Archive for the ‘Game Dev’ Category

A Life in Gaming…

Saturday, July 31st, 2010

This post is inspired by Ysharros over at Stylish Corpse.  She committed to updating her blog every day for the month of July (minus weekends)…and she did it!  But her blog post today, The month in games – July 2010, got me thinking.  Ysh is a very “one game at a time” kind of person.  Where I, on the other hand, am well known to bounce – or roll – around like a Katamari Ball from one title to the next.    From the long list of bloggers and gamers I know, I have been the exception more than the rule.  Players seem to remain loyal to one or two games.

Ysh played three major titles this past month and all of them were “free” to come back and play.  But this is someone who, just a few short weeks ago, admittedly saw herself playing Everquest 2 for the rest of her life.

But similar playing habits are being seen in other players.  Those habits can especially be found in a lot of social gaming players.  In my friends list, there is a core group of about 30 to 40 people that I can list off the top of my head as being avid social game players.  They all play more than one game.  They are active.  And you can tell they have a favorite game or two, even if they play a number of them.  I can’t really say there is one of those players that plays only one game.

But when it comes to the big MMOs and the future of pricing…especially free-to-play…I think the same trend we see in social gaming will cross over to MMOs.  But what will that mean?  If players aren’t as committed to one title anymore, we could see a lot of changes.  And I think development needs to keep up with the trends.

Guilds, for one.  What’s the use anymore?  It’s been my experience to see a rapid decline in guild formation throughout MMOs.  I’m talking small guilds here.  The group of 2 to 6 friends who decide to build a guild and recruit to fill the ranks.  Those are becoming non-existent.  Large, established guilds are holding together better…raiding being a big reason for that.

Using myself as an example.  Including social games, I play about 10 to 12 multi-player games a month.  (Jesus…no wonder I don’t blog much.)  With as many games as I play and as much as I play, I don’t have near the number of player/guild contacts in any one MMO anymore.  However, I do have that gang of 40 social game players on Facebook.  Gone are the days of just logging on and getting six players in my MMO guild to quest or run dungeons.  The players I know are scattered among so many MMOs right now, it’s impossible to imagine them all back together under one title.  I know I’m becoming more the rule now, than the exception.

Ah…I ramble.  But I guess my point is…more players are playing more games.  Players are less committed to one title.  As a result, players are becoming less organized in MMOs…but the system in social games seems to keep people pretty organized.  Might we see some of that crossover to MMOs?  Would it make sense?  Other blog or article discussions on this?

38 Studios: EA to Publish ‘Project Mercury’

Tuesday, March 9th, 2010

EA, 38 Studios and Big Huge GamesInteresting news out of 38 Studios today, giving a lot to speculate on.

To get caught up, check Ryan “Blackguard” Shwayder’s blog entry over on Nerfbat, EA Signs Publishing Deal with 38 for Project Mercury.  He has a link to the official press release.  The news is starting to hit game sites like Gamasutra, NOW Gamer, and Shack News.

With the powerhouse publisher on board, it looks like the stars are aligning for 38 Studio’s master plan to build a whole new universe from scratch.  So it is time to stop thinking of the company as an MMO game developer, and start thinking of it on a level of Marvel, Disney, DC Comics, Star Wars, etc.  They’ve said that from the beginning, but nobody seems to have listened.  Until now.  Sort of.  Maybe.

The MMO is going to be just one of many ways to delve into this universe.  With creative and artistic direction from R.A. Salvatore and Todd McFarlane, you know there are going to be books, comics, graphic novels, toys…maybe some animated works…and…of course…video games like “Project Mercury”.

People have been worried and have speculated about 38 Studio’s financial situation.  Hopefully, a well-polished and well-distributed video game will be the kind of infusion the company needs to put those worries at ease.  More importantly, the video game will give us a way to start connecting to the “universe” they have (not) been talking about for so long.

There is, of course, some skepticism in me.  After all, building an entire universe isn’t easy.  I mean, some of these people haven’t even solved the age-old questions of pie versus cake, or ninja’s versus pirates.  How do they tackle whether the world of “Copernicus” is flat or round?  We’ll just have to wait and see.

There are still hurdles to clear.  38 Studio’s owner Curt Shilling along with R.A. Salvatore and Todd McFarlane have millions of people who know them and love them.  I count myself as one.  But they also have millions of people who know them and don’t like them.  I think some of that audience needs to be won back.

