Tag Archives: Games

L.A. Noire – How it is a poison apple.

I haven’t played L.A. Noire myself. But I did sit and watch my husband play it. As a fan of Law and Order, CSI, and NCIS, I could not contain my excitement for this game. It was huge, ambitious, and most of all, had tons of recognizable actors to fill the roles of the people in the game. The game had some fairly serious flaws (who puts the climax at the end of the second chapter?) but those could be overlooked. It was a fun and interesting game.

But now, having read this, I wish I had never allowed my husband to buy it, and I wish I had never seen it played. Why? Because if L.A. Noire succeeds, then it continues to support and exceptionally BAD management style. (And clearly a very bad manager.) The game industry needs to break away from the lone programmer in his basement, pounding out a game in a weekend mentality. Unfortunately, if the game does well, all bad decisions are forgiven, and the perpetrator is allowed to go on to another project, with a new team, and make other lives hell.

First off, I really want to reach through the internet and smack this lead guy. So I am just going to pick apart the crap they quote him on.

“It’s my game. I can go to anyone I want in the team and say, ‘I want it changed’.”

The smallest game I worked on had about 25 people on it. The largest over 100. The minute a second designer has been added to the game, it is no longer “your” game. You can’t make L. A. Noire alone, and it is as much their game as it is yours. Especially when people are pouring their lives into getting it made. This doesn’t provide the “idiot idea” filter that the leads of a game are there for. By running everything through leads, there is a vetting process for time spent. Is an idea really good enough to improve a game? Can it be done in a reasonable amount of time? Is the gameplay improvement worth the time spent implementing and maintaining it? Most of all, it is a sanity check. It should prevent things like Duke Nukem Forever, provided you have a good studio head and good leads.

Crunch – “If you wanted to do a nine-to-five job, you’d be in another business,” said McNamara, citing routine hours from 9am to 8pm – “whatever days it takes” – with frequent travel and 4am calls with the New York-based publisher. “We all work the same hours,” he told us. “People don’t work any longer hours than I do. I don’t turn up at 9am and go home at 5pm, and go to the beach. I’m here at the same hours as everybody else is.”

This is EXACTLY the kind of mentality that lead to the EA Spouse debacle. First off you have employers who think it is okay to ask their employees to work these hours. Second you have employees who are so fearful of losing their jobs they will allow themselves to be exploited. Third you have exceptionally short sighted thinking the anything gets done any faster when all the employees are rapidly burning out.

I once had to crunch two straight months on a game. There was literally a point where someone said something to me about what I was doing on Thursday and I could not tell them. Not only because the days had blurred together, but also because I couldn’t even have told them what day TODAY was, much less when Thursday was coming around again. Why did I crunch like that? Well, mostly because I liked the job, I liked the game, and I liked the people I worked with. It was fun for me. But I also knew we had a hard line, set in stone, release date. We had to ship that day, regardless of where the game was. Honestly, by the time we reached the second month I was working at most 75% of my previous “skill level”. By the end, I couldn’t make a change without going to another designer and getting them to double check I wasn’t screwing things up. As people burn out, they get sloppier. They stop making good decisions. They stop fixing things in the correct way. They stop working at good productivity. At that point, it’s like trying to run a marathon with a thorn in your foot. Yes, not stopping will keep you ahead, but you will move slower than if you simply took the time to stop, pull the thorn out and bandage up your foot, then return to the race.

The thing that most stuck me about my experience with crunch was that everyone, from the studio head to the newest artist, we all knew that our crunch was a result of poor planning. Everyone was willing to admit it. They knew they took too long on the tools. They knew they hired people too late. They knew they promised more than they could deliver. Did that make it right? No. But It certainly made everyone feel better about it to hear the leads say “Yeah, we screwed up, but no use crying over it now, remember it, move on, and let’s get this thing shipped.”

He even goes on to say “The expectation is slightly weird here, that you can do this stuff without killing yourself; well, you can’t, whether it’s in London or New York or wherever; you’re competing against the best people in the world at what they do, and you just have to be prepared to do what you have to do to compete against those people.”

