Monthly Archives: October 2008

Thought for the day.

World of Warcraft has added a version of Bejeweled into the game, presumably to help players while away those unavoidable tedious moments of game-play such as flights between zones; waiting for a boat or zeppelin to arrive; raiding. Everquest has long had its card game Legends of Norrath, presumably to give players something to do while they watch their Evercraft macro increase their character’s craft skill for them.

However, all MMOs have the elements required for a simple yet fun sub-game built in to them by default. Ladies and gentlemen and nondescript transgender individuals, I present to you MMO Top Trumps!

Consider it for a moment. Your character has all the stats required to play the game: strength, intellect, armour, defence, dps, health, mana; enough stats to make a hardcore Top Trumper squeal with joy and become moist at the choice. Players could build decks using members of their guild, say, and then battle against other people they meet out in the world, with the winner adding the defeated player’s Top Trump card (which I imagine could be easily calculated based on a combination of all the stats, with various sensible weightings applied to each) to their deck. That’s not all though, because your deck would not only change as you won other players’ cards, but when the characters which the cards represent level-up or gain new items of gear; the cards stats would change to match the new and improved character stats!

Just watch out if you’re playing on a role-play server though, because it’ll be an embarrassing defeat when you draw your Top Trump card only to find out that the character it represents has switched to their statless casual role-play evening wear of tiara, ball gown and crystal slippers.

Especially when the player character the card represents is Mad Gorgonoth, Barbarian Lord of the Seven Hells.

Houndgrog.

The only problem with Tobold’s idea to have MMOs play like the Fighting Fantasy choose your own adventure books, is that some poor developer has got to invent a way for the players to be able to simulate using their fingers to mark five or six different pages, such that that they can go back to previous decisions when they don’t like where the story is taking them; such as into a deep pit of spiky death.

And how would this affect PvP?

Player1: “Ha, haaaa! Critical hit!”

Player2: “Yeah? Well, I’m going back to page 71, and instead of choosing ‘If you dodge to the right, go to page 127’, I’ll pick ‘If you dodge to the left, go to page 1145’. So now I’ve dodged your blow. Ha!”

Player1: “Oh YEAH? Well, instead of picking ‘If you swing your sword in a broad arc to the left, go to page 276’, I’m going back to page 389 and choosing ‘If you kick your opponent squarely in the nuts, go to page 413’. So take that!”

Player2: “Ooooof. Awww <pant> now you’ve made me <gasp> drop my book and lose my place.”

Player1: “Woo! Winnah! And now I’m choosing ‘If you decide to teabag your opponent while stealing their equipment, go to page 1337.’ Let’s see now… 1334… 1335… 1336…”

Player2: “…”

Player1: “1337”

Player2: “Nooooooooooooo!”

Thought for the day.

It was on listening to episode 21 of the VanHemlock and Jon podcast that a thought struck me, like a stretched rubber band back-firing into one’s face. In the podcast they discuss spoilers, and it was the section where they compared PnP RP modules and MMOs (with respect to repeated content being, in essence, a self-perpetuated spoiler) that caused the Overly Elongated Rubber Band of Insight to strike me painfully in the idea bucket.

In PnP RPGs, dungeon masters will often create their own adventures, and player created content is nothing new to the MMO space, if a little under utilised. However, DMs can also buy ready prepared modules for them to take their adventurers through, and I wondered whether a model such as this could be applied to MMOs.

Could a game world be designed around the idea of pre-packaged adventures that the players could purchase and then undertake? I’m thinking of a scale much smaller than full blown expansions, for example: a set of quests and a final dungeon along the lines of the Deadmines story in World of Warcraft. With players purchasing these adventure packs, the developer could perhaps invest more time in the creation of the story, scripting it and maybe even being able to provide voice-overs for the chief protagonists. Players would chose which adventures to go on by purchasing the ones that interest them, and it would provide a natural selection process for the content produced by the developer, with substandard adventures failing to generate significant sales, perhaps providing a driving force to not take the easy, grindy route with an adventure. Adventure packs could involve a locale and all the adventures within; you could have Age of Conan’s Tortage everywhere you go, but all for a price, of course. The developer would provide a basic game framework with characters, basic equipment, a means to travel from adventure pack to adventure pack, and perhaps provide an introductory adventure area or two. Where the players went from there would be up to them. Imagine a World of Warcraft where you didn’t have to purchase the Stranglethorn Vale pack if you didn’t want to, it would enable players to vote with their wallets whilst still remaining subscribed and loyal to their game of choice, a trend that many seem unable to break even when certain MMO developers appear to be taking their players’ custom for granted of late.

