Wednesday, 9 December 2009

Speed provides the one genuinely modern pleasure.

Skirmishes in Lord of the Rings Online: Speed Raiding for the solo generation.

I’ve lost count of the number of times I’ve repeatedly run the various instances; I just keep going back for the fun and for the challenge, but mainly, if I’m honest, for the Skirmish Marks: my own personal catnip.

Similar to raiding there are a bunch of sub-bosses and then a Big Bad to defeat at the end. The advantage is that with many of the Skirmish instances the bosses come to you! All I need now is for them to commit suicide when they reach me, like the Judean People’s Front crack suicide squad in Life of Brian, and we’ll have the electronic entertainment equivalent of fishing on a quiet private lake.

Tuesday, 8 December 2009

The world's a forest, in which all lose their way; though by a different path each goes astray.

Here be Dragon Age spoilers.

I had a memorable moment of mirth whilst playing Dragon Age this past weekend. My new venture – Grey Warden Adventure Tours of Thedas – was taking off, and having enlisted the help of the Circle of Magi to create the special effects and theme park rides for Grey Wardenland, I moved my attention to the Dalish elves of the Brecilian Forest with the hope that they could provide cleaning and catering services. The elves didn’t seem terribly keen about the idea, something about the centuries-long oppression of their race at the hands of tyrannical men. Or something, I wasn’t really listening to be honest because I was more interested in having my plate armour shined and my cuticles attended to. After the elves had finished my Brazilian wax and licked the party’s horses clean it was pointed out by the more stuffy members of my party that I should probably offer to do something to help the elves. I claimed that the various ticks and bugs that they had licked from the horses would nourish those two elves for at least a day, what more could I possibly be expected to do? And as is usually the way with these things, ‘saving their entire race from a hideous centuries-long curse’ was the answer.

I performed the standard RPG ritual: running around the camp to see if anyone had any other errands that they needed me to undertake; seeing as I was going into the Forest of Death and Blood anyway, I might as well go and collect old Uncle Frank’s long lost colostomy bag, or see if I could find little Timmy’s favourite teddy which he lost. And if I can find the undead corpse of little Timmy, enter the Fade, solve a series of complex puzzles, slay the demon controlling him and lay his soul to rest too, well, that’d be swell.

As such I found a couple of quests. One was to unite a couple of estranged lovers in harmonious matrimony: she refusing his advances because he hadn’t completed the ritual of The Hunt, and therefore wasn’t a man. Which was obvious to me because he was clearly an elf, but there’s no telling some people. Essentially I think it was a cunningly veiled metaphor: she was concerned about his inexperience because he hadn’t been ‘out in the world’ and ‘shot his arrow’ into a ‘warm, throbbing, piece of meat’.

I thought her worrying overly that he was going to accidentally poke her in the bum hole on their wedding night was not really a valid reason to put off their eternal love and told her so, gave her some lube, and watched them join together in eternal blissful matrimony, ’till death us do part’ and all that. It turns out that that was a bit of ominous portending, and no mistake.

As well as reuniting the sexually inexperienced lovers, I also found a craftsman who told me that if I could bring him a piece of Ironbark he could make me a mysterious item from that material that I would probably find useful. “I can’t tell you what it is, but it will prove most handy in a battle” he winked at me. “Ooo, how mysterious!” I said, “Is it a bow?”. “What?” he yelped like a dog who’d just had his paw stood on by accident. “A bow. You know, wooden thing, bendy in the middle, shoots pointy sticks. Useful for cunningly veiled metaphors. Always carried around by elves, just like dwarves always favour axes, and humans their massive sense of self righteousness.” I explained. “I…uh… yes.” he said, looking like a dog that had just pooped in his own food bowl by mistake. “Right-o!” I said, and off I went into the Forest of Death and Blood.

So after much adventuring in the forest – read: wandering around fighting mob spawns until I found the entrance to a dungeon – I made my way into the heart of the werewolves’ lair and reached the final confrontation with their fearful leader. Who turned out to be an incredibly hot, mostly naked spirit called the Lady of the Forest. I was so glad that I’d had my forest tended to with a Brazilian wax by the elves before I left, I can tell you, because there was going to be some fire in the forest tonight if I had anything to do with it.

“Let me explain the curse of our kind” she spoke to me through bluish lips, moist like violets in the morning dew. “I must explain things that Zathrian, the leader of the elves who sent you here, has not told you. It was he who first…”

“D’you want me to kill him?”

“I… uh, pardon me?”

“Kill Zathrian, is that what you want? Because I’ll do it. I’ll kill them all if you want.”

“Them?”

“The elves. All of them. Everyone, anyone, just tell me and I’ll kill them. Just say you’ll be mine.”