Unbelievable. All it takes is organization, planning, proper scoping, and good leads. I am currently on a triple A product where my crunch days are still in the low teens after a YEAR and multiple milestones. And even then, it was my own choice, not the company telling me to, just to get thing done faster that I wanted done already. But then we have good leads, good producers, and the ability to say to our publisher “Okay, we can do this well or we can do this fast, we can’t do both.” They chose the well option.

It is also implied in the article that they hired young people to do the work, and then just churned through young cheap labor that was willing to do the work, just because they wanted it so bad. The problem with this is that you have wildly inexperienced people making decisions on your multi-million dollar game. That’s gonna turn out well.

All in all this article shows that despite this game’s success it was poorly managed, and a result of extremely bad business practices. We shouldn’t as developers be supporting this kind of management. Games made like this, that still succeed, leads managers into thinking that they can do this kind of thing and make money. True justice would have the game failing, miserably, to show that unless you take care of your employees, listen to your talent, and strengthen your studio, you are just setting yourself up for failure. True, there can be flukes, but for the most part, I would expect this to kill a studio.

Games I Played This Week

I really should have considered prior to deciding that I wanted to do a weekly post about games I played that it does happen I get stuck in playing several games that are very enjoyable.

I am still cracking away on DQ9. I now have multiple grottos available and am clearing out at least 2 every day. Sadly, my characters don’t seem to be leveling very fast. In other DQ9 news, I convinced my mother to purchase the game and she is *quite* addicted at this point. She keeps calling me and asking me questions so I am able to track her progress quite well. This game is definitely going on my list of games to suggest for people who have parents that play DS.

I will likely be grinding on the multiplayer while at home with her in May.

I am also still playing a game or two of the Pokemon TCG trainer every day. I finished with the Fire Deck and I am now halfway through with the Water Deck. I am also noticing that they keep having “overloaded” messages, so clearly I am not the only one who is loving it.

I have been playing quite a bit with my 3DS, mostly showing stuff off at work. Also I am loving the Street Pass, though it makes me long for PAX where there are more people to encounter.

In WoW both my Priest and Shaman are now getting in on Alt runs for Tol Barad. My server has reached critical mass for being able to field successful pugs for TB which is a huge help for my alts. Our guild has also started some TB alt runs. I managed to down Atramedes on two different toons this week, thanks to needing a healer for our 10 man run on Saturday and then needing a DPS for our OTHER 10 man run on Sunday. My guild is actively recruiting.

Joyia finally got bracers from BoT trash and exceptionally luckily managed to get the +spirit wand off Chimareon. Two upgrades in one week! We made some fairly serious attempts on 25 man Elemental Monstrosity, the RNG fight of doom. (Not from Hell, that’s Al’Akir.)

I also volunteered to get a new guild website set up for OLN. I decided to use WoWStead and it took me all of 45 minutes to get everything up and running. Bonus points for WoWStead’s usability.

Finally, I have taken some time this week to start re-reading some Julia Quinn, to inspire me to work on some of my writing. I had a fairly dramatic plot break through on Wasteland, which I hope wraps up the inconsistencies and allows the story to have a conclusion that isn’t completely depressing.

Lego Star Wars III

I have a love hate relationship with all Lego games. They all have the same wonderful possibility and they all so far have managed to create in me a frustration that rarely crops up in other games.

The cutscenes and story edits are nothing short of inspired. Watching Leia lift up R2’s dome and chuck the disc in like she was tossing it in a garbage can was hilarious in the extreme. LSW3 focuses on the Clone Wars, a story I have never particularly cared about, but once more, has managed to make the story hilarious and adorable all at the same time.

The game leverages collecting and completionists to great effect. There are studs, characters, bricks, and mini-figs to collect every where, with a single simple percentage showing how much has been completed. The fact that the game is designed to be played through twice, just to collect everything from each mission.

The gameplay is basically solid. Combat feels nice, watching enemies explode in a spray of studs is rewarding, and even the jumping feels substantial.

