Among life’s regrets is all the time wasted being early for everything

melmoth, swtor, zoso 2 Comments »

It’s an exciting old time for prospective Star Wars: The Old Republic players as Bioware reintroduce some Christmas magic, the anticipation of opening advent calendar doors and counting up to the big day. Most advent calendars are a bit dull and predictable (apart from the ones with cool stuff in them), though, so for extra fun Bioware are introducing a random element into when players get their early access, based on when they pre-ordered the game.

It’s an eminently logical system to smooth out massive spikes of demand on game servers, customer support and associated infrastructure, but has naturally resulted in some mild disappointment from those who have yet to get it. That’s “mild disappointment” in the Internet sense, of course, centred primarily around the official forums, but Web 2.0 and distinctly anti-social media allow the keen spectator to experience new and interesting spellings of “ridiculous” across news site comment threads, Facebook, Twitter and the like.

Having only finally decided to pre-order the game earlier this month, we’re very much of the opinion that date of pre-order is a terrible ranking mechanism for the staggered headstart. Zoso suggested reverse alphabetical order based on forum name, but Melmoth wasn’t at all convinced and instead proposed “people called Melmoth first then who cares about the rest”. After discounting those, we put our heads together to come up with some alternative systems Bioware could have used…

eBay Allow one user into headstart every five seconds, allocate each five second window an individual code, then put the codes up for sale on eBay. What could possibly be fairer than a money-based system in these times when I think we’re all agreed financial inequality is a thing of the past?

Chocolate Bars In a completely unprecedented move, invite codes could be printed on tickets and distributed in chocolate bars. As a bonus, a limited number of special tickets (perhaps silver, or another precious metal?) could grant five lucky players the chance to tour the Bioware studios where karma would ensure an encounter in accordance with their failings (an inveterate ganker in PvP would end up being teabagged by a much more powerful developer; an erotic roleplayer who insisted on behaving inappropriately in public areas would end up… being teabagged…)

The Postal Service Just pop all the invites in the post, and thanks to the vagaries of the postal service they’re bound to arrive at random times (or be delivered to random addresses that might look a bit like the right address, if you squint. A lot.) Deluxe or Collector’s edition codes could be posted in envelopes, the rest in larger package that have to be collected from the post office, a bonus if release is timed to coincide with pension day in the UK.

Safari Park Treasure Hunt Adventure In conjunction with safari parks around the world, conceal invitations in animal enclosures. Invites to PvE servers would be scattered around with okapi, tapirs, armadillos, binturong etc. Invites to RP servers would be in with the primates, giving a (sort of) authentic Wookie/Ewok vibe. Invites to free-for-all PvP servers would be scorched into hunks of meat and thrown in with lions and tigers.

Black Friday With a bit more thought given to the timing, Bioware could’ve had early access invites in boxes in Walmart to add to the happy fun shopping time.

Crossword Clues Get players to put a bit of effort in and solve clues to retrieve their invite code. Possible drawback: 25 character strings of random letters and numbers being difficult to set clues for… “1 Across: 25 character string of random letters and numbers”

The Sith Lord’s Dilemma A system developed by Sir Lord Darth Vader of Cheam himself: at a random time, with no notification, a button appears on the player’s account screen to activate headstart. Each time a player checks the account page, an hour is added to a queue before they can log in to the game…

Panto Season Another topical option (oh no it isn’t) (oh yes it is) (etc) offering several methods for invitation distribution such as whether a glass slipper is a perfect fit for the prospective player, making the magic invite available in exchange for a cow, and putting the invites in a bowl of porridge that’s just the right temperature.

Posted by Zoso at 4:25 pm

Selectable Narrative Difficulty in Modern Warfare

waiting for godmode, zoso 8 Comments »

Reader FraidOfTheLight pointed out an interesting article over at Terra Nova, Dynamic Narrative Difficulty Adjustment: “It would be neat to get a choice when starting a game: Do you want the bare-bones Good v. Evil plot, or do you want Dostoyevsky?”

It seems that someone at Activision read the same piece, as we’ve just fabricated a document that details how Call of Duty 19: Modern Warfare 7 will feature selectable story difficulty, and what effect that will have on the opening scene.


