Thursday, 2 June 2011

The sun is the same in a relative way but you're older

One of the joys of gaming is the scope, from immersing yourself deeply in a virtual world or taking centre stage in an epic story to blowing stuff up and giggling. With generally smaller chunks of available time recently I’ve been erring towards the latter rather than the former, as MMOGs do tend to need a good hour or three to get anywhere, especially if coordinating with others. Just firing up Age of Conan, the launcher seemed to spend an interminable time on some internal check before it even gave the option of a “Start” button to load the game. It’s one of those relative things, almost certainly seconds rather than minutes (I never thought to get a stopwatch on it), hardly an issue like reaching level three of Operation Wolf on the Amstrad CPC464 when the joy of beating that git boss in the jungle was tempered by the knowledge you had to press “Play” and wait another few minutes for the next level to load, die in 30 seconds and have to rewind for level one again, but when you want to get on and play something then the fewer barriers the better. The prosecution presents Borderlands, m’lud, which decides you need to sit through three or four short videos of company logos with no way of skipping them until you either make an arcane tweak in some .ini file to disable them, or smash your PC with a massive hammer screaming “I THINK YOU’LL FIND *THIS* IS THE WAY IT’S MEANT TO BE PLAYED”. I like to think of it as recognition of time as a commodity that seemed endless as a child but becomes more precious with each passing year, but maybe it’s just a symptom of the ever-declining attention span of the human race as we desperately paw at flashing screens for constant stimulation, ideally involving cats and pianos

For rapid action I’ve tended to opt for a quick mission or two in Just Cause 2, or more often a few battles in World of Tanks. Both start up and get you into some action with minimal faff; with about three clicks from the desktop World of Tanks will get you into a fight; an inconsequential fight in the grand scheme of things, unless you’re engaging in the clan warfare system that involves controlling territory (I’m not, sounds a bit like hard work really), but immediately absorbing. If anything I wouldn’t mind it taking ever so slightly longer over the matchmaking; the current system seems a touch broad, especially in the latter tiers. It’s probably selective memory, like the other queue at the supermarket always moving quicker, but I seem to end up on the bottom of a three or four tier spread of tanks more often than the top. Sometimes you also end up with a tank you just don’t get on with; I thought I’d work towards the Panther, being such an iconic tank and all, and recently bought a VK3001(P) German tier VI medium tank to find it starts out with a distinctly underwhelming gun that barely damages stuff in its own tier, let alone tier VIII Super Beasts of Doom. Course I can’t upgrade it straight away, better guns need a new turret that costs a stack of experience, which will no doubt need the tracks to be upgraded as well… That said I have killed one Tiger I with it, but only because it was hiding behind a giant rock with two of our team on the other side; as it started edging one way around to confront my comrade I nipped around the other and shot it at point blank range in the weak rear armour for about 10% damage, while the other friendly tank reversed to keep out of the way of the main gun, causing the Tiger to advance further while I kept behind it getting another shot or two off; he then started turning his turret (fortunately quite slowly) so I reversed out of the way and the other friendly tank advanced to get a couple of shots as we coordinated tactics like the military wing of the Chuckle Brothers; “to me, to you”…

Teams as a whole tend to balance out though, like Tobold and Warsyde I’m finding the overall results are ending up near 50/50. I suspect you could boost your chances by playing with friends in a platoons, though not massively as platoons are limited to three members in 15-a-side battles. I’ve managed to team up a few times rather splendidly with fellow bloggers & commenters, though the chat system is a bit low-key, starting a new minimised window at the bottom of the screen that I’ve completely missed several times when jumping straight from battle to battle. Still, I’ve found the general players in random matches pretty decent on the whole, only once in hundreds of battles have team-mates really got on my wick when I managed a dazzling flanking manoeuvre, took out a couple of SPGs in the base before being finished off by a tank destroyer, and the two heavy tanks who could’ve swept in and easily destroyed the last couple of enemy units were bickering in chat about who’d got in whose way and alt-tabbing to post on the forums about the heinous slight. Course there’s always a few people who get frustrated and helpfully let everyone know their death was entirely the fault of their LOL NOOB IDIOT TEAM, often directing their wrath at those most foul cowards the “campers” (more irregular verbs: I painstakingly select an optimal tactical position for a masterful ambush, you hang around at the back and snipe, he is a camping lamer). They probably intend it as a mortal insult, but being a child of the 80s I can’t help but associate “campers” with Ruth Madoc and a chime bar and have to suppress the urge to reply “ho-de-ho!”

