HotCat.org

2009/12/19

F2P MMO whore

Filed under: Gaming, Rant — claud9999 @ 08:31

I admit it, I’ve been playing a lot of free to play MMO’s, just wondering if there’s anything that can hold my interest or at least be vaguely entertaining when I want some downtime. Gosh wish I had someone to play D&D Online (*nudge*), I am still holding back so I can experience that wonderful game with others. I have to say that there is a lot of creative work accumulated (lost?) in these MMO’s, but the market has got to have a shakeout and the best of breed can come out on top (D&DO is certainly what I’d call best of breed for F2P, at least what I’ve seen.) Surprised at the number that sell points (in plastic “prepaid phone card” form) at places like Target and 7-11. Wonder how well that’s working out for them. “*hic* Little Jethro needs hisself a burpday presunt, lesse this card looks like that PS3 game he dun play. *hic*” (Apologies to drunk rednecks, I mean no offense. You wouldn’t hit a guy with glasses, would you?)

So one-line summaries of F2P MMO’s I’ve played recently, in some semblance of order from best to worst:

D&D Online – probably captures the D&D experience the most accurately, and has some nice FPS-like elements to the way the combat works. More than once I’ve shouted out loud at some really neat surprises and dungeon design.

Mobinogi – Interesting Korean MMO, deep crafting, almost turn-based combat, deep skill system, mediocre graphics and no pathfinding (in a game where it’s only click to move). Would almost be appropriate for the kids except for Nao’s bouncing knockers.

Dofus – Love the art, great turn-based combat, nice class designs. Bonus for being Flash. Minus for the harsh F2P limits and for not releasing their really nice Wakfu animated series with English subs (yet?) Oh and troublesome release cycles. Oh and annoying navigation in the world; why they couldn’t do scrolling rather than individual screens with hard-to-see “navigate to the next screen” waypoints is beyond me. While 2.0 improves graphics, the gameplay is identical (ok, that’s not necessarily bad). At least they make it a bit easier to move around.

Pirates of the Caribbean Online – Interesting, I hadn’t heard of this one until massively.com noted updates. Lacks gathering and crafting, which I see as a positive generally. Graphics are very dated, seems like early 3DFX graphics or something, but they run fast on my laptop. Voice-acted cut scenes are decent and infrequent (a positive, although you can skip them if you wish.) Combat is melee-oriented, with a nice “click the LMB at the right time to do combo attacks” mechanic. Ranged combat is standard, although they have a “pirate’s code” so no shooting Navy or other humans. Ship combat is awesome if a bit simplistic, with the ability to have multiple crew; usually the captain piloting the ship with others manning guns and everyone gets in on short boarding actions when fighting flag ships. (Guns are allowed there, thankfully…which allows lower-level players to stay out of the melee.) I’d subscribe, if it weren’t $10/mo ($80/yr, decent discount…) Oh, and streaming downloading and MacOSX support are bonuses. Tempting…

4Story – A Korean WoW-alike MMO that has me hooked right now…Small download (~1GB), nice graphics, fast framerate, fairly simple/linear quests, fast leveling. I’m playing a human summoner, which is probably why I’m playing this so much at the moment…When you kill a creature, you can summon that creature. You can only have one summoned creature at a time, but the mechanics work quite well…I direct my creature to attack an enemy, and it leaps forward while I DPS it from the back. Let’s see if it has staying power. Seems they designed the quests to all be done solo, with bosses that are just barely do-able so far. Oh and their screenshot gallery is hi-lar-ious.

Warhammer Online – yeah, it’s only the first 10 levels for free, and lots of nagging, and they canned half their team, but they have their streaming client and support Mac now too. Good time for me to play a bit of destro, which I never did when I subbed. Huh, I really like D&DO’s “fps mode”, I spend most my time in WAR with the RMB held down for mouse control of facing. Distinct gothic fantasy world, yes.

Maple Story – Side scroller MMO, nice controls, limited graphics (duh), exponential difficulty curve. Oh, and for 2-d, it’s easy to get lost.

