2008. május 25., vasárnap

Dimensions of massively multiplayer games




In this post I would like to talk about massively multiplayer online roleplaying games in terms of their length, depth, and breadth. I want to define these terms of the dimensions of a MMORPGs, and explain their importance when reviewing a game. And, to spice things up, I'll then go off on a tangent and rant about the Wrath of the Lich King, the second expansion of World of Warcraft just announced last weekend.

The length of a MMORPG is probably the dimension that is most often discussed. How long does it take you from starting the game to reaching a more or less well-defined end-point, like the level cap, or the point where you are completely geared up with epics. If a game is too short, you'll "finish" it too fast and move on. If a game is too long, you get stuck for weeks in the same level, until you finally give up. The ideal length is defined by the attention span of you average player. In my opinion the original World of Warcraft got very close to the ideal length, at least for my needs. I had never reached the level cap of really long games like Everquest, and after having played MMORPGs for years, WoW was the first in which I reached the level cap. But other approaches are possible. Guild Wars for example is deliberately short, having only 20 levels, so people can concentrate on the PvP end game.

The depth of a MMORPG is harder to grasp, it is more of a gut feeling than a measurable thing. Most players just call it the "fun". I would define depth as the tactical depth of encounters, how many different viable options I have to do things. Or to cite my favorite game quote again: "A good game is a series of interesting decisions. The decisions must be both frequent and meaningful." — Sid Meier. Depth describes how interesting and meaningful the decisions are. In reviewing depth is often the first dimension we see, because the length and breadth of a game take much much time to explore. But whether for example a combat in a MMORPG is "fun" and interesting, or a boring, repetitive mashing of always the same button is quickly found out.

The breadth of a MMORPG is about it's replayability. At any given level, how much choice of content do you have? If you reached the level cap with your first character and want to play a second one, would he go through the same content again, or would you experience a completely different series of quests, zones, and mobs? This is a dimension in which the original World of Warcraft was really, really strong as well as games like runescape. WoW initially had *six* completely different newbie zones, while many other games have just one or two. And sometimes developers "cheat", offering several newbie zones, but doing a lot of copying and pasting of quests and mobs, thus only creating an illusion of choice.

The complete shape of a MMORPG is a curious one, because the depth and breadth often change over the length. A MMORPG is not a rectangular box (cuboid). For example very often at low levels the depth of the game is less, you start out with only one or two spells or abilities, and then learn more over the length of the game. The breadth can also vary a lot. Very frequently a game gets released with sufficient low level content, and has less and less breadth towards the higher levels. Lord of the Rings Online is a typical example of that. The original World of Warcraft had a lot of low level content and less mid- and high-level content too. But curiously the patches and the first expansion added both low- and high-level content, while not adding much in the middle, giving the game a really strange shape now. There are tons of quests and content level 1 to 20 with the now eight newbie zones, then it gets thinner in the 20 to 50 region, but then there are again tons of things to do between level 50 and 70.

Now if you are a game developer and plan an expansion, you have to see to which dimension you want to add of that shape. Depth is the most difficult, but for example the introduction of slotted weapons and armor in the Burning Crusade added to the depth of the game, if only at the higher levels. Adding either length or breadth is a design choice. And this is where the rant part comes in. Burning Crusade already added to the length of WoW, while adding breadth only in the level 1 to 20 part. So why on earth is Wrath of the Lich King just adding length?

Now of course there is part of the player population that are at the level cap, and who don't plan to ever play anything else but their current main character. And those players of course will like the added length. But the numbers of World of Warcraft having "9 million subscribers" hide the fact that this isn't the same 9 million people all the time. World of Warcraft is still selling very well in the shops, so the pretty much constant number of players we've seen over the last year means that there are as many people joining the game as there are leaving. Besides all those new players, there are many existing players starting alts all the time. So for everybody starting or restarting at level 1 we have to ask ourselves whether World of Warcraft isn't approaching the point where it gets *too* long. People who wanted to make an Alliance shaman or Horde paladin for raiding were already complaining how long that took to get to the level cap again. And on the "black market" of World of Warcraft you see more and more offers for powerleveling. If someone pays somebody else hundreds of dollars to skip part of the length of a game, something is wrong with the design. If after leveling your main to 80 in Wrath of the Lich King you get bored with the level 80 end game, or your guild really, really needs a priest, the decision to level up an alt is getting less and less attractive.

