Has it really been nearly 7 months since I last posted here? Looking at the calendar…Yes, it really has. I have a good reason, two of them, to explain why I haven’t been here, and they’re both teething a lot and keeping us up at night. Since I last posted here, my wife and I have been blessed with the arrival of twins. On January 25th, Nicholas and Isabelle joined the fray and I can truly say that my life hasn’t been the same, nor will it ever be again.Just to clarify, fLOw is a trippy game whether you're drunk or not. I've played it since and I still get that feeling of an acid trip that you can control with an analog stick.
That’s not to say that I’ve completely reformed my game-playing ways. No sir! I still sneak in gaming when I can, it’s just changed forms. Prior to the kids’ arrival, I wisely invested in both a PSP and a DS, which now look far better than they did at the time. The 360 is no longer, residing with my brother back home. He’s in college, which basically means he has all the time in the world to get use out of it. My gaming is now accomplished in fits and starts, usually just before I fall asleep, because that means the kids are down too. Even though my gaming time and means have changed, I have had some opportunity to mess around with a pretty varied assortment of titles, which I’ll run down (by system), including my impressions of each one. Most of these were acquired by trading in other games that I didn’t want or play anymore, aided with some fortuitous Gamestop promos (like get 50% extra on our trade-ins, get 20% off used games, things of that sort), and some were downloaded from the Playstation Store on the web. In another post I’ll document the DS experiences I’ve had. But for now, without further ado, check out the list of PSP titles I’ve dabbled with (in no particular order) after the jump.
(My version of editor’s note: As I am writing this entry, I am indulging in, for me at least, a copious amount of beverages of the adult variety, so I feel the need to include a disclaimer that if anything seems badly worded or just sounds stupid, blame it on the Caribbean rum and cokes I’m consuming, not on my general grasp of the English language. It just so happens that I’ve been given the night off from child duty, so I’m taking the opportunity to indulge. It doesn’t happen often, so the alcohol affects me more than it used to. You have been warned.)
PSP
Echochrome (demo)
The first demo I downloaded from the Playstation Store for the PSP was Echochrome. This game was interesting, as it evoked the artwork of M.C. Escher (I don’t know who Escher is, I will admit, as I found this out reading another review of the game), and the protagonist is essentially a mannequin. The point of the game is to change the perspective of the object that the mannequin is walking on to create pathways for the mannequin to reach other stationary mannequins. The premise is unique, the game controls well, there appears to be some mind-bending challenges in there…it just wasn’t for me. I made it through the 4 or 5 levels in the demo, shrugged and moved on. I would love to be more articulate and wordy about this game, but I can’t bring myself to do so.
Patapon (demo)
I will admit that I was really excited about this demo, because the game reviewed really well. The game’s controls are based on rhythmically tapping the buttons in certain patterns to make your little characters on the screen do different things. As a drum-beating ‘god’, apparently, you control the little dudes and have them go to battle, move forward and backward, and so on. You can amass an army of different units, collect loot to better equip your army, and battle monsters to save the world, or something like that. I tried to like the demo, but whether it be that I can’t play the game very loudly (for fear of waking the kids) or maybe I don’t have any rhythm, I just couldn’t get the hang of the controls. The demo failed to grab me in the 15 or so minutes I played it, so as with Echochrome, I just moved on.
Ape Quest (demo)
As with Patapon, this was a demo I psyched myself up for as I waited for it to download onto my PSP (I’d love to rant about why we need to have the PSP connected to the PC so we can download directly to it, instead of being able to download to the PC and then transfer to the PSP at my leisure, but that’s another entry entirely). The premise of this game was unique: you take control of the inept son of the Ape King, ready to go off into the world and try to prove he’s not an idiot, as everyone believes. As an ape, the son of the king loves bananas, and that’s what gets him in trouble. Apparently not far from the palace, there are three statues of evil beings who many years ago were imprisoned as statues and are now held in place by a magical…banana. You can probably see where this is leading. You eat the banana, the evil beings are released, and now it falls to you to save the kingdom.
The whole premise aside, the game does have some promise. There is the whole RPG-aspect of gaining levels and collecting loot, improving your equipment and learning new skills. My problem with the game was that some of the random encounters were turn-based battles (fine by me) and some were completely inane mini-games that were counter-intuitive and not fun at all to deal with. I enjoyed the battles, even though the animations were a bit slow and the interface seems a bit clunky. Even with some of the good points that the game had, I couldn’t get past the mini-games, so it went the way of Echochrome and Patapon.
Lego Indiana Jones
Being a fan of Lego Star Wars, I was looking forward to Lego Indiana Jones. I went to Gamestop on release day and picked it up, along with 4 UMD movies (Joe Dirt, Starship Troopers, The Dark Crystal and The Fifth Element, all $4.99 each). Sadly the Lego magic, at least in a video game sense, was sadly gone. I played through the first level or two of Raiders of the Lost Ark, and just couldn’t bring myself to go on. I’m not quite sure why, since I completed the first Lego Star Wars, and had a good time with the second. Maybe it was the simplistic play, maybe it was the fact that the view felt a bit cramped on the PSP, maybe it was that I was just past the hook of the Lego games, whatever it was I just couldn’t get into this installment in the Lego franchise. It has since been returned for other games.
(On a side note, my parents have begun the tradition of getting me a Lego set for my birthday and Christmas. Since I’m 32 and the father of twins, that might seem a bit childish, and maybe it is, but I can’t begin to tell you the fun I have putting those things together. So far (the tradition is only a year old), I have a ship from the Star Wars prequels and the Temple set from Raiders of the Lost Ark. If I only had more disposable income, I would buy the Millenium Falcon and Death Star sets that are currently out, at a price of $499 and $399, respectively.)
