Still Fixing What Isn’t Broken

January 31st, 2010

Whew! I’m back after an extended and unexpected blogging hiatus. The New Year and a New Job really kicked my ass.

I had always been fond of FreeRealms. Even though the game’s combat was never particularly complex, it was varied enough to keep it entertaining. Your character would obtain a new combat skill every 5 levels. Upon reaching level 20, you’d have 5 abilities from which to choose, each serving the usual melee, AOE or ranged functions. When I wanted a break from WoW (or whatever the current MMO de jour may be), I’d log into FreeRealms for a few minutes of easy fun.

Sadly, SOE must have been cribbing notes from Mythic, because they took the whole fixing-what-wasn’t-broken concept to a whole new level of… brokenness.

Now the combat in FreeRealms consists of 3 buttons that you mash repeatedly as you attack wave after wave of monsters. It’s boring. It’s repetitive. And unless they were shooting for the Under-the-Age-of-Five demographic, I can’t begin to fathom SOE’s reasoning for this change. Hell, most 10 year olds have better video game combat skills than I do!

And FreeRealms is not alone in this recent ‘dumbing-down’ trend. In World of Warcraft I recently created an Orc Shaman named Urgulanilla (I pride myself in naming all of my characters after real people, even if they lived over a 1,000 years ago). I wanted to experience the Barrens area of the game before it gets revamped in the upcoming expansion. I was dismayed to discover that the aggro of the mobs in the starter area has been reduced to nothing, causing the first five levels of the game to be so simple that my character could sleep-walk through it. Booooooring.

Now, don’t get me wrong. I’m not an MMO fangrrl that stomps her feet and whines the moment a combat skill is nerfed, or a game mechanic is simplified. I prefer that the starter area of any game be relatively easy, so I can learn the interface and explore my surroundings before being dumped into the deep end of the combat pool. But when you simplify the game so much that I can play it with with one hand while solving a Rubik’s Cube with the other, you’ve just sucked all the fun right out of it for me.

I really hope that the folks at FreeRealms rethink the changes they’ve made to the combat. I miss my Swiffer Mop-wielding Medic.

Fixing What Isn’t Broken

January 4th, 2010

You know an MMO is in decline when they get rid of their dwarf-tossing and replace it with painfully pedantic beginner quests. Case in point: Warhammer Online.

WAR has always suffered from putting all of its eggs into one PvP basket. Their “public quests” – cooperative PvE encounters – are a great idea in theory, but they are a complete failure if the player population is too low to support them. (For more information on how Public Quests work, watch this video.) Mythic didn’t take into account the fact that as a game ages, players move out of the lower level maps, creating population imbalances on the server. This means that all of those exciting beginner and mid-level Public Quests are as empty as a Greenskin’s head.

Mythic’s answer to this problem was to redesign the starter area. Initially, each race had their own beginner quests that were tailored to their specific racial histories within the overall storyline. These quests were fun, informative, and even involved some dwarf-tossing. The redesigned beginner area lumps everyone together doing generic we’re-at-war-so-go-kill-stuff quests, and involves tutorials so simplistic that a 10 year-old would be offended.

Sadly, I don’t think Mythic was seeing the bigger picture, and was attempting to fix something that wasn’t really broken. Yes, player population densities do shift, but the game would have maintained its population and attracted new players if they had addressed the lack of content and uninspired quests at the mid-levels. When my first character, an Empire Witch Hunter, got to level 20 the available quests became sparse and the quest rewards were often two and three levels above her. Nothing kills player enthusiasm quicker than receiving rewards that you can’t even use!

The irony of the situation is that although the combined beginner areas may give the illusion of player density, they have done nothing to improve the mid-level PvE areas. I logged into my level 32 Bright Wizard, who was last standing in Eataine – a Tier 4 area appropriate for her level.

The entire map was deserted.

NeverQuest

December 29th, 2009



SOE’s EverQuest2 is an MMO that takes its name seriously. Very seriously. In fact, InfiniteQuest might be a better name for this game.

The original EverQuest is one of the few MMOs that I have not yet played. When it launched in 1999, the memory of my unpleasant experience with Meridian 59 was still fresh. As friends began to exhort the game’s virtues (it surprised me how fast the term “EverCrack” sprang up), my immediate reaction was, “Oh, hell no!” I imagined battles with my modem that would exceed any in-game combat. I was content to continue enjoying my single player games, where I could be blissfully ignorant of concepts like ‘ping’ and ‘latency’.

