Thought for the day.

melmoth, mmo, tftd 1 Comment »

“What’s fairly unusual about this within the realm of action RPGs is that really your character is three characters, because the team you select do not fight together, but can rather be swapped in and out of the fight at will. In certain situations they share abilities, too, so while you might be controlling claw-dude, you also get insect-tree dude’s healing AoE thorns to help you out. It’s a peculiar setup (like much of the game) but it works rather well, especially since you can swap out monsters to take on specific challenges as required.

It works even better in co-op, because the fact that you have three monsters in your pocket means that you can be the damage, or the tank, or the healer at any time. Need two damage dudes and one healer in your group? No problem! More tank, sir? It’s instant, and easy. It’s a splendid take on the MMO notion, but totally versatile and dynamic. This, I would argue, is one of a number of instances of superb design in Darkspore.”

             Extract from Jim Rossignol’s musings on Darkspore.

Since action RPGs are starting to inherit and experiment with MMO ideas such as the holy trinity of tank, damage and healer, perhaps MMOs could return the favour and start experimenting with action RPG ideas such as ‘totally versatile and dynamic’ game-play.

Posted by Melmoth at 7:34 am

Thought for the day.

dragon age 2, melmoth, tftd, zoso 7 Comments »

We wondered if part of the issue with Dragon Age 2′s mixed review success was down to the unfulfilled expectations that the game’s title invoked. Reviews might have been more favourable and the Internet outrage less if, instead of Dragon Age 2, Bioware had instead named it ‘Dragon Age: Don’t take it personally, Hawke, it just ain’t your story’

Quote MarkAnd although the combat is fairly frequent and repetitive, it is thankfully quickly dispensed with, and therefore never really gets in the way of this most excellent dating simulator.

                8/10

Posted by Melmoth at 11:46 am

Thought for the day.

melmoth, mmo, tftd 5 Comments »

A search for “voice of merrill” using Google – because I couldn’t remember Eve Myles’ name – actually returned nothing to do with the Bioware RPG character until I amended my Google-fu by appending “dragon age” to the search string. What it does turn up is a British mystery B-movie called The Voice of Merrill. You learn something new every day, and now I’m going to have to search out that film and watch it.

Strange how we make discoveries sometimes, and strangely apt that Bioware’s RPGs are part of the subset of games where you can still make obscure discoveries through accidental action, be it a conversation option which had unintended consequences, or by searching for something specific in a quest and stumbling across another quest line entirely.

So here’s to the grand RPG tradition of the out-of-the-way quest; the mysterious object off the beaten path; the good deed repaid in kind at an unexpected time later on; the stumbled-upon puzzle; and other such deviations from the course considered tried and true. And here’s hoping that our theme park MMOs never forget these traditions as they attempt to optimise game-play for an ever-increasing audience seemingly uninterested in the delights of discovery, only in the projection of performance and prominence among peers.

Posted by Melmoth at 11:20 am

Thought for the day.

melmoth, mmo, tftd 13 Comments »

Tobold writes:

“But unlike the current raid endgame, a pure leveling game can tune that a lot better: A lack of performance would not mean that you get totally stuck like a guild that can’t get past a certain raid boss. In a pure leveling game your performance would directly be reflected in the speed of your progress. Thus somebody playing badly would still advance, because sometimes he gets lucky and kills a mob and gains xp. But somebody playing better would advance a lot faster.”

Personally I think the best sort of levelling game is one where you forget there’s an XP bar at all, and thus there is no concern for ‘progress performance’.

I’ve had those moments occasionally in MMOs, where I’ve enjoyed the game tremendously to the point where gaining a level was an incidental bonus to my entertainment. For me, that’s got to be the aim of it: make the game-play the reward for playing, the ‘role-play’ trappings should still be entertaining and involving, but perhaps no more than supplementary diversions.

I wonder if MMORPGs have perhaps maintained the fixation with the character sheet to the detriment of actually making things fun.

Put another way: has progress in the MMO genre been stifled by the fact that we’re all still obsessed with the idea of character progress?

Posted by Melmoth at 9:02 am

Thought for the day

tftd, zoso 2 Comments »

M’colleague has concerns over the rapid levelling in Rift, and whether there’s enough of an end game to sustain players who may be reaching it within the first month that comes with the box. Sounds like a sufficiently weighty issue on which to unleash the Sentient KiaSA Anti-Spam Captcha AI, so I uploaded plenty of subscriber numbers, levelling trends and forum posts from MMOGs of the past ten years and asked it for an optimal end game solution.

