Monthly Archives: April 2007

I get my sweet reward

I took a little jaunt to the Shadow Labyrinth last night, so I could pick up the Book of Fel Names and a couple of others could grab a key fragment for Karazhan. It was a splendid run with a party that really clicked together, just one total wipe from being feared into extra groups. There were a couple of other deaths along the way, though… me, to be precise, getting myself killed both during the Blackheart the Inciter fight (savagely beaten by my own team, for shame!) and Murmur (slight orientation confusion meant I ran the wrong way and got hit by a Sonic Boom, then got the Touch of Murmur while slowed to a crawl, far from the healers with Cloak of Shadows on cooldown from a previous Touch). Still, thankfully I proved superfluous as the rest of the team finished off the two bosses; either that or it was my morale boosting post-death commentary that made all the difference.

You might remember my last visit to the place provoked a rant about Dungeon 3 sets; after the Helm of Assassination dropped for me on the first attempt in Acratraz, I could hardly hope for the Leggings on my next instance run, but, on clicking Murmur… there they were! The pendulum of loot has certainly swung in my favour since my “WAH I GOT NO SHINY THINGS” post (as the only leatherworker, I’d also picked up a Stylin‘ Purple Hat pattern earlier in the instance), so obviously I take back everything I posted previously and am now a true believer in random rolls on loot tables. Well, maybe not, but at least I don’t feel quite so personally gypped by the universe at large. The rest of the party might not be of quite the same opinion; the other boss loot consisted of two “well, if nobody else wants it, I s’pose I can at least theoretically equip it and there’s no enchanter so I might as well take it” items, and two that didn’t even make it that far, not a great return for them.

The MMMO

Final Fantasy Crystal Chronicles was a disappointment for me. Not because the game wasn’t any good, on the contrary, it was a lot of fun and I had many hours of enjoyable questing solo and with friends; I loved many of the features of the game, such as the spell combo. system, where you could trigger greater effects by having members cast the right spells in the right order in unison, something we’re seeing emphasised in more recent MMOs such as EQII and LotRO. What disappointed me about FFCC was what it didn’t do, and this is entirely my fault, because my overactive imagination went to work on a snippet of information before anything substantial had been revealed. Now this sort of thing happens all the time, the difference being that when my idea of what this meant didn’t come to fruition, I didn’t find the first forum that was vaguely related to the game and post an ‘open letter to the devs’ about how wrong they were, and how I knew everything about their game, and clearly they didn’t have a clue. I was just a little disappointed for a missed opportunity, and then realised that I was probably being a bit overambitious with the idea anyway. As usual.

The snippet of information was that the Gamecube-exclusive game was going to have Gameboy SP connectivity.It seems pretty obvious that Gameboy == Portablilty will always evaluate to true. So the conclusion I jumped to was that FFCC was not going to be one game, but in fact two. Essentially I saw the Gamecube game being the main game, where you’d spend most of your time, but that there would be a Gameboy game that would allow you to continue the adventures of your character without having to lug around a console, a portable diesel generator and a reasonable sized CRT TV. I envisaged the Gameboy game having sub quests that would allow you to maybe gain slightly better items, or maybe prestige and nicety items that had no real effect on your character’s prowess in combat, and perhaps to just play through various levels or stories for your character that had no bearing on the main plot. When you plugged the Gameboy in to the Gamecube to play the main game, the two would sync the items and events performed, and thus you would have those items in the main game. The reason I thought it might only be prestige items was that not everybody who had a Gamecube would have a Gameboy too, so making character advancement be based on the Gameboy game too would be a little unfair, although an awesome marketing ploy if you could make a game great enough that people would buy a Gameboy just to play the added content (which is certainly a phenomenon known to happen within the gamer market).

Of course, after being vaguely sensible I then went off on an imagineering-fest, where I had the Gameboy game being part of the main adventure, that you could play linked Gameboy adventures with other people and trade items with them. A lot of the enthusiasm for this was fuelled from my old Dreamcast. Ah, Dreamcast, how I loved thee… but down that road lies reminiscence of epic proportions, so I’ll not travel there for now. Amongst the Dreamcast’s awesome features was the fact that the memory cards had a little display and controls, and essentially doubled as a mini game console, we’re talking more Tamagotchi than Gameboy, but it was pretty clever nevertheless. So in, say Sonic Adventures, you would have mini pets that you could collect, and you could do various things in game like race them, but you could also download them to your memory card and take them out and about with you, and essentially you had a mini Tamagotchi game that you could play. When you uploaded the pet again, the new and improved pet would be able to win tougher races, but also you could breed it with the stock of pets you had in the main game and pass on some of its new traits to other pets.