Fast-forward 10 years where I’ve played almost every popular MMO in existence except EverQuest and it’s younger sister, EverQuest2. A free trial offer and a download later found me rolling up a Human Swashbuckler and venturing forth into Qeynos.

I was initially beguiled. The extensive use of voice actors lends a unique sense of charm to the game. I found the player community to be mature and friendly, as I was quickly adopted by a helpful guild that was willing to show me the ropes. I completed all the missions in the beginner area and eagerly headed to the mainland.

Here’s where I should mention that there are two different types of people in the world: Those who like lots of options and those who don’t. I fall squarely into the second category. I’ve been known to walk out of restaurants that had too many items on their menu. Give me too many choices and my brain will seize up like an old engine with a bad oil pump.

The EQ2 designers seem to subscribe to the philosophy that more is always better. By the time my character reached level 20 she had a quest journal that resembled the classified ads, four rows of quick bars containing skills I had no idea how to use, and an inventory full of items with dubious levels of importance. In a word, I was OVERWHELMED.

At this year’s Game Developers Conference, I had the opportunity to talk at length with one of the game’s original quest writers. Apparently EQ2′s ‘kitchen sink” approach stemmed, in part, from their lack of understanding of player behavior. They created the content with the expectation that players would pick and choose which quests they wanted to do. They never anticipated that we would attempt to pick up every quest in a given area until our journals were overflowing.

It’s unfortunate that EQ2 lost me in its sea of options and endless possibilities. The game had a lot to offer. But that, in itself, was the problem.


* Desert Bus is a game that involves nothing but driving a bus from Tucson, AZ to Las Vegas, NV – in real time. It is very, VERY boring.

The Shortest Distance

December 24th, 2009



If you’ve ever lived in Chicago as I have, you know that the mass transportation in that city can be a bit…challenging. There’s the CTA “L” line, or elevated train, which gets you around downtown Chicago. There’s the Metra train, which goes out to the suburbs. And I think there’s another CTA rail line that takes you to the airports. I have to confess that during the 7 years that I lived in the area, I never did quite get the whole system figured out. The point is that sometimes getting where you need to go can be expensive, confusing and tedious.

So why do game designers feel the need to make transportation in their virtual worlds expensive, confusing and tedious? Don’t we get enough of that in real life?

My first dedicated MMO experience was Dark Age of Camelot. Perhaps things have changed since I last played the game over 5 years ago, but back then getting around in Albion, Hibernia or Midgard was a giant PITA! Yes, there were teleporters in the major hub areas, and your character could eventually purchase a mount. But the majority of the game was spent taking the public transportation, which consisted of watching your character riding a horse. For a very…long….time. Some of the longer horse routes make the flight times in World of Warcraft look like a jog around the block. It was tedious, boring and unnecessary. How much fun can you really derive from looking at the back of a horse’s butt for 20 minutes?

Speaking of horse’s butts, let’s talk about the transportation options in World of Warcraft. Here’s a quiz for you: You’re a level 60 human warrior standing in the middle of Gadgetzan. You own conventional and flying mounts, but you’ve recently used your hearthstone, so you can’t teleport to your bind point for another 30 minutes. You need to get to Zangarmarsh on the Outland continent. Quick! How do you get there? And how long will it take you?

The recently released children’s MMO, Free Realms takes a refreshing approach to game travel: Open your map, click on where you want to go, and *poof* you’re there. Want to meet up with friends in the game? Click on their name, select “teleport” and you’re instantly standing next to them. It couldn’t be easier, and it makes the game a lot more enjoyable. You can still be pedestrian and explore the world on foot to your heart’s content. But you’re not forced to do so.

Which makes me wonder, why don’t all MMOs make transportation this easy? Sony realized when they were creating Free Realms that they needed to make “getting to the fun” as simple as possible, or kids would quickly lose interest. But developers seem to think that we adults ENJOY tedium, or at least they believe that we’re willing to tolerate it. Sure, it’s fun to explore. But at what point does ‘exploration’ become an imposed potty break?

Banned: The Update

December 17th, 2009


In my last post I discussed my recent experience of getting my Lord of the Rings Online account banned.