At the normal difficulty level (or “McNab”):

The player and four other troopers are seated behind desks in a hut. The walls are covered in detailed maps and charts. SERGEANT STAN “ICEBALLS” JOHNSON enters and delivers a briefing:

JOHNSON: “All right, listen up. As you know we’ve been pursuing Abdullah Aziz Al-genericterrorist since the squad led by Major “Sperple” Mann foiled his assassination attempt on President McGann earlier this month. At 0400 Zulu, Bravo troop visually confirmed that he’s holed up in a compound in South Khorasan. We need to find out what his links to the North Korean government are so we’re mounting a cross-border snatch operation, obviously it has to be completely deniable so make sure you’re carrying absolutely nothing that might identify you. Let’s go.”


Some players might not want to worry about the narrative and focus more on shooting people with guns, so they can crank the story difficulty down to easy, or “Seuss”:

The player is seated behind a desk in a hut. The walls are covered in brightly coloured posters; A is for ASSAULT RIFLE, B is for BAYONET etc. A human-sized FELINE enters, wearing red and white striped HEADGEAR, and narrates as SERGEANT STAN “ICEBALLS” JOHNSON briefs the player:

Said Sergeant Stan “there is a man
A wicked man, a bad, bad man
The man was in Afghanistan
And had a plan, an evil plan
To poison President McGann
With pecan flan
(McGann is a fan of pecan flan)
But Sergeant Stan and Major Mann
They stopped the man with the pecan flan
And chased him all the way to Iran
Where he’s hiding, under a divan
So you must shoot him if you can.”


If the player really wants a challenge, though, they can ratchet the story difficulty right up to maximum, codenamed ULTRA-BECKETT:

SCENE I. The player is alone in a plain white room with no doors, window or furniture.

From nowhere, SERGEANT STAN “ICEBALLS” JOHNSON appears. He removes his left shoe and places it on his head.

DIRECTOR (OFFSTAGE): No, no, no! A hat, most certainly, not at all!

JOHNSON removes the shoe from his head and hurls it to one side.

JOHNSON: Nothing to be done, nothing to be done.

FADE to BLACK.

SCENE II. A ROADSIDE, with two TREES and a STATUE. MAJOR ARTHUR “SPERPLE” MANN stands behind the statue.

MANN: The buzzing, the notion of buzzing, the notion. (Pause) The notion. (Pause) The buzzing. (Pause) I cannot possibly and yet!

ENTER SERGEANT STAN “ICEBALLS” JOHNSON, STAGE LEFT. He wears no right shoe, only the left.

MANN: Well here’s a fine thing.

JOHNSON: (Violently) What is beyond?

MANN: Infinite, but why not a cupboard? (Pause) Perhaps it is still green. (Wearily) And what of the terrorist cell tracked down to South Khorasan?

JOHNSON: (Mumbles) And you’ll give me a sugar-plum?

MANN: (Screams) A sugar-plum? A sugar-plum? A sugar-plum? The very devil!

SCENE III. BARE INTERIOR. ENTER JOHNSON, STAGE RIGHT. He turns to the player. He turns away from the player. EXIT JOHNSON, STAGE RIGHT. ENTER JOHNSON, STAGE LEFT. He turns away from the player. ENTER MANN, STAGE LEFT. He turns to the player. JOHNSON’S TROUSERS fall down. MANN POINTS to something unseen in the distance.

END.

Posted by Zoso at 12:04 pm

A great source of calamity lies in regret and anticipation; therefore a person is wise who thinks of the present alone

swtor, zoso 5 Comments »

It’s been fairly quiet on the MMOG front here. Since moving on from Lord of the Rings Online a couple of months ago City of Heroes has been providing splendid weekly group-type fun, but nothing to really inspire bloggery (though some of the user-created content in the Mission Architect has at least raised an eyebrow…) While not exactly in danger of being dragged under the Slough of Despond, there’s a risk of losing a welly in the Fen of Listlessness at least.

After three years of hype I hadn’t exactly given up on Star Wars: The Old Republic, but had become inured to official cinematics and shakeycam footage from expos and had no great desire to jump into the recent beta, but the subsequent dropping of the NDA and tidal wave of blogging that followed rather piqued my interest. A good chunk of the blogroll over there headed off to a galaxy far, far away, and many splendid posts resulted; those of Spinks and Warsyde spring to mind, with apologies to the myriad other fine authors also available. It’s all sounding pretty good (in a balanced, genuine opinion about the (almost) final game sort of way, rather than a frothing extrapolation of a fuzzy screenshot and out-of-context quote into some idealised wündergame), so I’ve stuck a pre-order in.

