Showing posts with label Freedom. Show all posts
Showing posts with label Freedom. Show all posts

June 6, 2013

The Qualities of a Sandbox MMO

Hello out there, I know it has been a while since I’ve written anything and for all the readers I might have, I do apologize. Had mostly family things come up, namely dealing with the fact my father getting sick and passing away, which I think many could understand would have an impact on anything I could write about. It’s been tough the past few weeks, and I miss him terribly, but I should at least look at things to try and keep my mind busy.

Anyways, not trying to bring anyone down and certainly don’t want to make this some sort of depressing rag about my life, so I decided to work on a topic I touch on a lot but I guess I never really describe at heart; what defines a sandbox game. This is something I feel that has been lost in the past few years, as the lines, for whatever reason, have become murky and ill defined, mostly because of preconceived notions created thanks mostly in part to World of Warcraft pretty much becoming the definitive MMO in the mindset of everyone out there. For an insight into where I am aiming at in this blog, I suggest watching MrBtongue’s YouTube episode (Un-Ruining the MMO) on this very subject. It’s definitely entertaining but hits all the right notes on exactly what I am discussing.

Needless to say, what defines a sandbox game, something MMOs were before, as MrBtongue would say, WoW ruined everything, is actually fairly easy to define. The problem is that people believe, falsely, that these elements exist in the modern MMO, but they don’t. The parlor trick of the modern MMO is cleverly, or not so cleverly, designed to forcefully direct players on a set path. Some developers go that extra mile by providing a secondary path towards to disguise the convergence, but the end result is the same. You are destined to go from point A to point B along this road and deviation from this path is not only frowned upon, it is highly discouraged, and in some instances, illegal to the point attempting to change your course could even result in penalties against your account.

Now, let me try and define what makes a sandbox game;

Number One: Freedom. This doesn’t just relate to freedom to create the character you want, though in reality, people have actually been tricked into believing that the carefully structured character classes in the modern MMO is freedom to build the character they want. This is both a lie and false advertising on many levels. But more on that later. Freedom implies that once I log in, get my bearings and figure out what in the hell is going on in this game world, I can sod off and do whatever I want. The modern MMO frowns upon this heavily doing everything it can from allowing us this freedom, such as, but not limited to, level gating content, restricting access to areas, and dead-ending experience gain from critters and other objectives so much that we are almost forcefully compelled to do the quests that the developers have created for us.

While people will make up excuses that this isn’t true, and pointing out outlying instances of people doing such and such to reach max level in a game (namely WoW) this is again, an outlying instance and proves the point excrutiatingly well. It was possible, but the player in question not only was inefficient about level gaining, but the time it took them to reach max level was many times longer than anyone just doing the set path. In past MMOs, a player was not required to do the quests, they were fun little activities as an aside and even gave a micro goal into the normal set of grinding, but players were free to choose whether they wanted that goal to kill wolves, or if they just wanted to kill wolves on their own without some NPC telling them to do it.

However, now the attempt to kill wolves without a quest is so highly frowned upon that the experience to advance your character required is dramatically lower. Developers do everything in their power to make sure that players follow the set path, even putting artificial barriers that the player doesn’t perceive consciously, but their subconscious can see. This gating even extends to exploring, though people may not realize it as the terrain is carefully constructed to guide players on the set path. In fact, it’s well known that if players find ways off the path, though developers will jokingly claim they love it when players do that, many actually do not and such methods tend to get fixed or altered so it’s not possible to do anymore. In short, if developers loved when players find things like these, they would not be so quick to alter them so players could not do them anymore.

Of course, this freedom also extends to how you want to play to. The current MMO thinking is everyone wants to be some heroic knight, or flame wielding wizard type to get anywhere. The truth of the matter is, no, they don’t. Now, I won’t disagree that the heroic knight is probably the first thing many people think of when they start playing this game, but as time goes on, people start gravitating towards what they really like to do. You can’t achieve this is a structured class system, of course. For instance, in my case, I want to craft. I want to make things and be useful that way to the game as a whole. But I can’t do that because most of the modern MMOs not only make crafting fundamentally useless because a crafters gear can’t keep up with loot off of critters, but because I can’t level my crafting unless I become an adventurer anyways, defeating the whole purpose of a crafting system to begin with.

For other people the freedom to explore is what they are after. But like I stated previously, MMOs are being “cleverly” designed (I am using the term loosely) to funnel people in a specific direction. Exploration itself is actually frowned upon by developers if you go outside of their defined parameters. While people, again, will claim this isn’t true you don’t have to look far to see that this isn’t the case. Areas are specifically level gated, you need prerequisite gear and items to compete, and any attempt to jump over that cliff is often met with an invisible barrier that doesn’t allow such things and glitching the terrain to do so can actually get you in trouble.