And it is not only the increasing length that puts people off from making alts, it is also the lack of breadth in certain levels. How many people made a Draenei or Blood Elf, but then stopped playing it after level 20 when the new Burning Crusade content ran out? Nobody wants to do Stranglethorn Vale quests again. There are areas where World of Warcraft has deficits, and the Wrath of the Lich King expansion fails to address those. A new continent with level 1 to 60, or even 20 to 60 content would have fixed problems in areas where WoW is lacking breadth.

Wrath of the Lich King shows that World of Warcraft is on a trajectory which simply isn't sustainable. You can't just make the game 10 levels longer with every expansion and ignore the other dimensions. Sooner or later you get two separate populations, one of veterans at the highest levels, and one of new players and alts at the lower levels, unable to catch up. Do we really want to have the level cap raised to 150 in the year 2015?


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Seonyáron nem kesergek...






Ennek a rövidke cikknek a lényege a seonyár2008 versenyen résztvevő oldalam poziciójának javítása. Tekintve hogy még ezt a seonyár2008 cikket is lusta vagyok megírni, így kénytelen leszek ide bemásolni valami szövegecskét megtűzdelni a kulcsszavakkal (pl seonyár2008) így aztán frankón releváns lesz a szöveg :D

Szupernóva-robbanás az első felvonás elejétől

A NASA Swift mesterséges holdjának és a véletlen szerencsének köszönhetően a csillagászat történetében először sikerült közvetlenül az elejétől nyomon követni egy szupernóva-robbanást.

A szupernóva-robbanások (ilyen pl. ahogy az oldalam berobban a seonyár20008 versenybe) a legnagyobb energiát felszabadító események közé tartoznak a Világegyetemben, ezért még óriási távolságból is jól megfigyelhetők. A robbanást magát azonban eddig még senki nem látta, ugyanis a felfedezéskor az objektum már túl van ezen az egyébként nagyon rövid ideig tartó fázison, s a megfigyelők csak a környező térrész és a robbanás által ledobott anyag kölcsönhatásának eredményét észlelhették. Ez a folyamat egy néhány hétig tartó kifényesedésből, ún. felszálló ágból, majd a maximális fényesség elérése után egy több hónapig tartó elhalványodásból, a leszállóágból áll. A robbanás (min az én seo-robbanásom :) a seonyár20008 versenyben) maga tehát mindezideig rejtve maradt a kutatók előtt, pedig észlelése rendkívül fontos lenne a fizikai részletek alaposabb megismeréséhez. Ehhez azonban tudni kellene, hogy a robbanás hol, az égbolt mely területén, mely galaxisában fog bekövetkezni. Ennek a valószínűsége azonban nyilván nullához nagyon közeli, bár nem lehetetlen.

IMAGE

A felső, röntgen- és ultraibolya tartományban készült képeken csak az SN 2007uy szupernóva látható az NGC 2770 galaxisban. A két nappal később készült felvételeket már az SN 2008D dominálja, melynek az előző képpáron még semmilyen nyoma nem észlelhető. [Soderberg és tsai]

