Tuesday, 22 May 2012

Roll darkling down the torrent of his fate.

I used to be in the habit of turning off General Chat upon first entering an MMO, or at the very least flinging it into a separate tab of the chat window marked ‘DANGER – MINDFIELD!’ to caution me against the volatile minds buried within. I performed the same operation upon first entering Tera, and thankfully the game remembers these settings between alts – because recently I’ve rolled a lot of alts. With limited time to play in past weeks, I’ve primarily taken to rolling a new race and class each time I login, and then blasting through as much of the starter area of the Island of Dawn as time will allow. This enables me to experience some of the flavour of each class, and at the same time inject a few delirious hits of Ding to keep my MMO cravings in check and leave me languorous, before I invariably have to dash off to take care of real life responsibilities.

In the early days of the game the global chat was an unending stream of drivel, as is often the way in MMOs, and it inexorably built up to the usual thundering churning deluge of froth and furore, as torrents of abuse dashed themselves on the unchangeable rocks of personal opinion, forming whirlpools of circular arguments that spun in upon themselves, drawing down to the suffocating depths of their unreason anything foolish enough to drift too close to the topic at its centre.

I diverted the river of global chat into a remote reservoir, which this time I labelled ‘Barrens’, and forgot about it for a good long while.

Nevertheless a lot of an MMO’s community is in its text chat, so I would occasionally flick back to Barrens to see if anything had changed. About a week or so later things started to calm down, and the global chat channel changed from frustrating to fascinating – now a fast but freely flowing expanse of diverse topics. I had rolled on an RP server, as I usually do, with the hope that a slightly more sensible subset of players would migrate there; I was quite surprised, however, at the dramatic change in the channel, and indeed one of the topics under discussion was that very fact. It transpires that the river of drivel had struck a tributary, and the LFG channel was where the rapids of rage now ran. So I left Barrens open by default, and flicked my attention to it every now and again while I repeatedly adventured across the Island of Dawn.

What was fascinating about the channel was that it had become a microcosm of the blogosphere: nearly every general topic that I’ve seen repeatedly touched upon over the past five or so years of blogging was mentioned in this one place, all in the fast forward nature of a back-and-forth conversation between people whose attention was invariably elsewhere. I quickly found myself privately playing Cassandra to any topic raised, knowing full well the future of each discussion, where the disagreements would come from, and the conclusions which would be drawn. It was at the same time amusing and saddening to see nearly all of the discussions follow disturbingly similar paths to those we’ve seen repeated amongst blogs over the years.

That the river of global chat drivel should break its banks and flood the fields of normality is no real surprise; it’s the fact that, upon receding, it left behind such a fertile field of rich discourse. I was tempted to turn the thing into an experiment – to start seeding topics into that fruitful soil, and harvest the bounteous crop of conclusions which grew there. And then I wondered –seeing as no idea in blogging is ever original– whether others had already done the same. Whether developers had already done the same.

An interesting topic perhaps, but whether I could raise the topic of ‘raising topics as an experiment in fast-forward blogging’ as an experiment in fast-forward blogging, without causing a segfault in the universe, I’m as yet undecided.

Monday, 21 May 2012

Have I Got MMONews For You

Host: This week, teams, news of trials of a device that uses an Xbox Kinect camera to sense body position to assist surgeons.

Melmoth: Never one to miss out on a commercial opportunity, EA were quick to announce Arthroplasty Arthroplasty Revolution, where players perform complex surgical moves to the beat of Weird Al Yankovic’s Like a Surgeon. Due in 2013.

Zoso: The trial is going well, but the social media functionality of the Xbox had to be disabled after surgeons kept interrupting procedures to update their status. ‘Kinect: update Facebook, doing surgery lol.’ ‘Kinect: send tweet, BP dropping rapidly, sad face.’

Melmoth: Surgeons have expressed delight at the intuitive controls, but were quick to point out that five reboots to update the Xbox dashboard during a coronary artery bypass can be somewhat frustrating.

