Guild Wars:
You Can’t get There from Here

By Shamus Posted Thursday Jun 19, 2008

Filed under: Random 50 comments

My number one complaint with Guild Wars (Prophesies) is that the outdoor areas have a really bad case of habitrail. You can sometimes see where you’re going, but you can’t get there without meandering all over the place like little Billy in a Family Circus comic. The map usually shows a green arrow to indicate your destination but knowing the direction you want to go is useless when you’re at the mercy of snaking, branching trails. I think they should replace that icon with a piece of cheese, because I usually felt like a lab rat running a maze by the time I reached it.

Sometimes you’ll see where you want to go, which is usually another path, just like the one you’re on, but down a tiny little dirt slope. But you can’t just jump down. No, you have to embark on some sort of Lewis & Clark expedition to find the route down there, walking over hills and through canyons and fighting waves of bloodthirsty foes before you reach that spot ten feet below you. Hills divide the landscape like walls, blocking your view of the gorgeous horizon so that you spend most of your time staring at brown and beige hillsides.

Below is the path you follow for one of the missions in the game. For the most part your mission is just to walk from A to B with a few stops along the way, but check out the route imposed on you by the terrain:

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You Can’t get There from Here”

 


 

Mass Effect: Three Strikes

By Shamus Posted Thursday Jun 19, 2008

Filed under: Rants 57 comments

Allow me to dig up the old story about the activation system that is part of Mass Effect and is destined for Spore. The rumor was that you could only “activate” the game three times. Before launch they said this:

This solution allows gamers to authenticate their game on three different computers with the purchase of one disc. EA Customer Service is on hand to supply any additional authorizations that are warranted. This will be done on a case-by-case basis by contacting customer support.

And now that they have your money they say this:

ea_drm.jpg

The Slashdot thread on this is still smouldering a little, but I didn’t see anything there we didn’t cover here a hundred times already. I am happy to see the outrage spread, though. Just remember, you agreed to the poisoning when you installed the product.

Tell me one more time: Which side is the thieves and which side is the people just protecting their investment? Because I can’t remember now.

 


 

Guild Wars:
Massively Single Player

By Shamus Posted Wednesday Jun 18, 2008

Filed under: Game Reviews 41 comments

I missed a few notes in my last post, so let’s back up and talk about what this thing is before we talk about how it works. Also, we need some screen shots. (Because this game is an excellent excuse to put pretty pictures on my website.)

Yes, this game engages in gleeful and shameless pandering. Fans of ancient Chinese naval vessels rejoice!
Yes, this game engages in gleeful and shameless pandering. Fans of ancient Chinese naval vessels rejoice!

Many people are pointing out to me that Guild Wars is not an MMO, and they’re right, although I’m not sure what we should call it. The game has two parts. One is the PvP area, where you can create a full-on maxed-out character and then go and do whatever the PvP types do. The other half of the game is what concerns me, which is the campaign mode.

In campaign mode, you play through a single-player style story. But, you know, online. The towns are a shared space, where you can see everyone else who happens to be in town. You can think of the towns as being massively multiplayer. But as soon as you leave town you enter your very own copy of the wilderness where you’ll fight monsters and do missions to advance the plot. You don’t have to worry about kill-stealing players or people trying to ninja your loot. You’re alone (although you’ll need to have some NPC henchmen with you if you want to get anywhere) and the only way you’ll see another player is if you join their group and go adventuring together.

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Massively Single Player”

 


 

Guild Wars: First Impressions

By Shamus Posted Tuesday Jun 17, 2008

Filed under: Game Reviews 93 comments

MMO games have a logic, language, and culture all their own. People talk about using, “AoE to aggro mobs”, and such. While I’ve worked out the basics, you can’t assimilate to something this big in so short a time. I’m still a newbie, and many of these comments apply to MMO’s in general and not just Guild Wars.

I will say this game is exceedingly pretty. The landscape is pretty. The particle effects are pretty. The weather is pretty. The women are pretty. The men are pretty. Especially the men. This game has less testosterone than a romantic comedy with Hugh Grant. Even the beefy warriors have a certain preening, metrosexual look to them. This is what the world would look like if you transported several thousand magazine models and clothing designers into the middle ages. Nobody has the wit to invent a steam engine or a printing press, but they are able to mass produce frilly underwear, boxer shorts, and hair gel for their army. I’ve been seeing screenshots of this game for years, and I had always just assumed it had a modern theme, based on the hair and Victoria’s Secret getups. But no, this is actually another permutation of Ye Olde Swords and Fireballs All Up In Thine Business.