More important than the quest for certainty is the quest for clarity.

The Ancient One bemoans various features of the Warhammer Online quest log that he finds frustrating. To be honest I barely use the quest log or quest tracker, mainly due to the excellent integration of quest tracking with the world map, and thus PvE questing these days seems to be mainly a case of:

a) Open the map.

b) Look for arrow representing oneself on said map.

c) Find a big red highlighted area on the map that is near to said self.

d) Orientate arrow towards the Red Blob Zone.

e) Move towards the Red Blob Zone, occasionally closing the map to avoid crap animals in the world that are only there to bite on your arse as you run to a destination, then reopening the map to check that your heading hasn’t deviated too much as you ran around trees going “AHHHHHHH!” whilst trying to run away from said crap animals, or because you had to run around a small bump in the landscape that a low-slung supercar could negotiate, but apparently your character can’t.

f) Upon arriving at the Red Blob Zone, hover your mouse cursor over the Red Blob Zone to find out which motile bags of XP to slaughter/ask for autographs/steal underpants from, and make a mental note of how many of these are required.

g) Ignore the quest entirely and kill everything in the area (even if you’re meant to be collecting autographs) until the quest log goes ‘bing’, signifying that you have completed your task.

h) If your bags are not full then goto a. Otherwise, take yourself back to town, empty your bags of rubbish on the nearest merchant and take your blood stained autograph album back to the relevant quest NPC, then goto a.

However, one thing which does indeed make the quest log cumbersome and annoying is that you can only have a set number of quests at any one time. This is a seemingly archaic and arbitrary design, and all that it does is force people to go into the quest log and micro-manage, at which point many of the Ancient One’s concerns become obvious. Why do MMOs have this forced limitation on the number of quests? Is it purely a storage issue? If it is, then there’s no real arguing with that, but if it’s some deliberate design element of these games then it needs to stop. If I want to have a hundred quests in my log, some of which are out of date and too low a level, and it is within your power to allow me to do so, then let me. All I need from you, as a game, is to provide a few very simple search criteria; they could even be a permanent set of tabs on the quest log, which would allow me to sort by level and by area. That’s it. I can then decide that I want to quest in the Forest of Death and Blood, open my quest log, click on the tab for that area, click on the tab for quests at my level, and see what there is to do. If in the meantime a friend has asked me to help them with quests in the Dungeon of Twisty Passages All Alike, then I can grab any quests from the NPCs in the area there, open my quest log, find that I already had another bunch of quests for the area, and crack on with them. My friend doesn’t have to try to share quests with me, with me telling them to hang on because I haven’t got room in my quest log; then umming and arring for half an hour over which quests I want to drop because I’m in the middle of all of them; my friend getting ever more twitchy about getting on and doing something other than play Shopping List Simulator 2000; and me then randomly clicking quests and dropping them, only to realise at a later date that I dropped the quest to kill one thousand NPCs for their autograph when I was nine hundred and fifty six autographs into it.