I’d seen an occasional blog post before the beta complaining about the NDA, some suggesting that leaving it in place so close to launch was a clear sign of damage control, but the broadly positive impressions belie that. From my perspective at least it’s just sensible timing; with a month or so to go before a firm release date it’s all rather more tangible (as much as a digital download can be), if we’d had impressions over a series of developing builds for the past six months I imagine I’d be just as bored of them as official screenshots.

Posted by Zoso at 5:13 pm

No legacy is so rich as honesty

melmoth, swtor, waffle, zoso 5 Comments »

News of the Legacy systems of Star Wars: The Old Republic, particularly a common surname across characters on a server that must be unique, has prompted some furious thinking at KiaSA Towers. What could be a lore-appropriate name that would work for all future characters? Aficionados may be aware of several previous Star Wars video games, but there’s also an entire expanded universe of rather obscure novels, comics and even some feature films, so we’ve been scouring these for inspiration. Here’s the shortlist for our characters, don’t go using them up before we get a chance!

  • Skywalker
  • Starkiller
  • Sunwounder
  • Gasgiantgrazer
  • Layheeyodalayheeyodalayheehoo (surname of some green dude who lived in a swamp)
  • Solo
  • Duo
  • Trio
  • Triiiiiiiiiiiooo
  • IwantatrioandIwantonenow
  • Hutt (surname of an intergalactic smuggler, who later branched out into baked dough products, sunglasses and small wooden structures)
  • Vader (most famously Geoff Vader, but also his lesser know brother Darth)
  • Stevens (Mr Stevens, boss of the Death Star canteen, one of the few individuals more powerful than Geoff Vader)
  • Organa
  • Oregana
  • Oregano
  • Parsley
  • Sage
  • Rosemary
  • Thyme
  • Coriander-Coriander-Coriander-Cilantro-Chervil
  • Tagliatelle-Frozen-In-Carbonara-ite
  • Pad-Thai Urad-dahl-a
  • Grand Moff Lobster Thermidor aux crevettes with a Mornay sauce served in a Provençale manner with shallots and aubergines garnished with truffle pate brandy and a fried egg on top and Spam Tarkin (Hang on, that one doesn’t really work…)

After reviewing the contents of the list, we would suggest not selecting your legacy surname while a bit peckish…

Posted by Zoso at 12:29 pm

Have I Got MMOnews For You

higmfy, zoso 2 Comments »

News this week of slightly unusual patent rights being granted for “a urinal-based games console”, which does seem to be an actual invention rather than just a terrible misunderstanding of how a Wii-mote is used.

The MMOG potential is obvious, venues such as stadiums offering the potential for 10, 25, perhaps even 40 man raids, though the duration would need to be tweaked slightly to under a minute rather than 18 hours. As for a suitable IP for the game setting, well, there’s only one option, isn’t there?

Posted by Zoso at 12:52 am

You’re tired of yourself and all of your creations

zoso 6 Comments »

Nobody said of Skyrim “why do we need to compare this game to an mmo anyway?” (That’s Nobody the commenter, not nobody in the sense of no-one. Somewhat confusing, though I hear he’s an excellent right fielder.) It’s a good question; many MMOG bloggers have taken breaks for, and posted about, single player fantasy CRPGs over the past few years such as the Dragon Age or Witcher series, but I can’t remember anything that’s prompted the level of pondering Skyrim has, as captured in some of the recent MMO Melting Pot pieces.

Very broadly, single player CRPGs tend to be story- and character-driven, often epic in scope, perhaps taking you from humble beginnings and giving you the chance to save the village/city/country/world/solar system/galaxy/universe/multiverse. MMOGs are virtual worlds, providing a canvas for you to create your own stories, probably accompanied by four, seven, nine, 24 or 39 comrades.

(Massive generalisations, obviously, ample scope for pointing out exceptions to either case, mourning the loss of the worldlier elements of MMOGs to focus on optimisation of mechanics, etc. etc.)

Skyrim is principally drawing attention for its virtual world, hence the MMOG comparisons. It has a story, but people aren’t writing about that side so much, it’s the world, the immersion, the sense of adventure that are sparking posts (such as those, picking an example entirely at random, of m’colleague). Though unusual compared to more story-driven RPGs it’s hardly unprecedented, apart from anything else being the fifth of the Elder Scrolls series (ignoring the spinoffs we don’t talk about), with Fallout 3 and Fallout: New Vegas achieving considerable success as well. It’s not such a surprise that the Fallout games didn’t take hold in quite such the same way as for many people RPGs are most strongly linked with a fantasy setting, particularly when it comes to MMOGs, though I’d like to humbly nominate myself for a John the Baptist award for contemplating the MMOG potential of New Vegas a whole month ago. What’s changed since the previous Elder Scrolls game, then, Oblivion?