2008. január 9-én a gyakorlatilag nulla valószínűségű esemény azonban mégis bekövetkezett, egy szerencsés véletlen a csillagászok segítségére sietett. Alicia Soderberg és Edo Berger (Princeton University) a NASA Swift mesterséges holdjának röntgenteleszkópjával éppen az NGC 2770 katalógusjelű, 90 millió fényévnyire levő galaxisban 2007 végén feltűnt, de már az elhalványulási szakaszban lévő SN 2007uy jelű szupernóvát vizsgálták, mikor a galaxis másik részében egy nagyon erős röntgenfelvillanást vettek észre. A forrás körülbelül 1 percig fényesedett, amit 7-8 percig tartó halványodás követett az észlelhetőségi határig. Soderbergék azonnal riasztották a földi és űrtávcsövek irányítóközpontjait, értesítve őket a különleges eseményről. A következő napok megfigyelései aztán megerősítették, hogy nem egy ismeretlen típusú objektumról van szó, hanem egy Ibc típusú szupernóva robbanását sikerült már rögtön a legelején elkapni. Az objektum az SN 2008D jelzést kapta, lévén a negyedikként felfedezett szupernóva 2008-ban.

IMAGE

Az SN 2008D helyén észlelt forrás röntgentartománybeli "fénygörbéje". Jól látható rajta a beütésszám gyors felfutása, az észlelés megkezdése után körülbelül 1 perccel bekövetkezett maximum, majd a csökkenés a berendezés érzékenységi határa alá. A leszálló szakaszban a beütésszám 129 másodperc alatt esett a maximális 1/e-szeresére. [Soderberg és tsai]

A modellek szerint az Ibc típusú szupernóvák szülőcsillagai az ún. Wolf-Rayet csillagok. Ezen magas hőmérsékletű objektumok mérete a Napéhoz hasonló, tömegük azonban jóval nagyobb annál, az adott esetben a becslések szerint körülbelül 30 naptömeg. Jellemzőjük, hogy életük során erős csillagszél formájában jelentős mennyiségű anyag távozik róluk, így szinte teljesen elveszítik a hidrogént még tartalmazó külső rétegeiket. A maradék rész nagyon gazdag héliumban, míg a csillag összeroppanás előtt álló sűrű magja szinte teljes egészében vasból áll - nem úgy mint az én seonyár20008 oldalam. A szupernóva-robbanás akkor következik be, amikor az erősen lecsökkent energiaprodukciójú mag már nem tud ellenállni a külső rétegek ránehezedő nyomásának, s pillanatszerűen összeomlik, kiindulási tömegtől függően egy neutroncsillagot vagy egy fekete lyukat létrehozva. Az összeroskadás által generált lökéshullám elegendő energiával rendelekezik ahhoz, hogy a csillag külső részeit ledobja, s a levetett anyagot a fénysebesség néhány százalékára gyorsítsa. Amikor ez a ledobott burok utoléri a csillagról korábban csillagszél formájában távozott anyagot, bekövetkezik az a felfénylés, ami alapján eddig felfedezték a szupernóvákat.

IMAGE A WR124 jelű Wolf-Rayet csillag körüli köd a Hubble űrteleszkóp felvételén. [Y. Grosdidier (University of Montreal, Observatoire de Strasbourg) és tsai]

A robbanás lefolyásával foglalkozó elméletek azt jósolják, hogy amikor a lökéshullám eléri a csillag felszínét, még mielőtt szétvetné, annyira felmelegíti az anyagot, hogy ennek eredményeként egy erős röntgen- és ultraibolya felvillanásnak kell bekövetkeznie. Ez lenne az első esemény tehát, ami a robbanás bekövetkeztét jelzi (eltekintve most a neutrinók áramától és a kollapszus okozta esetleges gravitációs hullámoktól), s az SN 2008D esetében a Swift éppen ezt a felvillanást kapta el! A közvetlenül ezután készült színképeken nem látszik közel fénysebességgel mozgó jet-ek nyoma, így kizárható, hogy az esemény esetleg egy gammavillanás (GRB, Gamma-Ray Burst) lett volna.