(For the record, although the email I received called it a “temporary suspension”, my Turbine billing account listed the game as “banned” until the year 2037.)

Four days after the initial notice, I received a second email from Turbine’s In-Game Support, stating that my account “…was identified as being compromised as it accessed our game from an IP address directly associated with gold farming, selling, powerleveling, and account hacking activities. Other accounts in addition to yours were compromised, and as soon as we identified this we suspended the affected accounts so that they could not be further abused.” Scary stuff! At the end of the email I was instructed to contact them again as soon as I had changed the password on my master Turbine account.

The following day I received a third email indicating that my LotRO account had been reinstated. Anxiously I logged into the game, half expecting to find my minstrel naked and penniless. Or worse – deleted.

Instead, I found nothing.

Nothing was missing. No gold or items had been taken. None of my characters had been touched.

Which leaves me mightily relieved and perplexed – all at the same time. I was grateful for the fact that resolution occurred in 5 days, not 2 weeks. Although I found the 2 week estimation to be excessive, and the lack of payment suspension to be annoying, it wasn’t the time or the money that truly bothered me. It was the lack of transparency.

Turbine originally claimed that they had reason to believe that my computer had been compromised, but they weren’t giving me the information I needed to take appropriate action. It’s rather unsettling to think that your computer may have been hacked, or that it contained a virus that managed to elude your best cyber defenses. I STILL don’t know what they saw in my account that caused them to take such drastic measures. Perhaps I was accidentally caught up in some type of preemptive anti-hacking initiative? Maybe it was a simple case of mistaken identity?

Or maybe Middle Earth now has ninjas?

Does Middle Earth Have An Unemployment Office?

December 12th, 2009

Well, it’s official. The US economic recession has now hit Middle Earth. My level 45 minstrel in Lord of the Rings Online has lost her job.

Earlier this week I received an email, supposedly from Turbine, stating in part the following:

Your account has been identified as potentially being accessed by a third-party. Turbine has temporarily suspended your account to prevent any further access to your account. Please note that this does not indicate in any way that Turbine has been compromised; in most cases this indicates a security issue on the computer used to play the Lord of the Rings Online. IMPORTANT: Please understand that this suspension is not a punishment, but a way to prevent further access to your account.

Being the natural online skeptic that I am, I initially assumed that the email was a phishing scam and considered deleting it. Unfortunately, a quick check of my LotRO billing account indicated that my account had indeed been banned – until the year 2037, no less. (I guess Turbine feels optimistic about the longevity of their game!)

The email went on to request that I run a full virus scan on my computer and then contact their online customer support to get my account re-instated. After completing the online support ticket I was given a friendly message stating that it would be at least 2 weeks before I received a response from my request.

TWO WEEKS????

This entire episode has me completely baffled. A deep scan of my computer via Avast Antivirus produced NO viruses. None. Since I have a dedicated gaming computer, I don’t browse the web or even have an email program installed on it. I’m behind an encrypted router. No other games on this computer have been affected, including Turbine’s other online game – Dungeons & Dragons Online – for which I have an active subscription. A simple dictionary attack of my username/password information seems unlikely, since I would think that Turbine would limit the number of login attempts.

So what happened?

Conveniently enough, although Turbine has banned me from playing LoTRO until I reach the age of 70, they neglected to suspend my automatic payments. I guess it’s ok for me pay for a service I can’t use while their customer service department tries to figure out whether or not I’m worthy of re-instating. Imagine if your cable TV company contacted you stating that they think your next door neighbor is leeching your cable signal. As a precaution, they’re turning off your cable TV service for the next few weeks, but they’re going to continue to bill you for it until they get the issue resolved.

ARGH! If any of you have experienced something similar to this, I’d love to hear your stories. Meanwhile, anyone need an unemployed minstrel?

Where Do Baby NPCs Come From?

December 6th, 2009

Half-orcs are a well-known adversary in Lord of the Rings Online. They can be found in camps throughout the Lone-Lands, lying in tents, relaxing near campfires, or patrolling abandoned ruins. They are a continual menace to the human residents of the area and your character will spend a lot of time killing half-orcs.

Killing MALE half-orcs.

Because, you see, female half-orcs don’t exist. Ever. At least, they don’t exist in the online world that Turbine has created. Which leads me to wonder just HOW the half-orcs got there in the first place. Asexual reproduction, perhaps? Admittedly, I’m not intimately familiar with Tolkien lore. Maybe there is an explanation somewhere for why no female half-orcs can be found. But I suspect that it has more to do with developer oversight than with adherence to Middle Earth’s rules on orc family dynamics.