Oblivion was released in March 2006, eight months before this blog started, thus in the “beyond living memory” category (though these days I can hardly remember what I had for breakfast half the time, rendering the span covered by my living memory considerably less impressive). WoW was getting into its stride, MMOGs in general were becoming more popular, numerous tantalising titles were in development, things were generally on the up. Some veterans from Meridian 59, Ultima Online or EverQuest were mourning the passing of the Golden Age, but newcomers to the genre could still be awed by a marketplace or plaza packed with actual real-life people (or their digital representations, at any rate). Things feel flatter now, allowing Skyrim to surf the wave of ennui lapping at the shores of the blogarchipelago; it might just be me (and Melmoth), but it doesn’t seem like many new MMOG blogs are starting up, established bloggers have been hanging up their keyboards, even WoW’s subscriber numbers are (slightly) falling.

Perhaps technological developments play a part. Not having actually played Skyrim (I will at some point, but am currently distracted by hopping around virtual reality as a toilet) (no, really) I’m hardly in an optimal position for analysis, but it seems like the cracks that have always existed in the world of The Elder Scrolls are gradually being smoothed over with improved voice acting, human-designed (rather than procedurally generated) dungeons and encounters, better graphics, more sophisticated NPC scripting etc. Of course it’s still obvious the world isn’t real, painfully so if you deliberately stretch the edges and put buckets over the head of NPCs or exploit the inability of a monster to navigate terrain, but each iteration of the series improves things (mostly; cue Morrowind versus Oblivion arguments…) It’s not just making a bigger world, Daggerfall was famously vast, it’s making a better world, a more interesting world. MMOGs, on the other hand, don’t seem to have moved on so much recently; not being intimately familiar with the technical side I can’t be sure, but I guess the challenges they face, of storing data about hundreds or thousands of players and their possessions and shunting that around networks, are pretty tricky before even getting on to the difficulty of player behaviour in a shared world.

The funny thing is, as Skyrim draws plaudits for its single player virtual world, Star Wars: The Old Republic is getting generally positive beta write-ups, especially for its story (or stories). It’ll be interesting to see if it can prompt similar debate over ways single player story-driven games can be improved by online components.

Posted by Zoso at 8:18 am

Have I Got MMOnews For You

higfmfy, zoso Comments Off

Augmented reality offers fantastic gaming possibilities, and it could be one step closer following successful trials of a contact lens with built-in LED. The trials were conducted on rabbits, a slightly alarming proposition; if they move on to other species how long before a laboratory rat tests a rudimentary augmented reality game where the first quest is to kill ten humans?

Posted by Zoso at 10:51 am

The Emperor’s New Heavy-Handed Parable

waffle, zoso 3 Comments »

Once upon a time there was an emperor who cared very much about his appearance. When two tailors from exotic lands visited his country, he summoned them for an audience and demanded the most splendid outfit that money could buy. Night and day the tailors worked and finally, after delaying the outfit by a week to allow for additional polishing of the buckles and fastenings, they dressed the emperor, and all the courtiers agreed that it was the finest and most magnificent outfit they had ever seen. So pleased was the emperor that he decided to stage a parade such that all his subjects could witness the clothes. As he strode down the street to the adoring cheers of his people, one small child shouted “But the emperor is naked!”, and the crowd gasped!

“Wait a minute” said someone near the child “he’s not naked at all, what on earth are you talking about?”
“I’m the lone voice challenging the tissue of lies built on vanity, fear and pride” replied the child “only my brave innocent voice can expose the truth!”
“Yes, but… he’s wearing clothes”
“All right, yeah, he’s wearing clothes… but the crown’s a bit wonky. And I don’t like the cut of the pantaloons at all. They promised us the most magnificent outfit ever, he think he all that, but he ain’t all that, nuh-uh.”
“That’s an entirely different issue, though, I mean I’ll grant you the shade of purple of the frock-coat isn’t entirely to my taste, but nevertheless it’s pretty magnificent. Perhaps the courtiers were overstating the magnificence somewhat, but not to the point of lying about the existence of the clothes entirely. Anyway, weren’t you that kid who kept shouting ‘wolf’ the other day?”
“Nah, that was a different kid. He got eaten. By a wolf as it turns out.”
“Wow, that’s ironic”