Combat Arms – Since the two above are Nexon, I’ll throw in that Combat Arms is a great FPS game, very nice graphics, nice controls. Best $0.00 I’ve ever spent on an online FPS.

Ether Saga Online – Wow amazing graphics and world design, creative creature design, BORING combat and lots of grind. Too bad. Wonderful path finding. ‘course, I haven’t made it past lvl 10, and I am guessing the good stuff comes later, but can I survive booooooooring? Oh and I dig the theme (being a bit of a Sinophile.) One reviewer complained about making to lvl 15 without a single fight; I ran out of quests by lvl 8 (and only quest I had was “get to level 10 then go talk to …”) Wrong way to address criticism.

Perfect World International – By the same guys as Ether Saga, more adult-oriented MMO. Equally nice graphics but same grind problems. But cool that they have at least one race that starts with the ability to fly. Combat is overly simplistic and most enemies are non-reactive slugs that do nothing until you smack ‘em. Ether Saga has better pathfinding, too. But I put in well over 20 hours, but the leveling is sooo slow and repetitive I’ve given up. The graphics are so well done, amazing stuff. (Almost as good as Warhammer Online for atmospherics.)

Free Realms – Whoa, way to kiddy and “here’s an excuse for some lame-o minigames.” Yikes, PASS. Guess the kiddies love it?

Dragonica Online – Kiddie 2.5d fighter game, pass.

Neo Steam – Huh, unique world, frustrating controls.

Flyff – Also suffers from frustrating controls and lack of ability to change those controls.

2009/11/27

game theory and health care

Filed under: Politics, Rant — claud9999 @ 09:33

Been thinking about game theory stuff (and I have a book, but busily reading PKD and Expressive Processing. But on the drive in to work today (yeah, working post-tday, commute == awesome) got to musing. What if we applied game theory techniques to health care and insurance payment? I’m sure there is already some of that going on with their complex models, but I have to wonder if they could come up with some sort of auction model or whatnot to pay for treatments based on the expected outcomes of those treatments. For example, say a person gets a diagnostic test (like, perhaps, a mam…oh I don’t want to get into that argument!) and that test resulted in identifying disease early and allowing for a successful treatment. The payment for the next patient wishing to get that test should be reimbursed more. If the test, on the other hand, resulted in a false positive or caused ill effects (infection, induced cancer, etc) the reimbursement rate should be lowered for the next patient. If the framework was clear and open, folks would realize that it’s not that the insurance company is trying to screw them out of a test or treatment, it’s just that they are going to be expected to pay out of pocket for a test based on how likely the test will result in positive outcomes.

Or reverse, everyone pays for everything (or a high percentage) out of pocket, and is reimbursed based on their individual outcome. Think your test is worth taking? Pony up the $ and let’s see.

2009/11/09

MMO thoughts for this

Filed under: Gaming, Rant — claud9999 @ 17:31

Market forces for game balance – Many folks complain that power X is overpowered or power Y is underpowered. Balance of powers has got to be the most difficult aspect of designing any game, whether it be a card, board, or computer game where multiple players compete. One easy solution to this is to provide a marketplace model to powers. MMO’s have auction houses for equipment, why not allow everyone to start with a blank slate and every power is obtained through an item that can be traded/sold away? Players level by getting a lower-quality item and trading up, say by auctioning off multiple lower-value items for one higher-value item. Give everyone a tiny amount of $ per hour played; newbie players can use it to buy the lowest-rung goodies.

Limited level range for quests – I played Runes of Magic (finally stopped when they wanted to do 3 patches in a row…Um, nah!) and the lower-level quests are supposed to be solved by teams…But higher-level players would come by and offer help (for free, or for pay) and make the quests uninteresting and extremely short. Warhammer Online got this right, to some extent, by having tiers and higher-tier players can’t fight lower-tier players, but they can help with lower-tier quests.