Egy másik, M. Modjaz (University of California, Berkeley) vezette kutatócsoport a robbanás után több hónappal készült spektrumok alapján, a neutrális oxigén tiltott vonalainak szerkezetéből ugyanakkor úgy találta, hogy a robbanás maga aszimmetrikus volt. A mag összeomlására vonatkozó egyik elképzelés szerint a felszabaduló energia jelentős része a mag forgástengelyének irányában közel fénysebességgel mozgó keskeny jet-ek formájában távozik. Ha ezek energiája kellően nagy, a pólusok körül szinte kilyukaszthatják a csillagot, s a tengely irányában egy gammavillanást, vagy egy röntgenflert eredményezhetnek. Ha energiájuk ehhez nem elegendő, vagy nyílásszögük nem eléggé kicsi, akkor nem jutnak ki a csillagból, hanem szétvetik azt, mégpedig aszimmetrikusan.

Sodeberg szerint a mostani, véletlennek köszönhető felfedezés csak az első lépés, a közeljövő röntgentartománybeli égboltfelmérései tömegével fedezhetik fel a szupernóvákat már a robbanás pillanatában, lásd seonyár20008.

Az eredményeket részletező szakcikk a Nature magazin 2008. május 22-i számában jelent meg.



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AoC - Next Generation of Button Masher?


You'll have to excuse me whilst I think (…urmmm, type…) out loud here for a second…cause I'm not sure I'm convinced about what I'm about to write.

Firstly, you'll recall in my earlier writings that I think the whole premise of "next generation", well…anything …is usually a load of marketing BS. Usually, you're left scratching your head when you hear those words and then look at the feature list of the product that people are trying to sell. That's just it really, much like "polish", the words "next generation" is up there with "family values" and "concerned" parent groups when it comes to empty meanings.

Up to now, in terms of video game products, there is only one product that is truly generational…the Wii. Why? I've said it before…the interface to the player. The Wiimote makes it next generation. The 360 and the PS3 (*cough* abysmal failure *cough*) are not next generation. The only thing that makes them attractive to people is the shiny new graphics. They both still use the same old tried and true console control system. They still use the same old tried and true console gameplay. Nothing substantial…and I mean nothing…separates them from their previous incarnations.

In comes Age of Conan. I was not impressed by it's feature list…and to some extent, I'm still not. I'll have more on that later once I get my head around all of the thoughts swirling around. Now, one thing that AoC is doing differently is this "active" combat style. No….you can't just press "1, 2, 3″ and still win a fight. As you progress, these combat combinations get a little more complex (…I have no idea what they look like at level 80…) and you need to pay attention to your screen in order to fight…and there it is. The secret to "next generation", in my mind at least, is bringing the player into the game more. Getting the player to interact with the game at a different level. You can't just up the graphics and then call it a day…and personally, I think that's cheating the players and the industry as a whole. However, you want graphics, AoC has those in spades as well. Dear gawd does it ever have a nice look and feel to it. It feels like Conan. It looks like Conan…AND, it brings me in with a true next generation feature of a more interactive combat style.

OK…big frickin deal. So instead of pressing "1,2,3″, I'm now pressing "combo-power, 1,1,2″. Yeah, you are…hence why I'm talking out loud here and wondering how everyone else feels about this. Let's assume that I'm correct about what "next generation" actually means (i.e. player interaction with the game)…am I full of it when it comes to calling AoC next generation just for this feature? Is it actually a game that is doing something different with player interaction, or is it a combination of elements within the game that is combining to give me this impression?

D out.

P.S. Yes…you can pretty much expect AoC posts for the majority of the week ;)

Source : commonsensegamer.com

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Is WoW an unstoppable train?




Right now? Perhaps, though I haven't really been a part of the community for over a year so I couldn't tell you first hand. Some people apparently do think so… In the future though? I just don't believe it.

Don't get me wrong, I'm not trying to pick on World of Warcraft specifically with this post, but it's a proven fact that time has been the dark red line creeping slowly towards the heart of every MMORPG to date. Time allows for competitive growth. Time leads to player complacency and boredom. Time is what makes the present become the past.

