2008. május 8., csütörtök

Star Wars Galaxies: Jason Ryan Movin' On




Titling his swan song at SWG "Time to Say Farewell", Jason Ryan announced today that he's moving to Free Worlds and taking on the Community Manager position there.

Greetings, all!

The time has come to let everyone know that I'll be leaving the SWG team and heading across genres to become the Community Manager for our upcoming title Free Realms. There is definitely a bitter-sweet sensation to moving to a new title. I'll miss the people I have met and interacted with. I'll also miss the events themselves and the fun discussions leading up to them. I'll miss talking about schemes and plots and super-weapons and attacks and kidnappings and weddings and...you get the idea.

I know, I know. "How can you leave Star Wars for something...not Star Wars?" The decision to leave wasn't easy. I've been with SWG for almost five years now. I've lived and breathed Vader and the Rebellion and all the storylines ever run by. I've had a blast and I have never ceased to be amazed by the creativity and dedication I have encountered.



The opportunity to work on Free Realms is just too tempting so I applied for the position and got it. I'm ready for new adventures, even if they don't involve Ewoks, Stormtrooopers or holograms of the Emperor. I've always taken my job and the events I help support very personally and I am very proud of the work I have done. I hope that level of commitment has come across to those with whom I have interacted during my tenure on SWG.

The big question has certainly got to be "What about Event Support?" Currently there is no plan to continue player-run event support. The Dev Team will continue to upgrade and add to Storyteller, which already allows you to execute many of the abilities that I have provided in the past. Actually, it has a lot more functionality than I had for the first year or two of running event support. Granted, there will no longer be someone to show up to a player event as Leia or Darth Vader, or to officiate a wedding or decorate the inside of the Theed palace...so that will take some getting used to. The Dev team has been wonderful and very supportive of Storyteller and in-game holidays, so I look forward to more support for those aspects of the game in the years to come.

I am buoyed by the fact that Storyteller is getting bigger and better at putting event 'control' in your hands, so player events will get bigger and better too, even if I am on another title. The options that are open to you really are extraordinary and quite unprecedented in any MMO of this type. I know this will take some getting used to and will lead to more and more creativity when using the Storyteller system.

I'll be making the transition over the next month and will be full time on Free Realms by the end of May or early June. I don't have all the details yet, but I will let you know as soon as I have them.

Thank you all for your continued enthusiasm and support. I will always look back on my time with SWG as a wonderful time spent interacting with great people.


Source : WarCry Network

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2008. május 7., szerda

Solofication of Massive Multiplayer RPGs




Once upon a time there was a MMORPG called Everquest, and it forced players to group to progress. For most classes you could only solo the newbie zones, and starting from about level 10 or so you would discover that the lowest level mob that still gave experience points to you was already too hard for you to kill alone.
But a few classes could use special tactics to solo anyway, druid were kiting mobs after them, and necromancers were fear kiting mobs away from them. (I played a quad kiting druid.) And it turned out that soloing was popular: far more people played druids or necromancers than playing any other class.

So every new generation of free MMORPGs made soloing easier and easier, because that was what the customer wanted, until we arrived at World of Warcraft, where every single class is basically expected to solo all the way up to the level cap. There are differences in the speed at which the different classes and talent trees can solo, but even least soloable class can kill mobs and do quests of his own level. And soloing is still popular, with classes that solo faster being played more than classes that solo slower.

And as soloing was what the customer wanted, some unknown developer at Blizzard came up with a brilliant idea: What if PvP could be made soloable too? That sounded crazy, because by definition you need at least 2 players for PvP, and if you wanted more than just duels you needed large groups on both sides of a battle. But that unknown dev realized that it wasn't necessary to have players actually form pre-arranged groups to do PvP. It wasn't absolutely necessary for players to cooperate in PvP. Sure, a group that cooperated would beat a group that didn't, but you could very well create a balanced battle between two groups as long as both of them were equally unorganized. And thus battlegrounds were born, and once Blizzard tweaked the PvP reward system they were extremely popular. And the majority of people basically solo battlegrounds, that is queue up for them alone, and then do whatever they want once inside. I call that pseudo-solo. This goes so far that people actually complain if they end up against an organized group. I don't know if that unknown developer switched from Blizzard to EA Mythic, or whether EA Mythic had their own developer realizing that this solofication strategy could be applied to PvE raid content as well. Because what they did was they invented the "public quest". Which works basically like a battleground, just for PvE instead of PvP. People just join, without arranging groups, everyone does what he thinks is best, while a few frustrated players try to shout orders and are generally ignored. Pseudo-solo large group PvE content, where everyone gets rewarded, I'm sure people will love it. Soloing is what the customers want. But a free MMORPG has a large and diverse base of customers, and not all of them prefer solo play. As early as Everquest some people noticed that a group is stronger than the sums of its parts. The larger the group, and the better it is coordinated, the greater the challenges it can overcome. Moving from open world to instanced content, developers were able to limit how many players could attack a specific challenge. But they couldn't prevent players from organizing themselves better and better, training each encounter for hours and hours, until even a large raid group moved with a coordination that would make the bolshoi ballet green from envy. And thus an arms race evolved, on the other side of the MMORPG from the solo content, a race in which developers would design harder and harder challenges, and raiders would again and again prove that these challenges could be beaten with perfect coordination. To understand that arms race, Blizzard hired one of Everquest's top raiders as lead designer, and consequently spent a lot of development effort on designing ultra-hard raid content.
There were clearly *some* customers that wanted this, and not solo content. And while the number of top raiders wasn't large, they were deemed to be influence leaders, the kind of people that other players looked up to, and also the kind of players who were most likely to post a lot of comments on game forums or other places of the internet. And it worked! While the number of players actually experiencing the highest level of raid content is still tiny, the desire to be a raider is certainly far more wide-spread.