And so I was reading on Virtual Cultures about Richard Bartle’s keynote presentation, and it reminded me of all the time I spent in MUDs at University when I was meant to be coding, and how text based adventures were great fun – still are great fun – and wouldn’t it be good if we could encourage people to enjoy the wonders of text-based adventures. Now this could mean MUD, or it could mean Nethack, either way, the player’s imagination is forced to work a bit harder, and seeing as some people seem to think that this is the only way to develop the ‘player as hero’ in MMOs – you know, it’s the player’s fault, they just aren’t trying hard enough to imagine themselves as a hero – then this might be one way to develop that.

Mobile gaming could be a wonderful way to do this. The mobile device that is most accessible to players, and that a large majority of players will already own is the telephone. As technology develops in leaps and bounds, these devices are already capable of playing quite complex Java games: my current ‘phone is quite basic by top-end standards, and yet has a Java implementation of SEGA Megadrive (Genesis to you leftpondians) games that look and play pretty well, certainly they’re entertaining enough for me to play whilst sat at a station waiting for public transport, for example. So a text-based approach to a mobile MMO is easily achievable on the most common mobile device, and considering MMOs generally equate to some non-trivial level of time investment, going for a medium that isn’t processor and hence battery intensive would be wise. Now, a ‘phone’s screen isn’t the largest area to be reading swathes of text, so it would seem that a Nethack-a-like game, as opposed to a MUD would be more appropriate, with perhaps slightly more user friendly sprites than @, # and co. Ok, so not text-based in the end, but keeping the philosophy of text-based games like Nethack in mind.

The other great opportunity here is that a large proportion of mobile ‘phones these days support wireless connectivity, and Internet connectivity; so the potential for wireless link-ups, or updating your character’s progress to the main game server are there to be explored.

There are horrible complications with client trust, if you allow people to play a game offline and then update the online world with data from offline play, so that’s a nasty hurdle to have to overcome, but I firmly believe it can be achieved.

Once you break out into the mobile world there are lots of fascinating ideas that can be thrown in to the mix. How about having the real world location that you’re in effect the game in some way? Then there’s the opportunity to have extra functionality when in close real-world proximity to other players. Players could have certain monster mobs associated with their copy of the game, if two people are playing nearby, the game could grab new monsters from the other player and introduce them in to your game. In fact, a clone of one player’s character could be copied across and become an NPC for the other player to fight, and perhaps one of the cloned player’s (now NPC) items would drop as a reward for defeating them.

The synchronisation between the platforms could be two-way as well. In the constant MMO, i.e. the one you would play at your PC, you could earn new content to adventure in for your mobile game; perhaps successfully defeating a dungeon would open up a version of the on the mobile game, which would allow your character to then explore. The ‘constant’ dungeon would require a group perhaps, whereas the mobile version was soloable. The mobile version wouldn’t give you the great items that you would get in the constant one, but would allow you to play for prestige things, such as character titles or vanity items that you could in turn, transfer back to the main game.

The mobile game could be as simple or as involved as designers thought the market could handle, it would seem that the majority of mobile play would be in ‘dead time’ such as a long train journey or waiting at an airport, where people want to hop-in and play a quick burst of something, but be able to drop it quickly as well. Tobold recently posted about tradeskill improvement: you could easily have the mobile part of your MMO encompass several mini games that allow the player to create items and improve their character’s tradeskill, which will then get synchronised to the main game, in an attempt to avoid the ‘staring at a progrss bar’ style of tradeskills of the moment. One advantage of this is that you could make the mini-games along the lines of Puzzle Quest, which are essentially Bejewelled with an RPG system tagged-on, without breaking the immersion or continuity of the main game.

There’s no doubt that mobile gaming is a big industry and that people want to play games even when they’re away on holiday; whether such 24/7 gaming is healthy or not is another debate, but if that is what people choose to do with their lives, why not cater to it. Even narrowing the field down to mobile ‘phone gaming, their are multitudinous game companies that do very nicely from the downloadable game market, so gaming on ‘phones is in no way a novel idea.

Tapping in to that market by tying it in to an MMO franchise might be an interesting adventure, though.

Time will vindicate us all someday

A while back I posted my Grand Sword-obtaining Plan, and Step 1 was completed when I picked up the Grand Marshal’s Slicer. Last night I finally hit Exalted with the Aldor for Step 2, and upgraded the Slicer to a Vindicator’s Brand, huzzah!

