Showing posts with label The Wolf Den. Show all posts
Showing posts with label The Wolf Den. Show all posts

December 22, 2012

Tagging, Binding, and Seasonal Events


Happy Holidays to everyone, and for this blog, tonight, I am going to discuss three small things. None of them relates to one another but I think all are interesting topics to discuss and since they, on their own, would more or less produce a very short blog each I decided to mash them up together with no real rhyme or reason to doing so other than saying, here you go. I am just bizarre like that.

The first thing I wish to discuss that I, and I am sure a lot of MMO gamers also feel, is the archaic tagging system. Now, if you are not familiar with tagging, tagging is a term used to describe someone who attacks a monster first. In some uses you may hear terms such as tapping (like this was Magic: The Gathering or something) aggroing first etc., etc., etc.; this list goes on. But basically what they describe is a system where whoever attacks the critter first basically gets all the credit and glory and everyone else can just go sit in a corner.

Now, I am sure I am not alone in my feelings on this system, but to put it bluntly for the masses, this system needs to be killed off completely. It was novel in WoW when they first introduced it, but guess what, it was still a square peg in a round hole issue. Instead of solving the problem it was meant to go after (namely whiney people complaining about “ninja’s” as if anything in the game belonged to them) it instead exacerbated the problem by just giving a new level of power to ninja’s and griefers.

Let me try to be brief about the history of why Blizzard invented this system. Now, contrary to popular belief, MMOs existed before WoW, and in fact were mildly popular until WoW just exploded on the scene. However, the biggest complaint was always people ninja looting their loot from corpses, since older MMOs tended to use first come first serve rules. UO tried a system of splitting loot based on kill credit, and I think that would work better. This tagging system basically turned every games these days into griefer paradises and just kills community as people become stingy, hateful and mistrusting one another. Tagging needs to go and they need to find a better system.

Next on my list would be the infamous, infamous binding system. This is yet another square peg in a round hole decision brought to us by Blizzard in WoW. Originally it was called soul binding to give WoW a more immersive feel, but that was kicked in the head by the first expansion as like the entire company itself, WoW has basically been sterilized to the point the games immersive value is negligible.

Binding, for those who don’t know, is when you either equip and item and it becomes locked to your character and you can no longer trade the item, or what is becoming way more common, if you just loot an item it becomes locked to your character. In other words this is a type of system where if you believe in community, trading and such, you either have to be extra careful out of the gate with items or, more realistically, you might as well forget the community aspect all together. Binding is the quintessential square peg in the round hole solution to a problem that didn’t really need an answer, because the problem wasn’t anything but a matter of ego to the people it actually bothered.

Let me try to explain. Binding is actually a several part solution to a problem, again, that didn’t need to be answered. Binding, in a nutshell, attempts to fix the problem of loot sellers (which didn’t they became gold sellers later instead), dungeon hunters who thought it was stupid that people could spend their money to get loot that they think should only be reserved for the best of the best and thus promoted elitist egotism, and try to appease a certain crowd of PvPers who thought if they could keep these items out of PvP they would have easier victims to hunt. Of course, binding was also to appease a very minor group who thought that losing items on death was stupid, but since WoW came about there was no item loss on death so that made that aspect of binding entirely pointless.

Binding is a system that needs to go it is one of the walls erected, that wasn’t needed, that hurts community in the long run. The ability for people to go out adventuring, finding loot and later being able to trade or sell it helps, but when you can’t you end up killing a huge part of the community and you don’t solve a problem as much as just shift its position. You can easily level lock items if you don’t want people using things, it’s not like most of these games don’t use level locking anyways, so why the complicated, unnecessary and bullshit system of binding on top of it? In short, stop doing it developers.

And now finally, let me completely derail myself and talk about something way different from the above two items; Seasonal Events. People love seasonal events in MMOs, to a point. Here’s the problem with some of them in the modern MMO however; they aren’t matching the season they are supposed to be for. Now, don’t get me wrong, I love seasonal stuff and honestly, with MMO business models shifting I think seasonal events should be a nice, free thank you to the various MMO gaming community that they appreciate those players. Sure it’s a net loss, in general, but the gain of respect from your players will be more so.

However, I don’t think just throwing out random kill quests and stuff like that and calling it your seasonal content, especially when it matches very little to the actual season, is considered a seasonal event. Furthermore, a lot of MMOs, especially WoW and company, have a habit of just creating a seasonal event once, and then leaving it on a switch to flip every year changing nothing or very little about it from last year. This is not good design, this is piss poor performance. I know, again, these things take time to develop and test, but you should be showing your player base you appreciate them. Creating an event once and flipping a switch once a year is not showing appreciation, it is thumbing your nose at your player base. And worrying about people who might have missed it last year, so what? If they were around they should have known, if they weren’t, oh well, they can hear the stories from other players. That’s what makes a living, breathing MMO world, change that is change and permanent.