Now, having said that… COULD THEY FRAKING FIX THE GLARING BUGS ALREADY?!?! Three Star Wars games (4 depending on how you count), two Indiana Jones games, a Batman, a Harry Potter, with a Pirates of the Caribbean and likely a Harry Potter 2 on the way, and they STILL haven’t fixed the damn enemies can stand behind something and shoot through it, but I can’t shoot through the thing to hit the enemy? Don’t even get me started on the targeting system that just LOVES targeting the pile of destructibles instead of the 5 droids slaughtering me.

Then there are things like, in the very first level of LSW3, the player is moving up the screen (which is a GREAT way to show off the 3d) and encounters a cannon and has to jump on it to shoot down a droid tank. Instead of having the cannon activated, or jumped in like a vehicle, it is a context sensitive “run” against it until you pop into it. Yes. Great idea. No one would EVER have problems trying to do that while being SHOT and KNOCKED BACK from the tank shooting at them. Not to mention the trigger for activating the cannon is so dang small I spent 3 minutes sliding back and forth across the back of it trying to get it to trigger. Yeah, this is fun. /sarcasm. Add this to the fact that they have this EXACT same setup FOUR times in a row… yeah, not a great design.

Rounded edges of cliffs that make falling off or getting stuck on a slope are everywhere, as always. Multiple force activated objects right next to each other so the game never picks the one you are trying to activate? Present. Endlessly spawning enemies who interrupt the building of some wildly complex and long Lego item? Accounted for. There just always seems to be so much shoddy design. I can’t tell if it is bad designers, over worked designers, or just apathetic designers.

I always want the games to be good. They usually are, until you hit the mind bogglingly frustrating parts that I just have to ask “Did NO ONE see this during testing?” If not, then they need to get better testers.

The Crypts of Karazhan

As a fan of Lore and writing in World of Warcraft, I have read many of the novels and extra material written on the game. One such novel is The Last Guardian, which covers the story of Medivh and his tower, Karazhan.

In the Burning Crusade Karazhan (more commonly shortened to Kara) was added as a 10 man raid instance. It was essentially the starting point for fresh 70s wanting to get geared and get to raiding. By the time I hit Kara it was already on farm by my guild. I loved Kara. Even after 5 months worth of running Kara every single week, I *still* love Kara. It was exceptionally well designed, with beautiful attention to detail. Not to mention all of the bosses and NPCs were heavily tied to the story of Kara. Knowing Moroes from the book, then fighting him in the instance was beyond cool for me.

The only minor point I objected to was the fact that the in-game Kara had no “mirror”. In the book, the character Khadgar discovers that Medivh is actually possessed by Saragas (the biggest bad in the Warcraft Universe), and below Kara there is a mirrored version of the tall eerie tower. They must battle to the depths of this mirrored version to trap and defeat Medivh.

Then one day, browsing the main WoW forums I stumbled on a fascinating thread: The Hidden Places of WoW. It detailed out of bounds areas that a player could go and visit. These were mostly unfinished areas that had interesting areas around them like the Greymane Wall. Here I found mention of a place called the Crypts of Kara. Apparently behind Kara there is a graveyard called Morgan’s Plot, and a crypt that had a doorway, with rooms beyond it, but the door wouldn’t open. The poster explained that you could get beyond and explore the area, by using a simple trick.

By entering a duel with another player you could be feared through the invisible barrier. Once inside you can explore as you wish. I watched several videos and decided I had to go visit. So I gathered up some guidies and away we went.

The very first thing we noticed was the atmosphere, seemingly without much effort put into making it detailed. I am not sure if it was the lack of mobs, the lack of sound effects, the minor use of dark Duskwood music in one back corner, or simply the knowledge we didn’t belong there, but this area felt far more eerie and disturbing than anything else in WoW, including areas like Scholomance and Stratholm.

The first area is called The Well of the Forgotten.  I immediately noted that the name was printed in yellowy orange text. As opposed to the standard white. This room contained a well, without a barrier preventing someone from falling down it. One of my guildies immediately jumped down. The rest of us turned and investigated the next area The Pauper’s Walk.