Gil in World of Warcraft

Gil in World of Warcraft

Over the years I’ve noticed a distinct lack of family or children represented in many online games. Most often NPCs stand around patiently waiting to dole out quests to passing players, with no mention of family, spouse or even a girlfriend. Sure, you get the occasional ‘hook-up’ quest, where one NPC wants the player’s help in getting the romantic attentions of another NPC. Or you get the ‘rescue my son/daughter’ quests. But the daughter/son in question is always inevitably an adult, never a child.

Another Turbine game, Dungeons & Dragons Online even has the sounds of children playing as part of the ambient background noise for the Marketplace area of Stormreach. I always found this to be particularly unsettling because there’s not a child to be found in the game – anywhere. I asked a former Turbine employee about this. Not only had he never noticed the lack of children in either game, but he could give no explanation for their absence. He guessed that it was a matter of economics; Turbine didn’t want to spend the resources on having the art department create child character models.

There are only two MMOs I’ve played that depict children – World of Warcraft and Dark Age of Camelot. Granted, the children in WoW look a little odd with gigantic feet. But nevertheless, they are honest-to-goodness children and can be found in several places throughout the game world. DAoC’s attempt at creating children consisted of shrinking the adult character models down to midget size, which looked a little creepy. But I give them points for trying.

Although I am not a parent myself, I’ve always found the lack of children in an online world to be off-putting and a bit immersion-breaking. After all, any population, be it human or otherwise, is going to have a hard time sustaining itself if it can’t reproduce. How can all of these adult NPC quest-givers exist if there are no families? Why are children – be they orc or otherwise – omitted from online worlds? Simple oversight? Budget constraints? Or something else entirely?

Déjà Vu All Over Again

December 1st, 2009


Imitation is the sincerest form of flattery. Or, at least, that’s what the mysterious collective known as ‘they’ often say. If what ‘they’ say is true, then the MMO industry is absolutely overflowing with approbation.

Alganon is a new MMO fresh off the presses that takes its WoW-cloning very seriously. From the moment you enter the character creation screen, your sense of promnesia is so palatable that the game might as well be a sheep named Dolly. The art style. The combat. The emotes. Algonon doesn’t even try to pretend that it’s anything other than a World of Warcraft knock-off.

Of course, trying to be just like WoW is certainly nothing new. Korean MMOs have made an industry out of it (i.e. Runes of Magic). But Alganon isn’t an Asian import; it was created by Arizona-based developer Quest Online. And what makes Alganon unique in its, uh, sameness, is the fact that it’s a remarkably well done clone. I have to admit that in the short time I played Alganon during beta, its familiarity was almost comforting. Sure, it was a bland comfort, like a bowl of oatmeal. But I’ve certainly played much worse.

Which left me wondering, why? If you’ve got the talent, skill and budget that Quest Online obviously has to make a superb WoW copy, why not use those resources to create something wholly new and original? Was it a shrewd business decision? Do they think that players aren’t ready to accept a radically different MMO? Is the MMO market so competitive that it’s too risky to veer too far from the accepted standard?

What are your thoughts on this phenomenon? Will we ever find our way out of Azeroth?

Yo Ho Ho and a Bottle of Warm Milk

November 28th, 2009


Pirates of the Burning Sea is a game for which I have some very conflicting emotions. I’ve always been a fan of the pirate genre. I even had pictures of Errol Flynn hanging in my bedroom when I was a kid, and I read every book about historical pirates that I could get my hands on.

Unfortunately, Pirates of the Burning Sea (PotBS) doesn’t exactly live up to my expectations of what an online pirate game should entail. Don’t get me wrong – the game’s environments are gorgeous, the writing is superb, and there is a lot of fun to be had. But the actual game play is painfully repetitive. The majority of the game is spent in ship-to-ship combat, which may be a lot of fun when you’re doing open sea PvP port battles with other players, but when completing the game’s PvE missions it gets dull quick.