With such excellent integration of quest information with the world map, the function of the quest tracker UI element should also have been reconsidered in WAR, because all it does at the moment is repeat what is now available in a more intuitive manner on the world map. What they needed to have done was change the tracker’s behaviour to be more dynamic, a spur of the moment informational device that displays only the objectives of quests that you’re currently in the process of completing. For example, when you enter the Red Blob Zone the tracker would load-up the quest objectives associated with it, and when you leave the Red Blob Zone it removes the objectives. At the moment it’s just a static display of whatever objectives happened to get loaded into it first, which you then have to go into the quest log to micro-manage in a rather awkward fashion if the objective you want to track isn’t there and the tracker is full. When you didn’t have the integration of quest information with the world map (say, in a vanilla install of World of Warcraft), the quest tracker was an important informational device, relaying not only how many more people you had to slaughter for their autographs, but also which area the quest was in and the fact that you had the quest in the first place. I don’t believe that that functionality is required any more, and essentially the new quest tracker would be an intermediate stage between the text alert window – the thing that briefly pops up “3/10 Autographs” in the middle of your screen after you just killed a famous NPC – and the quest text on the world map. It would allow you to see at a glance what objectives you had left to complete in the current quest area, making life easier if you happened to be on several quests in said area and keeping track of all the things you had to kill was becoming difficult.

All-in-all none of the issues with the quest log are annoying enough to cause prolonged consternation, but as with many things in WAR, several excellent new features have been added without any seeming consideration of their impact on existing game elements, and whether these elements could be redesigned to work more harmoniously with the new features, or removed altogether because they have now been made redundant. One wonders whether the Next Great MMO might benefit from a little of its beta time being used for focus groups on the usability of the UI and various game play elements; perhaps it is ultimately cheaper and easier to leave these things to be fixed by the AddOn community post launch, and subsequently copy and incorporate the best ideas in later patches of your game and pretend they were yours in the first place, Blizzard.

Sorry about the straight-laced post, I do these sometimes.

I’d say “sue me”, but knowing the Internet, someone probably would.

Phoenix Gate Strategy Guide

Phoenix Gate is a “capture the flag” scenario. The goal is to “capture” a “flag”; as you spring down from the starting location you may see an unguarded flag right in front of you, and think “well that doesn’t present much of a challenge in the capturing department”, but there’s a twist. There are *two* flags, and you have to capture the *other* one. Off you go!

You wanted more, huh? Oh, all right. If you’re a highly trained elite MMOG-squad with voice comms and codenames and you shout stuff like “ECHO TWO TO RED SECTOR”, I’ve got nothing for you I’m afraid. I’m assuming you’re solo or in a casual group, got bored of Mourkain Temple and figured your side have a marginally better chance of working out what “capture the flag” means as opposed to “run up the big hill in the middle pick up the thing at the top and take it to the three shield-y things around the map”. Advice on group make up and team tactics is therefore pointless, though you’re very welcome to try and co-ordinate your side. Perhaps offer a suggestion in scenario chat like “follow me let’s get their flag”, though bear in mind people will pay about as much attention to you as to a politician saying “honestly, the banks are fine, please don’t take all your money out of savings accounts and shove it in an old sock”.

So, on your own there are two useful things you can do in Phoenix Gate: stand by your flag, or run towards the enemy flag. See how this list does not include “wander around the middle of the map attacking the enemy”? Is there a loading screen tip that says “In Phoenix Gate, why not wander around the middle of the map attacking the enemy?” Did everyone else on the server get a memo about putting cover sheets on TPS reports, oh, and by the way, wander around the middle of the map attacking the enemy? If you want a big old ruck, head in to Mourkain Temple (and follow this strategy guide), if you’re in Phoenix Gate, head for one flag or the other. You’ll get more renown, the respect of your peers, and chocolate biscuits. Except for the biscuits. And sometimes the other two.