Even the quests now are being designed that way. While people believe The Old Republic gives you RP freedom, it robs you of that. No matter your choice or desire, the outcome is always the same at the end. There is no real deviation from that course other than a few differences in dialog. This is the furthest from freedom, and this cinematic experience actually kills the whole world within a world aspect of the game. RP itself has been hopelessly destroyed because the very identity of the characters we wanted to create was completely removed and taken out of our hands. You have to follow the set path, by design, and any deviation from that not only penalizes your character, it may even restrict you from unlocking your characters full potential. And nowhere else can you see swift changes to a game because players attempted to deviate from that norm.

Take in stark contrast Skyrim. Now I know for some people that loved their Morrowind, this game is an abomination, for some reason, but let’s be factual; Skyrim is a sandbox game, only one step short of being an MMO. While at the beginning of the game we are given an objective that says go do this, we can basically say sod off and do anything else we feel like from that point onward. In stark contrast, TESO will not allow for this, as it is very purposely being linearly designed. A leveling treadmill is in place and players are expected to follow a set path. Yea, I’ve seen the leaked beta footage, and while graphics and such may get cleaned up, the core gameplay won’t change much from this, and since the emphasis, much like TOR, was on that personal story, you can bet your last dollar TESO is going to be yet another Theme Park in a long list of Theme Parks.

Number Two: Bigger is not Better: Another thing that makes the sandbox different from the theme park MMO is the inherent balance that is already within the system and the fact that people can equalize themselves to match the others within the system. Skill is actually the name of the game, not the gear worn. While gear is useful, and helpful in cases, it is not the end all be all of the gaming experience. This is not true in a theme park game, especially one following the WoW formula, whereas levels get higher, the gear has to progressively get better. The idea is that bigger numbers and bigger stats are always better. The skill of the player, while it can be a factor, is often only a small portion of that result. A very skilled player will more often than not, be beaten by a below average player who is better geared and equipped than they are.

This is also the case based on the class system these games often force down specific paths to. Like it or not, while some people will claim otherwise, there is always going to be a class that is easy mode in these systems for a specific thing. They tend to pump out tons of damage, and strangely enough have tons of defensive measures to boot to make sure they continue to deliver that damage. Nothing about this requires any actual skill to deliver, contrary to what many WoW rogues or TOR snipers might claim, because it is the easiest thing to do and a subpar player can do it without worry or consequence. If it actually required a lot of skill to do, players would not gravitate towards it so much, especially in the PvP environment. This is not to say that a person skilled in the class wouldn’t be deadly, they would be, but the application of skill required is less than that of another class.

In a sandbox game, gear is not a major factor and in fact player skill is the deciding factor in a long run. A player who just mashes buttons will find them increasingly outclassed by people who actually know when the best time to use their moves is and planning accordingly, instead of just blowing their entire wad in the first few seconds of combat. Timing is key, and gear is only a distant second fiddle to this. The same stun locking, button smashing rogue trying that in a game based on skill and tactics would find they are severely outclassed by players that actually understand timing and the fundamental rules of the game, and would turn the tide quickly on the rogue.

But in the end, in this type of system, dungeon loot is de-emphasized and crafted loot becomes the big prize. Though there will be things that dungeons would be required for, they would not be the end all be all of the game, left in the hands of those daring enough to traverse them for the materials for crafters, or explorers who think the risk is worth the reward. In basic, a player economy, and thus a community, is born because of this, and player loyalty is actually rewarded instead of punished.

Number Three: An Open World: This is similar to number one, but basically in a sandbox game, the world is open. It’s explorable, there is no corner you can’t go to to see what is In that nook or cranny, no invisible barrier blocking your progress, no level gating, the only thing determining your fate is your skill and your own wits to survive. Your death is determined either by your own hubris or stupidity. But this open world is not limited to just exploration, nope it also includes PvP.

The modern MMO has done a lot to try and push PvP out of the public eye of players, forcing the PvPers into carefully controlled arenas for their matches or shoving them into specific lake areas. Of course, the reason for this is because player killers (aka PKs) never really had a punishment that fit their crime before in games. But then again, many of the early attempts made the mistake of giving them too much freedom without any reprisals to be had. The worst that would happen is a PK couldn’t get into a town, but that was easily countered by alts or friends.

While it’s been instilled into the head of modern gamers that PvP is somehow evil, the truth of the matter is that it’s not. The same PvP jerks that talk smack are still talking smack in PvE. The difference now is that you’ve given them the power to do so and no one can reprise against them. What’s even funnier, most of the people that claim they hate smack talking in PvP are the people that do the smack talking, and generally acting like an ass most of the time. In short, hypocrites.

