Events occur in real time

waffle, zoso 10 Comments »

The TV series 24 was fresh, bold and different when it first aired; shown in (more or less) real time, there were more plot twists than you could shake a particularly twisty stick at, dramatic revelations all over the place and it wasn’t afraid to break genre conventions by killing off major characters. From the second series on, though, the unexpected twists and broken conventions started to become something of a convention themselves; if a seemingly trusted agent was actually a mole in the first series, next time around if a seemingly trusted agent was acting suspiciously and it looked like they might be a mole it would actually turn out they were a trusted agent working under particularly deep cover to infiltrate an enemy group. Fast forward another few series and a seemingly trusted agent acting suspiciously isn’t a mole they’re just in deep cover, only that in itself is a cover for the fact that they’re working for a second terrorist organisation, except really they’re in even deeper cover for a group of ex-government agents who’ve gone outside the law because highly placed members of the government are in on the conspiracy, except that’s really cover for the fact that they’re a member of a group of ex-ex-government agents who were disillusioned by their abandonment by different members of the government and are out for revenge, and then it turns out they’re not human at all but a robot sent from the future to stop other robots who’ve been sent back from a different future where they were built by the monkeys who took over the world except the monkeys are ghosts and they’re all clones and he’s his own brother.

When the eighth series started in UK recently I watched the first episode, but despite the requisite excitement, chases and exploding helicopters I couldn’t really get into it. I think that’s partly to do with the character of Jack Bauer, who started out as a believably magnificent bastard (within the bounds of “TV ex-Delta Force hero” believability), struggling with his wife and family life but able to saw somebody’s head off with a fish slice when push comes to shove. Since then over the course of seven really tough days he’s been kidnapped, captured, tortured, shot, imprisoned, released, fired, re-hired, disowned, put on trial, fired again, exiled, infected, irradiated, killed and resurrected more times than he’s had hot dinners (which isn’t terribly tricky as I don’t think he’s managed so much as a sandwich, let alone a full dinner, on screen). He’s ascended to the status of cut-n-paste replacement in Chuck Norris facts, and is slightly unreal as a character as a result.

That got me thinking about MMOGs updates and expansions. You get your character up to level 30/40/50 (in DIKU-land), and have progressed from being a rookie barely able to punch out a marmot into a fearsome hero able to take down the biggest monster/villain out there (or at least watch a YouTube video of a bunch of other people doing so), and then an update or expansion is released and it turns out there’s something even bigger out there, and you gain another five or ten levels, and an even bigger set of shoulder pads and sword to hit stuff with. How long can one game be extended that way and still make sense as a coherent world with the character you started out with (in as much as MMOGs ever make sense as coherent worlds)? With games like Everquest still going, and viewing figures of 24 holding up, I guess it’s not a universal worry by any means. In the meantime I’ve had a great idea for a 24/WoW crossover, in which Jack Bauer has to hunt down Arthas before he can assassinate the president, and Warcraft’s Cataclysm is caused by a nuclear device planted by a group of Forsaken militants who are really being controlled by a privately-funded corporation who are actually a front for a shadowy cabal of Alliance politicians…

Posted by Zoso at 5:05 am

Wild? I was livid!

waffle, zoso 1 Comment »

From bit-tech.net, news that “computer games can be just as good for children as any traditional classroom activity or form of educational media”. According to the report: “Despite their reputation as promoters of violence and mayhem, digital games have in fact been shown to help children gain content and vital foundational and 21st-century skills”

I understand one of the subjects of the study now works as a butcher on a sanglier farm in France where, on a daily basis, they’re required to slaughter anything between nine and eleven boars, and they learnt everything they know from playing MMOGs…

Posted by Zoso at 2:00 pm

We even picked up a preacher for some reason, and a bona fide companion.

armchair design, melmoth, mmo, waffle 3 Comments »

Have you noticed a change in the people who you play MMOs with? It could be the close friends who you play with on a regular basis, or the random people with whom you group to complete that rare quest; rare in an MMO these days at least, because it isn’t soloable whilst your character is naked with one arm tied behind their back. And blindfolded. And unconscious.