This looked like something out of the Paris Catacombs. Niches in walls filled with bones, dirt floors, and low ceilings. It opened into a larger area, that looked like it could be a space for mausoleums and other crypts. Our guildie was messaging us about the huge pile of bones. I returned to the well, and leapt down. Despite falling what felt like a character killing distance, I landed, barely alive, on a huge pile of bones. This area was named The Pit of Criminals. Well, at least now we knew what the Well of the Forgotten was used for. The Pit contained pools of water, and huge piles of decaying bodies and putrefied remains.

We continued to explore, finding the Tome of the Unrepentant. (Perhaps it was supposed to be Tomb?) This is the first point where I really began to feel that this area was rough pass, unfinished work. This design had been abandoned before it could even be truly blocked out.

Then came perhaps the creepiest thing I have ever seen in WoW. The Upsidedown Sinners. The flooded room was filled with dark green water. Chains crossed the deep room. From these chains hang hooks, slightly animating, moving back and forth implying a slight ebb and flow to the water. There were also bodies. Dozens of them, suspended upside down. Some by their feet, with weights on their body pulling them downward, some by their hands, their arms distended with the pressure.

My guildies asked for my water breathing spell, so we could spend more time, floating about and taking pictures. After a long stay in the deeply disturbing room, we returned to the surface and swam out, to the final area, the Slough of Dispair [sic]. This room was a deep earthen pit, that clearly was designed for the final boss fight. When a player moved into the pit, the view of the door and walls passed out of view. It truly made me feel like I had been pushed down into this great gaping mass grave, from which there would be no return.

We took our pictures, said good bye to the creepy area, and returned to Shattrath, and the rest of the world. Everything seemed so much brighter, friendlier, and safer than we remembered.

The Pertinent Question

[quote=”Henghe“]So Joyia, you’re a level designer. Is it common for game designers to spend tons of time creating sounds and layouts, and to put them in games, that they then don’t give people access to? :lol:[/quote]

Yes and No. Yes, it is EXCEPTIONALLY common to spend tons of time creating areas, polishing them, pouring your heart and soul into them, only to have them violently ripped from your hands and discarded due to time, money, or just poor fit with the game in general.

No, those abandoned levels usually do not make it into a game. They are deleted from the game files usually to save space or install time/footprint. Especially for WoW where 12 million people have to download it. Yeah its only 20 mg worth of area, but how much bandwidth is it for 12 million people to download?

After looking a several videos, working diligently to overcome my WoW geekery, and inspecting the video a bit more, I have hit on a few ideas of why this level might have not been completed, and why it might be in the game. All of the following however is sheer speculation on my part.

Theory 1: Shares Space with Other Areas

So first off Blizzard makes WoW with a modified WC3 engine. These proprietary engines usually do not have an in-engine ability to make geometry, meaning you have to have a program like Max or Maya to make all of the walls, items, trees, etc in the game. Then you import these models into the engine which is an open terrain area. (In fact their terrain stuff is very similar to what is used in Unreal, very cool.) So what this means for WoW is that most of the buildings and stuff like Kara are actually created by an artist sitting next to the designer. This likely means that all of the major geometry in Kara, stuff like floors, ceilings, walls, and columns are all one piece, or at least are exported together so as far as the game is concerned are one piece. So it is possible and plausible that the Crypts were intended to be a part of Kara, another wing. However they were cut due to time and polish and could not be removed as they might share geometry with other parts of Kara.

Game developers tend to have the thought that if it’s not broken, don’t fix it. A single change can bring cascading bugs or problems. If they don’t have to remove something so the game fits on the disc, it is generally safer to leave it in.

Theory 2: The Depths of Depravity

Also as I stated before, these areas are much darker and have much darker names than normal WoW. It could just be that they decided it had gone too dark and they needed to reel it back in. It is also possible that this area was cut due to the dark tone and possible “teen” rating issue. Ratings are often based not only on the appearance of things, but also the frequency and detail. Though at times I think the rating theory doesn’t really wash, because all the human hanging models are used in other locations (like Scarlet Monastery) and they have done far worse things in Cata and Wrath. Perhaps it was merely the feeling at the time and since has changed.