Well, slightly huzzah anyway. The awesome purple-ness of the sword (partly the colour of the item text denoting it’s an epic weapon, but mostly the somewhat vivid magenta of the sword blade demonstrating that Aldor weaponsmiths have a very different idea of terrifying and fear-inspiring colour schemes) reassured me that a single blow from this devastating weapon would soundly smite any that dared cross my path, but, just as with the Slicer previously, the reality was slightly less than a ten percent increase on damage. Nice, but not exactly game-changingly incredible; ah well, that’s incremental upgrades.

To give it a proper test, a group of us set off for The Shattered Halls. Unfortunately the composition wasn’t ideal, with a lack of tank-y tanks meaning a retribution Paladin was (slightly unwillingly) shoved ahead of the party with the rest of us pointing and shouting “hit him, not us!” Though we got the first boss down, and made it through the Gauntlet of Flame (somewhat singed around the edges), lack of crowd control meant that the groups of five and six elites in the next room killed our poor tank-lite before the healers could get a spell off, so we called it a night at that point.

With a bit of time to kill, I progressed on to Step 3 of the Grand Sword-obtaining Plan, the off-hand. While I’m still hoping for Latro’s Shifting Sword to conveniently throw itself at me in the Black Morass, the only way I can really make sure of it dropping is to ensure I have a comparable or better weapon to start with (cf the Helm of Assassination), so to that end I’ve been doing a bit of 2v2 and 3v3 arena fighting over the last few weeks. I haven’t mentioned this before as frankly there isn’t much to mention. Neither my team-mates nor I are particularly PvP oriented or epically-geared, so our primary tactic is to really hope at least one of our opponents disconnects, or at the very least gets a particularly important telephone call during the match. This hasn’t been too effective so far as we slowly sink down the ratings (well, I say “slowly sink down the ratings”, it’s more “plummet”, really) but we’re hopefully not too far from being lowly enough to be pitched up against other suitable incompetents. In the meantime, heck, we still earn arena points for losing ten matches in a week, so I’ve almost got enough for an off-hand weapon. Originally I was going to go for the Gladiator’s Shiv, a 1.4 speed dagger, as the Gladiator’s Quickblade, the off-hand sword on offer, is rather slow at 1.8. Poking around some forums, though, it seems one of the undocumented changed in the 2.10 patch currently being tested is that the off-hand mace, sword and fist weapon have had their speed increased to 1.5 (with damage tweaked accordingly to retain similar DPS), which is a much better proposition, so actually the slow acquisition of points worked out quite well there!

The Bends

With another issue of City of Heroes fast approaching, I was thinking about superhero games. Last year both Marvel and DC Comics announced they were working on MMOs, the former with Cryptic (the studio behind City of Heroes) and Microsoft, the latter with Sony Online Entertainment. I have high hopes for Marvel Universe Online, I’m hoping that Cryptic can build on all the things that made City of Heroes great, with the added clout of Marvel and Microsoft. For a moment, I was slightly worried about the setting; for City of Heroes, Cryptic could come up with their own backstory to explain a proliferation of caped heroes running around a city, whereas Marvel recently had a storyline specifically designed to reduce the number of superpowered characters in its universe; how would that work with an MMO? Then, of course, I realised that a universe in which reboots and retcons are as common as spandex and masks wouldn’t have too much trouble coming up with a backstory to support thousands of new heroes arriving on the scene. A favourite comic device is the alternate universe; by setting a game in a universe other than Earth-616, Marvel can basically do what they want without intefering with their main continuity. Digging around the Marvel Multiverse, I came across a line of the MC2 line of comics, set in Earth-982. One of the quotes in that article is “we don’t believe in decompression“.

I hadn’t come across “decompression” in reference to comics before, and was rather intrigued by the idea. There’s bit of a debate over exactly what decompression is; have a read of the various articles linked from Wikipedia to get more of an idea. I particularly like this Comics Should Be Good blog entry, with pages from a “compressed” and “decompressed” comic.

One of the central tenets of decompression is that it shows you something happening, rather than telling you it happened. The page from Ocean on the aforelinked blog post uses three panels to show the character drinking from a coffee cup, then discarding it, and the cup beginning to disintegrate; if the “compressed” Spider Man comic were to convey the same thing, you might get a panel of Peter Parker tossing the cup over his shoulder while commenting “Boy, I can’t imagine how bad littering was before these self disintegrating coffee cups came along!”.

