Postcards from WoW, Part 1

By Shamus Posted Monday Jul 19, 2010

Filed under: Pictures 97 comments

Oh no! Shamus is turning this site into a WoW blog! The rage!

Well, I turned it into a Mass Effect 2 blog and a Fable 2 blog at various times. This too shall pass.

Anyway, round & about the World O’ Warcraft:

wow_spammer1.jpg

A spammer. Yes, I know that posting images of his shenanigans is helping him to achieve his goal and thus rewards the little bastard, etc. But this is an interesting case because he’s revealing some interesting holes in the WoW servers.

What you’re looking at is a group of level one human Warlocks, who all start in red robes. They are no doubt in the game on trial accounts. They have assembled themselves into positions in mid-air to spell the name of the spammer site.

wow_spammer2.jpg

Onlookers assumed this was a group of goldfarmers, but it was clear to me that these avatars were controlled by homemade scripts and not real people. I’m guessing the spammer didn’t have the WoW client running. He was probably running his own software that posed as the client and allowed him to control many avatars at once from the same computer. The entire group moved with extreme mechanical precision. They went from the standing upright configuration to the sitting one at exactly the same time. They moved to their new positions instantly without needing to walk there. Oh, and they were floating in the air, which is not possible using legitimate game mechanics.

What I can’t understand is why Blizzard allows this. It’s not difficult to analyze incoming positional data and perform sanity checks on it. If someone playing WoW suddenly seems to have moved 10 meters in half a second, the server should be able to spot the rule-violating behavior. Some goes for standing in mid-air.

Moving on. Thanks to those who donated to the “help Shamus score a mount” fund:

wow_mount.jpg

Also thanks for the advice from fellow players on how to work the auction house. I’ve managed to find a few key items that I’m willing to part with and that sell for a fortune. Also thanks for all the bags. This game is so much more fun when you can carry all the crap you need for cooking, fishing, first aid, and your profession tools.

And now for something completely juvenile:

wow_chair.jpg

It looks like my lizard is giving my a lapdance, but really he’s* just standing there. Pets always do this. If you sit in a chair, they sort of climb onto your lap.

* I actually think Eddie is a female. The game doesn’t normally tell you the gender of animals. But! There is this group of ghosts in the game that put a curse on you and turn you into an undead human for a couple of minutes. When this happened to Eddie, she was a female avatar. This happened on two different occasions. I should go back with a different pet and see if it ends up a different gender.

I just dinged level 30. This is an important level in the game, where you get new powers and access to the next tier of gear. But I didn’t care about any of that. The moment I leveled I ran out and got this:

wow_solomon.jpg

You can’t tame a pet above your own level, and this was the first turtle I could reach on the Alliance side. (Blood Elves get Turtles in their starting location. I actually considered trying to get there and grab one when I was 25 and tired of waiting, but I figured the trip would be suicide. I’d have to pass through hostile country, high-level areas, and Horde-side cities to get there.)

 


 

The Quicktime Hurdle

By Shamus Posted Sunday Jul 18, 2010

Filed under: Game Design 113 comments

Let’s talk about quicktime events some more. Here is a reference video, which shows someone completing the first encounter with Krauser in Resident Evil 4.


Link (YouTube)

While this is perhaps not the most gripping cinema ever penned, I have this sneaking suspicion that these games sound a lot less idiotic in the original Japanese. I’ve been told that Japanese is a very poetic language. English can be poetic, but it’s not used that way regularly and it takes a good writer to pull off. So the translation from Japanese to English is a bit like translating Gandalf’s dialog from “You shall not pass!” to “You won’t get by me!”. It’s not wrong, but the words lose their potency and come out sounding childish. I think the occasional odd phrasing shows that the translator is a native Japanese speaker. I wonder if a good native English translator couldn’t help a scene like this by smartening up the dialog and improving the flow. (Of course, this does nothing for the plot, which is drivel. But Quentin Tarantino has proved that you can go a long, long way with a drivel plot and brilliant dialog. Kill Bill was both cliche and preposterous. And if you showed it in chronological order, it would be incredibly predictable. But the movie came off as fun, witty, and surprising through the magic of clever dialog.)