Secret Agent Clank (demo)
I’ve downloaded this demo and played it for about 5 minutes. I don’t believe I’ve given it a fair shake, and plan on going back to it and trying once more to see what I think about it. It sounds strange, but I hope I like this one, because from all I’ve read, it’s obviously similar in playstyle, perspective, etc. to the Ratchet and Clank installment on the PSP (Size Matters). For some reason, I’d really like to play this game, because of some of the game mechanics it contains. Unfortunately, I’ve read mixed reviews on that game, which is why I’m holding off at this time. Oops, I digress. This isn’t a wish list of games I’d like to play (another blog entry as well), so let’s move on…
Castlevania: Dracula X Chronicles
Strangely enough, this was one of the games that I purchased the PSP for in the first place. I was drawn to the fact that it was a Castlevania game that included not only a remake of the Rondo of Blood title (not released in the US until now), but also had the original Rondo of Blood game as well as one of my top 5 games of all time on the UMD, Symphony of the Night! The Rondo remake (the Dracula X in the title, as far as I know) proves to be as hard as billed, and I’ve spent quite a bit of time trying to get through it. Since one of my main motivations in buying the game was to get access to Symphony on the PSP, I finally broke down and read an FAQ on how to unlock that game. The process to do this involved taking a path through the game that was previously unknown to me, because in Dracula X, there are the main stages (known as 1, 2 3, 4, etc.) and alternate paths (designated as 2’, 3’, 4’, and so on). As it goes, I had been following the main path, while the item to unlock Symphony lay on the alternate path, so back I went, to get the object of my affection. After some time in figuring out what I had to do, it was in my grasp. I excitedly exited to the main screen, and fired up Symphony of the Night…
To say I find the version on the UMD disappointing is an understatement. To maintain the original aspect ratio, the game plays in a window that’s smaller than the PSP screen, which is small to begin with. Squinting to see what I’m doing takes a fair amount of the enjoyment out of the experience. Also it seems that they’ve redone the voice acting from the original, which doesn’t make sense to me, because the horribly bad voice acting was part of the charm of the original. These two issues combined are making me consider downloading the $10 PS1 version available at the Playstation Store, which I may do if and when I get confirmation of how it’s rendered on the PSP screen and if the original voice acting is retained. If those two aspects meet my (relatively0 strict standards, Sony may get more of my money.
(Just to shed some light on this: I’ve played through Symphony at least 8 times, between the original PS1 version and the Live Arcade version available last year. It seems I have a sad obsession with this game that has yet to be resolved. Oh well…)
God of War: Chains of Olympus (demo and full game)
I have a confession to make. Before playing the Chains of Olympus demo, I had never played a God of War game. That is an admission I’m not proud to make, but I feel it important to do so. For some reason, I have never owned a PS2, which has shut me out of many, many great games of the previous generation. Because I’m horrible at twitch-based games (when I play Halo 2 or 3 with co-workers, I’m basically out there to pad kill stats for everyone else on the opposing team, while I scream obscenities at my plasma TV), I never thought I’d be good at this series. Then, on a whim (and the fact that it was free), I downloaded the Chains demo from the Playstation Store, and gave it a shot. I’m not having any delusions of grandeur that I’m good at it, but I had a great time playing through the demo that was available, so much so that I ended up ordering the full version from Toys R’ Us (utilizing a glitch I discovered on the Cheap Ass Gamer forums, I got both Chains and Crisis Core, the next game I’ll talk about, for the price of one, woohoo!) the next day.
Once the game arrived, I played through the demo section, and was surprised to find the three-way mini-game had been omitted from the demo (I know, shocker, huh?). Since I hadn’t played any of the other games, it came as a bit of a surprise to me, and was rather amused to complete it. It really is segments like that which clearly show what demographic this and most games on the market are aimed toward. Of course, I didn’t give up until I successfully completed it. :)
Anyway, the graphics on this game are incredible for a PSP game. They appear to be comparable to the PS2 games, albeit in a smaller package. I’ve found the gameplay to be a lot of fun, even though I’ve only made it through the first level or so (I’ve been distracted by another game, but will get back to this game in due time). In the short amount of game I have played, I’ve really enjoyed how smooth the controls work, and am amazed at how much I can enjoy eviscerating the incredible amount of enemies the game throws at me. As you can see, I’m thoroughly impressed with this game, and hope that we see more and more games of this caliber on the PSP. If nothing else, I want to justify the money I spent to acquire it (which I did on a whim, as always).
Crisis Core: Final Fantasy VII
I can honestly say that I haven’t followed the Final Fantasy series for a long time. The last game in the series that I played (this is going to be heresy for some people, so please be prepared) was Final Fantasy III on the SNES (in my mostly inebriated state, I can’t even begin to translate that to its Japanese counterpart), but I thoroughly enjoyed those games. Just to keep score, that means I missed the transcendent Final Fantasy VII, although I watched my roommate in college, Jason, play a fair amount of it. So when I got the urge to purchase the Crisis Core game, it was from reading reviews of how it was a fun game, one that fit well in the handheld world with its bite-size missions and decent storyline. Because of my family commitments (which I’m thoroughly shirking tonight, at the detriment of sleep), I don’t get a whole lot of contiguous time to play games, so anything that can honestly boast about meaningful bite-sized missions that improve character advancement will gain points in my eyes.