Theory 3: Time and Scope

It is also possible as these areas have a very unfinished look about them that they were scrapped due to not having interesting enough bosses, not enough time, or possibly the quality of the area just wasn’t matching the rest of the dungeon. Kara was a Burning Crusade launch raid. It was the first expansion, and likely they over scoped. They got it to alpha stage, realized that they couldn’t finish all they started, and chose to pick something else instead of that (likely polish to Kara itself).

The design, while interesting, does not compare as far as quality to other WoW dungeons. With the exception of the Upsidedown Sinners room, of course, but even this room… why does it belong?

Theory 4: Lore

How does it fit? What is the lore behind this area and why is it tied to Medivh? I could see all of this much better under Stormwind’s Cathedral, which has an empty and accessible dungeon. (You can get a Scarlet Crusade quest there and in Cataclysm there is now a section of the Twilight Highlands feeder quests down there.) As it seems more likely for clerics and priests to place labels like unrepentant and sinners on something than Medivh.

On further reflection and re-reading the book, this location is not only completely wrong for Inverse Kara, but it is in the wrong location, has the wrong layout, and has the wrong entrance. The names and locations do not come close to meshing with the original idea. And even if they took liberal adjustments, this doesn’t even remotely resemble the layout of the in-game Kara, which it theoretically should.

We may never know the real reason this area was scrapped and closed off (though if I ever get an interview there, this is the FIRST thing I am asking them). It appeals to our sense of exploration, horror, and mischief. And for that, we love it, in all it’s unfinished glory.

(Note: This post was written in 3 parts over 3 years. It has been sitting in my drafts folder forever, and was only updated today and posted due to the WoW Insider post here.)

Games I played this week

The 3ds came out this week, so there has been quite a bit of goofing around on it.

Pilotwings is pretty stellar. Much better than one would expect with the resort title.

Lego Star Wars 3 is simple great fun, just like all it’s predecessors.

The AR stuff on the 3DS is nothing short of magical. I hope they full support this and do tons of cards and games.

Of course I am still rocking the Dragon Quest IX. I got to the point where I am digging through grottos as quickly as possible. I can’t wait to hit one that is more my level.

In WoW, I was a part of a guild 10 man that downed Atramedes, a boss in Blackwing Descent that has some odd sound mechanics. It was quite the challenge as I was the gong ringer to interrupt the Searing Flame. We are still hitting the 25 man content pretty heavily. I am a bit depressed at the state of Affliction dps and considering trying some Destruction so I can blame my poor placement on that. My shaman may have finally reached the gear “tipping” point. One hopes. My priest is still rolling right along, and I have started doing Tol Barad dailies on both of them when possible.

My friends at Electrified Games went into Open Beta with their game, Pokemon Trading Card Game Online. It is quite fun for me, as I enjoyed the Pokemon TCG but haven’t had time or people to play with in a long time.

I picked up several games, multiple Dragon Quests, Nintendogs +cats, and some other older DS games.

 

I hold something magical, in the palm of my hand.

I hate gimmicks. 3D is a gimmick 90% of the time it is used. I am also one of those people who insists on wearing glasses. I can wear contacts, but due to the fact I spend 18 hours a day looking at computer screens, I don’t blink nearly enough so contacts make my eyes dryer than the Sahara after about 15 minutes. This explains why I dislike 3D movies so much. I already wear glasses. Adding a second set of plastic, poorly fitted glasses on top is just a fast way to make my ears, temples, and nose hurt. In addition to having to adjust them every few minutes, it just makes watching 3D a pain.

I am used to the belief that if you are adding something to your creative work, it needs to make it better. Adding something to a game? It should make the game better. Adding a brush stroke to your painting? It should make the entire composition better by it’s inclusion. 3D rarely makes something truly better in a movie. The immersion is rarely better than a well done soundtrack or compelling dialog.

That being said… Nintendo has proven they are the masters of making gimmicks exceptional. A caveat – the inclusion of the gimmick will not make a bad game good, but rather that the inclusion of a gimmick can make a good game better.

