Category Archives: Games

Developers: Let me remap my keys

I recently tried out the very funny Orcs Must Die demo on Steam, a fantastic tower defense game with a great sense of humor and terrific gameplay. I enjoyed the demo, and I really wanted to play the full game. Except for one small problem. I couldn’t remap the keys.

The game uses WASD for movement. I don’t. I use WSDF (or preferably, right-mouse button for forward movement, SDF for back, left, right). This is my shooter setup. It’s the control scheme I’ve been using for years, and it works for me. But since I couldn’t remap the keys, I spent a good portion of the demo going left when I meant to go backward and right when I meant to go left. It made the game far more difficult than it had to be.

So I didn’t buy OMD on release, even though it’s only $15 on Steam. I want to buy the game. If I find myself in a gaming lull, which I am most definitely not in, I may buy it eventually. But right now, being frustrated by the controls is enough to override my desire to play the game.

I read a comment from another gamer on why key remapping is even more important for some: he used a mouse left-handed. The inability to remap the keys meant he couldn’t even play, because the control scheme was way outside his comfort zone. (I’m left-handed, too, but I use a mouse right-handed).

Let your customers decide for ourselves how we’re going to control the game. We’re the ones using it, after all.


A Glitch In The Matrix

After Massively.com repeatedly talked about the browser MMO, Glitch, I decided to check it out for myself. What is Glitch, you ask? Well, that’s a good question. The About page on the website calls it

a web-based massively-multiplayer game which takes place inside the minds of eleven peculiarly imaginative Giants. You choose how to grow and shape the world: building and developing, learning new skills, collaborating or competing with everyone else in one enormous, ever-changing, persistent world.

But what is it? It’s…

You know what? I really don’t know. It’s different. It’s quirky. It’s funny. It has real-time skill training and butterfly-milking and pigs that let you nibble on them for their meat. It has adorable avatars and an active auction house and hundreds of locations. It’s a game and a world and an idea, and it could well turn out to be revolutionary.

Also, I have an octopus on my head.

P.S. The game is live, but they’re controlling the influx of new players, so if you sign up, it might take a day or two to get in. If you want in faster, I have two invites remaining. Email me if you want one.


Sweet, sweet justice

GamersFirst just cracked down on the APB cheaters, banning thousands of accounts, even the legit accounts of the cheaters. The QQ on the hacker boards is sweet to read. And yet, the sense of entitlement from the cheaters, the belief that somehow they deserve to cheat and don’t deserve punishment when they get caught, makes me sad for humanity. Why can’t people take responsibility for their actions?

You can find screenshots from the hacker forums and the whining from the cheaters here.

I can’t help but feel more than a little schadenfreude to know the cheaters wasted their money.


The Witcher 2 – major patch update

Several of the problems I mentioned in my review of The Witcher 2 have been fixed through a rather large patch/content update. You can see the patch notes here. I like how they changed the tutorial into a separate storyline instead of throwing you right in the middle of everything and expecting you to learn how to play while in the middle of fighting a big, honkin’ dragon.


The Witcher 2…RPG or Interactive Story?

I just spent a long weekend playing The Witcher 2 on the PC, and while I played it all the way to the end, I don’t think I would say I enjoyed it. In the end, I felt the game was held back by numerous flaws. Most notable among them was the fact that about 50% of the game was cut scenes. It’s hard to consider a game an RPG when you spend half the time watching it rather than making it happen yourself.

Even more disappointing, sometimes cut scenes actually showed something different from what you did. For example, I fought this one mini-boss so well he never landed a blow on me. When it came to the killing blow, instead of giving me a slowed-camera finishing move like it often did with normal mobs, it changed to a cut scene that showed a completely different fight. Oh sure, the fight was beautifully executed (no pun intended), but in it, Geralt took a hit that knocked him back. That wasn’t what happened. It was as if the game was saying, “No, no, this is what really happened! Watch all this cool stuff our animators can do.” It was my fight, not theirs, and they took it from me.