It’s perhaps a subtle change at first, that one person of the group who is always late, you know the one, they always keep you waiting around outside an instance, and when they finally get there and are invited into the group they have to go and have their dinner and will ‘be back in 5 mins’. Which is actually code for ‘be back in about half an hour, or when at least two other members of the group have quit out of boredom and frustration, whichever comes first’. That person suddenly starts showing up on time, as soon as you form your party, bam, there they are, geared-up and ready to go. Next to change is the whiner, the person in the group who finds fault in every little thing, from the way the game plays to the way party members play the game. They don’t so much grind XP as grind down the good intentions and will to live of every other member of their party. All of a sudden though you’re noticing that they’re not whining much – at all, in fact – instead, they offer a chipper little greeting and then start merrily crawling their way through the dungeon with nary a grumble. You start to get a funny feeling that something is not quite right when the whiner starts making light banter with you, offering witty one-liners and quipping ‘take that’s and ‘have at you’s and generally seeming to enjoy the whole experience as much as anyone else. Enjoying it perhaps a little too much.

Gradually, slowly, inexorably, your fellow MMO players change, one by one. Generally for the better. They become less whiney, more helpful; less greedy, more cooperative; less emotional and more amenable. And then it hits you one day, as your party forms up on time, all geared-up and ready to go, with the correct skill sets for the dungeon you’re going to delve into, and all their equipment repaired and in tip-top condition; nobody needing anything from the bank: they’ve all got the key to the dungeon door; everyone has the same set of quests, all at the same point, all requiring the same dungeon that you are all now formed-up in front of, after having been online and in-game for all of forty five seconds or so. It’s perfect. The perfect MMO group experience. Too perfect, it feels… wrong somehow. Where are the laggards who always make the efficient people wait around outside the entrance to the dungeon for half an hour? The sort of delay that leads the waiting players to have some light banter while they wait, where they get to know each other a bit better; discuss how their days went outside of the game; maybe discuss the news for a bit; discover that sexy Selina the elf is really Alan the construction worker in real life. Where is the conflict resolution? The fights over loot where we discover that the Warrior likes to roll on every sword, even the ones clearly meant for a Rogue; the fights over strategy where we find that the Mage clearly thinks that they’re a better tank than the Warrior since they seem to constantly be buried under a pile of angry enemies. These are the real fights in an MMO, the ones that develop not the player character but the character of the player.

And that’s when the realisation comes crashing down on top of you. These aren’t other people that you’re playing with. Like some nerdy virtual online recreation of the Stepford Wives you find that all of your friends and fellows are gone, replaced with artificial constructs designed to mimic them in every way except one: these new companions are perfect. No flaws. No tardiness, no complaints, no huge hairy fifty year olds pretending to be jailbait prostitutes with pointy ears. No arguments, no ninja looting, no drama. But also, ironically, these companions also can’t offer the one thing that comes from dealing with real people, and the problems that come with real people: companionship.

Guild Wars has offered companions for some time. You can play the game – outside of its PvP element (and possibly you can even play PvP with companions if the match is set to allow it) – entirely without dealing with another player. However, there is no pretence that this is anything but a mechanic to let you play the game when you can’t find enough people to form a full party. These aren’t simulacrums of real players, they are artificial constructs attempting to fill a defined and well recognised role in your party: tank, healer, dps, cc, etc. These aren’t companions so much as mindless slaves, drafted in to your party where they perform their role unquestioningly and, AI weirdness excepted, unerringly. Lord of the Rings Online has hinted that it will be adding a similar feature to its comprehensive list of ‘everything every other MMO can do, we can do too’ features, and these soldiers will be trainable and customisable, such that you could almost begin to treat them like slightly more than pixelated slaves, perhaps considering them more like a loyal guard dog or other faithful pet. It’s still far from the idea that these characters are companions and not just party fillers, much like those flying saucer sweets that parents used to pack by the fistful into the little plastic bags that kids take home from a birthday party, mainly because they were cheap and took up a lot of space while constituting ninety percent air.

