BF2 Special Forces
BF2:SF is coming out on Nov 23rd. Just in case your wondering what I've been playing lately. Hehe.
Gaming... Essentially this is a spot for me to keep my ideas and links to upcoming games that I am following.
BF2:SF is coming out on Nov 23rd. Just in case your wondering what I've been playing lately. Hehe.
Posted by
Shawn
at
6:59 AM
2
comments
Things have been crazy lately in the Real Like MMOG gamers world. Here is a list of some of the crazier things:
Having PKing in game made illegal in real life:
http://www.theinquirer.net/?article=25146
Getting arrested for deleting your boyfriends characters?
http://techdirt.com/articles/20050120/105218_F.shtml
Getting arrested for taking someones items in game and selling them on ebay?
http://games.slashdot.org/games/05/08/18/1...?tid=123&tid=10
Dying in real life for spending too much time in game?
http://games.slashdot.org/article.pl?sid=0.../1628216&tid=10
Having REAL world advertisements in game?
http://news.gaminghorizon.com/media2/1123547880.1894.html
Or having confirmation that the secret blizzard project is NOT starcraft 2 but is in reality some lame add on for WoW:
http://www.theinquirer.net/?article=25405
Posted by
Shawn
at
7:48 PM
7
comments
Wikipedia defines a MMORPG as:
A massive (or massively) multiplayer online role-playing game or MMORPG is a multiplayer computer role-playing game that enables thousands of players to play in an evolving virtual world at the same time over the Internet. MMORPGs are a specific type of massively multiplayer online game (MMOG).
I'm fairly certain most people grasp what that means but lets look at two specific ideas based on this definition and make sure we're on the same page. Those two ideas are 'virtual world' and 'specific type'.
A virtual world is a computer rendered world where our avatars will exist and interact with. It is based on the specific type and genre and should encapsulate rules based on that. For example, a realistic modern day genre Military based game should have Air planes and advanced weapons but not magic. Just as a fantasy based MMORPG should probably have magic and various races but not fighter jets and aircraft carriers.
To continue though, lets look specifically at the specific type of a fantasy based genre and will go into more detail as to what a virtual world for that genre should portray.
Those three things are the essential principles one should stick to when designing and portraying a virtual world. Three things to worry about yet almost every game gets it wrong. Lets take a few examples from something every MMORPG fan should be able to relate too: LoTR.
Lets stop there as we could obviously go on and on. But these are the ones that concern me. In a virtual world all characters do not have tell. It breaks immersion and ruins the flow of the game. This is not a Massive online chat room and we shouldn't treat it as one. Magical means to communicate, messengers or birds are all acceptable ways to communicate and imagine an in game tavern actually having a purpose. (Waiting for friends to arrive) Also I think Next Gen MMORPGs will start to implement in GAME VOIP communication which will help a lot for people who read or type slowly.
Secondly MMORPGs never allow avatars to die. A slight unconsciousness or a black out occurs. You can't have a meaningful life with death. See my permadeath post.
Thirdly Floating names and instantly identifying people who are purposely trying to conceal their identity is a problem. UO featured a few ways to hide your identity and then every game since has dumped the feature going for more all seeing accountability and less realism.
Finally the terrain in a virtual world should hinder players. If its cold you need a jacket or you die. If its hot you need to get out of that platemail before you go trouncing through the desert for 120 miles by foot. If there 20 feet of snow your going to need snow shoes or your going to walk VERY slowly.
To conclude, any game that thinks their game is a MMORPG should start with accurately portraying the world their trying to create and not just take the last world and try to haphazardly recreate it. Developers today are adding web browsers, telnet clients, guild/clan/world chat and other features that should really clue in a player looking for a RPG that their game is not going to be it. Developers are losing touch with what a RPG is probably distracted by stupid issues like Kill stealing or ninja looting. Issues which tie up development time and were never a problem to begin with. If someone kill steals, kill them. Its not a problem in games that don't feature some hokey alignment system.
IMHO any game currently out that calls itself a MMORPG has forgotten what a 'MMORPG' was supposed to be. (And most of the future games with few exceptions don't get it either.)
Posted by
Shawn
at
2:51 AM
4
comments
Damion Schubert has been visiting the topic of Permadeath a few times this year with distaste on his blog.
In one blog entry he posted the futility of discussing the topic on any forum for a MMORPG. The conversation that ensues is VERY predictable and I think he does a pretty good job of summing it up.