“I… was going to tell you about the curse, how Zathrian came to curse the humans who lived here, and how he has maintained that hatred, beyond all reason, for centuries. How I have taught these noble savages to control their rage, and become more human again, even though they maintain their bestial form. I… I… was going to provide you with a morally grey choice, about whether to bring Zathrian here to negotiate, to slay me, or…”

“Or?”

“Or…”

“OR?”

“Or to kill him and… hello? Hello?! Where have they gone?”

Her werewolf companions could only point to the dust cloud in the doorway and shrug sheepishly as the sound of receding footsteps echoed from the corridor beyond.

And so back with the werewolves I went to confront Zathrian. He wasn’t too happy about it I can tell you, all sorts of curses and hatred poured forth, but none of it could stand against the beauty of the Lady of the Forest’s perfectly formed moist breasts. Lips! I meant lips.

And breasts.

So the stage was set and the battle joined; it was over almost as quickly as it started though, because ‘Cloth-wearing Noncey Elves versus Blood-raged Werewolves and Plate-wearing Grey Wardens’ gets a pretty high entry on the chart of top 100 one-sided battles. The fun was during the battle though: the first people I encountered were the newly married couple, who were true to their vow of death and the parting thereof thanks to my well timed two-handed sweeping arc attack that took them both out. More amusing still was Ser Ironbark the bow-maker, who came charging at me with his sword, all the while over his head shone the ‘Quest Completed’ arrow; I tried to hand the quest in, I really did, but he wasn’t having any of it. Whether this was due to the fact that I had brought about the slaughter of his entire people, or because he had six feet of my best steel sticking through his chest, I couldn’t tell you. Suffice it to say that I didn’t get my bow, which was most vexing. We had a contract and everything.

So the elves were slaughtered and I had myself an army of werewolves instead, which is by far the better option if you ask me. “Werewolves or effeminate tree-huggers? Hmmm. Hmmm. Now. Let. Me. Think.”

And of course most importantly I received the promise that the Lady of the Forest would turn up again to aid me in the final battle against the Darkspawn. Hmmm, I must remember to get a fresh Brazilian wax before that battle and wear my extra sexy lace undies. She can be the lady of my wood any day.

Thought for the day.

I wonder how big the team is at Blizzard that’s been tasked with implementing a copy of the Lord of the Rings Online skirmish system for their Cataclysm expansion.

Monday, 7 December 2009

Please hammer, don't hurt 'em

I finished Dragon Age: Origins over the weekend; it didn’t quite go to plan, as the game chucked a couple of curveballs (or to use the correct vernacular: bowled a couple of googlies) in the final act, which made life quite interesting. More ruminations on that to follow at some point, but as a bit of a change of scenery I decided to make a start on the THQ pack from Steam’s earlier sale, and installed Red Faction: Guerilla.

Red Faction is certainly a change of pace from some of the dialogue-heavy stretches of Dragon Age. Though you can read a deeper message into it, such as your character being a ludic metaphor for the immortal nature of revolutionary ideals, and the game attempts to set up a bit of a story (“You’re on Mars, I’m your brother, OH NO I GOT SHOT, fight the power”), the scene is really set by the tutorial mission where you get given some explosives and a hammer and told to demolish an old building. That’s what the game is about: smashing stuff with a hammer then blowing it up, and it does it fantastically. The only way they could have improved the introduction would have been to ditch the attempt to give you a deeper motivation for smashing stuff with a hammer then blowing it up by replacing your brother in the game with MC Hammer, who could give you a hammer, tell you to smash stuff with it, then hang around in the background wearing enormous trousers and occasionally shouting “Stop! Hammer time!”

Thursday, 3 December 2009

Fifteen men on the dead man's armoire

I need to get something off my chest. It’s a mace. And a shortbow. And a pair of chainmail gauntlets.

Yes, time for another Dragon Age post as everyone enjoys them so much. Just to be abundantly clear: it’s a really good game and it’s precisely because it does so many things so very well that certain little things stick out all the more. Things like having a camp full of incredibly dangerous people, and offering no explanation of why you only ever bother taking three of them out and about with you; of course there are myriad excellent reasons, technical limitations, replayability, yada yada, but I’d just like some nod towards it in-game. Maybe in a dream at the start:

Archdemon: “LOL u r such a nub u have to zerg me”
You: “NO WAI i r totally leet i cud pwn u solo”
Archdemon: “OK lets both fix party size at 4 thats fair”
You: “yeah OK”
*first fight is your party vs 23 Darkspawn*
You: “WTF HAX!”

All right, so that serves as an illustration of how attempting to explain meta-mechanics within the plot often ends up being far worse than just saying “it’s a bloody game, get over it you nitpicking git”. Still, today’s quibble is chests, and not Morrigan’s unnaturally sticky-back-plastic-dependant top (if alchemists can come up with a flaming weapon coating or health restoring poultice, I’m sure a suitable adhesive is easy enough).