Star Trek Online and Star Wars: The Old Republic claim to offer a new take on companions, the next generation of companions if you will. TOR in particular, with their claims of compelling player character story and development, leads us to believe that companions in that game will offer us story hooks with chances to help companions or alienate them. To discuss your story with them and find out their background story. Fight alongside them. Fight with them. Love them?

Hey, it would be a fine way to make an alt, it being the offspring of your main character and some fox/hunk (delete as applicable, no foxy hunks allowed unless they’re Nathan Fillion). Although perhaps we’re veering slightly too much towards the Firefly definition of companion here.

The danger that I see here is that in trying to fulfil that oft lauded idea of character story in an MMO, of feeling a part of a world and of having an effect upon it, developers are potentially sacrificing the one thing that should always be the fundamental part of any MMO and which should never be sacrificed: other people. If TOR is playable without the intervention of other players, if the story of the game is interwoven tightly around companion characters that you meet on your adventures, and if you need not require anyone but these companions in order to make your way through the game, then what are you playing other than a single player game with a monthly subscription fee? I’m sure that there are people out there who don’t think that this would be a bad idea, who think that a version of Knights of the Old Republic where you can meet and chat with friends in the cantina on Bespin’s Cloud City before going on adventures with your perfectly formed group of perfectly formed companions, all perfectly on time, perfectly polite and perfectly functional, would be heaven compared to the hideous pain that is involved in actually playing alongside real people who are, by Nature’s design, flawed and imperfect. So with all your companions performing their roles correctly and without question – no Wookies chasing after enemy droids in order to pull their arms off, or Jedi trying to tank everything using only a blaster – the game is really all about you: failure or success is down to you. The twists and turns that the story takes are down to you. You are the hero of the game. Story and ‘being the hero’ then, if true, means they’ve got the two biggest desires for MMO players sorted out right there. Haven’t they? Not really, it is smoke and mirrors, they’re trying to convince you that what you’re playing is an MMO, when in actual fact you’re playing a single player RPG with some online connectivity. Sure you’ll be able to go off and team-up with your friends and run an instanced dungeon, but the bulk of the game will be about you and your companions, rather than you and your friends.

Developers need to be careful with where they take the MMO genre next. Enforced grouping as found in EQ and elsewhere is just as bad as the increasingly prevalent solo MMO as exemplified by World of Warcraft, where the levelling content is now nothing more than a quick solo slog in order to get to the group content. Yet the group content in WoW is just a perversion of the solo arcade games of yore, playing the same content over and over in order to progress slightly further and post your highest score. Gear upgrades from raid dungeons are the equivalent to level codes in arcade games, allowing you to skip the early content that you have comprehensively beaten and move on to the harder levels. The difference being that WoW raids require you to a) rely on other people – a Good Thing in my opinion, it’s part of the MMO experience, drama and all – and b) dedicate at least a couple of hours solidly in one sitting to make any progress. This is where it falls down: if I play an arcade game I can drop it at any moment, move off and do something else and come back to it, most of the time I can hit pause, come back to the game later and continue. I may have lost my ‘gaming groove’ by that point, but it’s very easy to do and there is no pressure, self inflicted or from peers, to carry on.

The Tuesday Console Club plays Gears of War 2’s Horde Mode on occasion. We’ve started off on the lowest difficulty and have to fend off wave after wave of enemies represented by fifty levels of content. When we’ve finished it on easy mode, we will up the difficulty by one notch. Why is this so much better than raiding in an MMO? For a start it takes all of thirty seconds from when everyone is online until we’re in and playing the game. We can select which level to play from, so we can carry on from where we left off. The characters do not develop, do not improve with gear or experience, only the players do. Anyone joining us in the middle of a game will be a bit out of their depth for a while, but they will be able to play a part from the very beginning: their character will be just as powerful as any other character in the game, the only difference in the effectiveness of that power will be how the player behind the character utilises it. So what makes this repeated content fun? The unpredictability of other players. I could play the game with bots, but it is a stale and mundane affair, like a drizzly overcast autumn morning, everything looks the same, no variety. When you play with other people there is a random element added to the game that no developer could encapsulate in code, there is no set of algorithms which can capture the camaraderie, that can encode the variation of experience. Never in a game would you share with a bot the exhilarated laughter from the launch a mortar down a street which wipes out an entire wave of oncoming enemies with a well placed yet knowingly fluky shot, and in the next instant share an embarrassed laugh as that same bot launches the next mortar accidentally from within the confines of a building, blowing themselves and all their teammates to kingdom come. And you can laugh, because restarting a level is as near to instantaneous as a game can get. A quick score table appears and then you are off again. Playing the game, having fun. Is repairing gear, recasting buffs, eating more food for buffs, running back into an instance, fun? Is it because it’s an MMO that grindy tedious monotony like that is expected and tolerated? It’s certainly what makes causing a raid to wipe a painful experience, something to be ashamed of for not performing well, for not being dedicated enough, for not executing your job perfectly. Because it is a job, it’s not game-play, not at that level. Not by any stretch of the imagination. If you cause a wipe in Gears of War 2, it’s a matter of hilarity, of light-hearted ribbing and joviality, and then you reset within seconds and are playing again. Mistakes forgotten, only camaraderie remains.