Standing by your flag, then, or to use the technical jargon: “defending”. A striking feature of Phoenix Gate is the socking great wall in front of your flag, with a fairly narrow gap. In front of this wall are siege weapons. Clearly what you should do is bombard the enemy from afar with these siege weapons, then fall back behind the wall in good order as they approach, blockading the gap with your tanks and visiting much carnage upon the enemy as they struggle to get past you to seize your flag, right? Wrong, I’m afraid. Press “M” and have a quick look at the map. If you’re a military history buff, think of the wall as the Maginot Line, with an undefended Ardennes either side of it. If you’re not a military history buff, think of the wall as a really impressive and formidable wall, with a big gap either side of it. My first time in Phoenix Gate, I was down by the wall doing my best Sir Ian, Sir Ian, Sir Ian, action, wizard “You shall not pass!” impression when a message popped up that an enemy player had taken our flag. Slightly baffled, I turned around and saw said player making a run for it, gave chase, but was too late to do anything except watch them vanish around the side of the wall. This taught me a valuable lesson: there are gaps either side of the wall. Can you see a theme at all? When defending, you really need to stay back by your flag, in case the dastardly and underhanded enemy don’t just run straight down the middle of the map. Also watch out if, while dutifully standing near your flag, a lone opponent tries to lure you and any fellow defenders away, there might well be a Witch Hunter/Witch Elf cunningly concealed, waiting to nab the flag and leg it as soon as your back is turned.

If you don’t feel like standing near your flag, run towards the enemy flag (or “attack”, to slip back into argot). Unless the enemy are fiendishly cunning, or have read this guide, chances are they’re wandering around the middle of the map attacking people, or possibly defending the gap in the wall in front of their flag, so don’t dash up the middle and hope for the best, take a little detour around the edges of the wall. Personally I prefer working around the right hand side (as you run towards it); the enemy spawn on the left hand side, so there’s less chance you’ll bump into someone. If you’re very lucky, there won’t be an enemy player anywhere near, in which case grab the flag and leg it. If you’re quite lucky, there’ll be a guard or two intently watching the gap in the wall; grab the flag and leg it a bit quicker as they’ll probably notice the really big message telling them you stole the flag and give chase. If you’re slightly unlucky, there’ll be a solitary guard at the flag itself; kill ’em if you can, otherwise wait for reinforcements, or throw yourself to a futile but heroic death. If you’re really unlucky and they’re guarding the flag in force, you’re in trouble. A diversion might pull people away long enough for a sneaky Witch Hunter/Elf to nab the flag itself, or if you’re an Elf try taking your clothes off (if a Dark Elf, put a load of clothes on), and saunter up to the flag saying “hi guys, I’m on your side definitely don’t worry about that coloured name thing over my head, and the boss says I should take this flag somewhere safe, OK?” Though as you can’t speak directly to the other side, you’ll have to try and convey it through the medium of interpretive emoting. Good luck with that. Should you happen to grab the flag, head back the way you came, and hope you make it back to your own flag without being nobbled from behind (painful, that). If by some miracle the other side haven’t captured your flag, interact with the interact-able thing slightly behind the flag to get the capture (not your own flag, as in many other games; thanks to whoever it was that pointed that out the first time I was carrying the enemy flag and desperately trying to interact with our own).

There’s the basics, then. Stand by your flag, or run towards the enemy flag. Now on to the advanced stage: what about if you, or one of your heroic band, have picked up the enemy flag *and* they’ve picked up yours? Well, what you should do is… stand by your flag carrier, or run towards the enemy flag carrier. See the difference there? If you have their flag, I recommend standing somewhere around your own base, close to potentially respawning reinforcements and your flag area so you can swiftly get the capture once your flag is returned. I don’t recommend pelting off up the map in a desperate bid to get killed and hand the flag back to the enemy as soon as possible in the charge of the ADHD brigade. If one of your team has the flag, either stand near them and guard/heal them for all you’re worth (check the map if you’re not sure; chances are, the dot moving as rapidly as possible away from their base and towards your base is the flag carrier), or head off to find the enemy flag carrier and kill ’em, ideally in an epic and magnificent fashion.

So please, please don’t just run around the middle of the map attacking people. That’s what Mourkain Temple is for, or world RvR. Or chucking out time outside nightclubs.

Walkürenritt.

The default dwarf mount is the gyrocopter, a bizarre half helicopter, half microlight steampunk affair which is nevertheless only able to move along at ground level, with the ensconced dwarf’s feet dangling a few inches above the world as they burble and clank along.

In terms of the game world, gyrocopters are actually capable of full flight, as evidenced by the travel system between zones, where characters are strapped into one of these unconventional contraptions and the player is then subjected to a short cut scene of said character launching off into the distance, an undignified affair for any robe wearers (which is a good three quarters of all Order classes) it must be said, as they gyrate overhead, legs akimbo, underpants on show for all the world below to see.