All in all, the world of an MMO needs to be open. It needs to be open to exploration, it needs to be open to conflict, because that is what drives RP and story (sorry bar people, it’s true) and it needs to be open to the fact players don’t want to follow your set path.

These are my basic points of a sandbox MMO. Now I know this is only a small list, there is a lot more I know, but this article is already getting long and I feel it’s time to stop padding and start letting people read. I don’t know when I will put up a new blog, as I said I am currently still dealing with my father passing away, but hopefully it won’t be two months again before I do. Until then, take care and I hope people start inspiring developers to make sandbox games.


Please leave a comment below.

January 27, 2013

How to change my cautiousness to optimism for TESO


Some might be wondering what will shift my stance from cautious to hopeful when it concerns The Elder Scrolls Online since it has admittedly been the first fantasy MMO, let alone MMO in general, that has actually garnered a real interest in me and I have actually decided I wanted to beta in a long time. Well that’s a complicated question, but I think it deserves a few bits of analyzing.

First thing on that list, for me at least, will be open world that isn’t locked down. This is a bit of a loaded response, of course, because it’s hard to gauge this one. But to put it basically I want to explore and I want to roam at my leisure, not to have overt or covert barriers in my way preventing me from doing that. Most MMOs have covert barriers, usually through artificial level stigmas or just enemies that are flat out impossible because you don’t meet an imaginary toughness rating. Some games have a very overt barrier as in things are just plain locked out to you until you actually hit that level or do something special. I want to be able to wander about and explore, and that is very important to me. And artificial barriers don’t help my view either. If I see an interesting creek down in a valley, for instance, I don’t want to run towards it only to meet the world wall and be told I can’t go on. That is frustrating in and of itself. While Zenimax and Bethesda are promising a huge world, I am remaining reserved there.

Second thing that is important is my immersion factor. I like to RP, in fact I think I can say that is the one thing that has been killing my enjoyment of MMOs lately, is there is no way to feel a part of the world itself and thus my desire to RP in it is diminished greatly. Part of this stems from the fact of feeling like I am just being led by the nose from point A to point B, giving me no chance to break from the tired and worn path and look around for myself. In short if I am following the same path that someone else just beat down not more than five minutes ago then it’s already ripping out my immersion. But also offering me the chance to become the character I create in the world is also a huge step in that direction. This is something a lot of MMOs these days also don’t offer, because you are still in their very tight and limited story. If I see a cave I want to explore it, being told I can’t just kills it for me. Again, Bethesda and Zenimax are promising a lot in this case, but it is something that has caught my eye. RP for me isn’t always hanging out at the local tavern and conversing because I just can’t stand sitting around doing nothing all the time, but actually integrating events going on as a part of my character to. So this is a big part for me.

Third; the freedom to play my way is very important to me. Regardless of what people will tell you of current generation MMOs that have recently come out, there is very little choice or options on ways to play your character in those games. Once the dust begins to settle and people start figuring out how things work, stats, builds and gear all start floating towards a singular point. There is no denying this fact, even in TSW specs, gear and abilities are already doing this. People denying this are just purposely being blind and obtuse. The concept, right now, of me being able to play a rogue that can tank it up, or cast spells or range or really a lot of things has caught my interest a lot. My character concept before has always been sort of roguish, but because of the lack of utility and playing my way that current MMOs offer, I was often left being more of a warrior character just to fill in that tank role. These are things that matter to me and I want to have the option to be sneaky one moment or just go all out smash the next or just blast people in the face with fireballs or heal others when I want to.

Fourth, crafting has to mean something to. This is something I think all current generation MMOs have missed on greatly. Crafting has been more or less shuffled off to a basic after thought in the current MMO climate and it leaves much to be desired. As I’ve stated elsewhere, my biggest memories of MMO times don’t always come from the dungeons I go through or how many people I beat down in PvP, but just hanging around in a local town and creating things for others that want it. In UO, I use to hang around Brit forge just either making weapons and armor or repairing gear for people. I built up a small reputation based on that even, and when I wasn’t there I would run a shop that sold fairly well. I would love to be able to do stuff like that again, to just sit and relax some days and converse with people while making stuff. In short I hate being idle just to be idle, I like to actually be doing things while socializing.