The balance in MMOs, therefore, comes from allowing structure and story in the game whilst at the same time maintaining that element of randomness which no computer generated content can provide. No mean feat. It takes a special kind of companion to enable that element of game-play, and it has taken nature millions of years to perfect it. To think that we can substitute for it with a few years worth of simplistic AI and procedurally generated content is a mistake. The focus needs to be not in replacing other players with unnatural copies that perform perfectly and to script, but to remove those elements of game-play which punish people for being… people. I look at raids in popular MMOs and see something strange, I see people reduced to robots, they have a defined role, a defined pattern of action, a defined place they need to stand. Then move over there. Then run over there. You know, I had a toy when I was a child called a Big Trak with which you could do essentially the same thing: program it to turn on the spot, shoot its laser cannon, run fowards a bit, turn, shoot, run backwards, dodge an obstacle. The curious thing now is that MMO developers do in fact seem to be trying to compensate for this trend, creating more compelling story and game-play by not reducing players to robots, but at the expense of replacing all their fellow players with robots instead.

I wonder if a balance can be struck between compelling story-based game-play and the fundamental basis of an MMO: that being massively multiplayer content. Developers perhaps need to concentrate less to start off with on how the game plays, and instead build the foundation of their game on how they will enable players to come together, play together and have fun together. Not only that but they need to take randomness and imperfection and make it a part of the enjoyment of the game. Developers of MMOs spend man-months trying to encapsulate and encode randomness into their games, and yet they neglectfully ignore, nay more often than not punish the greatest source of randomness the world has ever known: human nature.

Posted by Melmoth at 3:56 pm

List of Lists I Started Talking About at the Pub Before Realising How Difficult They Would Be to Convey in Speech

waffle 1 Comment »

1) E-mail Addresses It Would Be Really Annoying to Give Out Over the Phone

Posted by Zoso at 6:20 pm

Nostalgia is better than I remembered it to be.

melmoth, waffle, wow 3 Comments »

I’m wondering what Bartle type I fall under when I enjoy myself the most these days when I’m running low level quests in old world Azeroth.

I’m finding myself poking at a few daily quests in Northrend in order to try to get Reins of the White Polar Bear and Reins of the Ice Mammoth, because mounts are the only rewards that interest me at the end game: they’re one of the few things that you take with you into the next +10 level expansion and actually remain useful. Other than that, I’m generally wandering through the starter area quests for all of the home factions that I haven’t visited, my aim being the Ambassador of the Alliance achievement, with a vague thought to try for the Loremaster and Seeker achievements.

As I run around all these areas, gleefully one-shotting any enemy that finds itself in the unfortunate position of being part of a quest goal, I find myself genuinely smiling at the fun of it all; I also find myself becoming quite nostalgic when visiting old areas again and discovering, through the joy of the recent Low Level Quest tracking ability, all of those quests that I left behind when I originally levelled my character, either because they were too hard, too out of the way, or even bugged. Yes, Blizzard had bugged quests back when the game was first released, I know this is tantamount to blasphemy to the Fans of Warcraft, but it did happen.