I actually find it hilarious to see this kingdom of people living in this burned out ravaged wasteland of dust and ash, running around with their spotless clothes, fabulous hair, and perfect skin. Obligatory: I guess that’s why they call it fantasy. It certainly makes the game fun to look at.

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Hellgate:London
Uninstall

By Shamus Posted Tuesday Jun 17, 2008

Filed under: Game Reviews 24 comments

The uninstaller sat for five minutes, spinning the hard drive but not moving the progress bar. I gave up, killed the process, and just deleted it manually.

At least it was consistent, making sure to disappoint me each step of the way, all the way to the end.

Sigh.

 


 

Zero XP

By Shamus Posted Monday Jun 16, 2008

Filed under: Game Design 84 comments

A little videogame theory, from someone who ponders this sort of business more than is good for him:

We know what XP is in meta-game terms. It’s supposed to represent the acquisition of knowledge. So, the thinking goes, after you’ve killed a hundred orcs, killing the 101st shouldn’t teach you anything new. I could argue this point and we could get into all sorts of simulationist arguments about what would produce the greatest fidelity to real-world behavior, but the truth is that in gameplay terms XP is really a reward for risk and effort.

Most games have you earning XP on an upward curve. As you proceed, the monsters are worth more XP as well, but the rewards don’t quite keep pace with the XP needed between levels. So, maybe you only need to kill ten monsters to go from level 1 to 2, but you’ll need several dozen to go from 5 to 6 and a hundred to go from level 19 to 20. (This is all assuming the monsters you’re fighting are the same level you are.)

Some games feel the need to impose a certain degree of risk on the player. You get penalized for fighting stuff below your level. You’re level 10 and you’re fighting a level 1 rat. That rat would be worth 10XP to a level 1 player (a pittance to you, a level 10) but if you kill the thing you get zero. Most games make this restriction pretty tight, so that even a monster slightly below you in level is worth far less than it was when you were “supposed” to be fighting it.

In your standard RPG / leveling kind of game, the player should always be compensated for risk or effort. The only time a monster should be worth zero XP is if the player can kill the thing in a single hit, without breaking stride. Anything more than that, and the player deserves a reward for putting the beast down.

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The DRM Crusades

By Shamus Posted Monday Jun 16, 2008

Filed under: Rants 38 comments

Once in a while I’ll see a link from another site referring to me as a “anti-DRM crusader” or words to that effect. I didn’t understand why at first, but as I look back on the archives I notice a lot of posts dedicated to the issue. I’ve certainly expended more than my share of words on the subject. It was never my intention to “crusade” at all. I just see the mainstream PC Games industry going to hell, and as we ride along I’m pointing out the windows and directing your attention to some of the more notable landmarks.

I’d rather I didn’t have to write about this stuff at all. I’d rather the publishers would just sell me a game and bugger off and let me use it in peace.

Once in a while I get comments to the effect of, “I can’t believe you make such a big deal out of [online activation]. It’s trivial!” I think a lot of these comments must come from kids who can’t remember what the world looked like before 24/7 connectivity. This means they are also young enough that they don’t have a catalog of old PC games they like to play, and haven’t learned the joy of revisiting old titles. In any case, they’re confusing the actual effort imposed on the user with the transaction taking place. Yes, online activation isn’t that painful (assuming the activation servers don’t die at launch) but I would still balk at online activation for single-player games even if it was quick and seamless. The effort isn’t the deal-breaker for me, it’s the lack of control. I don’t want my “ownership” to be something that can be revoked if the producer changes their mind. I don’t want it to be something that can just vanish due to financial upheaval, which is rife in the videogame industry. I won’t stand for it. I won’t buy it.

I’m not trying to “send a message” – I’m just setting the terms under which I’m prepared to do business. I won’t stand for buying something if I need the permission of the producer to use it ten years down the road. I don’t expect other people to “join me” in this “crusade”, because I’d keep doing this even if I was the only one who cared.

When I’m tempted to buy one of these games, I think ahead ten years, to when my hard drive has a couple of dozen such games on it. I put in a new graphics card, and half the games “break”, requiring phone calls, re-activation, and sending in pictures of the physical media to prove my ownership of the things. And that’s for the games that still work. This is on top of the list of games that will inevitably be orphaned by the loss of activation servers.

At one point someone commented that, “If this bugs you then you’re not going to have any PC games left to play.”

Well, yeah.

That’s pretty much the thrust of all these posts. I’ll buy a console before I accept online activation. If (when) the publishers infest those machines with this nonsense, then I’ll just put more time into my other hobby. My d20 doesn’t require any authentication.