In yet another entry he questions other issues like: Why the need for Permadeath surfaces in the MMO genre and no other? Why getting rid of high level characters makes any difference? He also predicts we'll never have a MMORPG that features Permadeath. *cough* didn't mourning just release? Ok so Mourning's idea of Permadeath is pretty primitive (And not really Permadeath) in nature and the game has overall sales totalling less then the number of keys on my keyboard but it is out there. (I didn't buy it) Trials of Ascension however is implementing a REAL permadeath solution: http://www.shadowpool.com
But lets first look at why Permadeath request only surfaces in MMORPG. (Ok so Counterstrike has permadeath already... Yeah, diablo hardcore.... Ok any strategy game on the market... But Age of Empires would be so much better if when you built your city it was always there when you began the next game.) But lets look at a few games that many cite as not having permadeath: Tribes 2 or Unreal Tournament (You pick the game in this FPS genre) All of these games feature permadeath over time. Look at what you start with: A Character. What can your character gain throughout a game? Points, Weapons, Armor, Strategy points, Flag Captures etc. Now when the game ends everything you've acquired throughout the game is gone. Your back to your starting point, with no points, armor, weapon and essentially reset. You just permadied! The same is true in the strategy genre, every building and troop you created and all the resources your horded are gone and your back to the beginning. In almost any genre permadeath exists EXCEPT MMORPGs and that is why the request is so often made.
In a MMORPG when you die, nothing is reset no matter how many times you die. It leads to boredom and a sense that your characters actions are futile. Sure you improved your avatar overtime but nothing else you have done means anything in that game world. Thats why when people relate to permadeath in a MMORPG they are so horrified. Without my avatar what would I have? In most games... nothing. That shows that there is a fundamental flaw in the game design. Damion even relates to how he thought about going back to SWG because his high level wookie armorsmith was there and were it not he wouldn't even consider it. I think that kinda illustrates his point of view... A player only has his avatar and building that avatar is the focus of the game. You can't expand much on the genre because of this flaw. Anything that could inhibit or prevent the basic concept of the game, improving your avatar, can't be implemented. If you do implement something that interferes with this core mechanic you have to make sure that disruption is minimal.
Yes you should be able to improve your avatar but that should not be the focus of the game. First of all its unrealistic, when Borimir died in LoTR he did not respawn in Rohan with half life and a death shroud and jump on his horse to rejoin the fray. Nor did Lurtz or any of the thousand or so Urak Hai or Orcs. Second it detracts from the excitement of the game, its tough to get ramped up over combat if death has no effect. Its simply a pointless exchange of blows to 'Test your template' or get a free ride home to reequip. (Or not if you had no items to begin with) Your guild will want to go RAID someone and the Guild leader would say Why? Ok we'll go do some PvP, We'll win or we'll lose and neither they nor us will be worse for the wear. Yey lets go. Third point, because the focus of the game is solely on improving your avatar then there is no point to anything that does not improve your avatar.
And why don't we want High Level characters staying that way forever? For alot of the same reasons we want permadeath but also to fully enjoy the entire scope of the game. The lower levels have a tendency to pass by very quickly and you could spend (Take shadowbane for instance) 10 levels in one spot and leave that area of the world never knowing there were other things to explore. (And why would you explore? The goal is to level your avatar as quickly as possible, if you have something that works then why change the next time through) Another point is high level people in a permadeath world will likely get much more attention and their actions in game will mean more. People who acquire fame will also acquire enemies leading to much more engaging political and social environment driven completely by the players. In the last permadeath game I played one character decided he was the King of the town. He then elected a Mayor and a govenor. Everyone thought it was fantastic. But then he decided to make some new laws and post them on the forums. (We had in game bulliten boards) This is when he started to acquire enemies. Now protecting, attacking ignoring the conflict was a complete player generated quest that was active for quite some time. Also the dynamics of the game would change when the core of the game does not revolve solely around improving your avatar. Currently Trials of Ascension seems to grasp at what a virtual world is and what simulating one will mean and the only one whose ruleset would convince me to try the genre again. Until then you can find me in BfME, Unreal Tournament, Tribes2 and soon exclusively in AoE3. (This is RTS3, This is RTS3 . . .)
Posted by
Shawn
at
11:40 AM
11
comments
What is it? What does it mean? Will it work? If you follow the forums of any new MMORPG out there you have probably seen this buzzword brought up quite a bit. (Mayhaps even by me!) But though it is hotly debated it also very misunderstood. So lets define and discuss it.
‘Perma’ is a latin root which means to stay to the end, last or endure. Death is also derived from a latin root, most commonly Mort… but other roots are related, namely: “nex, mortalitas, mors mortis, letum, plecto aliquem capite, excessum, decessus”. (As a side note many of those would make great character names). So essentially we’re talking about a word that means to stay dead.