As with Chains of Olympus, this is a visually stunning game. The rendered cutscenes are of a quality that I wouldn’t have expected from the PSP, and the in-game graphics are excellent as well. According to the game clock, I’ve played about 3 ½ hours now, and I’m only 5% completed on the game, so I have a really long way to go, but so far my impressions of the game are positive. The story has some depth (so far, my character’s best friend has seemingly betrayed our cause and aligned himself with the enemy, and murdered his mom in the process), and the missions, both main story and side-quests, provide adequate distraction and enjoyment.
The battle system takes some getting used to (I’ll admit I haven’t looked at the game manual in depth, so I’m not sure if I’m utilizing some of the game features the way I should), but it’s engaging and fun. It’s taken some time getting used to cycling through the available combat options using the R and L buttons and then executing using the X button, but I’m getting more and more used to it. As someone who doesn’t have a lot of time to invest at this point, I appreciate some of the simplicity the game affords (4 materia slots, 2 accessory slots). So far, the ‘Materia Fusion’ option remains grayed out on my menu, so I’m not sure what other avenues that will open, but I look forward to finding out.
Overall, this is the game I’ve spent the most time with in the past week or so, but I tend to bounce around between games and systems (at this time, between the PSP and DS), so who knows what next week will bring?
So this concludes my trials and tribulations on the PSP. My next installment will cover my experiences on the DS. Until then, thanks for reading and I’ll see you all soon!
(Yet another feeble attempt at an Editor’s Note: During the execution of this blog entry and while sufficiently inebriated, I downloaded the Hot Shots Golf: Open Tee 2 Beginner demo, the Syphon Filter: Logan’s Shadow demo, which were both free, and the full game fLOw to the PSP. Subconsciously, I’m obviously creating more to talk about for a future blog entry. On a related note, since I need to be saving money for my kids’ college fund, I clearly need to avoid drinking and spending time on the computer. This time, it’s an $8 downloadable game. Next time, I might not be so lucky and I’ll impulse-buy a car. That is all.)
(One final Editor’s Note: I know I’m not using the editor’s note tag correctly, but it’s amusing me, so I guess you’ll have to deal with it. I just tried fLOw, and it’s really quite a trippy game, especially in my state. It’s clearly going to involve some serious thought or simply letting go and allowing the game to just show me the way. Either way, I’m impressed so far.)
Monday, October 13, 2008
Repost from MTG: Handheld Gaming and the New Dad
Thursday, October 9, 2008
Repost from MTG: Justice, the Crackdown Way
Since my last post, I've been spending hours in Pacific City, ridding the world of evildoers in Crackdown. In an earlier post, I talked about the demo and how much I enjoyed playing it, which spurred on my purchase of the title the day after it was released. Just as a guess, I've probably spent 20-25 hours on the game since then, just reveling in the game mechanics, blowing up gang members, wreaking havoc on unsuspecting civilian motorists...You know, just a normal day for a genetically enhanced freak of nature given free reign in a city overrun with crime, a boatload of weapons, explosives, cars and a license to kill. Without further ado, here's my review of Crackdown.Well, it was a good try, anyway. Now I'm hopefully on to bigger and better things.
Story: Probably the weakest point of the game. You are a genetically-enhanced prototype, created by the Agency, to bring down the gangs of Pacific City. Your goal is to kill each of the six lieutenants, and then the kingpin, of three gangs, each controlling a distinct section of the city (for a total of 21 'bosses'). By killing the lieutenants, you weaken a specific aspect of the gang, such as recruiting, weaponry, explosives, vehicles and driving, etc. Your chances of killing the kingpin of each gang goes up as you kill the lieutenants, because the kingpin and his bodyguards are not as strong, have worse weapons at their disposal, etc. as you knock off the bosses who control those aspects of the gang. Theoretically you could kill the kingpin first, but it would be extremely difficult. After you destroy all the bosses for a particular gang, that gang disappears. The section of the city they once controlled no longer has gang members in it, and you are free to roam without fear of attack (useful for searching for agility and mystery orbs, which I'll touch on later).
Once you defeat all of the lieutenants and kingpins of all the gangs, you're finished. There are no side-quests, no mysteries to solve, nothing of the sort. While all the killing holds its own perverse satisfaction and feeling of accomplishment, it would be nice to have the ability to foil a robbery in progress if you happened to stumble upon it, or maybe you would get a mission to go eliminate a safehouse that stores gang drugs or weapons. Something of that nature might help to flesh out a very shallow storyline. I will say that the final lines spoken by your Agent contact after defeating the final kingpin were very intriguing, and clearly lay the groundwork for something in the future, but you really have to hear them to understand the impact, as it relates to the game and what story does exist. It's worth the time to hear them, in my opinion, and gives me hope for the next installment (which you can bet your bottom dollar there will be one) in this franchise.
Gameplay and Controls: You wreak havoc on the gangs of Pacific city from a third-person perspective, with the left analog stick controlling your movement, and the right analog stick controlling your view. The right trigger fires your weapon, and the left triggers targets the enemy (while holding the left trigger, you can move the right analog stick to target different points on the gang member/vehicle, such as legs, torso, arms, head, tires, gas tank, or body). You jump with the A button, execute a melee attack (mostly kicks, since you have a weapon in your hand) by pressing B, switch weapons with X, reload your current weapon with the left bumper, and throw grenades with the right bumper. You can pick up objects (if you are strong enough) by pressing and holding the B button when near the object. This can be really amusing later on in the game, when you can become strong enough to pick up buses and other vehicles.