Fifth, the team based game play actually has to be strong and engaging. I am a team player when I am not socializing or forging. Solo play can be fun but tends to get dull. In a game that emphasizes that socializing and teaming are key points, having the game mostly being soloable just doesn’t cut it for me. It harkens back to those D&D table top days for me of friends gathering around exploring dungeons and what not. This doesn’t mean that it requires the holy trinity, though that does help, but people should be able to fill in those roles they enjoy, and I want to know that the content is challenging and engaging. I think the major problem people have with the trinity is that it just makes them think the content is all tank and spank, which is dull. But if the content itself offers greater challenge for the team as a whole, not just a simple tank and spank mechanic, then it goes a long way in enforcing those roles, not taking away from them.

Finally, the game play has to be balanced. I don’t mean every class has to be the same but there needs to be a way to counter things so one spec or build doesn’t rule them all. This is a trap that many MMOs fall into, which leads up to my above statement that despite all the work and claims of people saying choice matters, in the end certain specs, abilities and gear just end up trumping out in the end. Things need to be balanced so that everything is viable in its way to allow for all play styles those chances. This goes for PvE and PvP. Changing tactics is smart, but changing builds because I am planning to do one thing or another isn’t. I shouldn’t have to require a specific build for PvP or PvE I should be just as viable at both as long as I can use my abilities and skills smartly.

These are some of the things that would need to be looked at for me, it’s not a completely comprehensive list, of course, but it’s a start. I won’t lie and say that the fact I can make a werewolf character, something most games haven’t really offered before, hasn’t caught my eye either. In fact, it was the first question I asked. My interest wasn’t that high when they said no, but now that they’ve been saying yes you can, it has actually intrigued me more. It’s a wait and see in the end, but I am trying to keep my expectations grounded until I learn more information. I haven’t really cared for most MMOs these days because of how static and linear they are and they fall into the basic MMO traps.

Anyways, leave comments if you can. And as a side note, despite me saying I would never start one again, I decided to anyways. I am forming a guild for TESO in the Ebonheart Pact, currently; The Black Wolves on Guild Launch. Ebonheart being my most logical choice because I actually like the Nord and I really hate elves, and I’ve always hated elves since I first saw them in D&D; a clichéd race as any. Guilds aimed at being a bit more tight knit this time, not aiming to be a huge guild, focused more on small team and skirmishes. And definitely for the RP. If you want to join you can check out the application, or if you just want to chat on those forums, you are more than welcome to.

May 31, 2012

Thoughts on the MMO market; Why I loved UO


Things are interesting when it concerns the landscape of the MMO world. In the current MMO age, everything is set to a level of hand holding and made so ridiculously easy that any sense of gratification one might feel for having accomplished anything is nearly lost almost as instantly as it is accomplished because things were just too easy. On the other hand, the concept of a living, breathing world that players could interact in and be a part of has been neatly swept under the rug and replaced with essentially single player games trying to pass themselves off as MMOs. The world we live in, as far as the gaming world is even concerned, is not an MMO world. It’s just businesses trying to cash in on the actual MMO genre without understanding what truly got people so interested in it in the first place.

I’ve been sitting back and just thinking, mostly. And so far I realize that I miss the young nature of the MMO industry. I don’t mean WoW; that pretty much heralded in the current generation of single player games disguising themselves as MMOs. No, I mean the games that came before, like UO, Dark Age of Camelot and so forth, where the world was more determined by the player than the players waiting on the actual world to get updated in expansion packs.

For me, the best world was always UO. This was a world that was determined by the players, and events and such were only small hallmarks. I wasn’t required to be a fighter of any kind. I could just spend my days being a crafter, making things for other players, and I know the things I made would actually be desired. Crafting in today’s MMOs is such an afterthought, I am left wondering why they even bother having crafting anymore, because it’s little more than lip service in the end instead of actually being something that players can aspire to or want to desire in the long run of the game.

I guess it might be nostalgia talking at times, but it really is something I do desire; a return to what an MMO was truly supposed to be about. Something more than just creating a specific character class and going out and bashing monsters continuously over the head until they relented, that has just never really struck a chord with me. And even as much as I love protecting the team, that role itself has been becoming less and less needed as developers continually push their MMOs to be more single player than ever before.

No, my best time ever that I can honestly say I’ve ever had was sitting, as a blacksmith, at the Britain forge in UO just talking with other players, repairing their goods and even making armor. You didn’t feel useless because the stuff a crafter made was actually on par with the stuff that could be found. Very little was actually needed to actually improve upon that, though they could have done so without destroying the actual integrity of the game. I don’t even think I could possibly describe how much I would love to go back to UO right now and engage in that world again. But, unfortunately, that world is gone.