I’d still like to get over to Evendim in LotRO, and shift a load of structures around to set up a large shipyard in PotBS, and possibly even log in to Star Trek Online that I couldn’t help but pick up in the recent Steam sale, but first just a couple more matches on the long road to getting an 88mm gun on that VK3001(P)…

Wednesday, 1 June 2011

Have I Got Future MMOnews For You

May 2011: World of Warcraft blamed for wrecking marriages

July 2011: Marriage counselling services introduce a new programme, “The Couple That Plays Together Stays Together”, encouraging husbands and wives to play MMOGs together so the games become a bonding experience instead of a point of contention

October 2011: WoWprogress shows unprecedented levels of success in raid dungeons spearheaded by highly motivated guilds led by married couples

July 2012: Divorce Online reports that World of Warcraft is mentioned as the primary factor in 65% of cases where unreasonable behaviour is the cited reason for divorce. Further comments include “bottom 10% of DPS in every raid, even after I pointed out several ways to improve his rotations” and “Was standing in the fire. Again. I mean once or twice fair enough we’re all human but this was the SEVENTH TIME IN A ROW after I’d said DON’T STAND IN THE FIRE, honestly, come on.” Marriage counselling services forced to change the name of the programme to “The Couple That Plays Together Stays Together Until His Hunter Rolls On My Warrior Two-Hander”.

Tuesday, 31 May 2011

World of Wifecraft blamed for war.

The Daily Mail reports:

“A growing number of marriages are being wrecked by video game addiction.

More women filing for divorce are complaining that their husbands spend too long playing video games, according to research.

Of those wives who cite unreasonable behaviour for ending their marriage, 15 per cent believe their partners put gaming before them.

This has soared from five per cent a year ago, the study by Divorce Online found. In particular, disgruntled wives blamed World of Warcraft […] The study looked at 200 unreasonable behaviour petitions filed by women.”

The study further reported that an organised group of forty men had claimed they were all set to take on the challenges presented by Divorce Online, before realising that it wasn’t a new Asian MMO, at which point they disbanded and went back to World of Warcraft.

Reporting live for Oh MMO Emo News, I’m Melmoth Melmothson.

I turn my head and go away. I took my share in this fight for the impossible.

I’ve stuck a rich vein of completionism on my main character in Lord of the Rings Online recently, and this past weekend I decided to finish strip mining the Volume 2 epic book content and then consider the prospect of Volume 3. Really it’s all about my deep-seated unreserved love for the Warden class however, because it’s the sheer joy I get from the concept of the lightly armoured, self healing, valkyrie shieldmaiden, coupled with the wonderful gambit combat mechanic, that keeps me returning to the game outside of the once-per-week static group in which I play my Captain; although perhaps a better name would be Capacitor there, since my character is essentially a store of Power and Morale, where most fights consist of dispensing these out to other players in the fellowship while making sure all relevant buffs have been applied. The support role of the Captain is certainly what I prefer to perform in a group, but the execution of the class is just a little larghissimo when compared to the frantic fret fingering required to strike the Warden’s classic power chords. The Warden is the Kinks’ feisty You Really Got Me to the Captain’s more sedate Eine kleine Nachtmusik, and when you’re going solo it’s best to play the angry fast-switching power chords, as my mother would have said had she ever been Jimmy Page.

The Volume 2 content was ultimately frustrating, as I’ve found much of Turbine’s alternative story-within-a-story attempts to be. There may be spoilers ahead. I’ll try to avoid them, but while there’s music and moonlight and love and romance: let’s face it, there’s a spoilery chance.

Once again it came down to the feeling of being a pageboy at royal court, running errands between important people, aristocracy so lazy that they can’t be bothered to walk the ten paces required to speak to the person in question. The person standing right there! You don’t even have to walk over there, just raise your voice ever so slightly, you lazy feckless… If you’ve ever watched Pixar’s Wall•E then you’ll know exactly the feeling that these epic quests give you as a player, you are essentially the eponymous Wall•E in a world full of comically overweight humans who can’t even look beyond the end of their computer screen to talk to the person next to them. Except they haven’t invented the computer screen in Middle Earth yet, so really, what’s their excuse? One character gave me a long and powerful speech regarding their concern for the local guards. So terribly concerned. It really weighed heavily on their mind, they really were awfully frantically worried. Such desperate anxiousness they hadn’t felt in a hundred ye… ALRIGHT. FINE. I’ll go and check up on them for you, shall I? Seeing as you’re so blastedly worried that you can’t be bothered to go and check for yourself when the guards are only just outside the front door of the inn; presumably it’s because you’re… you’re too busy waxing your ears, or whatever in flaming homo-erotica it is that you noble elves do all day long.