The problem is that these two parts of the game are drifting further and further apart in World of Warcraft and the MMORPG genre in general. Soloing becomes easier and easier, the need to group during leveling up has been nearly completely removed, elite mobs turned into soloable non-elites, and the rewards for pseudo-solo PvP have been much increased. It is now possible to go from level 1 to level 70 and full epic gear in World of Warcraft without ever joining a group once. And the classes who are best at soloing fast or best at PvP are the most popular and most played. Meanwhile raiding remains hard, because that is the very reason of being for it, and even harder raid content as added to the end with every content patch. But to overcome these challenges, people need to learn how to play rpg games in a coordinated way. And the mix of classes, talents, and gear required for raiding is very different from what is most popular and easy to achieve in the soloing part of the game. Slowly but surely the two modes of gameplay drift so far apart that cracks begin to appear, threatening the whole model. From a raider's point of view the leveling game now fails to fulfil it's function of getting people ready to raid. Sure, they might be level 70 and have epic gear, but they might still be totally useless for a raid: they have not even the most basic training of how to play their class in a group, and they are of the wrong class, wrong spec, and wearing gear with the wrong bonuses to succeed in raids. If the 40 people in an average Alterac Valley group decided to kick out the 15 least suitable among them and take the remaining 25 to any one of the 25-man raid dungeons, they would not be able to get past the trash mobs. The average player who soloed up to 70, invested some effort in PvP to get epic gear, and now wants to raid, will find himself rejected and laughed at by the top raiding guilds on his server. He'll complain about them being elitist, but in fact it is game design that created the gap between average player and raider. The solofication of MMORPGs creates a large number of characters who simply aren't viable for the top end raid game.
What needs to be done is to rethink the concept of solofication. Why is soloing popular? A part of it is due to Real Life ® contraints, if you solo you can play in smaller bits and bites, group play needs longer periods. But another part of it is just a Skinner box: people like soloing because the game teaches them that soloing is the easiest way to advance. So even if they would have the time for a group, they rather keep on playing solo, because setting up a group is so not worth it. Assembling the group is made complicated by a bad LFG system in WoW. Doing quests that aren't marked a group quests in a group is often bringing less experience points per hour than soloing them. And WoW's concept of teaching players how to group is equivalent of throwing them into deep water to teach him how to swim: some people learn it that way, but many get hurt and frustrated in the process.
Solofication not only opens up a gap to end game raid content, it also moves MMORPGs in a direction where they become vulnerable to competition from single-player games. When I recently asked whether people would play a single-player version of WoW without monthly fees, I was surprised of how many people would prefer such a game over an online MMORPG with monthly fees.
If game design minimizes your interaction with other players, then why pay $15 a month for that interaction?

I think that it is time for the pendulum to swing back towards MMORPGs being more about groups again. Not enforced grouping, nobody wants that. But to a situation where even during the leveling process forming a group would actually be easy and the incentives would encourage it. Where people would learn to cooperate, because it would be to their advantage, and where due to that cooperation they would make more friends and develop stronger social bonds. Where players would arrive at the end game and already know how to play well in a group. Where playing a "support class" like tank or healer was a reasonable choice, and not a niche way for raiders to gimp themselves for the rest of the game. Where MMORPGs would be massively multiplayer again, and not massively singleplayer in parallel, as they are now. Here's hoping.

Source : tobolds.blogspot.com

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2008. május 6., kedd

Warhammer Online's High Elf Swordmaster Class



Hey everyone, remember Warhammer Online? That one MMO that's supposed to come out later this year? Okay, step away from the Conan beta and listen up, because we have some news on the Warhammer front concerning the Swordmaster.

According to a recent MMORPG.com interview with EA Mythic's Adam Gershowitz, the Swordmaster of Hoeth is the High Elf's entry into the tanking profession. It uses a flurry of swordplay to deflect the blows of its enemies as opposed to simply using heavy armor, like most tanks. As with the other classes in WAR, the Swordmaster has three mastery paths that are variations of differing playstyles:

* Path of Vaul - Includes combos that draw aggro while still increasing your defense. This path caters to situations with multiple foes.
* Path of Khaine - This path is for your area attack combos, introducing more of an offensive twist for the more aggressive tanks.
* Path of Hoeth - This is the tank path that utilizes magical abilities to aid in both defense and offense.