Zoso: Bloggers were swift to criticise the system for its restrictive group composition. ‘If you’re not a healer, you just don’t get an invite’ said a disgruntled tank.

Melmoth: Senior consultants have advised against the use of the term ‘red ring of death’ during any surgery where the patient is required to remain conscious.

Zoso: The voice recognition component still needs a bit of work, with a surgeon’s command of ‘Kinect: show x-rays of pectoral area’ resulting in the Xbox playing MP3s of XRay Spex.

Melmoth: Rumours that the system also incorporates achievements and a ranking system, where surgeons can try to beat their colleagues’ best times for removing a kidney, are entirely unfounded according to a senior health official.

Host: Goodnight!

Studio lights dim, theme tune plays.

Friday, 18 May 2012

But, alas, to make me a fixed figure for the time of scorn.


Oh! I have slipped the surly bonds of Earth
And danced the skies on laughter-silvered wings;
Sunward I’ve climbed, and joined the tumbling mirth
of sun-split clouds, — and done a hundred things
You have not dreamed of — wheeled and soared and swung
High in the sunlit silence. Hov’ring there,
I’ve chased the shouting wind along, and flung
My eager craft through footless halls of air….

            – Excerpt from High Flight, by John Gillespie Magee, Jr.

As it was when I wrote about my enjoyment of the small detail of a turning horse’s head in Lord of the Rings Online, there are elements to Tera which are just breathtaking. Contrails form from your mount’s wingtips as you fly between locations; I haven’t worked out if they’re random or based upon the environment being passed through, but it is a simple moment of delight when they appear.

I’ve deleted the two thousand or so words which I wrote next, because many people have already judged the game and those who play it, and I cannot bring myself to present a justification for my playing it to the MMO equivalent of Freud’s inner circle.

Suffice it to say that I feel this is a game which tried not to bridge the chasmal divide between Eastern and Western cultures, but launched itself wholly across in an attempt to forge a beachhead, and found itself firmly repelled.

My time with Tera will shortly be drawing to a close, but I don’t regret having played it, for I have had joyous encounters on my journeys within both the world and the game, where I discovered a different culture of design, all of which I happily feel has been a worthwhile expansion to the universality of my MMO experience.

Wednesday, 16 May 2012

Every man of ambition has to fight his century with its own weapons.

With the instigation of a stress test for Guild Wars 2 this past Monday, I was able to log-in and refresh my memory with regard to some of the game’s systems. As such it gave me a nice opportunity to compare and contrast some of the ideas realised within that game with those found in TERA, which I’m currently playing.

My first impression is that in the classroom of MMOs, TERA is that kid who was brilliant at one subject; in all else that kid was at best average, but in one subject they grew whiskers and a shock of white hair and positively shone, in the eyes of their peers becoming a cross between a Super Saiyan and Albert Einstein. TERA is really rather good at action combat. Guild Wars 2, however, seems like the kid who was never brilliant, but was pretty good at absolutely everything, irritatingly popular, and likely to become head pupil of the school upon reaching the sixth form.

Do feel free to carry the analogy wildly off on your own tangents. For example, I picture EVE to be the gruff kid who sits at the back of the class jeering at everyone else and occasionally flicking the ears of World of Warcraft, who used to be the popular rich kid until everyone finally tired of him always turning up with more complicated and expensive versions of other kids’ toys, which he’d invariably break by the end of the first day.

One difference between TERA and GW2 which I find Quite Interesting, but others may find somewhat more prosaic, is the role of weapons within the game. For TERA, each class has a single weapon set available to it. The Warrior dual wields swords, but the representation of these swords is one icon; the Lancer’s shield and lance are also represented by a single entity. Therefore there are no cross-class loot issues when it comes to weapons in TERA – every class has its own weapon set, and every set is self-contained, even if it is comprised of more than one functional item. I really like the system; it’s a simple and elegant way to eliminate the issue of dual wielding classes having to keep multiple weapons/shields/handbags upgraded in order to remain viable, compared to their single-weapon counterparts.