Posted by Zoso at 9:26 am

Reviewlet: Alpha Protocol

alpha protocol, games, reviewlet, zoso Comments Off

Alpha Protocol looked like an intriguing prospect in development, a contemporary espionage action RPG allowing players to travel the globe as a secret agent. It received rather mixed reviews on release, tending to “meh”, but when it showed up for less than £2 in a Steam sale a couple of months back it was hard to say no. Playing Alpha Protocol after Fallout: New Vegas and Deus Ex: Human Revolution was rather interesting, in a “compare and contrast” sort of way. You know what they say: first/third person Action RPGs are like buses, you wait all year for one that allows a variety of approaches to meet objectives, and then three come along at a suitable price in Steam at the same time. Give or take a few months. And they all feature a hacking minigame. And two of them are made by Obsidian.

I do like a spy novel, so the setting of Alpha Protocol is a big plus for me; there aren’t many games in the espionage genre, especially RPGs where you have a bit of freedom moving through the story. The key elements should be familiar enough to genre fans: rogue agents, private military contractors, assassination attempts, arms smuggling, double crossing, triple crossing, mysterious beautiful women, that sort of business. You play Mike Thorton, an agent desperately trying to recover the ‘N’ that somebody stole from his surname (and maybe some missiles or something). One of the key features touted beforehand was the conversation system, where you can generally take one of three approaches: Aggressive, Suave or Professional, which the developers broadly equate to Jack Bauer, James Bond or Jason Bourne. There’s obviously something about the initials “JB” and secret agents, lending additional credence to the theory that Justin Bieber is a psychological warfare project. This tends to work quite well, though the exact dialogue that results may not be quite what you expect; the “Suave” node in particular sometimes feels like it should actually be labelled “The ‘What Not To Do’ Example From A Corporate Briefing Video On Sexual Harassment In The Workplace”. Different approaches can lead to being Liked or Disliked by key NPCs, sometimes you can uncover in-game dossier information that may suggest the best approach to take, or you can always use your super-spy abilities to look up a walkthrough on GameFAQs. I’ve been on a bit of a John le Carré kick recently after seeing the film of Tinker, Tailor, Soldier, Spy, and was slightly disappointed there’s no George Smiley-inspired approach (apart from the fact that he’d have to be renamed Jeorge Bsmiley to have to right initials), but I suppose it would be quite tricky to create compelling gameplay from listening attentively, carefully writing things down and polishing your spectacles on your tie.

Once you get on a mission, mechanically Alpha Protocol is incredibly similar to DXHR in many ways. Sneak around, crouching to make less noise, avoiding security cameras with sweeping green cones of vision (if you get spotted an alarm sounds, find the alarm panel and you can disable it via a minigame); creep up unnoticed behind a guard and you can tap one button to knock him unconscious or a different one to kill him. Computers holding vital intelligence can be hacked via another minigame. You have a choice of weapons from pistol, shotgun, submachine gun or assault rifle (though you can only carry two), getting into a stand-up firefight is usually a bad idea, but you can take cover behind scenery and jump and roll between bits of cover. Oh, and every now and again you’ll get into a really stupid boss fight.

Just as in DXHR you can specialise in Alpha Protocol as a stealthy master of hacking, able to slip undetected past human guards and cameras alike, delivering precise knock-out blows or tranquilliser rounds where force is unavoidable, and just as in DXHR the game thinks it’s hilarious to stick a superpowered boss at the end of certain levels who has to be shot. A lot. And you haven’t even got the option of a Typhoon explosive augmentation as a handy “I win” shortcut. It’s especially jarring, as at least in DXHR you were facing cybernetic super-soldiers who you could believe were nigh-invulnerable; unless I missed a vital bit of dossier info that revealed a key Alpha Protocol villain had an adamantium skeleton, there was no explanation as to how a middle-aged man could withstand three magazines of assault rifle ammunition emptied into his head at point blank range. One particular fight descends into absolute surrealism as a psychotic Russian mobster snorts coke to become a knife-wielding instant killing machine, leading to a Benny Hill chase around a disco as ultra-cheesy 80s rock blares out until he gets knackered, at which point you shoot him for a while, then repeat. It’s like a reel from Austin Powers got spliced into the middle of The Bourne Identity.