Comics and games are obviously rather different fields, and I don’t think there’s a direct equivalent of decompression (in the comic sense) in games, but the idea of showing something happening rather than telling you it happened got me thinking about MMOs, and the way they present story to you. Many of the instances in The Burning Crusade don’t seem to have much of a story; Coilfang Reservoir, for example. It’s… a Reservoir. With… evil stuff in it. Off you go! According to WoWwiki, “From a band of adventurers, it has been identified that the Naga are currently constructing a new Well of Eternity using the vials that Illidan stole, and the water of Zangarmarsh. The Naga have constructed numerous pumps throughout the Zangarmarsh to suck up the water to support the new well. With a new Well of Eternity, Illidan will have enough power to destroy Kil’Jaeden and the entire Burning Legion.” I don’t know if that’s published on the main WoW website, or whether you pick that up as text from questgivers (I must confess I tend to skim quest descriptions, and mostly home in on the bit that says “kill X beasts” or “take this package to (someone)”), or if it only becomes apparent in Serpentshrine Cavern, but it doesn’t really make much difference to the first three wings at any rate. You go in, fight trash, kill boss, repeat until finished, and leave.

In contrast, there’s the Caverns of Time. I posted previously about how much I enjoyed helping Thrall escape from Durnholde Keep due to the way you actually got involved in the story; in a way it used decompression, showing you (or involving you in) what was happening rather than clicking someone and getting a bit of a speech about what happened. Hopping onto a gryphon and actually chucking bombs around Hellfire Peninsula is more fun than, say, being told to deliver a box of explosives to the squadron leader and having him say “thanks, now we can go bomb stuff!” Pre-Burning Crusade, there was escorting Marshal Windsor through Stormwind and his confrontation with Lady Prestor, which had a bit more impact than just clicking on some NPC to be told “OH NOES! Turns out Lady Prestor is…” (I’m sure everybody knows by now, you could see the scene play out several times just while queuing for battlegrounds, but I’ll leave it as a surprise just in case). For me, Escape from Durnholde Keep is much more memorable than the wings of Hellfire Citadel, Coilfang, Auchindoun etc., which have mostly merged together into acres of trash mobs with the odd boss dotted around the place.

I wouldn’t give a universal thumbs up to “involving” scripted game elements, though; the precursor to actually getting into Old Hillsbrad, for example. You’re shown the Caverns of Time by someone wandering around them, rather than merely being told about them via some NPC text, so it could be thought of as decompressed. And it’s incredibly dull. Extra scripting can also cause technical headaches, as demonstrated by both Escape from Durnholde Keep and Windsor’s Great Masquerade quest needing to be fixed in patches to remove somewhat frustrating bugs.

Lady Luck, who shines on me

I’ve been off on holiday for a while, but before I left I managed a visit to the Black Morass for the Opening of the Dark Portal, and since getting back I’ve popped in to the Arcatraz.

Our Black Morass party consisted of me as a Rogue, a Mage, a Warrior and a holy Paladin. Nobody else from the guild fancied it, so it was off to the LFG tool to find a bit more damage. Another holy Paladin offered his services, and nobody else seemed too keen to join, so our existing Paladin switched to his feral Druid, and off we went. Considering three of us were visiting the place for the first time and we had a pick-up healer, everything went remarkably smoothly. Although we wiped on the last boss, Medivh’s shield was still around 85%, so we made it back in, buffed up, and finished Aeonus off in time for tea, cake and the unleashing of wave after wave of invaders upon Kalimdor.

The Arcatraz group consisted of two Rogues, two Paladins (one healing, one DPSing) and a feral Druid tanking, and again we romped on through, wiped once at the last boss, then finished him off at the second attempt. On the way I picked up the last fragment of the key to Karazhan, which means I’ll need to head back to the Morass sometime to ask that Medivh chap if he’d mind awfully letting me in to the place. That suits me fine, as I’m rather after a certain item there, which neatly brings me onto loot…

The item I’m really after is Latro’s Shifting Sword, dropped by Aeonus, the fastest sword in the game, and about the best off-hand weapon a combat sword Rogue can get. Despite the post title, that didn’t drop on my first run. I did, however, end up with a pair of Sun Gilded Shouldercaps, which are pretty nifty, and a Cowl of the Guiltless (which, on reflection, is more for a tanking Druid, really, with +Dodge and Resiliance, but I saw leather with attack power and sort of Needed on reflex; fortunately the feral Druid in the group assured me there are plenty of better tanking helms, which http://druid.wikispaces.com/Tanking+Gear+Head bears (no pun intended) out, so no harm done). What the post title really refers to is the Arcatraz, where the final boss managed to not drop part of the Hunter set. No, he only went and dropped… the Helm of Assassination. And I ended up with it, huzzah! I bet you’re glad you don’t have to endure a loot whine in this post. After all, a single run through the Arcatraz and I get the Dungeon 3 helm, plus two other blue drops from the Black Morass, what could I possible complain about there?