The character that I’m playing was one of the first characters I ever created, and although he was abandoned in the mid-forties when I had switched to my faithful anti-altaholic druid, I did eventually pick him back up and get him to level sixty well before the Burning Crusade expansion was released. So the nostalgia is strong with this one. I’m vanquishing old foes, still finding new places and quests, and generally just enjoying adventuring again.

I guess this sort of play falls somewhere between Achiever and Explorer, I hadn’t thought to revisit many of these places until there was an achievement for it. My sense of joy comes from neither though, it’s very much the nostalgia and the sense of satisfaction that comes from finally putting to rest old demons – places and monsters that have haunted and mocked my character for all these years.

I can’t really see myself getting the Loremaster or Seeker achievements though, the problem being that they tend to turn the happy, light-hearted, simple joy of low level questing into a mundane and tedious grindy job of the sort that is often used to occupy those many players who are at the level cap, because they got there two days after the expansion was released and they’ve completed all the dungeon content.

For now I’m going to keep visiting the Old Places all the while that the happy content feelings remain; I think I’ll classify my Bartle type as Comfortable Pootling Nostalgic.

Posted by Melmoth at 1:40 pm

Society is no comfort to one not sociable.

melmoth, mmo, waffle 3 Comments »

It was while stalking the vast echoing corridors of my work place looking for a vending machine that was stocked with anything other than peanut M&Ms, like a T-Rex of confectionery, that I witnessed the common place routine that people who know one another but don’t actually work together go through when they meet in the corridor:

“Oh, hello Karen.”

“Hi Bob!”

“How are you?”

“Good. You?”

“Yes, fine thanks.”

All of which is, of course, said at pace as the two people desperately try to maintain that level of acknowledged politeness which unwritten etiquette dictates, whilst simultaneously not shedding any momentum; thus at least one person ends up walking backwards, the other twisted half around with one arm out in their general direction of motion in order to feel for the door that they’re approaching at full walking speed without being able to see it. Today the one walking backwards was also heading towards the concrete stairwell, but he managed to cram in the last required line of the Rite of the Polite and then turned in time to make a stumbling grab for the bannister and correct his course before he fell to his untimely, yet incredibly polite, demise.

The T-Rex, who had paused on the stairs to watch the scene unfold, snorts derisively, and stomps off to the north in search of a herd of Mars bars.

It was while quietly boggling to myself about the curious nature of this, perhaps very British, way of maintaining social contact with people who we’re just too busy to know about right now, and kicking the vending machine that had eaten my pound coin and now abjectly refused to divest itself of any chocolate and caramel snacks in return, that I realised that this social weirdness was something I had experienced often in MMOs that I had played. Then I was struck by the fact that MMOs might actually be the perfect breeding ground for such behaviour, like a microbial culture for transitory social interactions. Outside of your close-knit group of friends that you play with, and perhaps some of your closer guild mates, do you often stop to chat with people you know in-game if you bump into them in a capital city, or a popular questing hub? Obviously some of you will answer in the affirmative, but I haven’t witnessed many players who start their Bartle categorisation with an ’s’. From what I’ve witnessed, many people would emote a friendly wave and carry on their way to wherever they had to be; we often make ourselves busy in MMOs, make work for ourselves, if you will, things that we need to be getting on with right now. So we’re too busy to talk. Sorry! Emote wave. Move on. It’s a curious situation when you consider that in an MMO, should we wish to, we can carry on the conversation without actually having to stop to pass the time of day, but we often don’t. I’m as guilty of it as the next person, and I’ve exchanged many a wave with someone I recognise while doing the half-turn arm-out-in-front run for the nearest door, and yet I’d also be quite happy to chat if the other person were to whisper to me. But I don’t whisper to them, they don’t whisper to me, and we both carry on with our daily MMO grind, and in all possibility we’re spiritually a little worse off for not having shared time with one another.

Not everyone is this way, of course, there are those socialites among us who can while away hours in an MMO without actually touching the ESDF (pfff WASD indeed) keys. There are also people like Bob, whom we are acquainted with but don’t actually want to stop in the corridor to talk to, because he has BO, or talks incessantly about the extraordinary mating habits of dung beetles, or has an unnerving way of adjusting his testicles when he’s talking to you, as though he’s trying to work out a poi routine with them.