Treasure chests, loot-containing barrels, crates, weapon racks, suitcases, vases, piles of stones, wardrobes, armoires and cupboards are staples of CRPGs in much the same way that staples are staples of stapling. That’s fine, there’s nothing I like more than a good rummage in a chest (and I don’t mean… oh, just take all the hilarious chest innuendo as read from here). If a dungeon doesn’t come with the requisite stock of loot-stuffed containers I’m highly miffed. Dragon Age, though, like Baldur’s Gate and many other games before it, sprinkles loot-containing objects all over the place. Wandering around a town, there’s a sparkly barrel, stroll up to it and… hey, here’s a longsword! And a bow in a crate over there. Slightly incongruous, but not utterly ludicrous. But then you go into a house or an inn, open a door, see a couple of people in the room, barge in, open the wardrobe in the corner, rifle through it, take the dagger that was sitting at the bottom, click to talk with one of the occupants and they say… “Good morrow, Grey Warden”. Not “Guards! Guards!” or “Who the hell are you?” or “Get out of my wardrobe!” or “Please don’t hurt me, you terrifying blood-spattered armed maniac who’s just broken in to my room and stolen my dagger”. There are a couple of instances where attempting to interact with an object actually provokes a response, but they’re the exception rather than the rule. Yes, it’s a very small thing, but picking at that thread of the Pullover of RPG leads on to wondering why you’re in the house in the first place, and indeed why the instinctive reaction upon arriving in any town is to thoroughly explore every single location, talking to everybody (unless they have a generic title like “Peasant” or “Noble”) asking if they have any menial tasks they’d like done while you happen to be in the area like it’s bob-a-job week, stuff you were taking entirely for granted, and before you know it the pullover’s unravelled you’ve ended up with the Crop-top of Absurdism, and then… Oh, wait, we’re back to Morrigan’s top again.

Wednesday, 2 December 2009

It is your destiny.

My primary problem with Dragon Age:Origins is the same as it has always been with Bioware RPGs, and it is currently my primary concern for their Star Wars: The Old Republic MMO. Dragon Age comprises a world which is ruled by old and powerful Gods who control the fate of all existence, which they bend to their will and whim.

We call these Gods developers.

And they are fickle.

A small spoiler now follows for Dragon Age, you have been warned.

One of the early objectives of the game is to enlist the help of the Arl of Redcliffe. When you reach Redcliffe village you find it under attack from the undead, and after defending it from attack you make your way into Redcliffe Keep to find the source of the evil and rescue the Arl. The source of the evil turns out to be the Arl’s child who has been possessed by a demon. When you confront the boy and his mother she pleads for you not to harm him and to find another way to defeat the demon, with the more immediate option being the death of the child by your hand. At this point you are presented with a choice: kill the boy and thus the demon, or travel to the Tower of the Circle of Magi and try to get the help of someone there to exorcise the boy. My offer to go and get Jane Fonda and exercise the boy was met with quiet contempt.

Now I already knew that the Tower of the Circle of Magi was in some sort of trouble, so getting there and back was going to be tricky and possibly involve epic quests. For a change. Since the boy was possessed by a demon that was bent on slaughtering all the local population (which had been reinforced by my having to defend the village first before entering the keep) I took what I thought was the hard decision to kill the boy, sacrificing one innocent life for the many. It had absolutely nothing to do with the fact that his mother was an annoying whining bint who had caused the whole problem in the first place, honest. Of course the game let me know through various lengthy patronising conversations what a monster I was for doing such a deed, and yet I imagined the situation if I had gone to the Magi to have been worse: coming back to find everyone who lived in Redcliffe to have been slaughtered in the intervening period. Zoso happened to choose that route, and so happily informed me that, no, you can take as long as you want to go and get the help; the demon seems to be distracted from its previous plans to destroy all life in Redcliffe for the entire time you are away. Perhaps a really good episode of MacGyver was on Fade TV, who knows?

I became a bit fed-up at this point because I was being made to feel like I had done the wrong thing, when in fact I felt that I had taken the harder choice with every good intent in mind; but my good intent was negated by the fact that the developers had decided that the seemingly obvious thing that would happen if you went away – demon enjoys its temporary reprise by slaughtering everything with a pulse and then raising them as an army of undead slaves in an attempt at world domination – doesn’t happen at all, instead the demon suddenly has a pang of existential crisis long enough for you to conveniently fetch help. There are villains in the 60’s TV series of Batman that feel less contrived. I couldn’t help but feel that the developers were laughing behind their hands “Oh ho ho, you thought *that*? Ha, surprise!”.

I’d put this all down to my unreasoning belief that all game developers are out to get me, but I have another brief example from a different Bioware RPG.