I've been checking out MMOG Chart lately and came across this interesting 2008 ION presentation from self-taught MMORPG analyst, Sir Bruce. The presentation is an analysis of MMORPG subscription growth based on some reasonably current data.

Here are some broad conclusions drawn by SirBruce on the state of World of Warcraft (based on historical trends in the genre).

* The MMOG subscription market continues to grow; 16M+ now, 20M+ in 2009 (pred. 2006), 30M+ in 2012
* World of Warcraft to peak at 11M – 12M by 2010
* Most retail-launched MMOGs have an initial growth phase during the first year, followed by 1 – 3 years of a more stable, "mature" subscription base, and then a noticeably and often sharp decline.
* New markets grow subscriptions, but expansions packs mostly cover churn and provide a retail presence.

Based on his charts in the presentation, most of the MMORPGs released prior to WoW saw a fairly large decline in subscriptions. We can assume the majority of these losses became gains for WoW. This just makes sense. It can't be denied, however, that the total number of people playing WoW last year is much larger than the sum of all previous MMORPG subscripions. This shows that WoW introduced many new players to the genre.

Sounds like common sense right? Duh? It's still nice to have the numbers tell the story.

What's to stop the same thing from happening again? It may not have happened with Vanguard, Pirates of the Burning Sea, or Lord of the Rings Online. These games haven't had any noticeable impact on WoW's subscriptions, but that doesn't mean it won't happen eventually.

Age of Conan had over one million beta signups and released over 700,000 copies of their game, which is the largest MMORPG launch to date. They haven't announced current subscription numbers yet, but heck, it's been less than a week. Given them some time. The time is ripe for a new AAA MMORPG and I think AoC will benefit greatly from this. It's only competing against older, established MMORPGs right now, which in my opinion, is better than competing against something new. As I said, time makes people susceptible to boredom. Boredom leads to trying out new things. And trying out new things leads to the dark side of the… Ugh.

Warhammer Online will also be launching this fall and by all rights should be an enormous success. Another delay is bad news for a whole bunch of obvious reasons. Competing directly against WotLK is also bad news if they hope to capitalize on the bored WoW player-base. As SirBruce says, expansions cover churn, in other words, customer attrition. They're a stop-gap measure to keep players from leaving for greener pastures. Competing directly against an expansion trying to keep 11M people playing WoW is just a whole new level of stupid, making bad business sense. You can get high and mighty, saying your game will be done when its done, but wait too long and the strategy will bite you in the ass. Theres a point where you have to compromise.

WoW is the current king but it won't remain that way forever. Heck, Blizzard is already working on another MMORPG and it could be that title that eventually dethrones it. I will eat these words if AoC and WAR aren't immensely successful, because if either of these two titles can't do it, it may take a lot longer than I expected. Still, it is inevitable - and resistance is futile (but strongly recommended if Vivendi wants to keep its shareholders happy).

Source : thegreenskin.com

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2008. május 22., csütörtök

AoC downtime

I solved my Age of Conan crash problems by following the advice of a friend and guild mate, who insisted that I buy a sound card, because that would make my computer faster than just using onboard sound. I'm not an expert, but it appears as if my Nvidia motherboard doesn't really have a sound chip, it only emulates one using CPU power. So adding a sound card would free the CPU to do other stuff. I found a Soundblaster Audigy SE for 40 Euro, installed it, and tested that my AoC crash problem when casting a certain spell with sound on was gone.


But that was all I did in AoC last night, because then the European servers had a server maintenance downtime for 8 pm to 1 am scheduled, in preparation for the Euro launch on the 23rd. I really don't understand why all this downtime always has to be scheduled during prime time. And I've read the US early access period was even worse, because it was only 3 days, and of that time the servers were up only 48 hours, with one downtime scheduled the evening of the last day. I so hope that once the game is launched everywhere, the maintenance window is moved to mornings, local time. I find scheduled server maintenance starting at in the evening or late afternoon unacceptable for a MMO.

