The tranquil and steady dedication of a lifetime

games, zoso 6 Comments »

There was an article on CNN last year, “Why most people don’t finish video games”, highlighting a stat from Raptr that only 10% of tracked gamers had completed the final mission of Red Dead Redemption (a game taking upwards of 30 hours to finish). The conclusion for single player games was the future being shorter, campaigns of around 10 hours, with further content in expansion packs.

Update: UnSubject has done some sterling work digging in to the numbers and 10% is at the low end, but the stats seem to confirm the shorter single player campaign, more than half the titles taking on average less than 10 hours.

For an MMO player[1], of course, 10 hours is “not a bad first session”. 30 hours is “a decent headstart weekend (with 18 hours of queuing and server maintenance)”. 100 hours will do for launch week (I seem to recall Raptr reporting one user with 149 hours logged in the opening week of Cataclysm, though that’s just the game client running as opposed to active play), but there’d better be more than that to warrant a subscription.

I don’t envy a company trying to keep both camps happy…

[1] OK, obviously it’s a certain subset of MMO players. Or a certain subset of all game players, there are probably 100 hour-per-week Spider Solitaire fiends, engaging in flamewars of eye-popping obscenity with those Freecell noobs between hands.

Posted by Zoso at 4:24 pm

Hibernation Time

happy steam sale season, melmoth, zoso 2 Comments »

As the boiling water of time collides with the sweet and sour instant pot snack of fate I notice that the tomato sauce sachet of destiny has been accidentally left inside, which can only mean Steam Sale Season is once more upon us. Thanks to a combination of holidays, family visits and moderate to extensive vomiting (caused by some sort of a bug as opposed to family visits) things will probably be pretty quiet on KiaSA for a week or two over Wintermasludeval, so Merry Christmas to all our lovely readers out there, and it seems an apt time to dust this picture off from a couple of years back…

Tunnelling Jedi rogue class not as stealthy as hoped

Tunnelling Jedi rogue class not as stealthy as hoped

Posted by Zoso at 1:05 pm

December The 20th Be With You

swtor, zoso 3 Comments »

First impressions from a few days in the headstart Star Wars: The Old Republic are positive, a solid MMOG with a nice sprinkling of Bioware story and voice-work. Special mention on the latter to Simon Templeman (if Wookiepedia has the right voice cast) for his honey-coated Grand Moff Kilran, giving the Black Talon flashpoint a bit of a Leslie Phillips/Roger Allam vibe (I say, ding dong!) (Slightly random aside, Roger Allam is particularly fine in the excellent Cabin Pressure, well worth a listen.)

Playing solo is highly reminiscent of a single player Bioware RPG, odd MMOG-ism aside (a marketplace of infinitely respawning bandits here, an orderly queue to click on a quest item there), no bad thing, and in a group the conversation system (everyone picks a reply, there’s a roll to determine which is actually used) has worked rather well so far. With a single voice (per gender) for each class one slightly jarring thing in a party was someone else speaking with ‘my’ voice, which did make me realise how much I was identifying with my character.

With many servers already groaning under the strain of pre-order players it’ll be interesting to see if today’s official launch brings them crashing down like a lassoed AT-AT, but queues aside the pre-launch period has been pretty smooth. “The future’s uncertain and the end is always near”, as Oscar Wilde said when he was fronting The Doors, but for now it’s not a bad start.

Posted by Zoso at 12:58 pm

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
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