However, it would be slightly biased towards the diminutive race of hearty eccentro-engineers if their mounts could launch them across maps in all three dimensions of space, so they are restricted in the game to only being allowed to hover a few inches off the ground, and one has to wonder why the designers didn’t just remove the main rotor and stick some wheels on the thing instead. Still, that’s the least of anyone’s concerns, because as you ‘fly’ around Altdorf you very quickly come to realise that, as such a short race, hovering a few inches off the ground for a dwarf means that the main rotor of the gyrocopter is perfectly placed at throat height for the somewhat taller races of elf and man…

I can only imagine the bloody carnage that I leave in my wake as I barrel around the city streets at break-neck speeds; peasants, nobles and merchants alike all have to leap out of the way of my thrumming and grinding decapitating mechanical monstrosity as it hurtles past in a cloud of smoke and churned-up leaf litter. All those poor children forced to live on the streets because their parents were mown down by a dwarf trying to get to the ale house before it closed, while they themselves were spared due to their short stature. Not to mention the number of cats that have been sucked-up into the rotor and flung out into the harbour or diced into skaven feed, or had their tails caught up in the gearing mechanism and then been flung out of the exhaust pipe like some sort of feline cannon shot. Many a dog has been seen scampering down the street, tongue lolling out, barking after a gyrocopter, only to be found later missing an eye and a leg and howling from the roof of a town house where it has been stuck for several hours.

There’s a whole section in the slums of Altdorf that is a crumbled ruin which burns day and night, it used to be one of the more affluent areas of the city. Until the gyrocopters came.

Ever wondered why you never see children with skipping ropes in the streets of Altdorf? After the Great Gyrocopter Garrotting of 2508, skipping ropes were banned in all major public areas.

It’s fun to be a dwarf.

Reviewlet: Run, Fat Boy, Run

We subscribe to the full Sky “six billion channels of stuff” package, and every now and again look to see if it’s worth trying to save a bit of money by removing a few channels. The expensive bits are sports and movies, but there’s enough rugby and NFL to keep the sports channels, and if you’ve got those, it’s not much more for movies; about the same price as a cinema ticket, or membership of a DVD rental scheme (but without the hassle of walking all the way to a postbox). It’s quite handy, then, for films that you wouldn’t mind seeing, but don’t seem worth a full cinema trip. Case in point, Run, Fat Boy, Run.

Run, Fat Boy, Run is a totally formulaic film. The most remarkable thing about it is that it’s actually simultaneously two totally formulaic films, the Sporting Underdog and the Romantic Comedy, specifically the lovable slacker (Simon Pegg) winning his ex (Thandie Newton) back from the seemingly-perfect new boyfriend (Hank Azaria). Sorry if I’ve given away the entire plot there; towards the beginning I thought it might actually subvert the form slightly and have Azaria be as nice as he initially seemed, but no, quelle surprise. It’s very much, as Mark Kermode would put it, a “tab A into slot B” film, ticking on to its inevitable conclusion. Within those parameters it works well enough mostly thanks to the cast; not a bad way of spending a brain-dead evening when too zonked to even log in to a game, and a couple more like that in a month justify the movie channels.

Come fly with me.

A picture is worth a thousand words; that well known saying made famous at the battle of Bordygaim where the Puritan Scrabbliers faced off against the Royalist Pictionariheads is as true today as it was back then, when men fought tooth and nail to spell flanking on a triple word score whilst their enemy desperately tried to draw a convincing image of a pincer movement

“What the hell is that supposed to be?!”

“Damnit, man, it’s a crab! See?! And that’s its pincer!”

“Look, just underlining the drawing ten times doesn’t make it any bloody clearer you… grahghhhh, ‘bayonet’… in a single play… on a double word score. Tell Mary… that I love her… urk”

“You love her what? ”

“No, no, tell her that ‘I love her’. Full stop. Then ‘urk’, as in the sound of my death throe”.