Another thing that I would love to know is if everything is still on track time wise.  Is Copernicus still moving along like they want?  Has development slowed to give more resources to Project Mercury?  It was three or four years ago the company said they wanted to try and launch the MMO in five years.

For now…it  looks like my anticipation will be toward the the RPG game, Project Mercury.  And I’ll be keeping my sites set on any news that may come from the Game Developers Conference going on right now in San Fransisco.

Questing: It’s How it is Presented

Friday, April 24th, 2009

It is often funny (interesting, not ha ha) how real life can make you think about the way games are designed.  Specifically, this week made me think about questing and how quests are presented in games.  It also made me think about how the questing in games is billed as “creating your hero’s own story”.

The two tiny events that sparked the thought are 1. A trip I’m taking with my wife and in-laws to Pittsburgh this weekend. 2.  A shopping list for Ikea that a friend sent to my wife.

I know some people hate real-life applications to games, but too bad.  Real life is one measuring stick and even source of inspiration for creating games.  Dismissing ideas because they’re born from real-life is like saying games are stupid because they detract from it.  I would agree that making games more true-to-life isn’t really the way to go, but wherever inspirations comes from to make better games, I’m all for it.

Back to the topic.  Taking our trip to Pittsburgh.  The travel quest.  The difference between real life is that we WANT to go there to seek adventure.  We don’t HAVE to go there because some NPC told us we should talk to another NPC there…and…oh lucky day…we just found our next quest hub.

I think one of the biggest problems as a solo player is you’re held by the hand and led on a very linear path of advancement in MMOs today.  Grouping gives you more options.  The Tuesday night group I play in Lord of the Rings Online has options…whereas…my hunter solo at level 30 really doesn’t.  Alone, my hunter must progress on a predefined set of quest.  The Tuesday night group has group quests, book chapter quests and instances.

The shopping list or the gathering quest.  The real-life difference is that my wife knows the person asking her to pick up the items.  This is often not the case in games today.  How many times have you run down the street to a stranger’s house to ask them if they need a weird list of items and that you would gladly pick the stuff up for a nominal fee…or maybe those cool gardening gloves +6 they have sitting on the porch?  Yeah…never…I know.

My point here is just taking a simple lesson from real life.  In real life, we actively seek out our adventure.  It’s not often that it is just handed to us.  When it is handed to us, usually it is handed to us by our boss, a friend, family member or acquaintence.

Giving players a more active role in seeking out their adventure would give them more of a feeling of writing their own story or creating their own legacy.  Can this be done through presentation?  I’m not really writing this post to come up with any solutions.  I’m just throwing out there a few things that I see as problems with today’s questing systems.  A couple of real life things have sparked some thought.  Made me go ‘ah ha!’ this is why I get that feeling of blah when I’m playing sometimes.

Solutions are for another post.

Questing – Stop the Madness

Saturday, March 28th, 2009

Developers of MMOs and players have to take some of the blame for the terrible state of questing in modern MMOs.  But there is an elephant in the room.  One that developers don’t want to awaken and one that a majority of players are ignorant of.  Programming.  Using a recent article that’s created a firestorm on gaming blogs and news outlets, Lead Blizzard Dev Outlines 9 WoW Quest Problems, I’ll banter about some opinion.  I’ll probably have to spread this out over a couple posts.

The Christmas Tree Effect
This is when you come to an area in a game we call a quest hub.  The map lights up like a Christmas tree with quest-giver icons.  Some players like this because it means another stint of quick advancement.  Other players, like me, don’t like this at all.

I don’t like it for the reasons the Lead Blizzard Developer Jeff Kaplan was said to have noted in the article: ‘this leads to users not reading the quests, not bothering to remember which quest giver gave what, and forgetting the order in which to do the quests.’  I admit, I quit WoW this last time for that very reason.  I got to a point in the game where I say to myself, “Is this all this game is?  You run from quest hub to quest hub and do the same forms of quests until you hit max level?”  Booooring!  Then I can’t get past that, what I consider, design flaw and stop playing.

However, I don’t like his solution at all, which is to create slow developing, hand-holding, guided quests.  I’m sorry…but just slowing down the process and telling me exactly what to do leads to just more boooooring!  Where is the engagement in that?  Stopping me from making decisions by spreading out the quests across a map really isn’t much of a ground-breaking quest idea.

