of the group, who sports a strong shield and defensive capabilities, with powerful direct attacks.
Evie: The spell caster, wielding either devastatingly powerful spells, blasting her foes at long range, or getting dirty with a giant scythe, sweeping over the battlefield with wide reaching attacks.


Unlike most MMO's, where you watch you character attack or cast spells as you tab-123456 your way to victory, Vindictus has you in direct control of your every movement, which is pinnacle to success.


Instead of using a skill that allows you to block or avoid a skill, you have to actively dodge it.
Instead of auto-attack and auto-targeting, you have to actively run up and smash you enemies face in with either light or heavy attacks.
You have to time attacks as to not get hit.
You need to avoid getting hit at all times.
You have to pay attention as not to get surrounded, etc.


All of combat demands that you sit up and pay attention, and that is something that I find very difficult to find in this industry.
But beyond all that, it's just plain fun.
If this was it, while nice, not really all that interesting.

But it doesn't stop there.
You can break or pick up just about anything (except the walls), and use it as a makeshift weapon.
You can grab your foe any perform various grappling moves on them.
You have several secondary weapons to hurl at you enemies, including spears and explosives.

Combat is very improvising and intuitive, you can just wing it and do all sorts of crazy stuff, just for the fun of it.
And when bosses swing around, it can be a really challenging experience, and never needlessly difficult..... which is exceedingly rare.
Everything can be done solo as long as your careful.

All in all, awesomely fun combat.


As for the rest of it.... it's not bad, it's not bad.
Vindicuts doesn't go for the large, immersive world like many other MMO's do, but rather you work from this one small town, doing lots of odd jobs for the residences that you will really get to know, as a bigger story unfolds around you.

The town acts as a hub where you can talk to people and get quests and items.
You then go to the port and take missions via boats, which are instanced areas that you can do on your own or with a small group. You can also wait on the boat, or join anyone who is waiting on theirs to form an PUG. Your not sitting around in town going LFG, just jump right in and have fun.
Quick and simple.

The missions themselves again are instanced, so no one is going to ruin your fun or take your loot. The length of each mission is nice and short, anywhere from 5-25 minutes typically.
So you really are able to jump right in and have fun in nice short doses, and make some actual progress, which is very nice indeed.




Character creation is while a tad unremarkable, is still effective.
Graphics wise it is very, very pleasant to look at.
Sound and music is memorably, and rarely seems out of place.


Overall, I think this is a fantastic game, esp being free and all.
As far as first impressions go, this has left a very good one on me.

If you haven't already played this game and you like action games, go play it right now.


~Yoh

Saturday, March 20, 2010

Out with the new, In with the old.

Well, since I haven't put up a blog post in lord knows how long, here's an update of what I've been up to gaming wise.

Over the last couple of months, I have been playing the Mortal Online open beta with a friend of mine. And until the news of it's impending release, we kind of had a crappy time.
Let's face it, the game just sucks.
It's holly incomplete, boring, and buggy as hell with zero content.
We both felt it was time to wash our hands with it and move onto something more interesting.


As such, he convinced me to try out Final Fantasy 11, which he used to play a while back and enjoyed it quite a lot. I never got into it because it didn't come across a solo friendly, and I'm not a fan of level centric games by any stretch of the imagination.
However, over the last couple of days, the FF11 trial has been really fun.
Sure the game is dated, but it's seasoned as well. There is just a hell of a lot of things to do.

There is quite a lot of grinding involved, but I'm not minding it that much. Mostly because I'm playing with someone else, and partly because they've made the game a great deal easier, and soloable.

So by the end of the trial, I may very well shell out for this game.
It starts with a 15$ purchase, that includes all the expansions, plus 30 days game time.
Pretty damn good deal I think.
And to make things sweeter, the subscription is cheaper than usual.
Only 12.50$ per month rather than the 15$. Hell, I'll take it.


But so far, there really hasn't been anything too objectionable about the gameplay.
It's just fun...... grindy yes, but fun non-the-least.

So if it continues to go well, I think I'll update my blog a bit more often with news of my adventures in FF11...... at least until Final Fantasy 14 comes out.



~Yoh

Tuesday, February 2, 2010

MO Open Beta

Well, yesterday Mortal Online's open beta started.... sort of.
Like damn near everything in MO, the patcher doesn't work most of the time.

After watching the forums, no end of problems have ensued from patchers breaking, desinc and lag, to the server crashing over night. (the devs were asleep at the time, so I'll cut them some slack)

Not a good start.