“Oh. No wonder we always lose these battles”.

Don’t know what that was all about, sorry. So yes, picture, thousand words, the worthiness thereof; as such a picture of some words must be worth a lot in word currency! So here is one:


.

So what does it mean? Because in all its thousand word descriptiveness, it may still not be clear. Allow me to elucidate.

A small band of valiant guild members had banded together in order (Meh! Order! Because we play on the side of Ord… never mind) to participate in a few scenarios for the evening. In this instance (Meh! Instance! Because it’s an ins… never mind), we were playing Phoenix Gate, a capture the flag affair, with the forces of Order and Destruction locked together in a combat spiral of death and carnage as they desperately try to grab the opposition’s flag and run it back to their own flag. And then touch them together. I can only assume that it’s some sort of bizarre pseudo-sexual ritual, a deflowering of the enemy’s flag-based chastity. Yes folks, as we all know, ‘touching flags’ is an even more devastating war crime than slaughtering village stores, pillaging innocent villagers and molesting their livestock; at least that’s the way it’s done here at kiasa.org, because we like to mix things up a bit: it keeps the enemy on their toes, and gives them something to talk about on those long dark nights as they try to console their cattle.

It was a close battle, the forces of Order had made a quick dash and grab of the enemy’s flag, and they had done likewise, and as is often the way in these battles it seemed as though never the twain would meet, as a few defenders hung around with the flag carrier and the rest of the forces slugged it out in one war camp or the other or somewhere in-between. However, your intrepid reporter, clad in the traditional combat correspondent’s outfit of full plate armour and a large two-handed axe, made his way into the enemy camp and, without bothering to fight, spent time being pummelled by the enemy as he scouted around the place in order to ascertain where the dastardly Khun (a portmanteau of Khainites and Hun, although it does come but a nice cup of Earl Grey away from being an even better description) had hidden their flag carrier. As you can see from the screenshot, I found the fellow, and snuck around the back of the hill he was hiding upon, crept up to him and attacked! Alas, he had company hidden in the nearby trees who I hadn’t spotted, and I was rapidly sent back to the makeshift hospital tent in our own war camp.

I was not finished, however. For I am dwarf. Hear me roar! A quick patch-up by the doctors and I was back at the enemy camp, but this time I had a plan. A plan that involved more than charging in and flailing around with my axe. A plan so cunning that you could put a robe on it and call it a wizard. Ironbreakers have an infamous ability called “Away With Ye!”, it’s a massive knock-back on a fairly long cool-down which costs thirty Grudge. For those who don’t know, Ironbreakers principally build Grudge by being hit, or their Oath Friend (someone who they’ve chosen to protect) being hit. There are other methods for generating Grudge, but that’s the basic one, it’s very similar to a Warrior’s Rage in World of Warcraft. So being fresh back to the enemy’s war camp, I was also fresh out of Grudge, and not wanting to alert the enemy to my presence, I needed a way to build Grudge stealthily. Here’s where the joy of the Oath Friend comes in, because I can select an Order player who is some distance away, say, a tough tank in the middle of combat with the enemy, and as they are hit while fighting, I get to build Grudge.

So suitable Oath Friend selected, I again snuck around the back of the enemy hill and made my way to the top, checked my Grudge was now high enough to power “Away With Ye!” and charged the enemy’s flag carrier. The first mistake he’d made was in standing on the edge of the hill and watching the battle that raged below between the bulk of the Destruction and Order forces. The second mistake he’d made was in thinking that the dwarf charging towards him was going to fall for the old “friends hiding in the trees” trick again.

The third mistake he made was in not realising that the dwarf had rotated his weapon in his hands such that it was the big, flat face of the axe that was facing towards him, and not the edge of the blade.

As he turned to face me with that mocking look on his face, and his friends again dashed out from their hiding places amongst the trees, I swung my axe for all I was worth and hollered “Away With Ye!” The flat face of the axe smote him full-bore in the chest and with my momentum behind the swing I flung him in the most mathematically beautiful parabola ever seen by man, elf or dwarf. He arced through the air with all the grace of stone from a trebuchet and landed smack-bang in the middle of the forces of Order.