If I were to show people UO now, they would probably just imagine it as another Diablo dungeon romper, as the crafting professions themselves are pretty much dead. Though socializing and such still exists, and from I’ve seen, a strong commitment of the RP community, in the long run what UO is now and what UO was just are two different entities and what I would desire just won’t ever come back. Not without basically a complete and drastic reboot of the entire franchise, and doing that to a 15 year old game would pretty much just require a new game at this point.

So what is it about this game that I always end up pining for in my mind? What keeps making me pine for it in ways that no modern MMO has been able to fill the void in? I don’t think the answer is simple. Parts of it can be describes as nostalgia, parts of it may be described as mechanics, and maybe even parts of it can be described as the community itself. But I think what really attracts me, and I think a lot of people actually remember, is that you truly could decide your own fate and how you actually wanted to spend your time in the game.

Ultima Online wasn’t just another game, and while the learning curve for getting into it was steep (nowhere near as steep as other games mind you, but it definitely was not newb friendly) once you got into it, the possibilities of what you could do became wide as all can be. There was a lot to do in UO, from owning your own house to being a tailor to exploring dungeons. And none of these activities, believe it or not, required the player to take up one offensive weapon or spell in defense. If you were skilled enough or planned yourself well, you could play the game without worry of ever having to cross swords with another player or monster in your gaming life.

Of course, if you were to look back on history, the one thing that would probably be noted as infamous about UO was the fact that player killers were rampant in the game. The original premise for UO was that it was a social experiment. Believe it or not, the grand-daddy of the modern MMO movement wasn’t expected to last 6 months when it launched. But when it did, it pretty much exploded onto the world. And what was remarkable about this simple looking game was actually how complex it turned out to be. I know people think that the 250,000 player subs at UO’s peak means it was a failure of an MMO, but most people are also too young to remember or even know that until WoW came along, the largest MMO on the market only peaked 500,000 once and quickly declined.

This is why I am disappointed on the announcement of Elder Scrolls Online. When I heard the rumors, I actually thought, Maybe they might make a sandbox game like classic UO, and of course I set myself up for disappointment. But I was using my knowledge I had from the fact of how the previous Elder Scrolls games had been created. But, instead, they flat out stated it’s going to be yet another theme park MMO, a single player game disguised as a multi-player game with classes locked in and such. So, players will not have choices and such. Now, one of the things they cite is the difficulty of balance in a freeform system, and I don’t disagree that can be hard, but that is just dumb to ignore the one core facet of your entire legacy, not to mention why can’t I be a bloody werewolf? Again something that was core since Morrowind.

I just don’t understand developers who want to jump into the MMO market, with their famous products, but not stick to the core fundamentals of the product that made it great. Elder Scrolls would have been perfect to usher the MMO back into the living, breathing world set up that MMOs use to espouse to. Giving players the ability to be whatever they wanted, play how they wanted, without forcing them into a set class. Let them be the blacksmith and forge weapons. But instead, we are given yet another theme park loot hunt game that will probably have yet another tacked on crafting system that means jack shit in the end, except for maybe the one that is all important (probably the potion maker) if they even bother with crafting at all.

In short, I believe Bethesda is making a big mistake. They are shunning the fans of their game to appease the lowest common denominator. They are looking at WoW and going, let’s be like them because they think copying them but changing the wallpaper is just going to be enough. It really isn’t. This was the perfect opportunity to take MMOs back to their roots at what they were all about, to allow people to actually be a part of a living, breathing world, and allow them to play it how they wanted to without always being forced to play some form of damage dealing character and always having to hunt and kill monsters, or other players.

So, what would I have done differently? Well, I would have incorporated a skill system. No levels. I would have looked at classic UO as the basis for the design. I would have then decided how I would have wanted it to pan out, how crafting should work, and built the world around the idea that crafters are important to the game. I would have let the player decide how they want to play, if they want to mine, or be a blacksmith and hang out and repair gear for the adventurer players, let them. Allow them to enjoy the game as they see fit.

How I would have handled crafting would have been done thusly; the skill of a crafter determines the quality of the items, with a highly skilled crafter making the nearly best items. I would have incorporated a type of enchantment system that would allow for prefixes and suffixes that give special boosts to items as well. Items found in the world could potentially be slightly better than what a crafter could make, but it would be very rare. A gatherer would be just as important as someone who goes out and slays the rampaging dragons that swoop down on the world. This would help to create an in game economy and such that would actually help promote trade and commerce and yes, items would have durability maybe even requiring replacement in the end.

Speaking of items, I would finally get rid of the stupid bind system. It was novel, but now it’s just a ridiculous control system that has done nothing but hurt community and promotes elitism in the worst ways. Elitism is not a bad thing, but the type of elitism that spawns around it is. Item loss from death is a bad thing to deal with, but I think some items lost from death should occur, but other things like weapons and armor can probably stay.