Or have quest difficulty be a function of who’s playing the quest – D&D Online does this, sorta…Running solo? The quest is scaled down. Want to play harder, scaled up. But you select how hard you’d like to play and the rewards are scaled as well. Not too bad…

Streaming clients – Warhammer Online just started this…So now you only need download 1GB. 1GB? Sheesh. Should be able to get that down to 100MB, if you ask me.

2009/10/28

Celesticon After-Action Report

Filed under: Gaming — claud9999 @ 13:26

After a crazy week, only made it to Saturday of Celesticon…But had a really really nice time. The con was small, but that made it more intimate and folks were very friendly and nice and many folks knew each other from years of gaming in the South Bay. The hotel was okay this time (the parking validation problematic and wait staff a bit slow).

The morning and afternoon were spent playing Full Thrust–fighting it out in concentric rings of asteroids to try to recover data off a derelict ship, the Trinity. Almost got away with the data, I think our fleet got too focused on the fight and not on the goal at hand…But we had a lot of fun and the GM was gracious and great fun.

Evening was spent solving a mystery in a Traveler RPG session, very very fun! I played a security guard grunt type. We were sent to investigate a derelict ship (no relation to the Trinity) to find two dead bodies clearly killed by powerful psychic attacks. Leading up to the end of the session, I had a gut feeling and a gut reaction to a particular character and my violent use of my trusty shotgun took out the ring leader. Amazing session.

Looking forward to next year’s convention!

Goodbye MMO Kitty…

Filed under: Gaming, Rant — claud9999 @ 10:17

Design for your audience!

A good D&D friend of mine thought Hello Kitty e-mails would annoy me. Boy was he wrong! :) I returned the favor by signing up to the Hello Kitty Online MMO. Whoo boy this thing is bad….Whoever is at Sanrio in charge of this thing needs to scrap and start over. First, installation was very convoluted, required multiple account signups and steps, and a 2.6GB download followed by some patches. What kid is going to go through all that to play this? The game has some nice 2d isometric graphics but it’s obvious they’ve slapped graphics (max resolution 1024×768x16) over a standard MMO engine…Usual quests, confusing combat (what in Hello Kitty inspires a designer to put in combat??!?!) and confusing crafting. Consider, instead, the hugely-popular Animal Crossing series…Chat, collect, decorate. Having played the DS version for hours and hours, that is enough to captivate me when the designs are good enough.

Why this thing isn’t Flash is beyond me. Why it takes 2.6GB is equally as confusing. Why they have 10 steps to get this going is laughable. Epic fail.

Soft Rollout

Aion, among other major MMO’s, suffered from huge crowds at launch. Why not do a soft rollout, where folks who want to be first in line pay more (start at $100, drop by $10 per week of the launch.) Reverse auction mechanics work perfectly, and keep the servers from taking a huge dump and keep queues under control.

2009/10/27

More thoughts on MMOs

Filed under: Gaming, Rant — claud9999 @ 05:13

So been playing D&D Online and having an absolute blast, when I get a chance to play it. I don’t want to play through the game solo, and most of my friends have a myriad of excuses as to why they can’t play, but when I do get one to play we really enjoy it. The instance “module”-style dungeons with puzzles, traps, and other surprises have more than once made me yell out “that’s COOL!”

I also have to say the voice work in D&D Online is very well produced and really adds a LOT to the game. Sure I could read a text box, but how many times have you been questing and you all but ignore all of the text bubbles the NPC’s pop up? The NPC chat is mostly text bubbles still but the “DM” has a voice and that voice really adds a lot. (Apparently, Star Wars Galaxy will voice everybody, which may make me want to give it a try…Hmm.)

Anyways, I have been thinking, one common element of MMOs is the crowded hub…Whether it be the starting point or the main city where everyone visits the vendors and whatnot. Worse are the games that make the central hub artificially huge (Realms of Magic solve this with teleport points in the city, why?)