Suffice it to say, he wasn’t looking smug for very long after that, or at least it was hard to tell, what with the various parts of his anatomy being spread out over such a large area.

Order promptly capped the flag and were ultimately victorious. And if I never win another scenario again I’ll die a happy dwarf, because I’ll always, always have that moment, the split second after launch, when the enemy realised that I wasn’t trying to defeat him myself, I was, like any good Ironbreaker, merely there to enable my team to do so, by any means necessary.

I am dwarf. Hear me roar!

Any man can lose his hat in a fairy-wind.

Progress in Warhammer Online continues apace, the game is certainly fairly stable as far as MMOs go, and free enough from coarseness that one can play quite happily without feeling the need to write a stern forum post explaining just how much of an insult the game is to your family, and that the developers might as well come around to your house, poo in the middle of your lounge and attempt to sexually molest your cat, because it would be less offensive to you than trying to play their game. Believe me, such posts have been written in the past and will be written again in the future; I did not write them, but I have witnessed them in all their glory, and like a drunken hobo performing a striptease on the buffet table at a Michelin-starred restaurant, you can feel the awkward silence and embarrassed tension building to a crescendo, even in such a wasteland of emotional expression as a text-based forum.

Of all the minor inevitable niggles that are prominent in my day-to-day gaming, there is one that particularly grates with me. Its importance in the grand scheme of things is so minute that it wouldn’t bother me at all, except for the fact that it exists, and in existing it should not be, because how on earth do you implement such a minor vanity thing and then not have it work? The mind boggles.

“Oh but my dear, dear, dear, dear, dear Lord Melmoth”, I hear you cry, “with it being such a minor vanity item the developers obviously had more important things to fix before release”. A fair point, to which I would feel compelled to respond “But my right honourable, lovely, lovely, lovely, lovely darlings, why put the thing in at all when it simply doesn’t work, why not just leave it out?”. And I imagine you would then say “Oh Melmoth, run away with me and let us find a small quiet village in the highlands where we can settle down, start a family together, grow alfalfa and raise rabbits”. Maybe.

A slight derailing of the thought train there. Um… niggles! Right. So this niggle is quite simple, doesn’t affect anything important in the game unless you’re me, in which case it’s more important than working out whether using blocks of cheese as dipping items for a cheese fondue is considered bad form. Simply put: turning the display of your helmet on and off doesn’t work.

No wait, come back, this is important! We’ll do the cheese fondue thing next, I promise!

Look, it may just be me (no ‘may’ about it — Ed.), but why put something like this in to the game when it’s fundamentally broken? Yes, you can turn the display of your helmet off – this is important for me because I find the bald spot on my dwarf to be an excellent reflective surface off of which I can bounce sunlight into the eyes of my foes – but it is reset, well, in every situation imaginable. Going into a scenario? Helmet resets and is displaying again once you’ve entered. Coming out of a scenario? Helmet resets. Going into an instanced building? Reset. Coming out the building. Reset. Standing around scratching your bum? Reset. Setting your helmet to not be displayed? Reset.

Ok, probably not the last one, but it wouldn’t surprise me. It’s not the fact that it’s broken, so much, as the fact that someone went to all the trouble of writing the code to get this to do something close to what it was meant to do, and then, what? I mean, they must have seen that the state reverts between world instances, was that really such a terribly time-constrained problem to solve considering they’d had the time to invest in implementing the basic feature in the first place?

“Well Stan, I’ve stuck in the code to turn off the display of helmets, but it doesn’t work in any but the most specific and useless cases, unfortunately they keep re-appearing.”

“Great! Call it a feature! We’ll call them Magic Appearing Helmets. Of Greatness. Plus One. In fact, get marketing to stick it in as a unique item for the Collector’s Edition.”

“Uh, but it’ll happen for everyone.”

“No problem, we’ll just say that we’ve decided to be generous and give magic hats to all. The peasants will love us!”