Death would be something that would need to be handled carefully, but I don’t think the game should be easy, and I do think that a death penalty of some kind is a necessary evil in an MMO. Otherwise you just end up with the death zerg. A loss a consumables on death, and possibly gold should be a good start with ways to get them back. Primary items like weapons and armor I would consider as well, since in order for an economy to thrive there needs to always be a constant demand for things. I know people would hate that, but economies don’t really thrive when there is no reason to repair, replace, or sell items.

I also probably would have pissed off a lot of people that enjoy their ranged classes by bringing ammo back and of course, with mages, having reagents again of some kind, just like in UO, for their spells. I know that’s probably not very Elder Scrolls, but it would have helped balance things out in the long run where the warrior types would have to constantly run in melee while the ranged can just plink away at range.

Another thing I would have brought back is limited pack space not based on arbitrary slots assigned by a bag type, but by actual carrying capacity. The weight in your pack and how much can be carried would, in the end, determine exactly how much you can carry. This limit could be determined by strength, of course, but wouldn’t restrict players based on a slot system but more on just how much they can actually physically carry.

And then there is the one thing that often gets brought up in every MMO but either not implemented or very poorly done in the modern MMO because there really isn’t a point to it, and that is housing. Housing was perhaps one of those features of UO that basically added icing to the cake of the fact that UO was a living, breathing world that people were a part of. You could own a slice of the land and decorate a house. You could have vendors to sell your goods for you while you were in town, and there were actual player towns that sprung up like this. Space was limited, but players could buy or sell houses as well, and later, were able to build the plot as they saw fit. If you want a theme to build an inn, you were capable of doing that. This is something I would do, but probably use a plot system similar to horizons, but not as convoluted or restricting as that. That way the players can build how they want.

And of course, the final part of the puzzle would be PvP. PvP is important in a living, breathing world of MMOs. But there would have to be some differences from the willy nilly gank style of old UO to today. Safe areas, maybe kings territories, and of course probably special rules for PvP. After all, today’s PvPers who’ve grown up in the safe world of WoW (yes, I am calling WoW PvPers carebears) would probably froth at the idea that their uber leet sword of pwn just got ganked from their corpse, but then again, I say the one thing about UO’s PvP is that it acted as its own kind of stat loss as a player went to regear. It was probably the biggest factor in helping control the battlefield and keeping people from zerg rushing. It was probably one of the biggest make people think things, the fact that dying could result in them losing all their stuff. But again, it’s something that most MMO gamers just wouldn’t accept.

In the end, I don’t expect much out of ESO, especially since they made it clear they are just going to copy the tried and true WoW formula. I can hope they will wake up in the end and realize that giving a finger to their fans is a bad idea, but who knows. I would hope they might actually experiment and try to make the MMO a true sandbox world instead of yet another bloody theme park that we have entirely too much of on the market. I think that’s what a lot of the angry posts are truly about in the long run. Who knows, I am still waiting and seeing, I guess.

If I could wave a magic wand, I would probably make a classic UO reboot with modern 3d graphics but keeping its classic gameplay albeit streamlined and the isometric viewpoint. Hell, if I could magically get it, I would use Blizzard’s graphics engine because that’s just about perfect for UO, make the entire world of Britannia, maybe double the size of the world and just go from there. But that’s a pipe dream, and currently while most developers think that more theme park games are magic dollar signs, my dream of seeing another game like UO just keeps becoming smaller and smaller.

But I keep holding onto hope. Maybe soon a developer will wake up.

October 2, 2011

Reviewing City of Heroes: Freedom -- Nostalgic trip, does it hold up?

One thing I have been sitting here and thinking about is all the games I have played. I've been wanting to do a compare and contrast, so in this case I will do City of Heroes versus Champions Online in a mild sense. I wanted to actually put DC Universe Online in the mix, but since the F2P isn't out just yet, I guess I will actually write about that later and probably put in some points in its own little article to try and give some comparisons between each of the games.

Anyways, CoH just recently went F2P. In short, the entire model is a copy and paste of the model that Cryptic developed for CO, but with a few modifications here and there, and a hell of a lot looser morals. But, that is something to cover as I go over a bit more later. Over all, they put a few things in that actually was sound, logically, but there are many other things to complain about because they basically took what should be standard services and told people tough shit, buy it.