Its response:

+++ Melon melon melon +++
+++ zerozerozerozerozerozeroone +++
+++ Suggest: upon reaching level cap, display large banner: "CONGRATULATIONS!  Now bugger off back to WoW." +++
+++ Divide By Cucumber Error. Please Reinstall Universe And Reboot +++
Posted by Zoso at 12:17 pm

Thought for the day.

melmoth, mmo, tftd 10 Comments »

I like a moderate pace of combat action in my MMOs. Put another way: I like to have time to consider my options in combat, but not enough time to draft those considerations into a thesis. At the same time, the frantic finger ‘pile driving’ required by games like Starcraft doesn’t really interest me.

Mixing the pace of combat based on role seems like it might add an extra level of flavour to character classes. Some classes might play slower but require more critical thought – the mage archetype seems apt – where the player mustn’t play for the moment but instead should consider the big picture, slowly and carefully building a foundation of power before unleashing their game-changing abilities, yet still having to adapt their plans based on the ebb and flow of battlefield. Other classes might require split second decisions – warriors being a prime example – where reacting to your enemy from moment to moment is the difference between victory or defeat.

With the primary aim being to give players a choice of pace within the same game context, is it wise to mix several types of combat into one game system?

Posted by Melmoth at 7:42 am

Thought for the day.

melmoth, mmo, tftd 12 Comments »

“What are the facts? Again and again and again — what are the facts? Shun wishful thinking, ignore divine revelation, forget what “the stars foretell,” avoid opinion, care not what the neighbors think, never mind the unguessable “verdict of history” — what are the facts, and to how many decimal places? You pilot always into an unknown future; facts are your single clue. Get the facts!”
         —- Lazarus Long

A motto for pre-release/beta MMO reporting among bloggers if ever I heard one.

Objectivity first; save the emotionally invested testimonies – good or bad – for when you’ve been playing the game for six months after release.

Posted by Melmoth at 9:02 am

Thought for the day.

melmoth, mmo, tftd 11 Comments »

Two-handed swords, axes and polearms nearly always look cool in MMOs, which is great for warriors and the like, but I play clerics who are very often restricted to wielding a two-handed mace or hammer; no idea why, I can’t really picture a bishop explaining it either:

“Ah, my son, we don’t cut and hack our fellow man, for that is a cruel and hateful thing. However, blunt force trauma to the head, well that’s a little bit like Jesus, isn’t it?”

This arbitrary restriction would be fine if it wasn’t for the fact that every two-handed hammer I’ve encountered in an MMO looks like a small paperweight taped to an umbrella, and every mace like a baby porcupine with a curtain rod shoved up its bum.

Posted by Melmoth at 10:47 am

Thought for the day.

melmoth, mmo, tftd 5 Comments »

“Hmm, I’ve heard of Quick Love, Rough Love, Hand Love, and Lip Love. But what is MMO Love?”

“£15.99 a month darling; for that you can grind away as much as you like, but just as you think you’re as purple as you can get and about to reach a climax, I shift position and offer up a whole new area to explore, and you have to start all over again.”

Posted by Melmoth at 12:15 am

Thought for the day.

melmoth, mmo, tftd 12 Comments »

I was amused to find this paragraph wedged in the midst of an article on the BBC website.

Local media suggest the “orcs” were a reference to the goblins in the literature of JRR Tolkien, while the “turantons” may refer to a figure out of World of Warcraft.

As m’colleague rightly pointed out, the local media might want to consider that the “orcs” were a reference to the… orcs, in the literature of Tolkien.

For me, I had to wonder if ‘turantons’ lost something in translation, because I can’t think of anything relevant in World of Warcraft with that name. They may, of course, have meant Tauntaun, but clearly that’s an affront to all nerdkind to mix up such mythical beasts and their origins.

I think the lesson here is that media outlets need to employ a Nerd Correspondent, although I have to say that the media’s current method of taking a guess and then blaming it on World of Warcraft doesn’t seem so terribly far off from the MMO blogging norm; maybe MMO bloggers are journalists after all.

Posted by Melmoth at 1:08 pm
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