Another flaw was that sometimes I made a story choice, and something completely unexpected happened (and not in a good way). I was left confused on more than one occasion when I thought I’d said I wanted X to happen, and then Y happened instead. I couldn’t tell if it was simply bad writing in explaining the course of action or if the game intended to steer you down certain courses of action regardless of what you said. The game also made the mistake of not letting you know that if you do this particular main quest, you won’t be able to finish your side quests. Sometimes what seemed like a simple step in the main quest line (talk to this person) led to the entire main line continuing on and forcing you along a path. Once I started failing side quests because I’d inadvertently gone too far in the main quest to turn back, a little of my interest in the game began to wane.

The Witcher 2 is absolutely beautiful*, no doubt, and the voice acting is terrific. The man who voiced Geralt did a great job of doing that deep gruff that seems to be the default “I’m a badass.” So many try it and fail (think Christian Bale as Batman). The fight animations look awesome, and I never tired of watching Geralt flip, leap, and twirl while he sliced and diced. (Good thing Geralt has unlimited energy, because expending that much of it in combat would wear a normal human down in a heartbeat).

The UI, on the other hand, made me want to punch the developers with an Xbox controller until they learn that making a UI for the consoles doesn’t mean they get to use the same one for the PC. PCs don’t have to have scrolling, unsorted inventories. Really, they don’t. Promise. It was so clunky and sluggish I got into crafting and then dropped it almost immediately. Eventually, I even stopped looting. I just no longer cared. As long as I had two good swords, one good piece of armor, and enough potions and bombs for a fight, that’s all I cared about.

Crafting armor, weapons, and traps was particularly annoying. While you could craft potions and bombs in the field, in order to craft armor, weapons, and traps, you had to find a craftsman and give him the blueprint and all the ingredients. Oh, and pay him for his time, too. Those craftsmen have a pretty sweet setup going. You give them everything they need and pay them money, and they’ll make something for you. It would be like going to the store, buying all the ingredients for pizza, finding the recipe for it, and then paying Pizza Hut to bake it for you.

I only encountered one bug, but it was a rather obvious one. Sometimes keys didn’t seem to work. For example, I would attempt to throw a bomb or use a Sign or even swing my sword, and the game wouldn’t react. I could usually get it to come back by hitting Esc and returning. Sometimes it would come back if Geralt got knocked down by an enemy. Regardless, I couldn’t help but feel that was another symptom of consolitis.

Like I said, I did finish the game, but even knowing I was near the end, I was tempted to drop it. When I got to the third town, I didn’t even bother to read the notice board and pick up the side quests. For one, it seemed odd considering where they were to even have side quests by that point. For another, I just wanted it done. It’s not a good thing when your audience thinks, “When will this end?” You want people to finish wanting more, not be glad it’s finally over.

Would I recommend it? Conditionally, I suppose. Wait until the price drops to $30.

*I would’ve taken screenshots to include with this post, but the game doesn’t have an option within it, and I don’t have FRAPS installed. What kind of game doesn’t have an in-game screenshot option? Oh, right, a poorly done console port.


When cinematic game trailers make you wish they were movies

I have no idea whether the game will be any good, but after watching the trailer, I wish this was a movie.


Are subscription fees required for MMOs?

This Youtube video makes a good case that sub fees are not required to make MMOs profitable.

 

And while I don’t know whether Runes of Magic is profitable or not, the game’s servers seem quite busy, and they don’t charge either a subscription or a box fee. Their store prices seem quite reasonable to me, and I have no problem spending money in it. Plus, they offer the ability to buy store currency with in-game cash, making it entirely possible if you have the time to devote to making gold to buying store items without spending any real world cash.

More and more I’m seeing fewer reasons for MMOs to charge sub fees, especially on top of the box fee and cash shops. If they want to charge me a subscription, fine. But don’t make me also pay for the initial release and then sell me more content in the cash shop.

As an aside, Guild Wars 2 looks gorgeous in that video.