My character using older
textures. Just taken
the day of this blog,
and the art everyone uses,
unless they buy costumes.
Now, what got me to go ahead and go back and check out 'City of' was just simple nostalgia, and honestly that is the only reason anyone could actually go back. I know many say it's just preference for this or that, but honestly, those people are going to hell for lying because as great as 'City of' was in its time, the game has not aged well, and one could even argue that it was dated before it even launched. In fact the compare and contrast is so bad that the so called Ultra Mode that 'City of' has actually makes the graphics look worse when they are turned on instead of better. Yes, I am saying it may be better to play the game with modern graphic features like occlusion, real time shadows and the like off, because 'City of' actually looks worse with the effects on.

This isn't helped by the fact that graphically, all the new stuff is a higher resolution texture slapped on the ancient, super low polygon character models. This creates some rather jarring contrasts between body and new features like new head types and such. It's almost painful to put new costume pieces on characters with these ancient character models. This is where me being spoiled by actually being able to create a realistic looking body comes in, because in CoH the body proportion distortion is just painfully obvious. Even the shortest legs are too long for the average female, and this is just my mind trying to ignore the facts that characters have mitten hands (ie no fingers) and boxed feet (no toes); two things I am definitely spoiled for, from Champions.

But I digress, you can't just rate a game on pure graphics alone, even though graphics can be a number one reason why you end up stop playing. Seriously, I can compare 'City of' graphically to Deus Ex one (yes, the first game) and graphically they would be similar in many respects, with very little to differentiate either of them. So, to cut to the end on graphics, they look like pure ass. Again, people will say it's just preference or style or what have you, but seriously no. The graphics look like ass, and ironically, compared to Champions, look more cartoony (which is hilarious since many complaints I heard from people before was Champions had cartoony graphics). So easily Champions is definitely the better game graphically. Hell even the animations tend to piss me off in 'City of' with either very sloppy animations, or animations that look half done. The female walk, the typical style male fantasy female runway walk has a jarring and rather disgusting ability to move the female spine in such a way that her lower back actually seems to be physically disconnecting from their upper chest. And the special dances (you have to buy) I don't even want to get on those on just how poorly animated they are.

Now, next on the list I would have to say the UI. There are things I would take away from this UI in a heartbeat honestly. Namely the split chat box and the ability to have more than one chat box. But after I consider that, there is actually very little else I would want. Seriously, the UI is actually slow and clunky, as typing doesn't update in real time. The game actually produces and audible beep for each character you input when typing, and it's roughly a half second from button push to actual character popping in the UI. Considering how fast I can type, I've actually had to slow down in many cases because I would actually type faster than the UI could register, which would have the downside of actually producing, what I call, the multiple window explosion syndrome, where specific bound default keys open up various windows whether you wanted them or not. Now, for slow typer's, that's not a bad thing, but for people that actually learned to type and don't hunt and peck, that's a bit of a detrimental thing.

Now what follows is controls, over all the controls are solid, albeit programmed in that kind of turn based combat system. Now some people might not understand this idea. But what it basically means that actions have to sort of follow a bit of strict rules. It's not going to be easy to explain so I might as well get into the heart of the combat system. 'City of' combat is very strictly turn based. That means it follows the ancient global cool down and everything has a certain attack period and fire time. Nothing else can happen while X is going on and any attempt to change that gets met with the system telling you to basically piss off. If you are used to games where combat is more free flowing and you can cancel an action or chain various attacks together, you are going to find this type of system painfully slow and clunky and, at many times, boring as hell.

Mother Mayhem: High
Resolution texture model
added recently. Mostly,
reserved for new NPCs or
new costume packs.
Now, onto the powers in each. Granted at first glance 'City of' actually has a ton of powers, until you actually stop being a twit and actually start reading and looking. Then you realize a lot of powers are copy and paste of each other rearranged with very little to differentiate them from one set to another. Almost all the fire melee sets are the exact same with little to change up, and might even share a few powers with the ranged fire powers. Now, 'City of' still probably has the edge in the sheer number of variety powers, however, but people always try to say the game has a ton of powers, but you can probably cut that ton in half because at least half the sets are copy and pastes.

There is variety there but a lot of the set pieces are starting to repeat themselves. On top of that, as far as the power system is set up, the entire power system is based on a system of chain attacks, IE you go down from one attack to the next to the next. In short, instead of being able to just keep attacking, you use what amounts to filler attacks while you wait for the cool down on each effect to end. I guess some people like that type of combat, but overall I find it clunky in the end. I am use to active combat that when I push a button I expect the effect to happen and if I am fighting I can actually defend myself. There are some things I liked about certain powers and such but overall system is just too damn slow and really doesn't espouse the heroic defender of justice feel that some people might be looking for when it concerns combat.