One of the true joys of this game is the aspect of jumping and climbing. You start out with the ability to jump higher than a normal human at the beginning of the game (and let's face it, the game would be boring if you couldn't), and you can enhance that as the game progresses. Your character is also good at climbing, being able to grab onto window ledges, edges of landings, balconies, etc. and using these to further your ascent up the building in question. When you fall in the game, as you will very often, if you have the time to steer your character to one of these edges, he will catch them and stop your descent. Once you reach the top of the building, you will find some rooftops filled with gang members, or you'll find green orbs that enhance your agility. You can leap from rooftop to rooftop, and cover the entire city (almost) without ever having to set foot on the pavement below.
There exists within the game a decent array of weapons, ranging from pistols, rifles, automatic weapons, sniper rifles, grenade and rocket launchers, and hand tossed grenades. As is to be expected, the stronger enemies carry the stronger weapons, so you won't see all the weapon types in the Los Muertos area (generally considered the beginning area of the game). There is an interesting system in place to gain access to the weapons you acquire during the game. As you come across new weapons, by relieving enemies of them, you have access to that weapon immediately. If you want to have access to that weapon at later times as well, you are required to take this weapon to a Supply Point, areas scattered throughout the city where you can regain health and reload your ammo, and select what weapons you want to carry out there into the fray. Once you take a previously uncaptured weapon to a Supply Point, you can then access that weapon from any Supply Point. This mechanic creates a mini-collection quest for players (like myself) who like to have everything. I had a great time finding a new weapon and then being able to experment with it to find out its strengths and weaknesses. In the end, for my primary weapon I settled on the HMG machine gun, as it had an 80-shot clip, with the ability to carry 800 rounds at a time, as well as being relatively powerful and accurate. For my explosive weapon (you're allowed to carry two weapons and one type of grenade at any one time, so I decided to carry a firearm and explosive, to maximize efficiency), the clear choice was the Firefly rocket launcher, mainly based on its heat-seeking ability, but it also had the advantage of a 5-round clip and 15 round total carrying capacity. Feel free to mix and match, to find your optimum combination.
I can't truly comment on the driving aspect of the game, having spent little time with the vehicles. Every once in a while, during a particularly evil streak of reigning hellfire down upon the gangs of Pacific City, I would hop into one of their rides and try to mow them down. Because my driving is so weak, compared to the rest of my abilities, the task of running down moving gang members was basically fruitless, as they were intelligent enough to avoid me most of the time. Since the game allows you to continue to roam the area after all the gangs have been eliminated, I will go back and experiment more with the feature, to get a more accurate understanding of its potential.
Character Advancement: The portion of the game that seems to be drawing the masses into the game experience, the character advancement is a rudimentary implementation of RPG-type elements into a third person shooter. The last statement makes it sound as if this is a negative, but to the contrary, it very much adds to the game, and creates rewards for using your different abilities. If you shoot down a gang member with a gun, you get firearms experience. If you blow up gang members with a grenade or rocket, you get explosives experience. If you beat a gang member senseless with your bare hands or a thrown item (trash can, staging, cinder block, car, etc.), you gain strength experience. If you eliminate gang members by running them over with a vehicle, you get driving experience. If you make it your mission to gather the agility orbs scattered throughout the city on rooftops, you gain agility experience.
There are also rooftop races and driving races scattered about the city (12 of each) that, upon successful completion, add to the pertinent experience pool. The rooftop races consist of traveling to a waypoints that pop up throughout the area in a certain time frame. Unfortunately, I can't comment at this time on the driving races, more for the simple fact that I found jumping and running through the city was more convenient than trying to drive. I promise try these in the future, to give all of the game features its just due.
Overall, this advancement system really does create a risk/reward experience that adds a lot to the game, because there's nothing more gratifying to blow up a rooftop full of baddies, and then watching the explosive experience flow into you. It's instant feedback for players, and creates goals separate from the main storyline. The dynamic seemed to keep me captivated in the game, working toward higher and higher levels of experience, to see what the effects would be on my explosives, jumping, etc. and most likely kept me playing far longer than if there were no advancement system in place.
Graphics: The graphics were pretty good in Crackdown, mixing some cel-shading aspects with attempts at realistic environmental aspects. Your character, the gang members, and civilians all look as if they had jumped out of a comic book frame, in a good way. It's a unique take on, and adds a cartoony feel, which to be honest took the edge off the massive amounts of violence doled out, both by myself and by the gangs (at times). The environment is well-done, and really does give the feel of a city on the edge of despair. One of the things I found very impressive is that the clipping plane seemed infinite, as I could see tall buildings from great distances, and they actually had substance, as I could launch a rocket at the Agency tower from the furthest point in the city, and watch as it impacted, some 10 seconds after the initial launch. There's a lot of variety in the locations within the city, from nightclubs to office buildings to oil refineries, and all are rendered (from the outside) with excellent detail.
Sound: The sound was very well done, with the exception of the fact that there was no background music. In most games, there is at least some music playing, but unless you're driving around in a vehicle, there's only the ambient game sounds to occupy your ears. With that being said, the ambient sound effects were great. When you walked at street level, there was a din of a busy city, from overheard conversations, to vehicle noise, to the occasional sound of distant gunfire (hey, it happens even in real cities). The citizens of Pacific City will wish you luck, run in fear, and even curse at you, if you happen to accidentally fall on them from above or something. The gang members are constantly chattering about how they're going to kill you, and often have some comment while they die ("I can't...feel my...feet", or "It's so...cold"). The vehicle sounds, from engines, squealing tires, to the screeching of twisted metal when they crash, are outstanding.