Double-dipping, or the art of screwing the gamer over twice

Massively just reported that The Secret World, Funcom’s upcoming conspiracy-themed MMO, will have both a subscription and a cash shop right at launch. This from a developer who saved a title from the brink of extinction (Age of Conan) by converting it to free-to-play. So they know F2P makes money. Of course, they promise that the shop will only contain vanity items and convenience items. For now. I have yet to see a cash shop that didn’t start adding advantage items to the game, too.

You know what, though? I don’t give a damn if the only thing the shop will contain are fuzzy bunny slippers. I’m getting tired of MMOs double-dipping. If you’re going to make me pay a subscription, give me all the content you create. Yes, all of it. Including the vanity items.

If you want me to buy from your cash shop, you need to drop the subscription or give subscribers store credit each month. I’m not a perpetual money generator.

Right now I’m playing three MMOs: Perpetuum Online (subscription but no cash shop), Runes of Magic (no subscription), and APB Reloaded (subscription-optional). And you know what? I have no problem spending money in Runes of Magic’s item shop. Because the choice in how much or how little to spend is entirely up to me. You can even get all the content in the gameĀ  using only in-game gold, because the cash shop currency is tradeable (much like EVE’s PLEX). As for APB? I haven’t spent a dime yet. I won’t spend money on a beta product. But once the game is live, I’ll consider a subscription. It’s not necessary. You can still be competitive without spending money.

I’m very disappointed that MMOs are more about making money than making a quality product. I want MMOs to make money, don’t get me wrong. I want them to be profitable. But you can’t truly succeed if you think, “I’ll make an MMO. Those things are easy cash!” You need to think, “I’ll make an MMO. I love those games, and if I make a good one, other people will love it, too.”

 


APB: Reloaded…reloaded

Back to playing APB: Reloaded, because the game is just that damn fun. Since the last time I played, they’ve improved the matchmaking system. Matches seem to work a lot better, to the point where now it’s pretty common to end up in a fight of 6+ on either side. It’s crazy fun. Matches also come quickly, and they are almost always opposing fights (instead of missions where no one comes after you).

Oh, and see this car in the screenshot? This is your starter car. After all this time, I still haven’t bothered to upgrade it (though I made it look fantastic). Why? Because it’s awesome. Seriously, it handles well, it takes corners like a dream, and I can weave in and out of traffic like a racecar driver. I love my car.


I’ve noticed that a lot of people don’t really learn to drive. Last night I was in a stolen taxi, being chased by another player during a mission. I made a hard left, guessing he wouldn’t be able to follow. Sure enough, I had no trouble shaking him off me. I spend a lot of my time between missions driving around the city, making random turns and 180s, trying to thread the needle without running into other vehicles, dodging other players, etc. It’s helped my driving skills immensely in the game. I practice with the different vehicle types, trying to get a feel for how they handle (and trust me, the handling is different with different vehicles). I find my best driving occurs with the starter car, the four-door pickup, and the taxi. I’m still working on the old muscle car that looks like a Charger and the little Porsche-like sports car. The worst is the luxury car that reminds me of a Lexus. I swear, I can flip that thing by looking at it sideways.

You can still play APB effectively without spending a dime, and they’re getting closer to the official release. It’s a great time to hop into the game.


Guild Wars 2

Guild Wars never really interested me much. It seemed too much like other MMOs, sans subscription, and I couldn’t really gather the interest to play it. I’d heard it was heavily instanced and didn’t have basic movements like jumping. I did attempt the trial once, but they never sent a trial key, so I gave up. So I also never paid much attention to Guild Wars 2. I couldn’t understand why it had the highest excitement rating on MMORPG.com, even higher than ArcheAge.

So I started looking closer at it. And I’m really liking what I’m seeing:

Dynamic events in the place of quests.

 

 

Traditional quest systems involve walking up to a character who usually has an exclamation point or question mark hovering over their head and talking to them. From here, you get a massive wall of text hardly anyone reads that describes a horrible or totally mundane thing going on in the world that you need to help with. You run off, complete this task, then return and talk to this character again to receive another wall of text and a reward. Traditional quest systems rely on these blocks of quest text to tell you what is happening in the world; this is just an outdated form of storytelling.