As for myself, I have even been able to get pass the broken launcher, due to the ever popular, yet seemingly impossible revision error, said the dev Sebastion Perrsson.

You'd think they could at least make a functioning patcher, but no, apparently even that is beyond their grasp.


I can't help but feel that Starvault is doomed in the long run if they struggle with even the most basic of things, but maybe it's harder then I think.
But in saying that, I've played many more low budget games, and few of them have these kinds of problems.


Nothing will suck modivation from you quicker then a crap patcher.


~Yoh

Wednesday, November 18, 2009

Massively Single Player games

There seems to be a new sub genre of games that has appeared over the last couple of years.
That being single player games that have elements of, or play like MMO's.

And this can be good or bad, depending on what they take away from them.

If it's the social mechanics, such as you are playing by yourself, but can compare your progress vs other players, then this can be quite good, as it builds community.
Always a good thing for a game.


However, sometimes I see games taking exactly the wrong message away from MMO's.
Namely, the tedious, grindy gameplay elements, often in lue of storyline, in order to artificially lengthen the game.

With an MMO, I can put up with it at times, as the social interactions are usually worth it.
But in a single player game, I'm not going to give it another thought, I'm probably going to drop it in a short order.


For example, I recently had a go of Phantasy Star: Zero.
What a boring freaken game.
Within minutes it's got me running thru randomly generated dungeons, killing ten rats.

There probably is a story under all that pointless BS, but I'm not going to spend money on something that feels like a second job 5mins in.
It does however have an online component, but from what I can tell it's rather shallow.


Earlier in the year I finally got around to playing Final Fantasy 12....... oh god it was painful to play. Not as much as Zero, but pretty damn close.
The story was cliche, the main character was a total douche, yet completely irrelevant to the story anyhow.
The only relief was that you could early on use any three or less characters you wanted to..... out of the staggering selecting of six..... wow.

But the girls were sexy.... so it's not all bad.
But any RPG that has me spending more time trying to look up the female casts skirts, rather then reading storyline dialog, doesn't have a whole lot going for it.

It seemed to be trying to hard. Spending more time on graphics, and finding new and imaginative ways for you to kill ten rats, rather then character and story development...... which is of coarse, only the entire point of an RPG.


To contrast this, a game I played even earlier in the year, Devil Survivor was a smash hit with me as an RPG.
Solid, engaging storyline. Great characters. And while not innovative, enjoyable and purely addictive gameplay.
This game ticks all of my boxes.

While not a long game, it's last just long enough to scratch that itch, while not hanging around like a bad smell like the previous two I mentioned.
It's just classic RPG, in all it's beauty. Something that we shouldn't forsake just to appease the MMO junkies. (yes I'm one too, calm down)



While there are some good lessons to be learned from MMO's, and there are some generally good mechanics that would work wonders in single player RPG's, we should not forget our RPG roots.
Sometimes good story telling is all it takes.


~Yoh

Sunday, October 25, 2009

The Three Foundations of Society

After having an extended conversation on the Shut Up, We're Talking discussion thread on Virgin Worlds, and thinking further on my previous post, I've come to a series of interesting questions.

What makes society, society?
Or rather, what makes it work?
How does it have such power to bring people together for mutual interest?
And how can we mimic this with in MMO's?

This is my attempt at an answer to these questions.



The Three Pillars

There are three components that make up a functioning society. (more or less)
A: Social interaction and integration of the members of said society.
B: Economy and shared resources, coupled with personal wealth of each member.
C: Infrastructure, rules and regulations.

Remove one, and the whole thing collapses.
You need all three to some extent, which can vary.


I'll go over each one in order, explain them in more detail, and link them to game mechanics that work in favor or against said component.
This could take awhile, make yourself a coffee.



Social I.I.

Now what the bloody heck am I talking about here?

Interactions
Interaction is obvious. People need to be able to talk to each other, and construct relationships.
If someone wants or needs something, they need to communicate that effectively.
Say, if someone needs medical attention, and if no one knows, then guess what?
That's probably one less member of that society. And of course on a larger scale, you just can't get things done that way.

But this is easy. People talk. You can hardly shut them up at times.
In game, at the very least you have chat channels.
The more specific, the better.

But chat is slow, and in the heat of battle, you just can't type as well.
The answer? Is voice chat. Duh!


However, while we are mostly familiar with third party chat programs by now, they are a bit of a hassle, and hardly seem worth the trouble at times.
Which is why inbuilt game voice chat is preferred..... if it actually works.