Anyways, that’s enough from me, I hope everyone has a safe and happy holiday season here, and maybe I will start writing blogs more readily.

December 14, 2012

Payment types of the MMO world


One thing that is becoming an ever increasing controversy these days seems to be subscription models and the free to play format of MMOs, and I can see where this argument might be coming from as well. In the past, subscription models were essentially the life blood of the MMO genre, and in this day and age, rate hikes are not something that can be planned for anymore. In today’s gaming market, with MMOs being very similar to one another, it’s hard to actually justify a subscription, hence the ever increasing push towards the free to play model. Of course, you have odd balls, but I do think that there is an easier middle.

Now first, let me get to addressing the obvious not free to play model that SWTOR chose. Let’s face it, anyone saying that’s a free to play model honestly doesn’t understand the concept. When basic, core features, like action bars, the ability to turn off helmets and basic UI features are locked behind a payment plan, this is the shadiest of shady practices. Let’s not even get into the fact that major parts of content are actually locked out to anyone willing to try the game, or have a limited use time per week to actually participate in, such as the dungeons and space content. This isn’t so much a free to play model as a very limited permanent trial feature.

Now, I won’t go into details on this but other people have talked about free to play models that have been smarter than me. Personally, I can see the merit of free to play, but it requires some ambition. Ambition that a lot of these MMOs actually lack and thus once the game is done and in free to play mode it sort of like they just kind of give up. A few are exceptions to this rule, of course, but others are not.

But, I think there is a third option. What is now being dubbed the buy to play method or B2P. This is something that Guild Wars 2 started on and TSW just recently adopted. What is it you might ask? Well quite simply buy to play is basically you buy the box and you can access the game without subscription. It’s kind of a middle ground between free to play and pay to play. Like a normal box game that you pay for, the updates are a part of DLC content that you can choose to buy later on. The only difference here is this is on a massive scale instead. I think many MMO gamers would actually be in the mind for this type of model than just subscription or the price gouging of free to play.

Now, despite what some reviewers might say, buy to play is not free, not in the slightest. You have to pony up cash at the start, and of course that’s a lot to ask for starting out of the gate. This marks the fact that developers of MMOs actually have to start getting bold again. Currently MMO developers are content with taking one design matrix and going from there with very few tweaks in between; just copying each other with no real ambitions to do things differently from everyone else. Some call it just being like WoW, but realistically, WoW’s a copy of the games that came before it such as Everquest and Dark Age of Camelot.

Now that’s not to say that being familiar is a bad thing, it isn’t, but when everything you do from one game to the next is the exact same game with only a different coat of paint you really haven’t done much thinking outside of the proverbial box. This is off putting to gamers, and after that initial wow factor wears off that they are in some new world, the familiarity comes crashing back down like a lead brick to the face and it makes people not want to stick around all that much.

But back on point. Despite what several reviewers might think, Guild Wars 2 is not free to play. You have to pony up cash and this type of model is actually quite sound. Now the key difference between an MMO and a single player box title is that future content is almost always in constant development where a single player title future content usually gets halted after a few DLCs and much more is never done for it. In the case of an MMO using the buy to play method this opens up the avenue of DLC in a way that developers can actually not only develop knick knack content for use by its players (like clothing, costumes and various skin styles for players to buy) but also they can develop larger future content for people to pay for a decent fee.

Of course, that’s the catch-22. The DLC has to be worth it to keep convincing your player base that they want to pay for it. Not all your content should be pay for, special events and such (like holidays) should be special and should be reserved as thank you’s to your fans of the game. That’s something I will probably touch on in another blog about how I feel on holiday events but that’s a discussion for later. But the key point of this is that the DLC has to be decently packed with new content updates and possibly new powers, gear and so forth to keep your player base interested, but not stuff that makes the rest of the players feel alienated or isolated from the game.

I think TSW has it right, and I know from experience I prefer that game over GW2, but there is always room for improvement. Ad revenue can help the game, but having methods in game for players to earn said currency can help to. But in the end when you introduce new DLC content, do not make it feel like you are alienating your players. Players shouldn’t feel like they have to buy a DLC to feel a part of the game. So this also means that the main original game, back to that point, has to be worth the cost of a box price. If you develop your main game then your future content strongly, you will keep getting repeat people willing to buy the content if you prove you are capable of delivering.