One unique feature in PotBS is “User Content”. Players can create flag, sail, and even ship designs, that if approved, can be used in the game. When the game first launched, the approval process for the sail and flag designs was rather haphazard. Players would upload their designs to the PotBS website where other players could vote on it. If your design received enough votes, you were allowed to use it in the game. This resulted in a lot of goofy designs that were more than a little anachronistic. Eventually, a “Steering Committee” was created to review all of the player content before it was allowed to be used. At the same time, a lot of previously accepted player content was rejected. This leads to my rather sad mermaid tale.

Before

Before

After

After

When the game launched, I created what I thought was a tasteful, attractive and period-appropriate sail design of a mermaid (See ‘Before’ image.) My design was quickly approved and I was happily sailing the high seas in my pink Bermuda Sloop and mermaid-patterned sails. After a few months I quit playing the game and did not return for almost a year. Upon my return I discovered that my character had been moved to another server and my mermaid sail design was nowhere to be found.

Thinking that it was a simple error caused by the server move, I resubmitted my sail design. Which was promptly REJECTED! Flabbergasted, I sent a message to the Steering Committee, asking for an explanation. I was politely told that my design had been rejected because the ‘breasts’ on my mermaid were too ‘vague’. I would need to put a pattern on the design to indicate that my mermaid was wearing a bra, or remove the ‘vaguely breast-like circles’ completely.

WTF? My poor mermaid was deemed ‘offensive’ because her breasts were too ‘vague’?

In a fit of indignation I removed the ‘breast circles’ from the design completely and resubmitted it. My ‘breast-less’ mermaid was approved (See ‘After’ image.), but I lost a lot of respect for the folks at Flying Lab Software as a result of this incident.

I realize that the developers must comply with the ESRB’s standards, which are probably a bit arbitrary at times. But PotBS is not marketing itself as a children’s game. And the game is about PIRATES for cryin’ out loud! How can shooting, stabbing, burning and pillaging be OK, but round ‘breast-like’ circles on a mermaid flag design be considered ‘offensive’? How can we have such a pronounced contradiction in our culture, where violence is more acceptable than anything remotely resembling the naked human body?

I bet Edward Teach would have been amused.

Fourth Apathy

November 25th, 2009


I recently reconnected with a friend who I had not talked to in over 15 years. While doing the requisite ‘catching up’, my friend mentioned that she was playing an online game. Eager to share my hobby with an old friend, I asked, “Which one? World of Warcraft? Guild Wars? Everquest 2?”

“Last Chaos”, she replied.

“What’s the game’s full name, so I can look it up online?”

“That IS the name – Last Chaos.”

“But that doesn’t even make any sense! Chaos is a concept, not a tangible object. It’s not something that you quantify sequentially. That’s like naming your game ‘Third Havoc’, or ‘Intermediate Ennui’!”

I could tell at this point that my friend was becoming frustrated by my grammatical pedantry, so I agreed to download it and meet her in game.

I’ve been playing MMOs long enough to be able to assess a game’s enjoyability simply by viewing the in-game screen shots. I took one look at this website and groaned. A Korean free-to-play MMO ported to the US by Aeria Games, Last Chaos has ugly graphics, generic game play, an archaic-to-the-point-of-prehistoric user interface, and nonexistent localization. In a word – it’s BAD.

This is what passes for quest text in Last Chaos.

A quest journal entry in Last Chaos.


But the point of this post isn’t to discuss Last Chaos’ flaws, which would be like shooting fish in the proverbial barrel (with a bazooka). Rather, what alternately intrigued and disturbed me was its immense popularity. When I played Last Chaos a year ago, the 10+ servers were frequently filled to capacity. The starter area was as crowded as Stormwind City, and my friend’s guild was 20-member strong. Where were all of these people coming from? And more importantly, WHY?

I spent a month grimacing, squinting, and groaning my way through the game with my friend. Although I appreciated the opportunity to spend time with her, watching paint dry would have been preferable. Despite my efforts to convert her to a better game – I even offered to purchase a copy of Guild Wars for her – she would not budge. By her own admission, she spent hours a day playing Last Chaos and paid over $50 a month on items in the in-game store. She was never able to fully articulate why she liked the game so much. When I attempted to point out the game’s multitude of flaws she would shrug off my complaints with ambivalence.

It saddens me to see far superior MMOs flounder, or even fail (Auto Assault and Tabula Rasa come to mind) while dreck like Last Chaos survive and even prosper. Can this phenomenon be attributed to lack of knowledge? Poor taste? Or simply apathy?