Speaking of maintaining multiple weapons brings up one of my minor concerns for Guild Wars 2: good grief if there aren’t a lot of weapons to maintain in that game, at least for certain classes. Take the Warrior in GW2, for example, who can wield a prodigious variety of weapons. The fact that certain skills –and thus certain styles of play– are intrinsically linked to a weapon type means that, in theory, the Warrior will need to keep two swords, two axes, two maces, a warhorn, a shield, a greatsword, a hammer, a longbow and a rifle all upgraded in order to be able to fulfill each and every play style. Now, perhaps this is not the intention, and a player will be encouraged to focus on one or two themes, but it certainly seems a little overwhelming to think that a Warrior might want (but hopefully not need) to maintain an up-to-date version of all these various items.

Until my knowledge of the game has matured, it’s hard to know how this will resolve itself – weapon level could be irrelevant when compared to the power of the skills which the weapon enables, for example. Suffice it to say that I remain as yet unconvinced where this linkage between skill system and weapon requirement is concerned, but I keep an open mind as always. However, I think that thematically it’s a fabulous idea, where each weapon offers its own distinct flavour of combat, rather than just a mechanical flip of a damage type stat.

And in our contemplation of damage-type-weapon-swapping shenanigans, let us bow our heads and take a moment to reflect upon the current king of weapon stockpiling: Dungeons & Dragons Online. For no DDO session can be complete without the party emptying out their backpacks into the middle of the dungeon floor, rummaging through the subsequent pile of weapons as though they were Lego, and trying to find the exact right piece to fit their current build requirements.

“Dang. If anyone finds a dark blue four-er, can they let me have it?”

“Is that a two-by-two four-er, or a four-by-one? And do you need it in piercing, bludgeoning, slashing, adamantine, byeshk, cold iron, crystal, mithral or alchemical silver?”

“Err…”

Tuesday, 15 May 2012

He said true things, but called them by wrong names

Naming systems for uniquely identifying characters can be a tricky business in MMOGs, especially when server boundaries are broken down by features such as cross-realm zones in Mists of Pandaria or joining friends as a guest in Guild Wars 2. Maybe the games industry could look to areas with years of precedent; naming a racehorse, for instance, follows fairly similar criteria to character names in GW2: “Your name choice can be up to 18 characters, including spaces. All names are registered subject to approval by the British Horseracing Authority. There are approximately 250,000 names on the current register, therefore it is advisable to check availability prior to submitting your application.”

OK, so the jurisdiction of the British Horseracing Authority doesn’t quite stretch to GW2 yet, but apart from that… A quick glance at the runners of the 2012 Grand National isn’t terribly inspiring though, maybe a couple of potential guild names (“Midnight Haze”, “Smoking Aces”), but there aren’t many names you’d want for a character. Apart from “Shakalakaboomboom”, natch.

Pedigree dogs have to be registered with the Kennel Club, and the list of Best in Show winners of Crufts is much more like it: “Volkrijk of Vorden”, “Fenton of Kentwood” (Jesus Christ!), “Abraxas Audacity”, “Saxonsprings Hackensack” and, of course, “Araki Fabulous Willy” (who wouldn’t want a Fabulous Willy?) Maybe those six extra letters (dog names can be up to 24 characters) make all the difference.

The Westminster Kennel Club Dog Show offers even more tantalising examples, as per a quiz on Slate; I mean c’mon, what MMOG wouldn’t be improved by replacing “G4ndalf” and “KniefStabRouge” with “McMagic’s Candied Ham of Pebbles Run”?

Monday, 14 May 2012

The Secret, Whirled.

Guild Wars 2 has reached 500,000 Facebook fans, and some of them are real too! As such they’ve released some new artwork for their fans to enjoy; you can view the original work and leave a comment here.

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Just as an exercise for the reader though, I’ve included a copy of the artwork within this post. Take a ruler, and mark yourself a trajectory by following the line of Eir’s aim along her arm.