Well… since you ask…

There was one piece of armour of my patchwork set that I was perfectly happy with, that was right up there with the best items outside epic pieces, that there was no real upgrade needed for. Can you guess which? Yup, the Stealther’s Helm of Second Sight. The other Rogue in the Arcatraz passed on the Helm of Assassination, partly ‘cos he was a nice chap, but mostly ‘cos he had all the other pieces of Assassination armour for the four piece bonus, and the Stealther’s Helm is better for DPS than the Helm of Assassination. In fact, there’s a veritable plethora of decent helms you can get without holding out for that 10% drop from somewhere; the Stealther’s Helm of Second Sight (as modelled by every Rogue ever seen anywhere) from a Shadowmoon quest, the Exorcist’s Leather Helm for Spirit Shards (which are pretty easy to come by, so long as your faction controls Terokkar a decent amount of the time), the Helm of the Claw from a Steamvaults quest… Still, I won’t complain too much; after posting about how much I wanted the Assassination armour before, it would be like nagging your parents from June onwards about how much you want a shiny new bicycle for Christmas, then unwrapping one on the day, stamping your feet and shouting “I wanted a *red* one, not blue!”

Where’s the street-wise Hercules?

I rarely, if ever, feel like a hero when playing an MMO. It’s not really a matter of power though; admittedly City of Heroes allows you to take on hordes of mobs at a time, in a super-heroic effort, whilst many other games will restrict you to taking on one or two mobs before the situation starts to get a bit sticky, but even in those less bonkers-odds fights you still feel relatively powerful compared to the mobs that are are highlighted as being in the level range of your character. Ok, so this level of power is artificially generated by allowing you to conveniently gauge how powerful your current opponent is and only pick fights that you stand a chance of winning, but I think that’s fair enough in most respects: the Fellowship of the Ring would have been a very different story if Gandalf had instead shouted “C’mon noobs we can take him” and convinced the rest of the fellowship to stand their ground and fight the Balrog… I wonder if Tolkien had considered ‘corpse run’ as plot device?

Gandalf knew the Balrog was too powerful for the group to fight, so he sacrificed himself to save the rest of the group and inadvertently spawned a million copycat tanking mages in MMOs to ruin the instanced runs of groups everywhere. But that’s another story.

Power isn’t really the problem, it’s the very nature of being the hero that just doesn’t work. You notice I wrote the hero. In most cases the RPG in MMORPGs these days is taken as referring to a bunch of ‘stats’ that make up your character, which you increase Progress Quest style by slaughtering every living thing in the world, its children and its children’s children, until you are king of the genocidal maniacs and your stats will no longer increase. The role playing part of RPG seems to have been cast by the wayside when it comes to MMOs, and the obvious reason for this is that the role most people want to play is the hero or anti-hero in a story. One of the exceptions to this idea of the player as hero is EvE Online, where it seems that the corps is the hero, the one that makes a name for itself, and players are perhaps more happy to play ‘third cruiser from the left in a field of five thousand’ as long as it furthers the status of the corps; it seems that the rise and fall of corporations drives the ‘story’ behind the game, and the players are part of that story, but never the direct focus of it. You would think that City of Heroes by its very nature – comic-book hero MMO – would allow the player to really feel like the hero, but it doesn’t really work like that. In most comic books there are multiple heroes and villains operating in the world, yet the storyline tends to follow just one character or group, and occasionally mixes in other heroes in cross-overs and the like: it’s the Amazing Adventures of Spiderman, not The Amazing Adventures of Every Marvel Superhero Ever Invented. In CoH you fight your way around Paragon City, thwarting evil doers and righting wrongs, but at every turn you see another hero doing exactly the same, and a lot of the time they have the same powers as you too! After a while, you realise that you’re actually just part of the crowd and it’s the NPCs like Statesman and Positron who are the real heroes. You’re simply Mary Jane or Aunt May: there as a plot device for Spiderman. It’s the same in World of Warcraft, where the famous NPCs are the main heroes and drivers of what little storyline there is. The players are just pawns in the games of NPCs. If you imagine a novel of WoW, it would follow the adventures of Malfurion, Jaina, Thrall, Cairne, Sylvanas and the rest. If players were ever mentioned they would be the messenger that runs in and interrupts a council of elders and their speech would start “My lord, I bring grave news…”, or more likely a naked messenger bouncing into the room shouting “HELLOZ I WUD LEIK SOME GOLD PLIZ”.