But whatever. The point is, this is a scene about pushing buttons. The scene is broken into eight sections, with seven quicktime cues between them:

Scene 1 » Quicktime » Scene 2 » Quicktime » Scene 3 » Quicktime » Scene 4 » Quicktime » Scene 5 » Quicktime » Scene 7 » Quicktime » Scene 8

If you miss a cue, it replays the entire scene again from the beginning. This is a horrible idea, because this scene is barely tolerable once.

Now, let’s assume the player has a 95% chance of success. They will pass 19 out of 20 cues. In tabletop terms, they can only miss by rolling a critical failure, which is pretty good in a gameplay sense. I wrote a program to simulate 1,000 players doing this scene with 95% accuracy, and on average, here is how many times players had to watch each scene:

95% Accuracy:
Scene #1: 1.5 times.
Scene #2: 1.4 times.
Scene #3: 1.3 times.
Scene #4: 1.2 times.
Scene #5: 1.2 times.
Scene #6: 1.1 times.
Scene #7: 1.1 times.

(Of course you’ll never see scene 8 more than once, so I didn’t include it.)

This is not intolerable, although I can think of better ways for a player to spend their time. Now let’s assume the player has just 80% accuracy:

80% Accuracy:
Scene #1: 4.8 times.
Scene #2: 3.8 times.
Scene #3: 3.1 times.
Scene #4: 2.4 times.
Scene #5: 2 times.
Scene #6: 1.6 times.
Scene #7: 1.2 times.

That’s a really drastic increase in how many times the player is going to end up watching this thing. On average, the player will watch that first section nearly five times. Now just a slight reduction in performance:

75% Accuracy:
Scene #1: 7.7 times.
Scene #2: 5.8 times.
Scene #3: 4.4 times.
Scene #4: 3.3 times.
Scene #5: 2.4 times.
Scene #6: 1.8 times.
Scene #7: 1.3 times.

INT: DAY – NONDESCRIPT INDUSTRIAL PLACE

KRAUSER:
Been a long time… “comrade”.

JUSTIN BIEBER:
Krauser!

KRAUSER walks into frame, spinning his knife.

KRAUSER:
I died in a crash two years ago. Is that what they told you?

JUSTIN BIEBER:
You’re the one who kidnapped Ashley!

As they talk, JUSTIN BIEBER continues to make scowly faces and forgets that he has TEN GUNS on his person.

KRAUSER:
You catch on quick. As expected.

KRAUSER faces away from JUSTIN BIEBER, exposing his neck while he examines the TOTALLY UNINTERESTING PIPES in the background. JUSTIN BIEBER makes scowly faces.

KRAUSER:
After all, you and I both know where we come from.

I’m glad they abandoned this idea of mixing quicktime cues with dialog in Resident Evil 5. Even good dialog can be wearisome after just a couple of back-to-back viewings, and terrible dialog is excruciating under these circumstances. RE5 cuts way back on quicktime events, and uses them only for action sequences. Imagine watching the above scene six times in a row. Then imagine how fast you would betray the Alliance and give Vader the plans for the Death Star if he threatened you with a seventh viewing. Man, I’d be ready to punch Bikini Leia in the face after seeing it that many times.

 


 

Jimmy: The World of Warcraft Story

By Shamus Posted Saturday Jul 17, 2010

Filed under: Movies 34 comments


Link (YouTube)

I’d comment on this video, but I have to get back to playing the game.

 


 

Experienced Points: Wow, That’s Complicated

By Shamus Posted Friday Jul 16, 2010

Filed under: Column 88 comments

This week’s article is about the complexity of World of Warcraft and other MMO games in general.

And speaking of WoW…

I have this thing where I prefer to level characters in the wrong zones. I like to take starting Dwarves and Gnomes to Human areas and vice versa. Previously, I used to like leveling in the Night Elf areas, but I became aware of just how much of a time sink the place is and I can no longer stand it. It’s pretty, but there is just too much dang hiking. I’ll miss Darkshore in particular.

So, my character, who just dinged 20 as of last night:

I crafted the goggles and the rifle + scope myself.
My goal: Get to Theramore Island (one of my favorite locations in the game, visually) and get myself a giant turtle to replace the bear.

Several people offered me help. I was going to tough it out and Do It On My Own because I didn’t want to break the game. I like fighting against a little scarcity. But I am to the point where being broke is hindering my ability to make money, if you see what I mean.