Fun Factor: Even though the game's story is very shallow, this does not take away from the fun of the game itself. Running around the city, skirmishing with the small groups of gang members you run across, searching for agility and mystery orbs, assaulting the boss locations, character development....I could go on and on about the things I've seen in the game (I caused a massive pile up on one of the city's main highways, simply by crossing the highway on foot, and watched in astonishment as car after car rammed into the pile, even running over hapless victims who had managed to climb out of the wreckage), but it's up to each player to sculpt their game experience. The game's developer, Realtime Worlds, made a conscious effort to create a true 'sandbox' game experience, and this does not disappoint. In my opinion, this game will be what the player makes of it, because you can very quickly work your way through the gangs, and be finished in probably an afternoon of play. If you take the time to play around with the game mechanics, explore the city, and just wreak havoc with the gangs whenever and where-ever possible, you can extend the game experience far longer.
Final Judgment: On a scale of 1-10, with 5 being an average game and 10 being the best of the best, I would have to give this game a score of 8. The lack of depth to the story really knocks the score down for me, because I found the game mechanics, character advancement, controls, visual effects, and overall feel to be great. If only the game were deeper and had more side quests, it would be worthy of a 9 or higher. Due to the lack of depth, this may not be a purchase title (although the inclusion of access to the Halo 3 beta later this spring will make it so for many people), I will definitely say this is a title that you owe it to yourself to rent.
Thanks for reading my first structured game review. Hopefully you enjoyed reading it as much as I enjoyed writing it. In the future, look for more reviews of this type, as well as some less-structured impressions I have for games that I don't deem it worthy to fully play through. Once again, thanks for reading and keep gaming!
Repost from MTG: Item Repair and Permanent Decay
Because of the tragic death (for the third time, as discussed in a previous post) of my laptop screen, I'm currently sitting at my work laptop installing WoW. Thankfully for me, WoW is one of those games that isn't system-intensive and will allow me to actually run the game on my work rig. The work machine isn't bad, it just lacks graphical power, which is the generally the case for all work machines in my line of work (consulting engineering).Well, what do you think? Leave any comments or suggestions in the comments section.
So, as I'm here patiently switching out CDs (the five for the original build, plus the four for BC), I thought I'd put down some of my thoughts on MMOs, specifically the systems in place for item wear, item repair and item decay. This general dynamic has been handled in many different ways by MMOs over the years, from no repair or decay whatsoever (a good example of this is the original Everquest), to having to repair items over time as they are damaged during use (most MMOs have some form of this nowadays, including SW:G and WoW, and EQ2 to a small extent), but most, if not all MMOs on the market now do not deal with permanent item decay. If you have an item (let's use in this example a sword), and you use it, in many games the condition of the item will worsen. This makes perfect sense, since in the example of the sword, it's going to take a beating cleaving through rats, bats, and gnolls. As the condition of the sword worsens, it becomes less and less effective. Eventually you'll have to go to an NPC or PC with the proper skills and have your sword repaired. With no permanent item decay, though, your sword can be repaired over and over and over again, with no fear of it ever permanently wearing out, breaking or otherwise becoming unusable.
Now, in a video game world, this makes some sense, as people are not playing the game to deal with real-world issues such as having to replace things because they wear out. It's much easier to suspend disbelief and some sense of realism and just accept the fact that the repair-people have such skill that they can repair any flaws, damage, etc. that are incurred on your item. There is also the fact that players would look less than favorably on the decay of an item that they spent countless hours raiding one boss mob, or one instance, or [insert endgame aspect here] to achieve. The player puts in their time, gets the item, only to have it wear out far too soon.
However, this aspect of items never truly wearing out and/or breaking wreaks havoc on the economy. Because items never really disappear, as players find more and more of these items, they flood the user market and reduce the inherent value of the item. For example, a powerful sword for a warrior, when first discovered, is extremely valuable for its rarity and power, but after a few months of farming and just plain finding more of the sword, its value is reduced because of the greater supply and no attrition of the sword due to breakage or wearing out.
The effect of items never wearing out also affects player-created items. In the original Everquest, early on in the life of the game banded mail armor was very popular and in demand for use by warrior types. Players skilled in the armorsmithing trade could make a decent living by making banded armor for the populace clamoring for it. As time went on, more and more people hopped on the bandwagon to make armor while fewer and fewer players needed it. As better armor was discovered, and players handed down their banded armor to the new characters they created, the market for banded armor dried up and disappeared altogether.
This effect of item wear on the economy has been lessened somewhat by the inclusion of soulbound and/or no-drop equipment, in whatever form it takes on each different MMO game. There are items in all games that, either after being equipped by the player or simply picked up by the player, cannot be traded to another player. This effectively removes the item from any in-game market, because the player who originally picked up or equipped the item cannot transfer it to another character. This system addresses the issue of flooding the game market and economy, but does not address the original topic of permanent item wear and decay.
In the MMO I would design, there would exist the aspect of permanent item wear and decay, and I would propose the basic system to work as such:
Each item would have two numbers associated with its condition, separated by a slash (xxx/xxx). The first number would represent current condition, while the second number would represent overall item conditon. The current condition (number ranges from 0-100) would be affected by the use of the item (i.e. going out and fighting creatures) and would affect the item statistics. As this number goes down, in the case of a weapon, the damage dealt by that weapon would decrease. If the item is armor, the damage mitigated would decrease as the current condition number goes down.