Players in MMOs are the Riders of Rohan to Theoden King, Red Squadron to Luke Skywalker, Gold Rings to Sonic the Hedgehog. The hero wouldn’t get very far without the players, but the players aren’t the hero. The story isn’t about them. Now, some people won’t care about this, they’re happy to play NPCs’ bitch, as long as they get to slaughter things and are rewarded with shiny items that show they’ve slaughtered more things and for longer than anyone else, they’re happy.

But not me.

If I play an MMORPG I would like my character to be a part of a story, and I would like that story to be about my character in some way. I’d like to feel that my character has had adventures, and that these adventures were due to actions that my character took. If there are powerful NPCs in the game, I’m happy for my character to start out running errands for them, but as my character gains power and influence, I’d like to eventually help these NPCs as an equal, and perhaps eventually have them come to me for ‘work’. I would also like the moon on a stick.

Ok, I don’t actually want the moon on stick, mainly because I couldn’t dual-wield it with my sun on a chain of interlinked rainbows, but also because I do understand that there are always limitations to what can be implemented in something as complex as an MMO. But there seems to be such little innovation in the market at the moment, everything is sticking more or less to the same formula whilst evangelising their innovative feature ‘Look! now you can grind professions as well as combat skills’ or ‘Look! Now you can grind levels on an evil character that other players can then grind on’ or ‘Look! Now you can grind your character’s crotch against furniture!’. Maybe not the last one.

Then again.

The first problem with the ‘you as hero’ in MMOs is the inevitable second M in the acronym: multiplayer. If you sit down and play with your character as the hero of a story, then Joe Journals over there has to be able to sit down and play as a hero in the world too. If there are four or five of you in the world wanting to be heroes, great, you’ve got yourself a fellowship and you’re all going to do well (just watch out for that nut job who likes to tank with his mage). When you’ve got several thousand players in a world, all keen to be the focus of a story, things fall apart and the NPCs take over.

The second problem I’ll highlight is the fact that most MMOs are not persistent worlds other than that they are, hopefully, always available to players. Changes in the world generally never persist, and there are obvious reasons as to why. If a new player logs in to your game, finds that his neighbour’s farm was attacked by wolves and the neighbour would like you to join his posse to hunt them down, the new player is not going to get much joy if he gets to the area the wolves were last seen only to find that Joe Journals got there ten minutes ago, and has systematically destroyed all lupine wildlife in the area to the point of extinction. No wolves in the area to hunt, therefore no ‘quest’ to complete, therefore no reward or gratitude from your neighbour.

Or maybe there could be. The game Spore has created a buzz around its procedural generation of content, and although little is known about the technology behind it, the idea of it is intriguing. Procedural or fractal questing could be an interesting way to think of how to make MMO worlds more persistent whilst allowing players to affect it in their own way, for their own story. If we go back to the wolf example we can see how it might work on a very basic and trivial level: Joe Journals has killed-off the local wolf population, which is great for your neighbour’s farm. Or is it? With the wolf population lowered, the prey of those wolves is now free to multiply and might overrun your neighbour’s farm eating his crops, so he needs a hand with culling them somewhat; or perhaps the wolf pelts that are usually used for clothing are now in short supply, and you’re required to come up with an alternative source before the winter season arrives; or maybe the local wolf population was all that was preventing the neighbouring village from getting through the hill pass and attacking you, so now you have to help defend the village from attack.