And then there is programming.  I understand the reasons why quests are the way they are today.  The code has to be portable throughout the game.  It’s easy to script quest scenarios that can be used throughout a game.  It is difficult time consuming to code individualized quests all the time.  As a matter of fact, if that were the standard, we’d still be waiting for EverQuest to come out.  The nature of object oriented programming languages is polymorphism.  Reusing code.  It’s much easier to reuse the “kill x ys” class script than to code separate quests for “kill 10 rats”, “kill 25 ghouls”, etc.

The solution is to kick quest engines up a notch and improve NPC artificial intelligence.  If questing is going to be the bread an butter of advancement in MMOs, then development resources have to be put there.  Instead of quests being activity guides, I think there needs to be some development of reactionary measures in future MMO quests.  Developers have to anticipate player actions and create scenarios within quests that react to player decisions, not make those decisions for them.  In reality, I’m not really playing my character’s story, I’m playing through a story that someone else wrote for me.

More to come…

Epic Quest to Make Quests

Friday, March 27th, 2009

I don’t have time to comment right now about the current state of quests in today’s MMOs.  There is a great article that Cuppy tweeted today: 9 Wow Quest Problems.

I will expound on my agreements and disagreements some time when I have time this weekend.

Curt Schilling Retires

Monday, March 23rd, 2009

The bloody sock.  That’s what people will remember most from the career of Curt Schilling.  His ankle injury so bad that it bled through the sock during his win in Game 6 of the American League Championship Series against the New York Yankees.  He forced game 7, which the Boston Red Sox won to go on to a victorious World Series against the St. Louis Cardinals.  Sure…he pitched game 2 of that series and the sock bled again.  But that didn’t matter to stinging Yankees fans.  The first bloody sock is the one that really mattered.  I had and still have a lot of respect for the outspoken pitcher.

Well, today he retired.  You can catch the main story on the Major League Baseball.  You can see the announcement on his blog 38 Pitches.

It’s probably pretty obvious if you read between the lines that this wouldn’t be the way that Schilling wanted to go out.  You never want to “have” to end something.  You always want to be able to call the shots.

But Curt will be going from one game into another.  Now, I may not have been a Red Sox fan, but I am a big fan of his company 38 Studios.  Along with R.A. Salvatore (fantasy fiction master) and Todd McFarlane (Spawn, McFarlane Toys) they are creating an MMO that has been codenamed “Copernicus”, which I’ve mentioned before.  With a creative team like that, big things will happen.

So, today is just the start of something new.  Congrats on your career in baseball, Curt.  Here is to the future of 38 Studios!

Who the #%&* are you?

Saturday, March 14th, 2009

So…I’ve decided to make an MMO based in PHP/MySQL.  I’m leaning toward it being a vampire game as there is a system for advancement I’ve been dying (no pun) to put in place.  I have a basic meta story in mind that I’ll type up later.

The good news is, I’ve found a login system script that I can use instead of coding it from scratch.  The script itself is coded closely to my personal style and thoughts for database structure.  It also includes an admin system and email system.  Once I get the login system in place I can move directly on to the game code and database design.

Update:  Login system went up with relative ease.  Everything seems to be pointing in the right direction.  The coding looks good.  Initial database is set.  Let’s see what we can do to build some of this out.

Gameless…

Friday, March 13th, 2009

Nothing is sadder than a gamer without a game.  My trial sub to CoX expired yesterday.  My WAR account expired yesterday.  Double whammy.  This puts me in the odd position of sitting back and evaluating what I want to do in the gaming world.  Here is what I’m contemplating:

Darkfall Online
Psssssht.  NO!  First, you have to wait for them to open up the virtual line for them to actually buy it.  Then you have to go through the process of finding and patching add-ons that you actually need for the game to perform properly.  Then you have to wait in killer queues to play.  Nah, I’ll wait.

City of Heroes/Villains (CoX)
Played through the 14-day trial recently.  Enjoyed my time.  But I think I want to leave the game on hold until the new architect system comes online.  That system will allow players to create their own missions/quests/scenarios…whatever you want to call them.  Then you can publish them so the general gaming population can play.  The ground-breaking feature to me is players earn rewards and XP while running through player-crafted scenarios.

Warhammer Online
I’m just burned out on how much there is to do in the game and how much more I still have left to do.  I know I’m causing my own problems here.  But this just isn’t the game for me right now.