The second number represents the item's permanent condition. This attribute does not affect the item's effectiveness, but represents the amount of wear on the item itself. The attribute goes down over time, based on many factors, including how far the player lets the current condition go down before repairing, the skill of the player or NPC attempting to repair the item, etc. When the permanent condition of an item reaches zero, the item breaks and/or becomes unusable.
Regarding the repair dynamic: Using the original item example from above, taking this item to a player or NPC for repair would (depending on the level of the item and the skill level of the player or NPC repairing the item) revert the current condition of the item back to 100. However, the permanent condition of the item would be reduced, by a little if the repairing player or NPC has high skill, by more if they have little skill or the item's owner has allowed the item's current condition to go below a certain threshold, etc. The exact values of these events can be scaled for balance.
I could go on and on about the nitty gritty details, and bore you for hours taking about the system and the all of the dynamics that could come into effect, but the main thing I'd like to try to get across is that this system could be a vehicle to improve the flooding of the market with basically ageless items that never disappear or are removed from the economy, and also make player tradeskills relevant. If tradeskillers can provide the populace with items that are relevant, desirable and need to be replaced from time to time, then it would create player-driven economy with more interaction between players, create alternate advancement trees and occupations for players who may not be as inclined to 'grind' mobs endlessly, and generally balance out the economy, reducing the flooding of the market with items that never disappear.
Of course, there are downsides to this argument, and here are some of the issues I see with this system. FIrst, how do you apply item decay to rare and/or hard to procure armor, weapons, jewelry, etc. in such a way that it's fair and equitable without angering or downright alienating your playerbase? No player wants to see a rare drop, one that took them hundreds of hours of grinding, complete luck, whatever the circumstance, just disappear from use. Do you not have the decay dynamic affect this item, and simply slap a 'no-drop' or soulbound tag on that item? Do you have a specific NPC that can repair this item for a substantial fee, thus creating a money sink to further attempt to balance the economy? Or do you have the decay dynamic slowed so much that it almost never comes into effect with any regularity? These are questions that would need to be addressed with testing and proper balancing in a game setting, because no matter how good anything sounds on paper, all bets are off when it's released to 100,000+ players.
Again, as I've stated before, I'm not a game developer, so it's very possible that all of these questions have been addressed and answered hundreds or even thousands of times before, and the reason why a system as I've proposed doesn't exist is simply due to the fact that it's not practical. I'd like to think (and please don't burst my bubble too violently, I beg you) that I've come up with at least the basis for a system that could be reviewed, expanded, tested, revised, and become usable at some point. Maybe someday I'll develop a technical document including this system, and present it to a developer and see how much they laugh. An intriguing thought, to be sure...
Well, since the installation of WoW is finished, I'm going to retire from the blogosphere for now and head into Azeroth for a bit, but you can be sure that I'll be back soon, with more ramblings. As always, take care and keep gaming!
Repost from MTG: Dynamic Quest Systems
I've spent a decent amount of the past 5 years playing MMOs, which is pretty impressive considering my short attention span. I cut my teeth with the original Everquest, and have played several of the larger titles since (DAoC, AC2, SWG, EQ2, WoW). For many people, part of the enjoyment of the game comes with the completion of quests. There's a certain rush to working your way through a long chain of quests, and eliminating the 'boss mob' at the end, then triumphantly marching back to the questgiver for your reward. With this said, the entire experience is cheapened a bit (well, a lot actually) if and when you happen to wander past the area where you experienced the epic struggle, only to see the same boss mob sitting there, just waiting for the next player/group to come along.So anyway, that was it. Does anyone have thoughts on this? If so, please leave them in the comments.
This experience is fundamentally different than that of a single player RPG, where your actions can and will affect the story in direct and powerful ways. Once you've worked your way through a particular mission or quest, the gameworld is changed because that objective (killing a boss, freeing a town from occupation or assault, rescuing a damsel in distress, etc.) is gone, and the world is altered accordingly (the boss is dead, the town is free, the damsel is no longer in distress and appropriately grateful to you). Your efforts in the game move the storyline forward, closing certain avenues but inevitably opening others, and in this manner the game continues.
Another major difference between MMOs and single player RPGs is that the single player RPG has an ultimate goal to complete to end the game or finish the main questline. You free the world, kill the demon menacing the coutnryside or save the princess (sometimes all three or even more), the world is grateful, and the credits start to roll. There is a definite feeling of accomplishment and, hopefully, satisfaction in this event. An MMO does not, because the point of an MMO is to have people continue to log in and play (thus requiring them to continue to pay the subscription fee), and to have an ultimate end to the gameplay experience would be counterproductive to this goal. There may be an end boss that players strive to face and destroy, but unlike that of a single player RPG, after the end boss is destroyed, it will respawn after a prescribed period of time, just waiting for the next lucky raid group to come along and test their mettle (or most likely, get killed by the same group for the 50th time for the epic loot they drop, but that is a topic for another post).
This game mechanic is somewhat required, because there are so many players in an MMO that to have a quest or mob disappear after one player or group solving the riddle would be counterproductive to the overall experience. There would be a mad rush, as players compete to finish all of the available quests, and then there would be a general clamoring by the player base for more content, which, if not provided, would cause a mass exodus from the game. But, since there is a need for content to be available to all players that meet the requirements of the content, it cannot be permanently removed. While this is the most fair, equitable and accessible method to provide content to players available at this time, it does not lend itself to developing the 'epic' feeling that often comes from single player games of the same type.