If NPCs in games are usually the heroes, but we want players to take on that role, could we let players be NPCs as well as PCs? That is to say, one of the defining roles of an NPC is to hand out quests to players to enable them to earn experience and rewards. Instead of having thousands of NPCs, have the majority of players as the givers of quests. In this way, you involve people in each other’s story, at the same time as progressing their own. So your character has moved on from the village where you started after defending it from the wolf epidemic, and now resides in the city after being given a point of contact by one of the people you helped. You decide to look for work and find a poster outside the inn for one of the local guilds looking for new recruits. After meeting with the guild master you are tasked with accomplishing some task to further the guilds status, and when completed you gain a rank in the organisation. At this point, you can get another quest from the guild master, but due to the procedural nature of the quest system you also have some quests that you can give to junior members of the organisation, having these tasks completed for you will also gain you rankings in the organisation, perhaps more so than if you just hassle the guild master for work all the time. You have to provide suitable reward that other players will want to perform these tasks, and as you gain higher ranks in the organisation one of these rewards could be to promote other people. However, other players will also be gaining ranks in the guild, and you will have to compete to get players attention, thus making rewards more interesting and perhaps unexpected. Politics and intrigue can become entwined with your story, other players’ stories and questing in general.

Now if you’re a member of the guild of guardians, other players might be members of the assassins’ guild, so not only have you got to deal with the intrigue within your own organisation, you have to deal with the other organisations working against you. The assassins’ guild might, through various questing, open a quest to assassinate the governess of the town. This in itself will open the quest for one of the high ranking members of the guardians’ guild to protect her, which they won’t be able to do alone, so they give out various sub-quests to other players: attempt to infiltrate the assassins’ guild to learn more about the assassination; undertake work at the governess’s house in order to be in the area when the assassin’s strike. Success or failure at a quest will allow other opportunities to prevent the assassination, while the other guild works at quests that will give them an advantage. If the governess is killed, a new governor comes to town, and perhaps they tax the guardians’ guild more heavily, whilst turning a blind eye to some of the activities of the assassins. There will be a chance at a later date for the guardians to redress the balance and put a new governor in to power, but this level of semi-persistence is believable and immersive, town rulers come and go through politics and intrigue, and the story of the town and its development can be traced through the players who affected its change. Now these players might not be heroes in the traditional sense, they might not be recognised world-wide as achieving greatness, but within their story they will be, and that story will be unique to them even though other players have taken their part in it.

Like anything in ‘moon on a stick’ land, it’s easy to pontificate on the “wouldn’t it be nice”s and “oh, if only they could do this”s, and then leave the hideous complications of implementing such a thing to others, but for whatever reason, innovation in the MMO arena seems to be stifled. Don’t get me wrong, there’s innovation out there, clearly, but it’s all evolutionary and based very much on the same foundation, and that foundation is that every player is a unique individual, just like every other player. It will be interesting to see if a developer will be brave enough to take a genuine leap to another level, and how that will work out for the players and their characters.

I’m still holding out for my hero.

String cheese.

I’ve recently been suffering with an ear infection which, seeing as I have to use headphones at all times, has meant playing WoW with the sound turned off. So this got me thinking about sound within games. Sound obviously provides an atmosphere for an MMO, from the ambient sounds that help realise the world, to dramatic music scores which add emphasis on the heroic nature of the world’s inhabitants. From the epic sound of battle on the open plain, to the blood curdling chill horror that can only be a male gnome laughing…

The problem I find with a lot of sound in MMOs is that it’s very rarely dynamic in nature. When you enter a battle, the battle music (if there is any at all) fires up. What would be nice would be for different battle music to start depending on the opponents you were facing; if you’re facing undead opponents, a haunting blood-chilling score could start, for example. Something that adds just a little more emphasis and atmosphere to the specific encounter. So far in WoW I’ve not missed having the sound in this case, I’ve just hummed the tune to ‘Saturday night’s alright for fighting’, which works surprisingly well especially if you’re a dwarf. No, I don’t know why.

What would be even better is if when you were close to gaining aggro from a mob the music score changed a little. I have the strange feeling I’ve played an MMO where this happened, but I can’t remember for the life of me what it was, or whether I dreamt it one night after drinking a pot of out of date cream, which in all honesty is more likely.

Anyway. There’s not usually a way to judge how close you are to suddenly getting Gordon the Ogre King’s attention, especially when you can stand right in front of him but about nine feet away and he doesn’t spot you, even though you’re sharpening weapons, casting buff spells and summoning demons from the netherworld. Then you take one step further forward… “Hey! Where you come from? Me smish” cries Gordon. So clearly ogres have an eyesight range of nine feet, right? So why can’t you take one step back again? “Hey, where you vanish to?” One step forward… “There you are, I’m go…” One step backwards. “Hey! Gone again”.