You’ll have to excuse any inaccuracies because I’m recalling this from old, worn sections of my brain. In Star Wars: Knights of the Old Republic you encounter, at some point, a beggar in the street asking for credits. When you ask them how much they want you can choose to give them nothing, the amount they ask for, or more than they ask for. Being a noble Jedi Knight of the Shining Order of Smug Superiority I gave them more than they asked for, since I could spare it, it felt like the right thing for a Jedi to do, and because you never know – help someone out now and you may run across them later on and gain something in return. Now altruism like that, as opposed to genuine generosity, is possibly a learned perversity that these games encourage, but regardless of the fact, I thought I was doing a Good Thing. You do indeed meet the chap again later on, dead in an alley, mugged because of all the credits he had on him. Credits that you gave to him.

“Oh ho ho, you thought *that*? Ha, surprise!” say the developers in my mind.

And that’s what annoys me about these dialogue choices in Bioware RPGs, and why I really worry for Star Wars: The Old Republic at the moment. The result of your actions is based on the fickle whim of the developer writing the story, and it is entirely too easy for them to set things up in a way that appear very obviously to suggest one thing, whilst actually delivering something entirely the opposite. This, when used very carefully can make for an excellent plot twist and following dramatic dénouement, but Bioware seem to use the trick far too often in their games for no better reason than to keep players second guessing what the actual outcome may be.

It’s a tricky problem to solve because the opposite end of the scale is a game like Mass Effect where there were generally always three options, one piously good, one tediously neutral and one blatantly moustache-twiddlingly villainous, and whichever option you chose, you got the reaction and plot progression that you’d expect. It allowed you to build the kind of character you wanted but at the expense of any real surprises.

I still feel that Bioware are trying to experiment with telling an interactive story in their RPGs; they have a strong foundation for telling a good tale, but it seems that how the player interacts with and affects the plot is still very much being explored and trialled with each new game. I don’t know which route Star Wars: The Old Republic will follow with respect to story choice, or perhaps it will beat a new path all of its own, but the problem comes from it being an MMO. Without the chance to save and reload as you would get in a single player RPG, you will have to be very careful of any choices that you make because they may affect your character for the rest of its career. In fact, I plan to setup ChottBot right after I finish posting this, it will be an Internet database filled with every conversation choice you can make in the game and thus allow players to pick whichever options will build the ultimate munchkin character, or open all the contacts with the best loot rewards; plot, motivation or immersion be damned, because frankly the outcome of your choices are a lottery anyway.

My concern is that where conversation options in Star Wars: The Old Republic are concerned, ‘It’s a trap!’ may become a fitting mantra.

Tuesday, 1 December 2009

Have I Got MMOnews For You

Host: This week, teams, science news from Slashdot who point out a research paper from Dr Johnson on “Human group formation in online guilds and offline gangs driven by a common team dynamic”, which suggests “a common team-based model can accurately reproduce the quantitative features” of both “potentially dangerous street gangs populated mostly by disaffected male youths” and “the massive global guilds in online role-playing games”

Zoso: We put this to the leader of the popular guild Knights of the New Phoenix Dawn, who replied “Clearly this so-called paper is a nonsense, and at best the mathematical model in question must be so generalised as to apply to almost any grouping of individuals, suggesting the online guild component is simply a ruse to justify claiming an MMORPG subscription as an expense. The Knights of the New Phoenix Dawn bear no resemblance in any way, shape or form to a street gang, and I’ll pop a cap in the ass of anyone who says otherwise. Word. Noun. Adverb.”

Melmoth: Mr Juan “Cougar Hob-nobba” Perez, leader of the Whipped Gat Slingas gang of Harlem, Manhattan, speaking between gunshots from behind his sofa had this to say on the research “What the dilly yo, noobs? I told you to purge the disease on those bitch skank hoes before letting them aggro more adds, now the boss is enraged and we ain’t got enough benjamins for the repairs. You shiznits hate playing, huh? You playa hatas? Day-amn.”

PJ: As the initial list of quantitative features included fickle loyalties based on short-term goals, artificially poor language skills to create to a specialist vocabulary, and an attraction to new objects with a constant discarding of the old, the first draft of the research paper was quickly withdrawn when it was realised the model also applied to LOLCATS.

Zoso: Dr Johnson, pressed for a quote, said “’tis a most obvious thing that URCHINS and NE’ERDOWELLS change not in nature whether ‘pon street-corner or MAGICK BOX of MISTER BABBAGE”, though it was later pointed out the author of the paper was Dr Neil Johnson, not Samuel.

Melmoth: Reports that World of Warcraft’s next expansion will be titled ‘Hatin’ of da Bling King.‘ are currently unfounded.

Host: Goodnight!

Studio lights dim, theme tune plays.