I'd like to think that at some point in the near future the MMO genre will evolve to the point where events can alter the environment, but not to the complete detriment of players. To start, it would be great to have quests that, after the first player or group completes the quest, it disappears. For example, you talk to an NPC in a town that's been attacked by a band of kobolds on a trail outside town, and had a valuable [insert item here] stolen. They're willing to pay some intrepid adventurer(s) to retrieve this item. The player/group travels out to the area indicated by the NPC and finds the signs of a struggle. Following the signs left behind by the marauding kobolds (either simple tracks that can be followed or maybe requiring the use of a player-character hunter/ranger and their tracking skill), they come upon the kobolds at a campsite. After a fierce battle, the player/group wins and begins to search the bodies and the camp. They don't find the [insert item here], but do discover some sort of 'receipt' or clue to who the kobolds have already pawned the [insert item here] to. They then track down this character (say a shady merchant in a seedy part of town) and 'persuades' the merchant to give back the [insert item here] (by force, coercion or simply buying it). The player/group then returns to the original NPC and gives the [insert item here] back, receiving as a reward whatever was promised.
Now, in this generation of MMO, the next player/group to come along and speak to the NPC would find that this poor person has been attacked by kobolds and lost a valuable [insert item here]...What, was the NPC dumb enough to walk out of town, immediately after getting their item returned, travel back to the scene of the attack, and be attacked once again by the same group of kobolds (who should be dead, by the way)? This occurs so that all characters that so desire can experience this quest, and thus achieve the reward offered.
What if, instead of a static NPC that always gave the same quest, with the same steps, the same solution and the same reward, a dynamic quest system were to be implemented? This would involve players going up to an NPC, receiving a quest, and then no other player/group would be able to receive the same quest from that NPC. This system would involve populating citizens of all cities and towns with probabilities to have quests, and when they are assigned a quest by the system, they will hold this quest until activated by a player/group. The quest generator would have many storylines, with many segments to be able to logically mix and match to create quests for the people of the game world. Because of the nature of the world, there would always be some poor woman who's child has gone missing and needs to be found, some poor merchant who's been assaulted by thugs and needs to get his stolen wares back, some old man who's willing to pay a lot of money for the recovery of some artifact that he remembers from his early years. The segments of the quest could be varied, down to the number of distinct segments required to complete to finish the overall quest. The reward could vary according to length of quest and difficulty to complete, and any loot given could be subtle variations on loot given for other quests.
This would make the cities and towns a more vibrant, 'alive' place, as people would be encouraged to travel through and talk to all citizens to see if they're in need of help at any given time. The system could detect your level range and assign a quest of appropriate difficulty to complete. There could still be static quests, such that there are still rites of passage for classes to achieve status in their particular profession, but instead of going out and killing a named person/being that's the same all the time, the quest generator could generate a different name/beast type every time, to develop a sense of uniqueness for each character.
As I'm not a programmer or developer, I'm not sure of the inherent difficulties and resources required to develop and code a sytem of this type and magnitude. The biggest fear I'd have, after reading a blog (I wish I could remember which one) discussing the fact that many systems have not been implemented because of stress on the servers that host and run the games. This is probably one of those cases...
There is also the fact that, most likely, today's MMO players would completely revolt at the thought of a 'non-static' quest system in an MMO. If this type of system were implemented, how could the game sites that we all like to visit (the ones that have all of the detailed quest walkthroughs, including starting NPC, steps and reward) continue to thrive? Now quest walkthroughs would be essentially useless, other than possibliy revealing the structure of specific quest segments, because each quest would start at a different location, with a different NPC, have a different set of segments making up the quest, as well as a different reward. I'm not sure that this system would go over well in today's MMO world made up of games like WoW, that announces quest-givers with a very unnatural yellow '!' floating in space over the NPC's head. If players had to go in search of their quests, that might not be desirable.
This argument is not even taking into accout the effect that this system might have on the economy. If there are relatively unique rewards for each quest, this could greatly increase the value of the reward to the owner, especially once they 'outgrow' the reward (i.e. a piece of armor that is eventually replaced by a better item) and can put it up for auction, using the in-game auction system. Since there are many fewer of this type of item (if a random reward generator is used to assign items with abilities and effects, there is the good chance that there will be duplicates or very similar items generated), the theoretical value of the item is increased. This system is a topic of its own, one I may try to expound upon in a future post.
I'm not professing to be an expert on this topic, or any topic, I'm just speculating on how the next generation of MMOs might build upon the successes of this generation's titles, and evolve into the overall experience I feel is attainable from the genre. The develope rwould have to be serious about making this system work (from a hardware and coding standpoint, as well as a gameplay mechanic standpoint), but the end result would be a game that would feel a bit more unique and dynamic. This can only benefit the players looking for unique experiences every time they log in and play...
Another time, I'd like to explore other enhancements to today's MMOs that, in my opinion, would move the genre forward, but for now, I'll sign off. Take care and keep gaming!
Tuesday, September 30, 2008
Back in (My) Blogging History
(As an FYI, I still listen to Buzz Out Load, Extralife Radio, Orange Lounge Radio, and Video Game Outsiders regularly, while the others have fallen by the wayside, either from lack of interest or time.)
My Favorite Podcasts (Maine Tech Geeks)
One of the reasons that Craig (yes, he really does exist, even if he doesn't ever post here) and I decided to start this project is the fact that we both really enjoyed listening to podcasts. I first started listening to them at work, through iTunes and a cheap set of earbuds out of my notebook. Because I spend large amounts of time at my desk, working at the computer on whatever Office application requires my attention, it was a great way for me to distract the ADD side of my brain. One of the interests that's spanned my entire life, surviving the ADD affliction as well as professional responsibilities, is the love of video games cultivated at an early age. Naturally, when I started listening to podcasts, I gravitated toward those casts that dealt with all aspects of video games, from news and rumors, game-specific programs, and podcasts loosely based on gaming. Now that I've spent a solid 8 months listening to podcasts for several hours nearly every day, I've diversified the library of podcasts I listen to, and I'd like to share some of my favorites. So, without further ado (and in no particular order), here are some of my favorites, podcasts that I look forward to every week...