Lord of the Rings Online
I played a character to level 15 in the game initially.  I think that due to burnout I gave it up prematurely.  To tell you the truth, I can’t even remember the systems (combat, crafting) in this game.  Some members of CoW are playing right now, so that might influence my decision to re-install and start it back up.  But like others, I may way for some upcoming changes to the game and the new player experience.  Then maybe I’ll even pick up the expansion.

EverQuest2
I’ve wanted to get back in the game for a while now so I can hang out with one of my IRL friends and see what my old guild is up to.  I have a level 79 Guardian that I was kind of getting bored/frustrated with due to the mechanics of tanking.  There is also an expansion out that I’d love to get.  I would hit the level cap pretty quick, but still have to work on alternate advancement stuff and equipment.

Age of Conan
I have a level 60ish ranger in the game and I’ve been thinking about maxing his level now that there are enough quests to do so at the end of the game.  I’ve read a lot of good things about the changes to the game over the last year.  The only problem is, I’m on a PvP server.  I don’t mind that, but I’m sure my old guild is no longer playing.  There are supposed consequences to player killing that sounded interesting.

Making My Own Game
Just to keep my programming skills sharp…I’m thinking about creating my own browser-based MMO in PHP/MySQL.  I can build out the databases and classes for login, characters, items, money etc. and then come up with a theme for it later.  For settings I’m leaning toward fantasy, vampire or crime noir.

So…that is where my head is at right now.  Any thoughts?

Design This!

Friday, February 6th, 2009
Is this your toon?(Thanks to Ysharros and the links she provides in her recent post for inspiring this commentary.)

I used to be like them.  I used to want change in the MMOs that I played.  I used to want new ground to be broken.  I wanted monumental systems.  I wanted seamless combat that was engaging, not button mashing on my hotkey bar.  What was with all that name calling – warrior, ranger, wizard, priest?  Forget the titles, I want to be able to do anything and everything!  And, GOD, if I have to run through the Forest of Friggin’ Frights one more time I’m going cancel my God damned account!

Then I started to listen to developers.  I started taking game design courses.  I started to see the light a bit.  Because the question would come back.  How would you do it?  No.  You can’t say, “I have no idea, that’s your job.”  How would you do it?  Write it down.  Test out your theories yourself.  So awhile ago I did.   And here are some of my answers.

No Class(es)
So where do you get your identity?  When I played UO and maxed out all of my skills and became seemingly like everyone else then WTF was I?  Rylestel the Shadow Warrior sure indicates to people a lot more about my character than being plain old Rylestel.  And having a title on him shows them even more.  Of course, it’s easy to figure out what people are in a classless system.  Because they’re all the friggin’ same!

Having a class or profession gives you a specific identity within a setting.  You have a place in your group.  You have a place within the world.  Without it, you’re just another avatar running around doing all the same stuff everyone else is.  That may not mean much to some gamers now, but when you were around during a time when there were no classes or other identifying traits you may not want to go back to those days.

No Levels
When people say this do they mean “no levels” or “no advancement”?  If they really mean “no levels”, then it can be done.  There are a few interesting ways to advance a character without levels that I have drawn out on paper.  Most of those ways have been implemented as secondary systems for advancement in MMOs today.  Except for one.  And I hope to actually have the chance to base a game design around it someday.

Levels are also another piece of your identity and your place within a game.  And it is an easy quick-glance piece of information.  Seriously, in WAR you can identify yourself in four ways.  A little overkill.  My Shadow Warrior is Lvl 25, RR 20, Chapt. 11, oRvR 1.  But if you see my level is 25, you pretty much know what my place is in the game.

A few games have implemented a title system over a level system.  Okay smarty…it’s still a level system.  It’s just decorated differently.

If you’re talking “no advancement”, then I ask, “Why?”  What’s the point?  What is the fun of constantly staying the way you are?  Sure, there is the role-play aspect of it.  But where is the proof?  My character is near god-like!  Yeah, buddy, says who?  Role-play is fun.  I was a big advocate of it in my early MMO years.  But there is a reason why games have developed systems of advancement.  It is tangible.  And you know that we are tangible creatures.  We like to see proof.  So much so that it is common place to not only have levels, but to have alternate forms of advancement, too.  I point back to my WAR example.