And then, every now and again, the tedium of playing messenger would be punctuated with a terrifying mission against nigh-on impossible odds in the heart of hostile territory, like being a paper boy in a quiet remote Welsh village where every now and again the newsagents gives you a route which takes you through Mogadishu. These encounters were plenty of fun, capturing and escorting the orc lord Mazog to Dul Goldur, and then assaulting the fortress to rescue the dwarf Bori, or that idiot twit lovechild of Dr McMadpants and Contessa Gormless von Doolally, as I lovingly refer to him. He’s essentially the cause of all the problems that you spend your time trying to set right, and when I finally came to rescue him he performed one of the most masterfully arse-witted NPC escort manoeuvres I’ve seen, including several near-perfect executions of the Corridor Pause with Incoming Elite Trolls, with only the Russian judge giving him below 10.0 (a still respectable 9.75), feeling that he didn’t get in the full two and a half tucks while blithering about hoping to draw aggro.

I think, for me, the story failed because I spent most of my time standing around having to listen to the un-reason of these halfwit NPCs, while it slowly and gradually dawned on me that I could just stab them all and nothing in Middle Earth would change other than the fact that I would be free. It’s something which is rubbed-in by the ending, which essentially sets everything back to how it was, except a few people have died unnecessarily and wouldn’t have done if I’d just been allowed to cut Bori’s tendons and go hunting for Mazog by myself. Once again Turbine employ the Magic As Plot Protection device, where your band of plucky heroes is rendered utterly helpless by Random Villain B so that he can monologue without the vexing interruptions of you trying to stab him in the face, an occurrence so common now that one wonders just what sort of mismanagement must be going on at Sauron & Sons Ltd. for them not to have cakewalked their way to victory already, given that they can render whole groups of heroes utterly helpless seemingly at will, or at least when it’s most terribly convenient. Perhaps they’re all too busy monologuing to actually get on with finishing the job.

Mixing in skirmishes as part of the book content was a cunning plan, allowing the more memorable infiltration and assault on Dol Guldur to be replayed by players after they’d finished Volume 2, while at the same time allowing Turbine to reuse content which would otherwise be played through only once per character. I’m quite favourable towards the skirmish system as a complement to other forms of play, and since there are nice rewards both practical and cosmetic, I was quite pleased to see my progress through Volume 2 being rewarded with some new skirmish zones to enjoy, especially as one of the pitfalls of the skirmish system is that it can get a little stale playing the same zones over and over. Of course, I took all my hard earned skirmish marks and Cannuilan campaign marks (the latter of which can only be earned through these later Volume 2 skirmishes), and bought my Warden the Winged Circlet I’d been wanting for her since I first saw a preview of the skirmish cosmetic rewards many moons ago.

So Volume 2 for my Warden is now complete, or at least the book content is; there’s an epilogue which I have begun, but there are several quests listed as requiring a fellowship and I’m under the assumption that these haven’t been tweaked to be soloable yet, but I’ll certainly have a look before moving on to Volume 3. I’ve completed the one part of the epilogue which was soloable, however, a final chapter in the story of the Moria dwarves, where they bury that which they claim caused all the troubles in the first place, and so I was surprised to see Bori standing outside the cave as they collapsed it. Personally I would have been delighted to push the whole troublesome group in and seal the cave behind them, but apparently that was a task too trying and terrible for a hero of Middle Earth, and so I was sent on my way to the start of Volume 3, where presumably some bloke needs me, with utmost urgency, to ask the bloke standing next to him whether he wants a chocolate bourbon to go with his cup of tea.

Thursday, 26 May 2011

Publicity can be terrible, but only if you don't have any

Stropp picks up some interesting points on the “Unrated” aspect of yesterday’s Age of Conan announcement, particularly around how the team plan to use “… even more of the barbaric, brutal and sexy setting that is Howard’s Hyboria”. Recent TV series like Game of Thrones and Spartacus: Blood and Sand feature liberal sex and violence as a fundamental part of well-told stories, rather than as a sensationalist smokescreen to try and camoflague other shortcomings, perhaps Age of Conan: Unrated could herald a similar advance and be a mature MMOG, as well as “mature” (nudge nudge, wink wink)?

Or maybe it’s just a cheap bid for publicity, and “Unrated” was felt to be a slightly more subtle tagline than Age of Conan: Blood and Norks

Wednesday, 25 May 2011

Thought for the day.

“Hindsight explains the injury that foresight would have prevented.”

Second and third hero classes, along with broader and more varied level eighty five end-game content, instead of Cataclysm?

I find that we all get more legendary as time goes by.