In a permadeath MMORPG the idea is to implement a system where a character could end up in a permanently dead state. Some examples are:
PdoT: You will permanently die over time. This has two subclasses, ‘Subclass A’ that accounts for skill and ‘Subclass B’ that does not. In the first you are given X lives and when you run out of them you must reroll but in the latter you are given X time and irregardless of your actions or skill you will reroll when that time is used up.
Iron Man Permadeath: You get one life. When you die you reroll. (There is the Dungeons and Dragons variation of this that allows you to be resurrected from the dead state by a friend but each resurrection uses up a hard limit. Commonly related to a physical attribute such as health or constitution.)
Watch your step: This is actually a combination of both Subclasses of PdoT. You are given X lives for X time. Commonly it is X lives per 24 hours. Should you die more then X times in this specific time period then you will reroll, however every X period of times that number will reset. Some allow roll-over lives like a cell phone plan and some don’t.
Permadeath is a great departure from current games that treat death like unconsciousness. You black out briefly and then awake at some distant spawn point. In fact there is no real death and the concept doesn’t actually exist in most games.
The fact that most MMORPGs don’t feature a state of permanent death is a big turn off for those that crave a virtual world. It is near impossible to accurately portray a virtual simulation of life that is missing something as common as death. It removes to a degree the concept of skill. Those with more time invested in the game will become more skilled and more powerful then anyone else. It indirectly places too much value on your avatar rather then your avatar’s actions and deeds. It allows players to win against other players.
Why are MMORPGs just now beginning to incorporate this exciting new feature? Well first of all it’s not really an exciting new feature. Anyone who has played pong or any other arcade game is familiar with the ancient feature. The question really is why has it taken so long for MMORPGs to begin to use it. Well likely because they are designed by older people who believe they will lose players if their ‘Main Avatar’ permanently dies. MMORPGs are designed around credit cards and thus most make it impossible for you to lose. Death can only slow you down, it can never kill you and you can never lose thus you must stick around to win, bubble by bubble, dollar by dollar until the end. Game expansions are designed to be so tedious that even the most skilled player could not conquer it before the next planned expansion can release. It’s a bait and hook tactic and it works for a large majority of the players. The rest get bored and move on to a new game. They normally attribute their move to a new game to boredom, graphics or their whole guild left so their going with them but few every analyze what it is they truly left for.
As a matter of personal opinion I like PdoT Subclass A in combination with unrestricted PvP and skill based character development. (As opposed to level based) I would like such a game to feature real world simulated physics. I would go so far as to say characters should have to eat, drink and keep their avatars appropriately dressed for their environment. Unrealistic features which turn games into chat rooms should be removed, that is things like Clan talk, Tell, gossip etc. Long distance communication should only be feasible through magic or messengers. The number of lives characters receive should be enough to compensate for lag deaths, network unreliability and bad decisions but few enough to bring about Challenge. Trials of Ascension is such a game that promises to offer this to us players and if it releases I will be there. Comments?
Slashdot It!
Posted by
Shawn
at
11:08 AM
250
comments
If you don't know what an alignment system is allow me to update you.
Praebeo mihi ut doceo vos...
Posted by
Shawn
at
6:15 PM
0
comments
Game forums are not free forums -- Not even if the topic you wish to discuss relates to the game. Should you ever disagree with a moderator or more likely a moderator disagree with you then your tougue will be watched closely and anything that could be interpretted as a bannable offense shall immediately become one for you. Abstract opinons and ideas of your hidden meaning could all be used against you. (Whether you have a hidden meaning or not is not really the point as if you did have a hidden meaning it would be completely missed anyways...)
I have attempted to speak to the subject of Permadeath on the general forums of darkfall. However it is considered now to be a taboo subject and others are unable to ponder the thought of it without becoming angry no matter how I have brought up the subject. The moderators seem to have made up their mind and that is that. They will no longer listen to even the ideas of such a system... I remember a quote that stated a closed mind is like a closed book, they are both just a lump of wood... (Something like that) But I also remember a Quote from Aristotle:
It is the mark of an educated mind to be able to entertain a thought without accepting it. Aristotle 384—322 b.c.
Posted by
Shawn
at
12:20 PM
3
comments
So who controls MMORPGs these days and their fate? Moderators or the Gamers?
Because of the following post I was banned from the forums at Darkfallonline.com by of course Brannoc the moderator.... Review and let me know your thoughts... The post itself was deleted from the boards of darkfall.... *sigh*
I have tried to discuss with you the forum members the merits of Permadeath... Of course every time I attempt to begin the subject it is locked by Brannoc. Many of you agree. I could list 20 names from just my private messages but won't bring the hate upon you that I have had to endure.