Players are stingier than ever now and they want to know their dollars are actually worth it. Of course you have your unreasonable types but it’s just as unreasonable to expect people to pay $25 for a pony. Subscriptions are pretty much dead. It’s time to adapt and change or shrivel up and die in this day and age of the MMO market. And those resisting change are going to get caught up in that wave.

October 15, 2011

Remembering City of Villains -- The Faction Oft Forgot.

I still have sometime before I get swallowed up for a day or two by Deus Ex: Missing Link DLC, so I figured I will sit back and talk about a few things conversely in City of Heroes. Namely game play and content and what should have happened. Of course, my view is objectivist, but I know it is a view that many others share or have shared in the past and I still feel as strongly as I did about them in the past as I do now.

Now the first thing I want to get out of the way is something I touched on quite a bit in my last review of City of Heroes, and that's the graphics. I don't care what anyone says, they look like shit, and Paragon should have been spending all that time at least upgrading and updating the poly count and textures. Seriously, those ancient models need to be replaced. I don't personally care if they don't add more costume locations or change the sliders much past what they can do now, but this entire system of keeping everything looking like it Deus Ex 1 is just piss poor design decisions, especially since so much time was devoted to adding new graphical features such as occlusion, real time shadows and reflections and water. Saying it would be impossible or it can't be done is just one big ass lying bullshit excuse, especially considering the new textures and costume bits and character models in the game, not to mention Mythic has proven that wrong already.

That being said, let's get to the heart of what is on my mind concerning City of Heroes, and actually it has to do realistically with City of Villains. Technically, City of Villains doesn't exist anymore, no matter what anyone says. It's currently occupying the afterthought sweepstakes spot behind City of Heroes. And despite any attempt to the contrary to say it, City of Villains actually gets as little recognition in any ads and updates as possible. Ironic considering the alignment system they aped hardcore during the Going Rogue hype train. But then again, like I said back then, I personally feel Paragon/NCSoft would get rid of City of Villains and just make them extended hero zones if they think they can get away with it.

At one time this side of the game use to actually receive some merit, but because things didn't start out like they planned, instead of actually trying to hype up that side of the game and improve upon it, they instead let it rot. Anything new that was added to City of Heroes the villain side was not allowed to actually partake in or, were just tag a long's in the overall story arc. This resulted in a lot of pissed off players and ironically the few times villains did receive anything the hero side of everything threw a basic temper tantrum saying how it was unfair, but considering how little villains actually received for the most part told us to deal with it or roll heroes.

However, that's the past and the current game is the current game but there is still a lot of things that Paragon should have done and fixed in the game as it stands today but evidently they refuse to. Namely the utter lack of game content villain side. Now, you will undoubtedly have the jackass mentality that states you can swap sides at your leisure but some people do not want to do that. It falls on the same coals as the argument to find another game from the dick heads over in Champions that are afraid of team style game play.

Many solutions have been presented and honestly, it astounds me that they still have ignored it even to this day. When the revamped Faultline zone was introduced into City of Heroes, Paragon miss-stepped so hard that they fell through the ground. This zone was perfect in setting up a competitive PvE environment and many people agreed with that, except for the asshats who felt that it would ruin their immersion which they could never honestly give one legitimate reason to actually back up on.

There were many ways to handle such things to give villains more content without having o invent new zones, it just boils down to the fact that the devs were lazy and rather listen to the minority instead of actually making the underdeveloped game side actually be competitive, content wise. Even to this day City of Villains has a glaring lack of content, and things like the Shadow Shard, the Warzones, and Faultline should have been opened up to them, but for whatever reason was decided they shouldn't.

It's one of those Greek style tragedies and of course Paragon probably trying to just sweep the entire affair under the rug. The fact they aped alignment shifting in Going Rogue seems to be their laughingly pathetic excuse to rectify the actual problem to.

In the end a lot should have been done. City of Heroes still suffers from the fact it caters too much to one faction and it shocks me when things are actually done in favor of villains. In fact, there is an actual bit of displeasure, from what I have been reading, that villains have actually been getting the benefit of the new story arc in the game. Rather impresses me. Even to the point that I've also heard that it's a boggle that some heroes even debate going villain side to get patron powers. But honestly, it really isn't even that much of a choice since going villain side is a temporary thing and can be rectified after only a few days.

There's a lot that needs to be changed in City of Heroes, honestly. But I doubt much will for a while, if at all. The games dated even if some people try to hold on like it's the best thing evar to happen.