The Hood

I think the flaw lies in how MMO’s differ from real life–in MMO’s they are designed to take every player through the same series of events in the same order, and important quests and folks are unique and necessary to play. Instead, imagine “growing up” (level up) in a neighborhood where quests, NPC’s, and a smattering of other players are easily accessible in your ‘hood, and those things are unique to where you are. Other folks grow up in other areas entirely, possibly shaping the sort of character they become. Sure, folks could move to other neighborhoods, why not? Of course that would be a time-consuming and entirely unnecessary activity but would have its own benefits of allowing for some cross-pollination. Advanced quests would take players out of their comfort zone and to areas they haven’t visited yet, but not simply to force the player to travel.

Voices Should Come from the Position of the Character

Oh, one other thing, I would LOVE to see positional audio for voice chat…D&D Online has integrated voice (yes! Ventrilo is sooo bad…) Too bad it’s like carrying around a walkie-talkie; push to talk and the audio doesn’t come from the character speaking. It would be really cool to hear your friend’s muffled voice to the right behind that door they got locked on the other side of…

2009/09/22

thoughts on MMO’s

Filed under: Gaming, Rant — claud9999 @ 05:23

So with the “free to play” (F2P) release of D&D Online, I was all jazzed up to get going with some of my pencil-and-paper (ok, MapTool and Skype) D&D buddies only to be stymied by their inability to find the requisite hardware and to get the s/w to install and run properly. I’ve played through the intro and gotten to town but I’ve stopped and hope that someone who wants to play with me will get it going eventually. (This is the primary reason I dropped out of WAR; my friends stopped playing so I had little draw to the game.)

In the meantime, I thought I’d check out the rest of the F2P landscape and ended up playing Runes of Magic (“Claudnine” on the Osha server). It’s just addictive enough in the player vs. environment (PvE) gameplay to keep me coming back. It’s polished and doesn’t seem to have significant limitations on the free players, unless you want to compete in the player vs. player (PvP) world.

Anyways, playing has got me thinking up ideas for MMO’s:

Immersion and extroversion – One thing I’ve found most/all MMO’s lack is the any ability to communicate outside of the MMO world. It sounds like Eve Online is going to break down that barrier, connecting their game and their game economy to the web and to a laundry list of devices. Bully for them! This is where I think MMO’s can shine, keep you connected in some form or fashion 24/7 from your net-capable phone, your public library’s web browser, whatever. Sure, you aren’t going to get the same experience on the phone, but you could get involved in trading, communicating (all MMO’s have internal e-mail and text chat) and the like.

“Turing’s World” – Imagine an MMO where the sharp distinction between player and non-player character is blurred. You log in to an existing character in the world, perhaps to play him/her/it for a session, perhaps for a long time. You battle other creatures, some of whom may be computer controlled, some of whom may be player controlled, some of whom may switch between computer and player control, and you’d often have difficulty telling the difference. Would be extra-cool to incorporate some game mechanic for determining who is computer controlled and who is player controlled, besides the warm fuzzies you get from trouncing another human player (which is the whole draw for PvP, after all.) Many MMO’s are fairly quiet in the virtual face-to-face encounters; much more occurs on region/world-wide chat and within guilds and groups; casual walking-by folks rarely chat. So in “Turing’s World”, who’d know if a particular creature was backed by flesh-and-blood or not?

2009/09/07

Con report: Pacificon/Conquest SF 2009

Filed under: Gaming — claud9999 @ 20:03

Conquest SF 2009 was amazing! Fruggin’ amazing. Every session was top-notch, the DM’s and GM’s were all prepped (‘cept the no-show DM), the staff and volunteers attentive and helpful, and I had a blast. Staff was also top-notch–prepared, efficient, outgoing, friendly, helpful, easy to find, worked your issue and got back to you when the issue was resolved. Special shout-out for Bob, the role playing coordinator, who worked issues and coordinated activities like nobody’s business. Also frequent visits from volunteers and the ever-present blue vests ensured smooth and trouble-free gaming. Oh, and being 5 minutes from home is a serious bonus!