And then there is in game mail, allowing contact even when two or more players are not normally on at the same time.

Bottom line, the easier you can make it for people to communicate their wants and needs, the better your society will be.


Integration
Second, integration.
By this, it means for each member to fill a role within the society by in large, with preferably mutual interest as the net result.

ie, I work, this work provides service or produce to other members in my society, and I get money in return, which is in turn used to keep me feed with a roof over my head, hence I survive.
It is in my best interest to help others in my society.

But people have to be able to fill the needs of society. If a car breaks down, we need a mechanic fix it. If there are no mechanics, someone either fills the role, or we're fucked.


How this fits into MMO's, is that by limiting roles to preconceived notions, you ultimately cripple yourself in the long run.
In traditional level and class based games, where you pick you role right at the beginning, usually before you know how anything works, once you get into a group with certain requirements to be met, you either fit, or you don't. Often the latter.

It's the square peg, round hole dilemma. We've all seen this.
This system is too rigid, and as such when people need things, things just don't get done 9/10 times.

However, if it's sane we're talking about instead, round hole, square hole, it's doesn't matter.
Sand can change to fill whatever niche it comes in contact with.


And in MMO's, players have to be able to change as the situation dictates.
As such, sandbox style or classless systems are preferred here.
But also, the tools to change and meet a wide array of needs.

People can change, and their tastes and moods change often.
You are X just doesn't cut it anymore.



Economics and Wealth

Still with me? Haven't fallen asleep yet have you?

Economics
Economics in short is things need value, and things of value are exchanged between members of a society or between societies, for mutual gain.
As such, we come to rely on each other for goods and services that we just don't have the time of day in order to get ourselves individually.

If we each had to get our own food only, then we would do nothing but, just to stave off starvation.

It's much better for the society for a few to create a overabundance of a valued good, such as food, to provide for everyone else. This frees everyone else up to spend their time creating other goods and services, which a greater portion of society can utilize.
Hence, this improves the overall health of a society.


How this works in game, is that players obviously need to be able to trade things, first and foremost. And again, the easier you make it, and the wider audience you can reach, the better.
As a consumer, between ebay and the newspaper, which allows you to find what you need the quickest and easiest?

Ebay right.

As such, just direct player to player trading isn't enough.
Auction houses work so some extend. But it gets a bit cluttered, and is difficult to compare prices at times.
Region wide markets on the other hand, such as in EVE, work very, very well.
Allowing not only to reach a wide numbers of players, as well being hands off enough that you don't have to be online for things to sell, but also allow for real competition to creep in.

All it needs is branding and advertising, then it will be set.


However, mechanics that work against this are item drops, NPC rewards, and having a low number of constant requirements.

In most MMO's, you kill stuff, and they shit equipment. And when you only need weapons and armor for the most part, and one or both drop from enemies or are crafted via NPC's, with quality equal or often greater then player crafted gear, then this circumvents the entire player crafted economy.

If you could kill your neighbours cat, and it would drop a brand new pair of shoes once in awhile, then respawn 15min later, why would you ever go spend money for the same exact item?


For economy to work properly, you have to have sources of goods and services be mostly, or to some extent, player driven.
Again, in EVE, ships are a good which you use regularly, and it is required to play the game.
You cannot get ships by any other means, except via other players (or yourself) building them first and selling them to you.
As such, ships have value, and the resources that are used to build ships are valued.

Money makes the world go round.


Personal Wealth
As such, personal wealth is equally important.
For two reason, personal health and well being, and motivation.

Having stuff makes us happy. But it also allows us to micromanage our lives as we know best, making us more productive members of society.
If it was the duty of a handful of people to make sure everyone else was feed at a given time, a great deal of people would starve to death.

It's much more beneficial for society if we each took it apon ourselves to keeps ourselves healthy, happy, and therefore productive. Therefore we need stuff.


But also, having stuff and getting more stuff can be used to motivate us to go out and do things, things we may otherwise not do.
Say you want a new car. You currently may not be working a whole lot due to low expenses, but at the same time you are not saving anything either.
So in order to safe up enough to buy this new car, you either try to get a better/extra job, or get a raise or promotion within your current job.

Normally you wouldn't bother, but you want more stuff. And as such, you work more, and this means more productivity for society.


In game, just having your armor and weapons usually isn't enough. You have to have other things in which you can buy, or the currency becomes superfluous.
Houses, jewelry, pets, land, mounts, fluffy items, so on and so on.
The more stuff you can potentially buy, the more motivated you are likely to become.