No Grind
Then how do you advance?  Your awesome role-playing skills?  I’ve been a part of a few discussion groups and did some design stuff in a few MUDs to come up with a way to reward role-playing.  Since it is so subjective, they failed.  Sort of.  Because what we kept realizing was that we actually call them levels and alternative advancement.  See how this is all coming full circle now?  History is a bitch.

Everything is a grind to someone.  You could give me any MMO scenario and I can tell you, from someone else’s perspective, how it is a grind.  Go ahead.  I dare you.

The point with games is it’s not so important whether something is a grind, but how fun the grind is.  Well, I guess that is true for real life, so I digress.  My dad still loves to hang and finish drywall interiors for “fun” now that he is retired.  Chess players still love playing Chess and all it is checkered board and I haven’t found one person since who actually thinks that process is the least bit fun.

A major component of “the grind” is time.  Any time you spend time to advance, you are grinding.  You need to grind.  You’re a gamer.  Of course you do.  And you love it.

No Math or Dice Rolls
This starts to speak to the average gamer’s ignorance of the games they actually play.  All a video game is is math.  A lot of programmers would flash gang signs and repeat “Zeroes and ones, baby!  Zeroes and ones!” right now.

I realize what is meant is getting rid of math to solve player actions.  Find some other way to resolve whether Gringor can rip open a locked door, or Flimflam can pick a lock.  Somehow things should just happen in a video game without something determining if it happens or not.  Or players should just be able to “do” things.

Well, there is no other way to determine such things in a video game other than using the universal language.  And there is no other way to figure competitive or random outcomes than using dice rolls.  By dice rolls I include flipping a coin, picking a card, spinning a dreidel, etc.

I think what we really need is for developers to keep their math and dice rolls to themselves as part of their Intellectual Property.  But we are all bred as D&D gamers.  We know there have to be formulas.  And call us crazy, but some of us like to study those formulas.  However, that comes with a price.  That price is the demystifying of the game you are playing.  A Mercedes really isn’t all that great anymore if the parts of its engine are strewn all over the highway.

No UI
Of all the stuff I’ve actually put to paper this one is the most interesting because I think one day this will actually be developed.  Although, I don’t believe there will truly be a game with absolutely no user interface.  Some of today’s FPSes and Grand Theft Auto IV do a damn good job of getting pretty close.

I do believe you can do almost anything with a well designed keyboard and mouse system in a Modern MMO.  You can scrap the hotkey system.  But, in order to please everyone, I think both should be optional.  As a matter of fact, I think WAR would be a lot more fun if combat was based on key+mouse combinations instead of the current hotkey setup with matching number keys to activate skills.

Through a lot of this I try to be a little humorus and encourage some discussion.  I also realize that a lot of things in the world of gaming come down to preferences.  I have my preferences, just like you do.  I would never say anyone’s preferences are wrong.  But what is typically missing a lot from modern discussions on MMOs are solutions.  If you don’t like something then how would YOU fix it.

Bigger Not Necessarily Better…

Tuesday, February 3rd, 2009

Like most MMO gamers, I’ve watched the new Star Wars: The Old Republic video on the Making of Tython with some anticipation.  You can view it here.  Definite eye candy if you’re a fan of Star Wars and/or the Knights of the Old Republic.

What I like. The thought process that goes into the creation of this planet where, through story, the first Jedi hung out and honed their skills.  The development team at Bioware likes to view things from the character’s perspective instead of creating a world where characters are just “dropped into”.  This planet will be the hub of Jedi activity and is suppose to be a place hand picked by the Jedi for their training.  So it makes sense to look at it that way.

I also love the art and theme of the environment they are creating.  I’m learning to appreciate game art that is not so true to life.  A game that has its own feel and style has become more interesting to me now than trying to find that sense of reality.

What I don’t like. The glaring appearance of desolation.  Not just in the concept art and game footage in this video, but in everything I’ve seen so far.  Grant it, the game is in development and it’s not going to be heavily populated with NPCs and other players.  But I can’t help but feel like the world will be huge, and in turn, feel empty.  I’m going to resist the urge to compare it to another MMO title based in the same universe.

It’ll be interesting to see how Bioware handles populating such an expansive-looking environment.  If it is one thing I, nor a lot of the gaming community, wants is another epic travel-all-over-the-freakin’-place-just-for-the-sake-of-traveling-all-over-the-place game.  There are a lot of creative ways to travel within the Star Wars universe.  I can’t wait to see what Bioware has up its sleeve.