Recently Brannoc locked yet another permadeath post which I replied to that was started by a member named DDT. DDT was an old school DF Fan who wanted DF to break out the shell of the tried and true games and do something orginal. Essentially he wanted a virtual world. The stakes of which him and I could hash out as he wanted one death and I prefer a 100 deaths. Why 100? Well I have explained this before but essentially to brew it down to the coffee of the discussion I want a game that proves to be challenging while not removing the fun from the game. Permadeath in the fashion I prescribe is not a new concept. It has been around since the days of Dikumuds long before most of you ever played what you deem a MMORPG. DikuMUDS features Permadeath in many different forms. The most popular of which was the fates system. A system where there was full PvP and Full loot. You had X lives and your life actions and the gear you acquired all mattered. Should you die you would probably lose all your gear and assuredly lose a fate. Once you ran out of fates you had to reroll. Trust me, it behooved people to behave well in this game and those that chose not to well... most of them were fated rather quickly but some... some were good. VERY good. In fact some were so good we assumed as players that developers must be playing them. Even though as players we had designed characters better then these assassins.... Nonetheless they were hated and hunted. Eventually they would fate. It took time, coordination and a attitude of vigilance but we accomplished it. I lost a mid level and high level character to one paticualry annoying assassin but in the end his final lifepoint was taken by me. What a thrill! What a feeling of exilheration and conquest!
I'm not here to advocate permadeath in Darkfall, in fact I would if a developer would even discuss it... Perhaps even if a Moderator ALLOWED it to be discussed... But I have posted numerous threads on Permadeath with links to about 30 different websites and articles from game designers to the new york times. I have posted links to other games featuring permadeath and quoted the number of followers of each respective game. I have pointed out the problems of Darkfall and what I think needs to be changed even if that game doesn't feature permadeath. Hell I have even tried to talk to a theoretical discussion where 1 server in all of Darkfalls servers is permadeath server. Believe it or not if Darkfall released tommorow with 99 regular servers and 1 permadeath server people would still fight against the 1 permadeath server. I'm not sure if its a pride thing or a fear of the unknown but I know this: The moderators of this board hate permadeath.
It got me thinking too. What shapes the future of a game... Personally these days I'm inclined to believe its the moderators. The allow what they want to be discussed and shut down anything they disagree with. Most developers are probably not even inclines to read locked threads as the percieve them to be mindless drivel littered with profanitys....
Recently I asked Brannoc why he locked the thread on Permadeath:
I said
Claus didn't lock it.... Why do you have to?
Since this is text and you can't see my face, I'm not trying to be cynical but I see no need for you to champion Claus when this topic has been brought up so many times but never allowed to be discussed.
Now I kind of feel the reason for that is that you yourself don't support Permadeath and lock threads that even touch on the subject but that is just a feeling I have from following the game over the years and should not by interpreted as fact.
Of course Im not the only one to draw that conclusion but I feel its easier to bump topics of posters who feel simliarly to as I do rather then begin discussions the mods deem pointless but the community may care about. I would like to remind you I have also posted polls you have as of not yet deemed ready for posting and every thread begun by me that features permadeath has been locked by you. (And only you)
Also I would like to point out that you have kicked me from IRC for even mentioning permadeath and in all of this... I have never once gotten nasty and strayed from being honorable while those that oppose it have insulted me and sworn at me. Seriously how many of my posts have you been forced to delete because of profanity or acting like a fool... On the contrary any post started by me that deals with a subject I know you hate is usually locked.... What words do you have for me?
and he had this to say...
Brannoc Said:
1. Claus himself has told you that permadeath isn't happening. I've told you. Tasos has told you. We've asked you not to continue creating threads telling everyone how it has to be there, you've ignored it. I interpret your current actions as trolling.
2. I don't recall removing you from IRC, however it runs on Stratics rules. While you might have a persecution complex I'm afraid that neither I or the staff are "out to get you" due to your personal opinions and preferences which you interpret as facts which must be adhered to.
Simply put I locked your current thread on the topic because it's from 2002. Myself and two other staff members judged your post to be nothing more than trolling in an attempt to draw the producer into a public argument. Such things just won't fly, no matter how badly you believe the game should be made in your vision.
My reply?
1.... I would like to discuss this topic with the community not just Claus. (Although he would be a welcome addition seeing as it his game and these are his forums)
2. Look at any thread I have started featuring the word permadeath and note it has been locked by Brannoc... Also note he is not for permadeath.