If you live in the south bay and you play games, you missed what I think is the best con in the bay area. Not that I played any, but the miniatures room was awesome–so many historical miniatures battles, plus some cool pirates action, big mecha fights, indie war and card games, everything going on. The tables were numerous, huge, and well distributed. The noise level in miniatures and open gaming was quite reasonable, the crowd behaved, and the gamer funk thankfully lacking. Average age was also a bit higher, which is generally good (but I do like to game with kids, as long as I’m not substituting for the babysitter.)

Dealers room was very good, got a good deal on some board games. Flea market was very busy with a nice variety of stuff for sale. Oh, free parking if you went around the back of the hotel (one of the parking lots had the arms “up” the entire weekend.) Hopefully folks not staying at the hotel figgered that one out. $30 for next year was a no-brainer for me too, even though I plan on running a D&D and possibly Car Wars session next year I’m happy to throw in some economic support.

Only minuses, the sign-up sheets were a bit confusing (could have used a time line or some other way to tell when a game was supposed to start AND END) and the selection of games were more limited than usual, but I got into everything I wanted to and had fun in all of the games I played, so how can I complain?

A recap of the games:

Friday

2-7pm – started off with a d6 Star Wars session where a Rodian guns supplier tried to jump us with some hired guns. We debated dumping him on some other planet once the medical droid put him on ice, but ended up giving him over to the rebellion lieutenant who sent us on our next mission. Alas, I had to bow out a little early for another game. (Game was slated for 2-9, more ’bout that later.)

7pm-1am – Sinister Secret of Saltmarsh, straight out of the module. We had a lot of fun and things went smoothly. Good to catch up with Craig, a guy I gamed with for 2+ years in a marathon campaign. I was barely holding on at 1am so I bowed out a bit early but didn’t really miss anything.

Saturday

9am-6pm – We were supposed to play D&D 4E but the DM didn’t show (BOO!) but we crashed a “Legion of Superheros Meet The Teen Titans” superhero game using the “BASH!” system, and run by the game’s designer. Amazing session, the rules are dead-simple and well designed and the GM kept us rolling along on a neat-o plot where we were fighting a number of villains in some colossal fights. I particularly enjoyed playing Bouncing Boy, tag-teaming with Superman. I needs to get me a copy of these great rules (new edition due out soon); about as easy as Fudge but I think even better and a good way to practice your multiplication. (Powers are ranked by the multiplier used on your 2d6 roll [with some followup rolls for pairs.] This is perfect for a hero game, as the multiplier amplify the differences between characters.) If you want to play superheros but don’t want to be bogged down in heavy rules (looking at you Champions, Hero, and other systems with books bigger than War and Peace) this is for you. Good community support as well.

7-11pm – Diplomacy – I was wanderin’ the hall and checkin’ out the games and got corralled in. It was part of a tournament but I wasn’t much for multiple sessions; but I had a lot of fun playing Turkey and working with Russia to pound down the overly-ambitious Italy (who kept pushing east, when Spain and Portugal were left open multiple turns.)

Sunday

9am-4pm – A great old-fashioned D&D 2E session, investigating why the wells dried up in a coastal town and finding wiley goblins rolling barrels of oil and unleashing giant rats at us all. Well designed dungeon and nice pacing.

7pm-11pm – Battlestations craziness, the GM was play testing a number of new ideas. Players were divided up into four groups of 3 players each, the groups representing one race. Each group had 1 admiral in charge of a fleet of ships (played on a tactical scale and simplified crew mechanics), 1 messenger (played on a “city map” using the crew-level mechanics) and 1 senator using some basic mechanics. Very quickly broke down into mass chaos, which was a great deal of fun as I was playing a war-loving race who was only happy to add to the chaos. My instructions to the messenger were followed to the letter (whoops!) and my admiral staged a coup against the senate. Woot!