Ok, so aggro ranges are a stupid immersion-breaking convention at the best of times, but they work in some situations better than others. Imagine you’re in a dark dank forest, it’s misty and you can’t see very far (probably slightly further than Gordon though). Instead of having mobs out in the open where you can see them and then walk around them at what you think is their maximum Gordon range, have them hiding away ready to jump out. However, as the adventurer approaches an area of danger, the music score changes to a slightly more sinister tone. The adventurer is then aware that danger is nearby, but doesn’t know precisely where, but his keen adventuring senses tell him that it might be an idea to cast some buff spells and to ready his weapon. He won’t necessarily be able to conveniently avoid the fight, but he will be prepared for combat and, more importantly, slightly on edge and apprehensive… immersed if you will.

When it comes to combat itself, again it’s an incredibly repetitive affair, so a little greater diversity would be welcome. What’s more, it would be nice if the majority of fights didn’t sound like the frenetic drunken mating ritual of two west-country farmers in a dark alley.

*ungh* *arr* *crash* *ugh* *meow* *thunk* *oh yeah* *krang* *chang* *clank* *yee-har*

And that’s if you play a male character. Pick a female character, and not only does your plate armour consist of a soup ladle and the ends of a pair of candle snuffers, but when you fight in combat you sound like you’re having a world-record-length multiple orgasm.

Dramatic music scores are always a fantastic way to make a player feel heroic, but again, they need to be used in context. World of Warcraft gets the dramatic part of it right; I remember walking my dwarf paladin up the Valley of Heroes (does that sound like a euphemism to you too?) and the Stormwind score suddenly blasting out; this chanting choir of voices accompanied by a melodic string accompaniment and rousing drum roll, and I looked at the statues towering above me, the captain of the guard in full-plate armour (he was male so it was full full-plate) mounted on his horse awaiting my arrival, and I felt I was entering somewhere important. That I was important, and that I would do well here. I felt as though they were saying “Here comes the mighty dwarf! He enters the hallowed streets of Stormwind! Hail to thee paladin!”. It was epic. Great stuff.

Then, later, I was walking across the square to the bank and suddenly the choir bursts in to song again, and I’m thinking ‘Oh kaaay’ why the epic song now? What is this moment we’re having? So I looked around but there was nobody but me. So what are they singing about now? “There goes the mighty dwarf! He’s off to fetch some boar intestines from the bank! Hail to thee chef!”. Um.

Then later on still, I had a quest to buy some cheese, and so I’m in the cheese shop trying to decide which variety the weird old ‘cat’ lady with the cheese fetish wants when the choir breaks out again! And now I’m thinking ‘what the hell?’ I mean, what are they singing about now? “There shops the mighty dwarf! He’s buying some variety of cheese. We’re not sure which. Maybe it’s Alterac Swiss, or perhaps he’s favouring the subtle taste of Mag’har mild”. Why do they keep bursting in to epic song all the time, and how do they know where I am?! And so I spin around quickly and the whole of Elling Trias’s Cheese Emporium is filled with a choir and orchestra and they’re all looking really embarrassed at being caught.

True story.

So now, every time I walk up the Valley of Heroes, as soon as the thunderous tones of the Stormwind theme break out, I shout “I’m not buying cheese today!” and they’re cut short.

In the cities of lonesome fear

I’ve been playing some more STALKER; for the most part, it’s pretty decent without being spectacular. A recurring theme in reviews is praise for its atmosphere, which is certainly one of its strong points. “The Zone”, the area around Chernobyl, exudes post-apocalyptic decay, a radioactive wasteland of long abandoned villages populated with bandits and mutated wildlife, dotted with strange anomalies threatening to electrocute you or crush you in fields of warped gravity. Most levels so far have been set in these wide open spaces, with one notable exception, a mission to retrieve documents from laboratory X18. I won’t spoil it for anyone who might try the game, but going further and further down into the pitch black laboratory, lit by a pool of light from your torch or viewed through flickering green-hued night vision was a *very* creepy experience.

One problem with the game, though; a patch has just come out which requires any saved games to be deleted. I haven’t hit any show-stopping bugs yet, and the patch notes seem more focused on multiplayer, so I’m not sure whether to bother patching it or not. Then again, I was half thinking of restarting anyway, so maybe I’ll give it a try.

Motivation is what gets you started.

I took the Motivation Assessment over at the Daedalus Project after prompting from Zoso.

Overall Assessment:

The graph above is a visualization of your 3 main motivation components. Your Achievement percentile rank is 10%. Your Socializing percentile rank is 44%. And your Immersion percentile rank is 93%.

So I’m a vaguely sociable alt-o-holic that has no idea how to play.

Sounds about right.