Yes indeed, what ArenaNet have actually done here is to stealthily encode a reveal for the new Ranger Elite skill in Guild Wars 2: Dragon Nutshot.

Oh, I’m definitely playing a Ranger now.

P.S. Upon considering the above, I began to question what exactly is going on between the dragon’s legs. Is that a cosmos, or is he (just pleased to see us – Ed.) evacuating himself of chromatically distorted dragon pee after having been hit by an arrow? There definitely seems to be some sort of explosion of dark tendrils going on in the nether regions there. Further supporting evidence for my theory, if ever there was.

You can't depend on your judgment when your imagination is out of focus.

Due to quests in TERA being such a general irrelevance, I find myself filtering the order of quests I undertake by giving preference to those which offer equipment upgrades; although, I’m still not sure about the technical accuracy of ‘upgrade’ in the context of a game where your character wears less armour the more they grow in power. It was always something which intrigued me about Star Wars: The Old Republic, the fact that the quests never showed a preview of the reward you’d be getting, and –perhaps due to the generally excellent storytelling– I never cared to know.

It’s a simple distinction, but an interesting one. By having the carrot waved around in front of their nose, the player rarely cares about the path they take while pulling the developer’s cart of flow. The developer, guiding the player in this way, gains a great deal of control and can instil motivation in the player, all without the need for world building or story. In fact, the reward will detract from the story in most instances, and I think it’s another area where BioWare were clever and alert to the pitfalls of the genre they were entering. The last thing you need in the Regency era ballroom of storytelling, where players are invited to twirl elegantly through the carefully choreographed steps of the plot, is a DJ in the corner with the glitter ball of phat loot, spinning to the thumping rhythm of tracks from Depeche Mode’s Some Great Reward.

TERA is a curious beast in terms of how players are directed in their questing. There is a strong World-of-Warcraft-like impetus to click through the quest text and get on with adventuring, especially considering that the combat is the stronger pillar of the game’s foundation, along with the aforementioned carrot of the rewards being presented up-front. What’s more, clicking on any highlighted name in the quest text will place a marker on the player’s map as to where that mob can be found. In essence, the game seems to be using quests as an enabler to drive the players into combat, as per the standard MMO model. However, the game also marks any mobs for which the player currently has a quest by placing an exclamation mark above their head. Here we find the ubiquitous ‘quest marker’ being employed not only as a way for players to easily find quests, but the quest mobs themselves. What I find strange is that this would be a perfectly excellent way to remove some of the production line feel from an MMO, that of grabbing quests in an area and then slaughtering all the wildlife in the vicinity until the quest tracker was full of green ticks. Being able to wander freely, and have any Mobs of Interest highlighted to the player as they explore, seems a far more natural and immersive system than the current MMO standard – Lord of the Geocachings. I really like the idea, but it’s bizarrely extraneous in a game such as TERA, where there is no discernible reason to explore the world –outside of the potential for a screenshot opportunity (of which there is an opportunity roughly every four yards in this painfully pretty game)– and every quest mob can be found with pinpoint precision, each player a laser-guided bomb of mob obliteration.

It’s interesting how small adjustments in the presentation of quests, their rewards, and their objectives, can quite dramatically change the perspective from which a player approaches them. In a game where combat is its own reward, is the loot carrot really necessary? If a game wishes to encourage exploration and adventure, should it perhaps spend time finding ways to remove the unnatural geocaching of quests, rather than inventing new game-play mechanisms? Mechanisms which are layered on top of the already proven questing system, and thus often feel forced.

As the fundamental enabler of flow in MMOs for many years, it’s curious to see how little has changed in the design of quest presentation over the years, and fascinating to see just how little change is required to transform the way a player views the world through the questing lens, where slight adjustments to structure can alter the focus of a player’s attentions, blurring the boundary between mechanisms and mind-set, while throwing the game’s world into sharper relief.