Monday

9am-11am/11:15-4pm – I ran two sessions of “Cuboi’s House of Slime”, apparently the only non-RPGA 4E session the entire con. I really had a lot of fun running both sessions, even with some technical difficulties (I had prepared for the worst.) The second, longer session was perfect, the players got the guard into a frenzy and used diplomacy to escape from the cell and fight through the adventure. I couldn’t have had a better session! I think I may have to make a sequel adventure for next year, perhaps the adventurers escape but end up in Cuboi’s part of the world and they struggle to get home.

2009/07/06

Polycon XXVII (that’s 27 for the Roman-numeral-illeterate)

Filed under: Gaming — claud9999 @ 10:17

Another great convention…I hadn’t been to a Farmer’s Market (a San Luis tradition that is world-renown) so I had a hotel Thurs-Sat. Farmers was crazy crazy busy, bigger (what, like 5 bbq vendors now?) and more organized than I remember (last I had been was in college, probably.) Also caught Joe and Dean at the Polycon table and had a nice chat.

Friday morning, rode my bicycle around campus to remember old times (and realize how much I had forgotten about the campus, and how memory distorts over the years.) Friday afternoon, after reg, played a round of Illuminati (the classic). 8-player Illumanti is too many, we should have done two groups of four, but it was good to play it again after all these years. Cthulhu destroying the dolphins = good fun. Dinner with Doug, then Traveler. Alas, the Traveler GM didn’t have pre-gens so we spent a good hour building characters (but that is one of the better aspects of Traveler!) We had a lot of fun doing a rescue/escape mission and the GM was good at keeping the game moving, once we got through the generation.

Saturday morning played a round of Chronology then hooked up with an “X-Crawl” take on D&D that worked out well, even if we did get slammed by some nasty skeletons. A quick lunch, then Doug’s D&D session wherein I played a 4E character in a 3.5 world. Worked out well enough, but I would have loved to see more of the differences between the systems (I ended up not getting in a lot of the fights.) A little too much shopping and not enough chopping, but good nonetheless. Saturday night was a 4E D&D swashbuckling adventure, which also boiled down to a single big battle between us pirates (a captain, a cook, and a rogue) and a ship full of dwarves. Nice conversion (flintlock pistol using the hand crossbow rules, some addl rules for sailing and fighting on vessels, etc.) It was addl fun as one player hadn’t played before but she learned quickly and did well. Oh and I got my chance to play a warlord again, I love playing warlords…

Sunday morning, feeling fairly burned out, I played a good game of Circus Imperium and drove back to the Bay Area before the traffic got bad.

Reasons I really love Polycon:

  1. REALLY motivated staff, folks are always asking you if you need help, offering up suggestions, willing to get you something, etc. In the roleplaying sessions a “hospitality” staffer would come by and take orders for food or anything else we needed (scissors!) The quality of the staff cannot be overstated, they need not be ultra-professional (there were certainly mistakes made throughout) but they need to have a positive attitude and an interest in making good.
  2. Small-town small-con feel; always good to see players from past cons. Doesn’t hurt that I often see friends I don’t see any other times when I go to Polycon. The Saturday evening bbq, the auction, the odd-mix of dealers all lend to a unique Con experience. Looking forward to next year, where they’ll likely return to the dorms/University Union!
  3. No over-subscribed games, if anything they had too many games planned. But better that than having 40+ people try to sign up for a single game. (The paper sign-up sheets probably help some, it’s clear to see which games are booked and which are not.) I do find it interesting that a Con in Sacramento is limiting attendance, this is an interesting model that might work for conventions with limited space and enough games to book that space. Polycon wasn’t “booked to the gills” but attendance was good. I have to wonder how much the 4th of July holiday impacted attendance though.

2009/06/17

Oh now you really do want to try this at Home (Depot)

Filed under: Artsy Fartsky, Contemporary Art — claud9999 @ 19:13

lightSome ingenious temporary sculpture work at a home improvement store in Paris. (Galleries are to be found by clicking on “RĂ©sidences“.)

Such fun, and genius work. Thanks to we-make-money-not-art, which has been slower lately, don’t know if the contemporary art + tech world has been slow or just the bloggers there…

Older Posts »

Powered by WordPress