“The CEO said we weren’t to call them peasants any more, Stan.”

“Oh ok, the plebs.”

“No.”

“Peons?”

“NO.”

“Skinner box rats with a line of credit?”

“Jesus, Stan, I’m out of here.”

“What about the magic helmets?”

“Forget it. I think I’ll go and half-implement the mail box system or something”.

The Distant Future, The Year 2000

All WAR and no carjacking make Jack a dull sociopath, as the old saying goes. Actually, on reflection, additional carjacking doesn’t really help there, it just exacerbates the problem if anything. Old sayings, huh? What are they good for? Anyway, splendid as Warhammer is, and much as I’m still enjoying it, I’m not so mono-game-ous that my head isn’t turned by forthcoming releases swanking down the street in their brightly coloured zoot suits, snapping their fingers to the crazy jazz sounds coming from the coffee houses where love is frothy and milk is free.

The prospect of a Blogospheric outing to the Eurogamer Expo and recent Rock, Paper, Shotgun and PC Gamer podcasts have unleashed a veritable maelstrom of gaming possibility, so I’m going to peer into the far distant future starting with the time known as “the end of the month”, when flying cars and jetpacks will surely be commonplace, then going further still into what futurologists are calling “early 2009”, when surely there will be no more mistreatment of elephants (possibly because there will be no elephants). From these crazy distant times, a quick rundown of Games What I’m Looking Forward To In The Distant Future Approximately Ordered By Chronological Release Date That Coincidentally Happens To Be Order Of Sequel-osity Too, or GWILFTITDFAOBCRDTCHTBOOST as I’ll never refer to it in the future:

Kicking off with something wildly original, not at all sequel-y and apparently coming Soon, World of Goo. Despite Rock, Paper, Shotgun’s lukewarm reception of this, I might pick it up anyway. I haven’t tried any WiiWare yet, and this looks like rather a good place to start, though there’s a suggestion that the European Wii release will be as a retail box instead, I can’t seem to find any concrete details one way or the other.

Having enjoyed the original Far Cry (especially before the Trigens) and Crysis (especially before the aliens), I’m looking forward to trying Far Cry 2 at the Eurogamer Expo. Though if you start encountering robo-gazelles and cyborg hippos about halfway through, it might be slightly annoying. Or possibly brilliant.

Stepping up the sequel count, Fallout 3, due at the end of October and also displaying at the Expo. Now I may be about to commit heresy but… I never played Fallout, and couldn’t get into Fallout 2. After reading widespread adulation for the series, I picked up Fallout 2 cheap a few years after its release, got killed a lot in early combat, and gave up on it. As a result I don’t have a particular attachment to the setting, but I liked the Elder Scroll series (even if I’d run out of motivation for the main plots about halfway through), and I think the first person style could work well in a post-apocalyptic setting.

Up to the Fourquels, I’d missed that Grand Theft Auto IV has got an offical PC release date of November 21st, so huzzah! for that, though it does look like it might clash with the fourth Guitar Hero game, Guitar Hero World Tour (now with extra drums and vocals). Rockstar game vs rock star impersonation game, which to play first?

Finally, out to 2009: Empire: Total War, the fifth in the series. All the fun of the previous games, but more muskets, ships, rakes and gentlemen. What’s not to like? Though Medieval 2 was good, it did tend to bog down into an awful lot of sieges that weren’t really as fun as open battles, so a bit more gunpowder should help there. The 1700 – 1800 time period also just overlaps with the latter parts of Neal Stephenson’s peerless Baroque Cycle, a fine excuse to go back and re-read that (also reminds me that his latest, Anathem, is just out, must keep an eye out for the paperback release).

On top of all those, City of Heroes Issue 13 is due before too long, with Issue 14 hopefully in early 2009, and I’ve still got a bunch of games on the “must get around to sometime” list, headed up by Call of Duty 4, STALKER: Clear Skies (sounds like recent patches have fixed some pretty major bugs in that, so it’s not just MMOs that benefit from the three month rule) and the “Enhanced” edition of The Witcher. There’s just not enough hours in our day…