My post Continues
As for the rest... Truly... Does anyone here think I come here simple to troll? I have been coming to these boards for quite some time and I know I could come up with trolling posts that are less then the average length of my posts... Regarding games being developed in my vision? I believe the mods lock anything that suggests the game wont be developed in their vision. I have tried a single server discussion, a theorectical discussion and a complete imagine a system 10 years down the road discussion... Regardless of how it is phrased the post is locked and/or deleted.... Can't we once just all get along?
Posted by
Shawn
at
7:16 PM
8
comments
Ferox on Pre-Release Communities
So Ferox posted a new article on whether or not pre-beta communities matter. Currently he runs a fan site for the upcoming game DarkFall and is a fairly active poster. His points being the developers have been silent for quite some time which doesn't seem to bode well for the future of the game and that the developers really don't appreciate all the hard work people like him do for their site. Personally I feel that the fans who do frequent the DF site take comfort in seeing posts from the likes of people like Ferox and other regulars. That is the familiar voices and signatures of the die hard fans.
When they drop in, (infrequently, usally), some just look to see regular's posts. Sometimes they ask what seems to be a stupid question and the answers to that question are freely available, but not to the them. They don't know where to look and even if they do then they are unlikely to make the effort, esp when its far easier to post a stupid question and immediately get a response. It adds a certain comfort level and hardcore fans provide somewhat of a service to these companies.
From the developers point of view he may be right. No matter how infequently they post updates many people will never leave until they hear release or cancelled. Even when games are cancelled, the die hard fans stick around for quite some time. Unless the developers close the forums, then the fans (or ex-fans) in this case, goto mmorpg.com or even other games with a similar concept and post there. Its quite common.
Regarding ideas and concepts... it's really tough for people to add ideas or specific concepts to the minds of developers in a meaningful way. I mean every fan in virtually any game that hasn't been released has a different perspective of what the game will be and really what it is at any given time.
What would it really be like making a living as an elven thief in the elven village of Neardoaen? No one really knows save the developers (And even they are occasionally guessing at massive multiplayer character dynamics/interaction of their own game).
Thus while its great to say I want this feature or that feature, integrating any feature into a game many only have a cursorary high level view of is normally a recipe for disaster.
As a good a example take my stance on Permadeath. I still believe that what I want in a MMORPG is a virtual world with real world physics and a hard limit on respawning to simulate real world death. A hard limit should be large enough to not take the fun out of the game and make death feared yet low enough to provide challenge and a simulated reality for gamers. Limiting the number of respawns also rewards those who prefer not to take risks and hang out in town crafting and socializing while also rewarding those dangerous enough to go out exploring and take risks. (The rewards are different in both cases, Longevity and Glory respectively... Yet even the latter offers a chance for longevity).
This is my firm view. It has changed and evolved over the years and even some of my view points have changed. Yet it is what I think I would find the most fun and what I would prefer to spend my money on.
Is this is a fit for some of the upcoming games like Darkfall? Probably not... Could a server in Darkfall be adapted with an alternate ruleset? Perhaps... Unlikely though. Darkfall is not trying to simulate a real world environment. They have unrealistic features such as tell and alignment tracking. (A faerie that knows my every action?) Clan chat, Telepathic toons (You know everyone's name) a fake... or what I like to call a mini-game, 'Siege System' because making a siege system that has any resemblance to reality would just take the fun out of the game and make the game boring for players. How about some creativity... Lets make a siege system that as closely as possible recreates the physics and excitement of a real siege while not taking the fun out of it... Starving a town for month is realistic but not fun, so is their a way we can implement starving a town that is both fun and interesting? People do not want to see their towns destroyed in an hour if it took them months to build? So can we simulate this and make it fun? The answer is yes... In fact the answer should always be yes until its no. And the no better be a compelling reason as the fans for these games have been waiting an awful long time.
In short Darkfall in its current Faqdition (Condition based on the faq) is not a good fit for almost any feature based on reality. They are creating a game, a game I have played before and enjoyed but have no desire to play again. I havent played Starcraft since Age of Kings released. The innovations in the gameplay and the evolution is too much a stepping stone to drop back to even though I LOVED starcraft. I haven't played Age of Kings since Age of Mythology released. I haven't played Everquest since DAoC released nor DAoC since Shadowbane. And since I left Shadowbane I don't plan on playing another game until the genre takes that next step. That step will likely be taken by Shadowpool with Trials of Ascension. Time will tell.
Posted by
Shawn
at
10:40 PM
1 comments