Esp in the case that they are consumable items, that you need to replace often.
ie, Ships in EVE. When you die, you lose your ship, then have to buy another, and so you are motivated to stockpile cash and replacement ships.


And thus, you have supply and demand.
The foundation of economics.



Infrastructure and R&R

Bored yet?
Prepare to be catatonic.


Infrastructure
In order to be a healthy, productive, and growing society, we need infrastructure.
Building, pumping and sewer systems, power plants and lines, roads, etc etc.

Without clean water being pumped into our houses each day, we can't drink or have sanitation, and we would all die after a couple of days if we didn't have water storage.
Or die sometime later due to disease or sickness.
Infrastructure keeps us clean and healthy.

But also, we need to be able to build infrastructure as our needs and numbers grow.
If for some reason we could only have a town or city with 100 houses max, we would quickly overpopulate beyond the means of those houses to provide shelter, and thus not only would large number of people roam the streets homeless, but each house would likely be packed.

Extrapolate that out further, and everything thing begins to fall apart with strict population controls.


Growth
Growth is important.
And in game, where 99/100 content and thus infrastructure is static, you regularly find locations where people a packed on top of each other, in a big, unorganized cluster fuck.
So finding the right people for the right job becomes endlessly more difficult.
Just getting things done become downright painful as your words get lost in the squawks of endless chatter.

People need space, and lots of it.
But they also need to be able to make use of that space, so the others know that their there, and to manage there own needs as they see fit.

If you we're to go into a zone or area, and there are lots of people running about trying to sell something to you, and in the center of the area there is a building that looks like a shop, which are you more likely to buy from?
The shop right?


You need places to store your stuff, and places to get certain things done.
You can't just fix a car in the middle of the street. (well you CAN, but it's a bad idea)

Personal storage chests and the like in games are a start, however these are usually located in static towns and outposts. And when your in the middle of nowhere, at war with another group, last thing you want to do is go back to town for a quiver of arrows and to repair your gear.


But to be able to build a base of operations with your guild or group, so as to supply you with what you need and storage for what you don't need at that minute, is important in a world in which distance matters.

In short, to have a proper in game society, you need lots of space which players can claim and occupy, with resources that can be made use of, and for infrastructure to be built to meet the groups needs.


Rules & Regulations
But of course, there is more to it then that.
You need rules and regulations to manage people, so that they can work together constructively, and not steal from and kill each other.
While in group rules are usually easy enough to mimic in games, where guild members just don't tend to screw each other over (provided there is good leadership), mechanically it is just made impossible to attack someone in your own group.

Which isn't always the best idea.
But that's something else entirely.


You need to be able to set rules that everyone can agree to, and be able to enforce them when there broken.
Again, EVE does a decent job at this.

In high sec, at any time you are ABLE to go and shoot someone in the face, however doing so will incur the wrath of CONCORD, which will promptly blow you up.
As such, even thou you can be an asshat, it is very rare to be attacked in high sec.
(unless you are at war)


However, in most other games, the rules or engagement vary between complete non-engagement, to lacking at best.
ie, In Guild Wars, there is no PvP outside of the PvP arenas.
And even within these arenas, you always know how many enemies your going to face, and basically what to expect.
This is canned PvP, and it's not very exciting.
Good for casual practice thou.

In Runes of Magic however, rules are piss poor. If you do stab someone, the guards will be angry with you, and glare at you from a distance.
Seriously, I've never seen NPC's guards actually do anything. And besides being red to other players, there is really very little stopping you from being a ganker/asshat.

0.0 in EVE is sort of like the latter there. No rules, no protection.
However, rules are generally, and informally set by thou's who inhabit the area.
Which is usually, not blue = shoot it.

Anyone surprised there isn't a rush to go down there?


Enforcement
What a functioning society in a world where there is nothing physically stopping from attacking people at random, like 0.0 sec in EVE, is for thou's who own the area to be able to publicly set the rules in a way in which all who enter their space can understand.

But, also allow for them to effectively enforce such rules.


For example, you and your guild/corp own a section of land/space, and your group decides that you don't want anyone within your area that is not apart of your group, to attack anyone else within your area. (regardless weather they are a part of your group or not)

And through mechanics, or a building with preset roles, you can set member of your group as 'enforcers'. As soon as someone breaks the rules, you know who they are, where they are, and what rule they broke.