The anonymity of MMOs means that we don’t have to feel any real pressure about socialising, and the fact that we can socialise at any time, should we so desire, means that the need to maintain a face-to-face connection is felt even less. My character isn’t me, and if you want to speak to me I am an entity outside of any chance meeting of avatars in a virtual world, and yet I can’t help but feel that this is a sad thing in a game where I’m still very much aware of the RPG heritage that these massively online games share. One would think that MMOs might be the environment where social etiquette and interaction would evolve above beyond those staid and stilted conventions that have formed in the real world due to its various constraints on our lives. Yet it seems that the real world conditioning is quite strong, and is perhaps a reason why many guild channels that I’ve witnessed have long since devolved into a silent gathering of people, whose only passing acknowledgement is the ‘Hi’ and ‘Bye’ that their curious social etiquette commands, an etiquette mimicking those real world transient interactions, but for the txt spking, online generation. Perhaps I’m just unlucky in the social circles that I’ve fallen into in many MMOs, perhaps it’s my somewhat errant social compass that guides me consistently to such places, I’d certainly be interested to know of any examples where socialising in MMOs has evolved different rules and interactions due to the nature of the medium.

The T-Rex tears the helpless Mars bar from its protective shell and with a massive vicious chomp bites it in twain. Mouth still full, he lets out a mighty roar of victory, which is only cut short when he sees the cute girl from the third floor standing behind him waiting to use the vending machine. He makes his way quickly past her, not evening making the socially expected fleeting eye contact of acknowledgement, before returning to his desk and brooding over the consequences of being a T-Rex at work, while finishing off his confectionery kill.

Posted by Melmoth at 6:11 am

Twit ‘er? Damn near killed ‘um!

waffle, zoso 4 Comments »

Twittermania seems to be sweeping the nation, both real and virtual; it’s in newspapers, on television and radio, even this “internet” thing, though I reckon that last one’s a passing fad. Of course there’s a backlash against anything receiving such attention (though with the speed of reaction these days, a phenomenon gaining mass notice and its accompanying backlash tend to arrive simultaneously, making it more of a sidelash I suppose), giving curmudgeons an excellent opportunity to rant about not caring what people had for breakfast. If you’re sick of the whole business already you might want to skip this post, but if you want to know what I had for breakfast then on with the Hegelian bermuda shorts and let’s surf the wave of Zeitgeist…

Actually I tend to skip breakfast, though I know I shouldn’t, and then have to spend most mornings fighting the temptation of a bacon roll. Anyway! Twitter. I first bumped into it a while back, with a couple of blogs having sidebars that contained the author’s Twitter feed, so I’d head off to their Twitter page and read some updates, then notice some messages (generally known as “tweets”, I believe, but I prefer “twits”) seemed to link to other people so I’d open that Twitter page, and it was all very confusing. Though Twitter itself asks “what are you doing?”, if all you do is respond appropriately a few times a day it actually would be the oft-mocked “what I had for breakfast” beast it can seem from the outside. No, the beauty of Twitter, as so much of this web-two-point-oh world, is in the interaction, so if you adopt my initial approach and just go and visit someone’s Twitter page, chances are a good chunk of it will appear to be utter gibberish, half a conversation at best. The syntax is fairly obvious, “@(username) Yes, but it’s better with jam!” is a reply to @(username), and depending on the precise clients of all involved you can then go to @(username)’s exact twit (if you’re lucky) or main Twitter page (if not so lucky, which you then have to scan to try and figure out what might go better with jam), but trying to follow conversations that way is like untangling a slinky.