The Captain’s ‘buff sticks’ in Lord of the Rings Online are, for me, a perfect example of that general requirement to ‘be optimal’ in an MMO conflicting with the coherence of the game’s world, and thus creating inauthentic cultural norms. The Captain class has a range of buffs, many of which can be significantly improved by one of the limited number of ‘legacies’ available to their legendary weapon. These legacies were originally entirely random, and therefore what you’d expect to happen would be for a Captain to find a weapon with as many of these legacies that improved their all-important group buffs as possible, and for them to then cherish that item as though it were one of their own children. What actually happened, of course, was an approach which maximised the boost to the Captain’s buffs without sacrificing their combat capability. Therefore, most Captains would store a number of ‘legendary’ weapons in their backpack –three or four would not be unheard of– each of which having a number of the correct legacies to improve their various buffs, while the Captain reserved their primary legendary weapon (the most legendariest, if you will) to have those legacies which would improve their in-combat abilities. This heavily reflects the strange general juxtaposition within the game between legendary items as common-or-garden objects, and ordinary quest reward weapons as quite rare finds in the later levels.

“Buff sticks! Buff sticks for sale! Get yer buuuuuuuuff sticks! Don’t be a drain and a raiding bane! It’s never enough to bestow a basic buff! Get a buff stick, and they won’t think you’re a pri–Yes madam? Two buff sticks? Here you go. Thank you kindly madam and enjoy! Buff sticks! Get yer buuuuuuuuff sticks!”

If ever there were an unheroic, unlegendary, unwieldy image, it’s that of a Captain rummaging through their bags before a fight, rapidly switching weapons so that they have the correct legacy equipped to boost the appropriate buff before they cast it.

“Now hold on for a second because I know I’ve got the one-handed hammer that boosts my critical attack buff around here somewhere. And you, you need power, I think that’s on a sword… no, noooo, it’s the halberd that has the boost for regen buffs. Now we all need the morale buff, so that’s this giant pink 12″ vib… oh gosh, how did *that* get in there. Ha ha ha. Hum. Uh, no, it was the axe that buffed morale; although I suppose the vibrator could work…”

I mean, bless Turbine, but they took a fabulous idea in trying to give players a unique weapon which levelled and grew in power as they did –a real, honest-to-goodness, corker of an idea– and then created a character class which highlighted in bright white searing bolts of Istarian flame all the problems with the system.

“Legendary weapon? Why yes, I have six! But only one of them is really any use, the rest I just keep in my bags because they have a minor applicability once every five to fifteen minutes.” I mean, I have trouble with weapons providing improvements to buffs anyway. I can understand a buff that improves a player’s critical rating; I can imagine it as my Captain explaining the weakness of this particular enemy, giving tactical advice on how best to strike their weakest spot, but how does holding a mace in my hand improve this advice? The best I came up with was my Captain saying

“Now listen here Flannelian, striking at an orc’s weak point is very much like making love to a beautiful woman. Imagine my mace is a beautiful woman for a moment. Stay with me now. Okay, now take hold of it as though it were a beautiful woman. Go on, don’t be shy, take it in your arms. No, not like THAT! You FILTHY… grabbing the handle in that way! That’s the sort of person you are is it? A lust-filled deviant of the most deranged kind! Now apologise to my mace. Apologise to it at once! Apologiiiiiiiiiiise!”

Of course by this point the whole fellowship is slightly unnerved and explains that they’d really rather just get on with killing the two non-elite orcs who shouldn’t pose much of a problem to our party of six, and no really, buffs probably aren’t even necessary right now.

I sometimes wonder whether a badly designed system is simply one which can be abused, or is it the nature of all such systems that, as long as there is any level of flexibility inherent to it, there will also be a way to exploit it? I don’t think there’d be any major dissent if I said that LotRO’s legendary item system is one which is ripe for the abuse through optimisation of itemisation, moreover it positively encourages it. Whether one sees this as a good or bad thing is probably down to the needs of one’s inner being with respect to the MMO genre, needs which are as subjective, eclectic and cultural as any existential abstraction.

At the same time I imagine there is firm agreement that it’s a terribly appealing sentiment to own a named legendary weapon, one that has grown and battled along with its owner, and which, when coupled with the romantic samurai-like imagery of becoming one with a weapon and treating it as though it were family, is something that thrums deep hard blacksmith’s strokes on the blade of imagination within the forges of the soul.

Elrond: “Aragorn, son of Arathorn. I have thought for many long nights on that which you asked of me, and I have made my decision.”

Aragorn: “You mean?!”

Elrond: “Yes, Elessar.

We will strike fear into the heart of The Enemy.

We will once again forge a great bond between the houses of elves and men.

We will return to you that treasure of the ages thought lost.

We will take the shards of Narsil and craft the blade anew!

Henceforth you shall be known throughout the lands of this Middle Earth as Elendil’s heir.

And you will also provide a minor competency bonus to your fellowship’s parry rating.”