Then the enforcers in the area can the enforce the rules as they see fit.
(and of course there would be some way of distinguishing them as enforces for thou's not within the group)


This way, players can set the rules for the area, and enforce them.
As such, thou's who abide by the rules set can have peace of mind, and are more likely to come and interact with you and your group if they feel safe.

Safety is important. People are less likely to deal with you if they feel unsafe.


All in all, you need not only to be able to provide buildings in order to organize and mange peoples needs, but also a framework of rules which all can agree to, in order to provide safety and security.
And most of all, rules must be enforced.
It's the only way to being order from disorder. (aka chaos)



Cliff Notes

Now that I've gone over in extensive detail what makes a society, and roughly how this fits into MMO's in the grand scheme of things, heres a short list of what mechanics promote in game societies, and which inhibit them.


What doesn't work:

Level/class based roles - Square peg, round hole.
Several severs - Segregating people is always a bad idea.
In game chat Only - Hard to communicate effectively.
Itemized drops - Circumvents player created goods, removing value.
Only non-consumables required - Stifles value in player created goods. Loss of motivation.
Few useful items - No motivation to get more stuff.
Only static infrastructure - Cluster fuck. No growth. Stifles productivity.
No rules - Ganking and asshattery. Lack of safety.
Too strict rules - No competition. Boredom.


What works:

Sandbox, defining your own role - Can change to met needs of the whole.
Single server - Lots of people. Single economy.
Inbuilt voice chat - Quick and efficient direct communication.
Mail system - Effective indirect communication.
Large usage of player created goods - Supply. Resources are valued.
Regular consumables - Demand. Money has value.
Lots of stuff to buy - Motivation.
Lots of space that can be claimed - Room to grow.
Player built infrastructure - Promotes growth. Allows greater organization.
Enforced rules - Safety and piece of mind.
Player generated rules - Allows for complex social interactions.


In Closing
Of course none of these are set in stone, however, it's just a good idea if your goal is social in nature. And because we are talking about MMO's here, social interactions are always going to be a large part of it.

A good in game community makes a healthy MMO.


Look at EVE, it has many of the right ideas and few of the bad, and it has by far one of the strongest, most lively communities I've ever seen in a game.
In terms of social and economic simulation, it is ahead of the pack by a country mile.
There is just nothing else like it, or even comes close.
(besides real life)

Not perfect, but any MMO's worth their salt should take a good hard look at it.


Because at the end of the day, it's people that make MMO's fun.

~Yoh

Tuesday, September 8, 2009

Developer in the Making - Episode 2

It's been awhile since I did one of these.
I had intended on doing one a couple of weeks back, but I just couldn't be arsed.

This time I will go over my thought and work process during the month of March, which was my first real stride to becoming a developer.

Or at least I thought it was.


The Research

The very first thing I did was research.
My target, CCP and Iceland. I had to know more about them before I completely made up my mind.

So what did I find out?
Let's start with Iceland:

1) Their almost completely broke. During 2007, due to several years of having unregulated banks, the CEO's had overblown the currency and took a whole lot of money that wasn't theirs, and ran with it. Causing the entire economy to collapse overnight as a result.
They are, or at least were, effectively bankrupt.

2) They have a strong infrastructure, and have a healthy wealth of natural resources (fish), and a growing IT industry.

3) They only have a 300,000 populace. (yes, EVE Online has more players then Iceland has people)

4) They are a strong, independent people, which take care of one another.
They also have names which are hard to pronounce.

5) They are built on a volcano, and have lots of hot-springs.


So all in all, I found that I really like Icelandic people and their country. And while they are having financial difficulties, they have the attitude and the means to pick themselves up, dust their fat ass off, and try again.
As such, I have tremendous respect for them now.


As for CCP, I found them to be reflective of the country in which they are built.
Every video that I saw, I found them to be carefree, cheerful, hardworking and independent.
So their a lot like myself then.

Business wise, they are growing, and seemingly don't give a shit if you have qualifications or much experience, in order to have the job.
What they seem to care about above all else is personality and attitude. Which I am abundant in both.

And last, but certainly not least, they are always hiring.
Could it get any better?


So all things considered, this reaffirmed my desire to work for these people, and has since made me all the inspired to do the hard yards in order to get there.



My First Baby Steps

So, what have I done?
Or rather, what DID I do, back in March when I was so enthused?

Not as much as I'd like in retrospect.

As an artist, I knew if I had any shot at getting in, it would be via my art.
So to play to my strength, and to meet the requirement for the job I was gunning for, I had to make a portfolio.
What is one? Such a series of pictures of my creation, illustrating my skill.