In Guild Wars 2, our event system won’t make you read a huge quest description to find out what’s going on. You’ll experience it by seeing and hearing things in the world. If a dragon is attacking, you won’t read three paragraphs telling you about it, you’ll see buildings exploding in giant balls of fire, and hear characters in the game world screaming about a dragon attack. You’ll hear guards from nearby cities trying to recruit players to go help fight the dragon, and see huge clouds of smoke in the distance, rising from the village under siege.

There is a second fundamental flaw to traditional quest systems: what the quest text tells you is happening in a quest is not actually what is happening in the world.

For example, in a traditional MMO, the character who gives you a quest will tell you ogres are coming to destroy the character’s home, and you need to kill them. You then get a quest which says, “Kill 0/10 ogres” and you proceed to kill a bunch of ogres standing around in a field picking daisies. Since every player in the game needs to be able to do this quest, the ogres will never actually threaten the character’s home – they will just eternally pick daisies in the field. The ogres aren’t actually doing what the quest says they are – the game is lying to you!

At ArenaNet, we believe this is NOT good enough. In Guild Wars 2, if a character tells you ogres are coming to destroy a house, they will really come and smash down the house if you don’t stop them!

Kill stealing isn’t possible. In fact, helping out rewards everyone.

The event system in Guild Wars 2 is designed to specifically address this problem. All players that fully participate in an event are rewarded for doing so; everyone who helps kill a monster or blow up an enemy catapult will get credit for doing so. There is no kill stealing and no quest camping. Everyone works together towards the common goal of the event and everyone is rewarded for doing so. To help ensure there is always enough for everyone to do, our events dynamically scale, so the more players who show up and participate in the event, the more enemies show up to fight them. If a bunch of players leave the event, it will dynamically scale back down so it can be completed by the people who are still there playing it. This careful balance created by our dynamic scaling system helps ensure you have the best and most rewarding play experience.

Exploration sounds like an actual, viable option.

As an added bonus, we’ve also hidden hundreds of events all over the world that require interaction with the game world. This helps give an extra sense of reward and discovery for those who seek to explore the entire world. Finding an entrance to a secret cave deep at the bottom of the ocean and removing a glowing orb from the cave could let an evil creature loose from its ancient prison and kick off a chain of events as the creature terrorizes the ocean shipping lanes. Reading the spells written on an ancient wizard’s spell book in a ruined castle at the top of the highest mountain peak could open a portal to another world and trigger a chain of events as creatures from that world come through the portal.

I love the “oops” factor of that last one.

Personal stories

A player’s biography choices immediately tailor physical parts of the game to their character. Each character is given a home instance, personalized to their biography choices, located in their racial capital – Hoelbrak for the norn, the Grove for the sylvari, and so forth. Within this home area, things are more personalized to your character. Your home instance never stops updating; as your character becomes more involved in their story, it will alter accordingly. Two norn will quickly differentiate their personal area through choices in the storyline. They will encounter different adventures, make different decisions, and their home will change to match their story.

(And housing right at launch!)

Choosing specifics of your character’s biography, or making decisions during a storyline, will alter your character’s story within the game. Some of these differences will be tangible, like having special NPCs or merchants in your home instance, getting pretty town clothes, or seeing special cinematics.

High level instanced dungeons that require groups.

Each of our dungeons is divided into story and explorable versions. The story version of each dungeon comes first, and completing it unlocks the ability to run the explorable version. In turn, the explorable versions of the dungeons have several options (usually three), each of which creates a different set of challenges and goals in the game. So, when we say that there are currently eight dungeons, we really mean there are thirty-two dungeons, as each dungeon has a story version and three explorable versions.

Those sound like a cross between standard instanced dungeons and raids, but with more story.

Other stuff I’ve heard about include underwater exploration and combat, firearms, and a last ditch death system that sounds a bit like Borderlands. I’m definitely keeping a closer eye on this game now, and I look forward to hearing about how it’s faring on release.


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