Now, here is probably going to be the clincher for a lot of people; content. Now, 'City of' has several years worth of content. And, just looking at it from the outside, that's a lot of content. However, here's the problem with the content; You go to a contact, get a mission, usually with flavor text sometimes in an attempt to be in a story, go to an instance and fight group of mobs to complete the mission or reach a specific objective. Sounds simple and basic and pretty standard. Except this is the same model used for almost every mission you enter. There is very little to differentiate one mission from another, except maybe the wallpaper, which there is painfully obvious few actual varieties of.

It's almost the same with every enemy group as well. Depending on how much "challenge" you give yourself, you fight the same group of mobs with different skins and sometimes different powers, but overall the same set up. Two groups will be at +1 level to you by default in an attempt to give added challenge to an otherwise mundane instance and early on it can be but once you hit 20 that should not even be a worry for whatever character you create.

My character from Champions
dressed similarly, with a few
extra options and not utilizing
all costume spots.
To side track myself, that brings up another point. I actually stopped in to do the tutorial for this, and to be blunt, this tutorial was obviously an afterthought or incredibly rushed. The map made me think of the Shadow Shard a couple of floating islands, but that wasn't supposed to be how it feels but that was exactly how it felt. The entire Galaxy City was wiped out (technically not since you can go to its Echo) and the entire tutorial has you doing things that you will never do in the game unless you are a subscriber and you get to endgame. In fact it has the Open Mission set up in the tutorial (that only appears in Praetoria) with a boss fight (a type you only encounter in a incarnate trial). The end result is a bunch of crap you never actually get to play with unless you subscribe which is kind of a jarring kick in the teeth of free to play accounts, in my opinion. I won't say Champions tutorial is a bed of roses, in fact I think it needs more work, but overall the tutorial in 'City of' is just one jarring rushed mess. At no point do you feel like you are in a crumbling city.

But that brings me to endgame. This, again is a sticking point because only people that pay a subscription actually get to participate in this. Endgame is alright, part of me does like how it's set up. I do like they finally added raids and there are things and objectives to earn and such along the way. But, they are set up in a way that organization is not a top priority. That's not a completely bad thing, mind you, but I can't say it's all good. On top of that, the incarnate system, if someone really wanted to, they could get the top tier in all their incarnate powers in less than a month. IE less than a subscription time. Now it takes work, and I am not completely against that, but I do feel they might have made it too easy.

But then again, that's a lot more endgame than Champions currently has. The lunacy that seems to be infecting some people there over endgame content is just hilarious, especially the people that think it would be unfair that certain content taking raids. Those are, of course, the type of people who either base their claims on hearsay or make up stories about limited time and such due to sob stories of family and three jobs and the like. To which I ask, then what the hell are you doing worry about an internet game? Regardless, hopefully Champions will be bringing an endgame and stop catering to the lowest common denominator that thinks everything needs to be soloable. Time to grow up people.

So, here comes my round-a-bout to the Paragon store. I said earlier I do like how the store was set up to do certain things like buying individual pieces for costumes instead of whole things, but then I looked deeper and further, many basic services, like a height slider cost $15 bucks to buy (a feature that was offered as part of the science costume pack expansion that gave emotes, costume pieces, costume change emotes, a power and the slider for $10). That is a ludicrous price. And the next thing that burns my bacon and made me stop caring the minute I saw it, Parago/NCSoft completely reneged on their promise to never have pay2win items in their store. And sure enough, pay2win enhancements are there.

The costs of many things are just out of whack. If you look at just costumes, you think you are getting a damn good bargain, especially when looking at costumes from CO since those come in bundles (currently). But then you add up the price for each piece (and mind you CoH doesn't even have half as many costume locations as Champions does) then costume sets start becoming more expensive. On top of that, the special powers like travel powers and such (which can't even be upgraded either) cost more than travel powers or archetypes (if you are silver) in the CO store. In the end, I just find the CoH store to be one big rip off compared to the CO store.

In the end, the only reason I've decided to even bother logging into CoH now is just to visit friends. The game play wears thin very fast after a few hours, and the store leaves an extremely bad taste in your mouth, especially when applying the newer high resolution items on the outdated, ugly, low poly, low resolution character models. Add in poor proportioning and the fact I am spoiled by a costume editor that is nearly triple the depth of CoH in choice and positioning, and freedom on what to do, from sliders to personal settings and costume spots, not to mention ass graphics and slow game play, it's hard to actually get into it seriously for any length of time. Some people will always say that will be preference, but realistically, that's just nostalgia. There are things I would want from 'City of' implemented in Champions, but in the end I prefer Champions over all, the game play is more solid and the game doesn't actually look like so much ass that you laugh at how jagged a statue looks from across the city.