And in this case, as I knew in advance who I wanted to work for, I could cater my portfolio to CCP.


So what I did was that I figured out that I needed to draw several spaceships, as well as characters, that I would otherwise be expected to draw should I be working for them.

As I had played EVE Online, what I decided to do was to draw two classes of ships, one for each race, for a total of 8 ships. In this case, it was Destroyers and Battlecruiser class ships, as I felt they were under represented in the game.

But drawing them wasn't enough. I had to also render them in color, with as much detail as I could with my skill level.
No holds bars.


So I started conceptualizing the ships, first the Destroyers then the Battlecruisers.
Sometimes I was able to sketch out a ship with little reference or failed previous designs. But a most of the time, I had to constantly reference EVE Online's ships and go through several designs before I was satisfied.

It took me about two weeks to sketch everything if I remember. Might have been one, IDK.


After that, I went about the rendering process of sketching them into my computer via my Wacom Intous 3 pen tablet, and Adobe Photoshop.
It went well at first. Got through three of them without too much difficulty.

But the more I did, the more I realized that I sucked ass. I could sketch and conceptualize really very well, but I just wasn't satisfied with the end results.
They weren't bad, but they just weren't good enough..... for me.

I knew I was getting better, and I knew where I wanted to get to. But the style that I was using at the time, just wasn't up to the task.



In Closing

And so, I put down my pencil at the end of March, and began to reevaluate just how the heck I was going to do this.

And over the months past, I came to rethink near about everything that I thought about MMO's, what I wanted, where I wanted to see the industry go, where I wanted to go, and how I was going to get there.

Truly, by the end of March, I realized my battle had only yet begun.


In the next episode, I'll cover some of the rollercoster that were my thought processes, as I changed they way I thought about damn near everything. (about mmo's ^^)

PS, Hopefully it won't be another month before I post on this topic again.


~Yoh

Sunday, August 16, 2009

RMT in the Future of MMORPG's

After a comment by BeauTurkey on the Massively Speaking podcast, episode 64, it provoked me to write something on my views of RTM now, and in the future are.

BeauTurkey is in favor of RTM's, as they have gained some ground in MMO's over the last couple of years, and are becoming more accepted. (why they were looked down in the first place I can't get my head 'round)

RTM are they way of the future, in essence is what he advocates. I don't agree.


Is there money in it? Counter intuitively, yes it seems.
Does 'free to play' bring in people? Clearly no argument there.
Can an RMT model game be a big budget AAA MMO? I don't see any reason why not.

So where is my point of contention? It has to do with gameplay.


The RMT model centers around being free to play, and getting you to spend money on their online store for 'stuff'. Now this doesn't necessarily mean content, but it does almost always involve ascetic items.

So how do you get people to by your online stuff? Easy, make things either difficult or dull for them, or both, in order to gently force their hand. Of course you can pander to their sense of greed, but that doesn't work on everybody.

Runes of Magic for example: Considered a full fledge MMO by most people.
Traveling in this game can be a pain in the arse at times. While you can teleport to major cities, you still spend an awful lot of time running around.
And of course the game has mount to make things 'easier', if your willing to fork up 10$ that is.
.... Not exactly what I would call micro, but ok.

Then there is the gear, which for the most part if fairly generic. Some if it is nice thou, don't get me wrong. But should you dare want to customize it, hahahahaaa.... no. Fork up please.

And on and on it goes. Either fork up, or things are going to feel like cardboard for you.
It feels like they are always holding back on you, doesn't it?


Well as you can tell, this way of running a MMO doesn't jive well with me.

I say full throttle. Either do it and go all the way, or don't. Don't hold back.
I want my customized gear, I want every scrap of content at the get go, I want to feel like the game isn't playing favorites by who has the deepest wallet.



Now that isn't to say RMT doesn't have a place. Sure it does. Just not as the main means of payment.
Otherwise it the game just feels second best.

I see the future of RMT working as a great supplement to subscription-like models, such as the P2P model Aion is currently implementing (massive kudos btw), as it is far more flexible and overall cheaper then the run-of-the-mill subs. This way the game can go full throttle, and have extras over and above as nice little bits and pieces, sort of like how Guild Wars handled it.

But the first step to getting people to use RMT, besides getting them into the game, is getting them to ENJOY the game. And that doesn't really work when you water down the game, and almost go so far as to coerce them into it.


Just my take on it.

~Yoh