CNET.com's Buzz Out Loud - This is a podcast that I truly enjoy. The three hosts have great chemistry, and all seem to come from different angles as they discuss the latest news on the technology and gadget front. It's a great snippet (usually less than 30 minutes) to start the day, because they have an energy which I find useful to kickstart my day. If you're at all interested in technology and the latest gadgets, I recommend this as an entry-level podcast. Probably my most-listened to (and most looked-forward-to) podcast.
Extralife Radio - The podcast for the My Extra Life web comic. It's an amalgamation of four very different personalities, talking about sci-fi, video games, comics, web comics, movies...a really fun time. I've been listening for a while now, and I love the interaction between the hosts. The show wouldn't work if the guys didn't trash on each other (Obsidian is merciless toward Scott), crack bad jokes (that's Andrew's specialty), doing unique voice impersonations (Brian's great for this), and general chaos. I can't truly describe this podcast, so if you like sci-fi and video games, I'm sure you'll find something you like about this one. Again, a podcast I look forward to every week...
Orange Lounge Radio - A weekly podcast about video games, filled with news, reviews, and interesting guests. I enjoy this podcast a lot because it keeps alive the spirit of independent radio, and they live by their own rules. All of the hosts are true to themselves, and it is their personalities and interaction, both with each other and with their frequent guests, which keep me coming back for more. When I listen to this podcast, it's easy to imagine that I'm in the room with them, and it's just a group of friends having a conversation about video games. It's well worth the time invested.
Infendo Radio - A podcast (including the stylings of Scott Johnson of Extralife Radio) about everything Nintendo. News, reviews and the stories from the hosts make this a fun experience. One of the main reasons I enjoy this podcast is Scott Johnson, who (in my opinion) just makes me laugh, and sounds like a person I would hang out with in person. If you like Nintendo, you should enjoy this podcast.
The Instance - Another podcast (and the last, by the way) that includes Scott Johnson, this one about all things World of Warcraft (WoW). This podcast also features Andrew from Extralife Radio, and I listen to it religiously, even though I don't play WoW. Once again, I think this is a testament to the unique personality and ability of the hosts to keep me listening and entertained. There's lots of latest news and tidbits about the game, and features regular contributions from outside sources. Very specialized in its content, but fun to listen to nonetheless.
Analog Hole Gaming - This is what I would classify as a 'guilty pleasure.' This is a podcast concerning all things gaming, with a focus on WoW, which all three of the hosts play. They are rude, crude and generally not-PC, and that's their charm. Once again, the podcast feels as if you're sitting in a room, listening to a group of friends shoot the breeze about games and WoW. Not for everyone, but an enjoyable experience.
Massively Online Gamer - Another 'guilty pleasure' podcast. Two guys (Ryan and Gary) burping, swearing, and sometimes singing their way through random gaming news. Ryan does a semi-regular feature that involves a continuous story whose plot twists and turns are decided on by the listener. It's clear that Ryan is a very talented individual, and Gary provides the perfect foil for him. They are somewhat Eve Online-centric, but they discuss other games as well. Not a lot of structure, and the episodes often degenerate into one off-topic rant after another, but it works. I listen to and enjoy each episode, and recommend it to anyone not faint-of-heart or easily offended.
Virgin Worlds - The polar opposite of Massively Online Gamer, and ironically the host of Virgin Worlds (Brent) and the hosts of MOG (Ryan and Gary) sometimes release cooperative podcasts. I would liken this relationship to 'The Odd Couple.' Brent is a soft-spoken, very organized person who releases an information-packed episode each week, covering the latest news and rumors about massively multiplayer online (MMO) games. He has very structured segments with a high production value. It's very clear that Brent puts a large amount of effort into his productions, and the news and reviews are well-thought out and pertinent. If you're at all interested in the MMO genre, this is your one-stop location to get the best info.
Video Game Outsiders - An XBox 360-centric podcast, covering the latest games, with opinions and commentary given by relatively casual fans of video games. They recently won an award for their podcast, and seem to have a very dedicated following. The hosts are entertaining, and each one has their own distinct style, but all lean toward the multiplayer aspect of games. A podcast a bit on the long side (often pushing 2 hours), but an enjoyable listen.
Next Generation Podcast - An interesting podcast about the business and industry of video games. The podcast often features interviews with important members of the video game community (developers, executives of game companies, etc.) and contains a wealth of information for anyone interested in what it takes to bring the games we play to market.
Boston Geek - Definitely an interesting podcast, from two guys in the Boston area. They cover a tech, science and gaming story every week, and then talk about an upcoming event of interest in the Boston area. The two guys really do come off as traditional 'geeks', but do a great job with the podcast, one I listen to every week.
I listen to other podcasts, with some dropping out and others being added on a regular basis, but these tend to form the core of my listening week. As you can tell, I have a lot of time at my desk and driving to get through all of these regularly, but they get me through the day, and I never get bored of them. If anyone who reads this has recommendations for any podcasts you feel I'd enjoy, feel free to post them in the comments, as I'm always looking for something new to try.
Next time, I'll try to come up with a list of sites and blogs I visit often...