Source : massively.com

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2008. május 5., hétfő

Age of Conan impressions - 2




After starting up Age of Conan and making my necessary multi-core adjustments, I actually got to play for a little while this evening, without memory leaks, without gameplay degrading, without crashing.

Well, that's almost true. The first time I logged in, appearing in the Inn in Tortage, I had graphic artifacting and I had to restart.

The second time, things went fine. I finished up one quest and started another, replacing a vial of blood atop the volcano outside Tortage. It's another step in the storyline/single player progression, and it's the first step I've been able to complete without laggy, stuttering gameplay.

I think there are some aspects of the 1-20 solo play that are attractive. It's a pretty good way to learn the AoC combat system. Combat is quite different than other mmorpg's, and by the time you've killed your way through a couple quests, things start to make a little sense. I could have stealthed my way through a lot of the volcano quest, but I think I gained some good combat experience.

The quest line is fairly simple, but I'm enjoying it. I don't think I've seen a mmorpg put this much effort into a story, and breaking it out into single player sections is a good introduction to some of the factions in Hyboria. I don't know how well Funcom will continue telling the story through questing once the single player portion is over at level 20, but so far, it's a nice change of pace from your standard mmorpg conventions. I don't think every mmorpg has to do this, or should do this, but Funcom should get some props trying something different.

Unfortunately, at the climax of the quest, when I stealthily exchanged a vial of blood to ruin a ceremony, the game switches to a cut scene, and the cut scene hung. I'm watching myself crouched before an altar (in pretty cool armor, another successful design point that I hadn't been able to appreciate before today), with soot and ash from the the volcano falling behind me, waiting for something to happen, but I think I have to restart the client. I know I have to, and it's a bummer.

I'm curious what prevented Funcom from finding problems with cut scenes in earlier betas. It's possible that I'm expecting too much, but it feels like a bad sign that your scripted events, just switching to a movie, is breaking this late in development.

There's a lot of talk on various message boards about the state of the game, and you get a couple points of view. Some people overreact and say they're not going to buy the game (and people of course ask for their stuff, in this case their beta key), and other people overreact and say things like "I guess you don't know what a beta test means".

The truth is somewhere in the middle, I suppose. Sure, it's a beta, and sure, it's rough on various people at the moment. There's a germ of truth in each reaction. But I think there's a good game in here, if Funcom can overcome their obstacles. I do think it's worth testing, bug reporting and feedbacking, and I don't think overreacting and claiming the sky is falling is an enlightened reaction.

That said, I am concerned about all the problems I'm seeing, and the types of problems. I've been in a lot of betas, and I've been in a lot of games at launch. There are two extremes in experience. The first extreme is games that launched fairly smoothly, and probably includes WoW, DAoC, LoTRO…hmm, that's all I can think of off the top of my head. There were server load issues, queuing, problems related to figuring out how to handle retail traffic. Those kind of problems, I really don't mind dealing with. There's no way to realistically test your game to scale, and if your game is successful, you're going to have issues you have to deal with while the game is live.

The second extreme, in my experience, was SWG, Anarchy Online, Shadowbane, L2 (in beta for me, didn't buy it). When I look back at those games, either in beta or at launch, I realize in hindsight that I probably knew subconsciously that those games were in trouble in one form or another, long before I admitted it out loud. See, I want games to succeed. I want to enjoy them, to experience a new world, a new place to adventure. But when a game goes bad, you kind of feel it. You see quests not finished, mobs falling through the ground, design choices that aren't intuitive or don't fit together smoothly, gameplay elements that feel tacked on or not well-integrated. For whatever server load issues WoW, DAoC, and LoTRO had at launch, they were coherent gameworlds; well-designed, the developer vision was communicated to the player and most of the gameplay elements just worked.

I'm not sure how I feel about AoC yet. There are things I like about the 1-20 storyline. I like that they tried something new with combat. The graphics are growing on me (although I haven't been too excited about either WAR or AoC). I'd like to see more of Hyboria, and I'd like to see it while I have a solid framerate and no stuttering.

That said, I worry about the problems I've seen. I worry about a gameworld that allows players to climb down into areas, but not be able to climb back out of them without recalling or killing themself. I've found far too many dead ends, and that's really frustrating. I don't like that I have to mess with my cores to get the game to run stably. Whether Funcom fixes it or not isn't really the issue; the decision to go with an older client that requires some people to disable cores, without communicating that clearly, was a bonehead move. I've had a couple BSOD's today (display-related), plus the artifacting. The load times are still fairly significant, although much better with a core disabled.

I'm in the middle today. I've seen enough to hope that there's a WoW/DAoC/LoTRO launch and future for AoC. Funcom has a lot of work to do between now and the 20th, but I prefer to hope, rather than hate :) Even if they fail, I give them credit for their ideas, their creativity, and for taking risks. I suspect we're going to see some major fixes in the next week; just the fact that the PvP weekend code was newer and more stable gives me hope that the multi-core and load time issues can be addressed. I'll keep my fingers crossed, and hope that I move from cautious to enthusiastic about AoC. We'll see!


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