What you really need to do is sign up to Twitter. I know, this may seem something of an obvious step, but I’m sure plenty of people are like me and just too apathetic to go to all the trouble of signing up to something (or manage an initial sign-up in a flurry of enthusiasm and profile updating, then never return and forget the password you used. And the username, after somebody had taken your first choice. And the e-mail address you gave to recover them. And indeed the URL of the whole site so you can’t go back there anyway.) Really, though, presuming you’ve been driven to Twitter because there’s someone there of interest to you, sign up and Follow them and anyone they’re talking to who seems interesting. Now you’ve got a Twitter feed that you can see on your own homepage, or via one of the plethora of specific clients available (I rather like TweetDeck, but there are at least six billion others, on every platform imaginable). This does a strange and magical thing: you’ll now only see twits you care about on this feed. Well, it would be strange and magical if Twitter somehow detected what you cared about, what actually happens is that you see messages from everybody you follow, but if somebody you *are* following sends a reply to somebody you *aren’t* following, you don’t see that. Instantly the half-conversations vanish!

It’s still worth browsing other people’s individual Twitter pages every now and then, as you might be missing out on fascinating (or indeed scandalous) conversations between people you’re following and people you aren’t, but chances are you’re not, and as you build up interesting Twitterers to follow you’ll probably make the odd update yourself (bowl of Shreddies this morning), or reply to their twits, and away you go.

I started out mostly following other game bloggers, and from them to others in the games industry, but with the recent wave of popularity more and more celebrities are beginning to Twit, leading to further curmudgeonliness on the cult of celebrity (“I don’t care what Jonathan Ross had for breakfast either!”) plus the suggestion that it’s just PR anyway. And for some it might be, but just as with all other Twitteristas if their twits don’t seem, or stop being, interesting, just don’t follow them. Call me a slavish follower of celebrity gossip, but I think it’s rather fun (in a borderline stalkerish way) to read Stephen Fry’s account of being stuck in a lift, followed by Graham Linehan parodying the event in almost-real time, then worrying he might have caused offence but Richard Herring telling him not to worry. Or Phil Jupitus causing Neil Innes to miss a train by misspelling “frittata”.

This is all totally personal, of course, your mileage may vary, you may approach Twitter in an entirely different way (I’m rambling quite enough without getting into re-tweets and direct messages and hashtags and twitter spam), the value of twits can go up as well as down, your followers are at risk if you do not keep up twittering etc. I imagine most people reading this will already have been Twitting away for months if not years anyway, but if you haven’t yet dipped a toe in the Twit-o-pool, why not give it a shot? If you’re desperately keen to follow me some other bugger got to “zoso” first so I’m zosoz, but I’d start with someone far more interesting if I were you.

PS: Fancied kedgeree but would take too long plus had no kippers. Went with toast instead (no jam).

Posted by Zoso at 11:31 pm

Full resolution and damn the torpedos!

waffle, zoso 2 Comments »

Thanks to the efforts of a snowplough, a military surplus aerosan, a couple of Sno-Cats and a team of huskies, a courier finally managed to traverse the 20 miles of blinding white tundra to deliver my new graphics card, hurrah! After LotRO and some other games ran tolerably well on the old card I’d shoved in as a temporary measure, I almost had second thoughts and contemplated making do with that for a while ’til a full PC upgrade, but then firing up Grand Theft Auto IV (which I hadn’t even tried on the old card, just in case it melted and left me entirely graphic-less) it was perfectly happy to rack the resolution up to 1680×1050, so I’m much happier now (obviously that’s only with “Medium” texture quality, I believe “High” requires the as-yet rarely seen Cross-Octo-SLI-fire, where you run four HD4870X2s and four GTX295s in a single rig). Only question now is: Fallout 3 or GTAIV? (Or LotRO while Welcome Back Week is still on, or WAR?) (Or Guitar Hero?) Hmm. Spider Solitaire it is!

Posted by Zoso at 3:40 pm

Thought for the day.

melmoth, mmo, waffle 3 Comments »

Cyberpunk 2020. A marvelous pen and paper role-playing game that I spent far too many of my cyberpunk fanboy years playing with friends.

Elevenish years from now is 2020.

It seems to me that the real world won’t look anything like the one portrayed in the RPG, Gibson’s Neuromancer or Stephenson’s Snow Crash in the archetypal year of all things cyber and punk.

Will our MMOs look vastly different from what they do today? Will they play differently? Will MMOs even exist in eleven years time?

We’ve had five years since World of Warcraft was released, think about what has changed in that time, how things have developed, adapted, evolved.

Anything significant?

Really?