Though the games share several mechanics, freedom is a key difference. At the start of Alpha Protocol you run through a weapons training course with sandbag corridors and pop-up targets, and the rest of the game never quite shakes off that feeling. For one thing Elite Agent Thorton can’t jump, his rigorous training unfortunately not covering “stepping over knee-high obstructions”, and though the level design usually doesn’t emphasise this too much there are occasions when your progress is stymied by an ankle-high sandbag wall. Sometimes you find a sniper rifle, but rather than, say, picking it up and carrying it around, you press Space to start using it, and when finished you put it back down in the same place, like it’s a rifle range and the gun is chained down. There are no boxes to be piled up to reach vents or windows, you can’t punch through walls, and the buildings you’re sent to infiltrate are strangely lacking in conveniently human-sized air ducts that let you into critical areas completely bypassing all security. The levels feel a bit like movie sets, sometimes with two or three paths through them, but with decorative doors and painted backdrops to appear more open.

On the plus side, they’re movie sets in a variety of exotic locations. Where DXHR featured an awful lot of corridors, Alpha Protocol moves from desert compounds to embassies to train stations to museums to parks across the world. I felt a lot more involved in the story as well; though things are headed for an obvious showdown (there’s a slightly clunky flashback structure that I felt broke up the flow slightly without adding much) you seem to have quite a few important decisions on the way.

Overall, then, Deus Ex: Human Revolution had great mechanics but got bogged down a bit in repetitiveness towards the end without an especially compelling plot to drive it on, whereas Alpha Protocol wasn’t so strong in general gameplay, but had a more interesting story and kept the pace up throughout. Worth a try, especially if it’s on sale for less than £2 again sometime.

Posted by Zoso at 12:36 pm

Wonderful to hear Brainiac on banjo

dcuo, games, zoso 4 Comments »

Back in ye olde days, I spent a lot of time creating characters for pencil and paper RPGs. For most games that was quite a lengthy process; read and thoroughly digest the rulebook, assess the possible races, classes, skills, spells, feats and the like, roll up stats (oh look, the 3d6 came up as 18. Again. Honest.) Best of all was outfitting; I do love a good equipment list. There’s something about a lengthy table of items with their cost and weight, the RPG equivalent of an Argos catalogue, that laminated book of dreams. Weapons and armour first, of course, with many bonus points if the system could spend three pages on polearms alone (I seem to recall Tunnels and Trolls was another one with about seventeen different types of dagger), but you couldn’t neglect the other items that might prove useful. My dungeoneers would be kitted out with rope, grappling hooks, hammers, pitons, torches, lanterns, flasks of oil, flint and steel, parchment and quills for in-game map making, needle, thread, a saw, belts, sacks, pouches, cutlery, kindling, obligatory ten foot pole, canvas, paint, carrier pigeons, scaffolding, oars, a tricorder, first aid kit, fire extinguisher, laser pistol, rations, flour, flasks of water, travel oven, breathing apparatus, space suit and portable folding kitchen sink. They were ready for absolutely anything, apart from moving under the weight of all that junk.

Being something of a rulebook magpie I had a shelf full of different RPG systems, all with at least one character ready to go, usually more. The logistics of getting (real) people together meant actual opportunities to play were far more limited, though, so the vast majority of characters were purely theoretical. OK, so all characters in roleplaying games (LARP aside) are imaginary, but these ones didn’t even go on real imaginary adventures. Though some of them went on extensive theoretical imaginary adventures in order to get hold of the cool stuff from the magical items lists, or to set themselves up in strongholds or castles. Theoretical adventures generally worked out for the best, as they avoided all those awkward issues of where to leave the mule train, wagon and camels (you never know when you might need to cross a desert) while investigating a dungeon, and just how someone could move without slicing their own foot off when they had nine throwing daggers tucked into each boot (just in case). It also avoided the dread spectre of the non-optimal character, that most heinous of MMOG crimes, for every character was perfectly suited to whatever situations I thought they’d probably encounter. Horatio the Multilingual, with no combat skills or spells but phenomenal memory, fluent in 17 different languages (including Dragon, Lizard and French), might not have been much use against wave after wave of kobolds or zombies, but he was the ideal choice to engage in diplomacy and intrigue in a bustling trading port (not that he ever experienced either, but had he hypothetically done so it would certainly have been the latter, resulting in a grateful Duke awarding him command of his own barquentine, outfitted as per table 7, page 364).