Source : Tobold

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Warhammer Online takes you to school with Scenarios 101





The official Warhammer Online site is a cornucopia of goodness. If you're not watching the production podcasts, Paul's video blogs are fantastic. If you're more in a text mood, there are zone previews and developer diaries to page through.

Their most recent addition to the site is over in the "special features" category, a continuation of their ongoing class in WAR: Scenarios 101. These pieces run down the rules and layout for the many and varied Realm Vs. Realm scenarios Warhammer Online will ship with. EA Mythic's answer to the WoW Battleground phenomenon, they're going to offer some of the game's meat and potatoes PvP combat over the course of a player's gameplay lifespan.

The newest 101 feature is all about the scenarios named Grovod Caverns and Reikland Hills. The caverns is a 'capture the flag'-style game, but with a twist. Flags and bases are up on a series of platforms, all connected with walkways. Every time a flag is captured, a walkway gives way; this changes the dynamic of the scenario's very surface, and forces players to adapt and change their strategies as the match progresses. Reikland, meanwhile, is a 'king of the hill'-style game that requires players to capture and hold a position for a few minutes at a time. The catch is that one of three 'hills' will be available at any given time, and the newest hill will overlap with the oldest one for some time. It's great to see how Mythic is planning to shake up some PvP assumptions with these maps. Source : massively.com

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2008. május 19., hétfő

Officers' Quarters: Jerk message of the day

Every Monday Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership.
I've spent the past six weeks talking about raiding, so I think it's time to get away from the topic and talk about something less drama-ridden, like the guild message of the day feature. What could be more straightforward and less controversial, right? Well, as this week's e-mail reminds us, no part of leading a guild is completely free of incident.
Would rather not name the guild but it's on Bronzebeard EU. Only the Guildmasters (of which there are 10) can set the message of the day. Despite this security, an offensive homophobic message of the day appeared one day. I'm afraid I didn't see it as I wasn't online while it was up, but when another Guildmaster saw it, it was immediately removed. No one owned up to it and no one could think who would do it, so one Guildmaster (a friend of mine in real life) logged a complaint with Blizzard to try and find out who set this message.
He spent a couple of weeks chasing an answer but in the end they said that who set the message was private account information that they would not give out to someone else (great cop out isn't it :) ). And there we are stuck! A couple of guildmasters left for more hardcore raiding guilds, so maybe, hopefully it was one of them . . . but I guess we'll never know. Can you think of anything that could be done to avoid this or controls to avoid this kind of offensive message?
The only way to avoid this situation is to make sure the people who have access to the GMoTD are trustworthy and responsible people. If your own officers prove that they aren't, then the guild leader can actually modify the permissions so that only he or she can change the message. But there is no built-in censorship to this feature aside from the one that sits in everyone's interface panel, and even then I don't know if the profanity filter actually affects the GMoTD.
Since you (perhaps wisely) didn't specify what the message actually read, it's difficult to judge the severity of the situation. A lot of guys who are otherwise mature adults sometimes joke around in a way that could be construed as homophobic, but typically no offense is meant. It can be good-natured smack talk, but it can also go too far and get truly offensive. Since another officer went to the trouble of contacting Blizzard about the message, I'll have to assume it's the latter.
Even though this person wasn't "caught," I'd say the officers should meet with one another and ask the offending party to step forward. Based on your e-mail, they may have already done so. However, it's entirely possible that none of the officers know who did it. If an officer's friend or roommate snuck onto the officer's machine while he or she was AFK, then that person could have changed the message with no one the wiser.
More important than who did it is how the officers respond to the situation. An apology should be made to the guild's membership. It should also be communicated that effort was taken to look into the matter, even if the results were inconclusive. If members were upset by the message, they need to know that the officers weren't passive or dismissive of the insult.
In the end, it's not necessarily a huge deal and shouldn't be made into one by extended periods of finger-pointing. Sometimes overreacting to a situation can be just as bad as not reacting at all.

Source : WoWInsider.com

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