In the game you can have two professions. There are gathering professions like skinning, mining, and herbalism that let you gather raw materials. Then there are production professions like leatherworking, blacksmithing, and alchemy. These consume raw materials and produce useful stuff. These are usually designed to go in pairs. Herbalism supplies alchemy, skinning supplies leatherworking, and so on. If you’re covered in noobsauce, then the thing to do is to take two gathering professions and sell everything you get at the auction house. There tons of veteran players out there with heaps of gold, and they’re leveling alts that have two production professions. They’d rather pay a newbie to do their gathering via the auction than waste their time doing it themselves. This is a wonderful way to “vent” some cash from high level players to lower ones. But instead of going for cash I took the engineering profession. It’s crazy fun, but it consumes all the stuff I could otherwise sell at auction and is keeping me poor.

I’m level twenty, which means I’m due a mount. But the total cost to do that is 5g. I have, after twenty levels of careful savings, 2g and change. I would need to double my money to get a mount. Ouch. And there are abilities I haven’t even trained yet. If I were to grab every ability due to me at this level, I’d be down to 1g. So I’m officially at the point where I’m ready to accept a little help. But please don’t mail me 1,000g or anything crazy like that. But if anyone can spare a gold piece and maybe a 12 slot bag, I think it would take the pressure off.

 


 

Stolen Pixels #212:
BUY THIS NOW!

By Shamus Posted Friday Jul 16, 2010

Filed under: Column 22 comments

Just a bit of silliness.

No, this isn’t the comic I was trying to make on Monday. I’d wanted to do a Breen thing, where he ends up trying to make fun of Blizzard’s Real ID only to have Metro tell him the joke was now irrelevant. Eh. I kind of feel like the moment has passed on that one by now. So instead we’re talking about Alan Wake for some reason?

 


 

World of Warcraft: Interface

By Shamus Posted Thursday Jul 15, 2010

Filed under: Pictures 100 comments

So I’m playing WoW again, and mucking around trying to remember all my old macros and get the interface just so. Sometimes in my googling about I’ll come across images like this one:

wow_raid_interface.jpg

Of course, the game doesn’t look like this until you get to the endgame, and I understand that not all classes turn into giant control panels, but it’s still an amazing thing to behold. I can’t think of anything else in gaming that gets to be this complex. Not X-com. Not the number-crunchy sports management games. Not the turn-based war sims. No RTS game expects you to digest this much input and I’ve never seen this many buttons onscreen at once in any of them.

There are probably games with more strategic depth, but in terms of interface density, WoW (and similar games) are playthings of tremendous complexity.

 


 

Spoiler Warning Season 2×22: President Evil

By Shamus Posted Thursday Jul 15, 2010

Filed under: Spoiler Warning 152 comments

The story so far:

A water purifier that has no reason to exist was overloaded by a man with laughable motivations and released radiation it shouldn’t have, thus killing Colonel Autumn, who had no reason to be there. Then later we got through a village of children who fdso gah frrzlmpr blaaa huygggnl asdf;lj so we could enter vault 87 and recover a GECK, a device which would be better put to use in virtually any possible manner besides the one for which we had acquired it. Then Colonel Autumn, who shouldn’t be alive, captured us with a flash grenade that shouldn’t have worked.

Hello, person from the future. This space used to have an embed from the video hosting site Viddler. The video is gone now. If you want to find out why and laugh at Viddler in the process, you can read the entire silly story for yourself.

At any rate, the video is gone. Sorry. On the upside, we're gradually re-posting these old videos to YouTube. Check the Spoiler Warning page to see the full index.

The true madness is that the plot is this mangled, despite the repeated railroading and plot hacks used by the writers. I can understand that a freeform or branching story can get pretty complex and possibly tangled. As someone who has run D&D games I know that no plan survives contact with the enemy. (Your players.) And I’ve had some gaps in my stories. But When the main plot is set in stone and the player has no power over it, there is no excuse for not simply writing something that makes sense. In most cases I’d pummel a game over things like pacing, characterization, maintaining tension and interest, and all of those other challenges that good writers must overcome. But here we’re talking about basic coherence. We’re talking about simply relaying a fixed set of events that don’t contradict one another. For example: Don’t have multiple characters come back from the dead without offering anything in the way of acknowledgment or explanation.