Getting into computer RPGs slightly shifted the focus, as they had this peculiar idea that just creating a character wasn’t the main point of the game, that you should take that character (or party) off on an adventure. The adventures had to work within the limitations of the computer, and were therefore mostly combat-oriented, but what they lacked in endless possibilities they made up for in not requiring other humans who, even once you had herded them to the right place, at the right time, with the right number of polyhedral dice for a game, wouldn’t always be on quite the same page…

(You create a brilliant scenario involving the Comte de Drakenfall, a nobleman who goes to war, but on his way home receives word that his younger brother, steward of the estate in his absence, has fallen under the sway of a necromancer, is experimenting with vile magicks, and plotting to kill the Comte before he can reclaim his lands. The Comte disguises himself to evade assassins, and seeks the aid of the players in an inn…)

“A man approaches you; he is wearing the plain clothes of a travelling merchant [rolls dice] but you notice several expensive rings on his hand, one of them with a crest [rolls dice] that you do not recognise. ‘You seem able to handle yourselves’ he says, ‘perhaps…’”
“Hang on, expensive rings?”
“Yes”
“Brilliant. I stab him and nick the rings.”
“What?”
“Yeah, he’s not expecting it right, so it’s definitely a surprise attack. [rolls dice] That’s a hit, right? [rolls dice] 17 points of damage.”
“But… he… but…”
“Is he dead?”
“Yes”
“Ace. I take his rings and sell them. Now, any dungeons near here where we can kill some goblins and nick their stuff?”

Anyway, even without the option to purchase improbable quantities of camping equipment, I still rather enjoy whipping up new characters in CRPGs and MMOGs, picking races, classes, powers, abilities etc. One area where they tend to shade the old pencil and paper systems is in character appearance; of course they’re limited to what the computer can render as opposed to the unconstrained range of human imagination, but my imagination isn’t terribly visual and is no match for a team of skilled artists and 3D modellers when it comes to potential shoulder pad options.

All of which waffling is really just preamble to saying: I downloaded DC Universe Online the other day. I hadn’t been planning to; after bouncing off Champions Online (again) earlier this year I’ve been having a splendid old time in City of Heroes since it went “freemium”, so it’s not as if there’s been a lack of superheroic-type online fun. It wasn’t the prospect of interacting with DC’s iconic heroes that did it, or a more action oriented style of play, or even the fact that DCUO went free to play (though that was a contributory factor), it was a screenshot from the character creator that made me want to whip up a DC hero, so I kicked off the download overnight.

15Gb and a quick blast through the tutorial later, if I had to pick one word for DCUO I think I’d go with “adequate”. For character creation the interface is pretty big and clunky, presumably to support a controller as well as the mouse, but it does the job. The option to create a character “inspired by” a signature DC hero or villain is quite novel if you want to get into the game with minimum fuss, I went down the custom route with dual pistols as a weapon and fire as the power. The range of costume parts you select from isn’t terribly large, but is… adequate. Launching into the game itself you get a quick cutscene outlining the plot with Brainiac and a time-travelling Lex Luthor involved somehow, but though I enjoy some of the individual titles I’m not much of a fan of the DC Universe as a whole, so it didn’t do much for me.

The tutorial involves escaping from one of Brainiac’s ships, and introduces the usual MMOG moving, attacking, and killing of random integer quantities of things. Combat does feel quite dynamic for a MMOG, on a par with something like Age of Conan, pistols having a melee attack on the left mouse button and a ranged attack on the right, all quite… adequate.

Finishing the story you chat to a few people around a police station then wander out to fight crime in the city, during which time I levelled up to get the “Meteor Strike” fire power. That was quite interesting, as rather than just a bunch of particle effects a tangible meteor rockets down to smite your foe, then rolls around a bit in the landscape (apparently it can even be picked up and chucked). That’s quite novel, though I was a touch disappointed that raining down a giant meteor from the very heavens themselves upon the head of an opponent didn’t squash him flat, but knocked about half his health bar down. Tough cookie.

All in all it’s fine, but just doesn’t really shine. If you really like the DC Universe that might be the clincher, if not it’s hard to recommend DCUO over Champions Online or City of Heroes, I can’t see myself leaving CoH for it in the near future.

Posted by Zoso at 2:29 pm
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