Eleven years is not that far away. I have a feeling that the Metaverse won’t be waiting for us when we get there.

Posted by Melmoth at 4:50 pm

Faithless is he that says farewell when the road darkens.

lotro, melmoth, waffle, wow 5 Comments »

So what with hitting the level cap in World of Warcraft with my shaman and not feeling the Love of the Lich King enough to want to do the whole thing over again with my level seventy druid or paladin, I was left somewhat hanging by my fingertips from a small shrub atop the cliff of MMO ambivalence, a glance down past my dangling feet showed the jagged rocks of end-level reputation grind, around which was wrapped the angry endless repetitive wash of the Sea of Raids.

Luckily for me there were many hands on, uh, hand, to reach down to my precarious position and lift me up and back onto the enduring yet precarious path of MMO enthusiasm that we brave adventurers wend our way carefully along as we negotiate said cliff of MMO ambivalence; sometimes we step from the path and the sharp drop into ennui awaits, but there are always stalwart folk who can be relied upon to reach out to us and pull us free from our gloom, to once more tread the endless enjoyable path of MMO experience.

Such a time was this, and this time to mbp and Khan who encouraged me some time ago before I even realised I was veering from the path, and more recently to blog commenter unwise, I offer thanks for the encouragement to try Lord of the Rings Online again, because I’ve been following the path for a week or so now, and I’m very much enjoying its winding and meandering ups and downs.

Also thanks to Van Hemlock, Jon, Shuttler, Teppo and the others of that collective whose constant tweets, blog posts and podcast musings were as a siren song guiding me away from treacherous MMO time-sinks and towards safer terrain.

And also thanks to anyone whom I may have forgotten. And sorry. And hello, how have you been?

So that was, in my usual rambling way, an introduction to the fact that I have returned to Turbine’s take on Tolkien’s lands of legend, and that I have been enjoying it a great deal. Having a level twenty six dwarf Guardian and a level twenty four dwarf Minstrel I did, naturally, roll an entirely new character for my return to the middle of the earth! Wait, wrong adventure; a new character for my return to Middle Earth! Having rolled a couple of support classes previously, and having nobody to support in my surreptitious return to Lord of the Rings Online, I decided to roll a DPS class, specifically one that could a) do a little bit of many things, and b) shock horror, be a dwarf. The obvious choice, and what I plumped for fairly quickly, was the Champion, a class which can dual wield; use a bow, albeit for nothing more than pulling duty, or perhaps finishing off a running, low health straggler; wield two-handed weapons; wear heavy armour and use heavy shields and thus, at a push, off-tank in groups. In short, they can do a little bit of everything, but one thing they do very well is damage. Lots and lots of damage.

Attentive readers of the blog will know from previous posts that I’m a healer at heart, I love undertaking that role of doing the job that many others don’t like, combined with the fact that I’m keeping people going, being a team player, and a shoulder for others to stand upon to attain greater heights. Listeners of the podcast will know that I sang a great deal when playing Guitar Hero World Tour with Zoso, Elf and our other mutual friend, not because I like singing particularly, and certainly not because I’m good at it, but because it’s something I can do well enough to allow others to take on the front line roles. It’s possibly altruism, a learned perversity as opposed to genuine generosity of character, but it makes me happy and allows others to be happy, and so I don’t fret over the fact too much.

However, when going solo, do as the soloers do. Roll a DPS machine.

My Champion is level seventeen at the moment; I’ve covered old ground, but it was fresh enough that although I knew where to go and what to do it was anything but dull. The class is new, and that keeps things interesting, and I’ve taken a more active interest in crafting, although it’s still not really my thing. Last but by no means least, I’m soaking up the formidable atmosphere whilst enjoying the many tweaks and titbits that Turbine have added since I was last here.

I’ll be sure to report on the ups and downs as I go, hopefully with some comparison to my recent levelling experience in Blizzard’s latest offering. As to what I’m doing in World of Warcraft – and to be sure I’m still poking and picking at the scab that has formed over the wound that is WoW’s idea of end-game content – I’ll save that for another time, and perhaps another format…

Posted by Melmoth at 12:01 am
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