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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 1024x768x16) 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…

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