I am one of those people who desires the newest gadget. I have a netbook, iPad, MacBook, iPhone, and iPod all sitting on my desk at home. I own all three current generation consoles and most of the older generation consoles. I own a DS Lite, a DSi XL, and now, a 3DS.

Despite a rather weak launch lineup, I decided I wanted a 3DS. (As an aside, who ever heard of a new Nintendo console without a Mario game?!?)  Legend of Zelda Ocarina of Time is coming out for it in June. There will be a new Mario Kart. There will be a Kid Icarus game. There will be new Professor Laytons. And at the very least there was Nintendogs +cats, a game I was excited about because I wanted cats for the first one. So I put my pre-order in.

The first thing was a test of the 3D in Pilotwings Resort. I am terrible at these kinds of games. Star Fox, Nights, and I am sure if I tried it, the original Pilotwings. I can never get the controls down well enough, I always have trouble telling the distances, etc etc. It took me about 10 minutes to find the “sweet” spot for the slider. Mine is about 2/3rds of the way up, the 3D was good, but not so overpowering that I had trouble focusing. Then I ran a course.

It was great. I felt like I was moving through a space. I felt like I could gauge the time I had to adjust for the next ball or hoop. For the first time ever I got every hoop on the whole course. For the first time ever, I felt like I had all the information needed to play these kinds of games.

I played several of the other games and my only conclusion is, this is the way 3d game were meant to be played. Sure, it’s not going to help Metroidvanias or Super Mario Brothers, but Super Mario Galaxy? Oh yeah.  Now I can’t wait to see how OoT runs on this. Lego Star Wars showed me how the simple depth made gauging distances and double jumps so much easier. Enemies leapt from ledges and I felt like they were moving through the world towards me in a way they never quite have before. I can’t wait to see what new games do with the mechanic. We have been limited by our ability to give depth perception using art, but now we can do it with tech.

The only complaint I have with the console is the size of the screens. After falling deeply in love with my DS XL, playing on the tiny screens is just annoying to me. May I have a 3DS XL please? Thanks.

It does make a difference, that it is glasses free, but I am sure that over time the tech will get better, and lessen the eye strain (I can still only play for 30-45 minutes, after which I need to take a break). Regardless, my mind can’t help but boggling in wonderment. What I am seeing, what I am playing is MAGIC. It is pure MAGIC and there is nothing anyone can say that will convince me otherwise. We have taken code and rendering blended it with display technology, and created wizardry. How far away from the holodeck are we really? When we can create 3D images without the need of glasses and hold them in the palm of our hand! To feel like I should be able to reach in and grab the mini-fig. To feel like I should be able to pet that Pikmin standing on that card and feel his smooth skin.

I spend my days doing cool stuff, and here, I just sit, marveling at the wonder of the virtual taking spacial shape.

A Cataclysmic Problem

It has become a sad little game. Logging onto WoW and peeking through my fingers at the Guild roster or my friends list. Who isn’t going to log in? How many weeks has it been since I talked to that person? I wonder if they are playing Rift. I wonder if they are okay. As far as I know, only one absence is logically explained and has assured the guild he will be back when things get straightened out. But then, he lives in Japan, so I am pretty much willing to give him a pass.

People like to point fingers at Rift. But it’s not Rift. Rift was lucky to come out at the right time, in the right place to fill a void for WoW players.  But it could have been anything, any fun fantasy MMO with pretty graphics that does any of the numerous things players have been begging for in WoW, and they would have gotten a whole slew of dissatisfied customers. People aren’t leaving WoW for Rift because Rift is a better game. People are leaving WoW for *anything* because they are simply tired of WoW and what Blizzard is doing with it.

The problems:

1. Cataclysm is too hard.

For those saying “l2play noob”, shut it, and leave. Cataclysm is too hard. It’s that simple. Fewer people have killed Nef than had killed Kel’thuzad or Prince at this point in the expansion. Call people Wrath babies all day, but that doesn’t change the fact that people like raiding, like getting epics, and like DOWNING bosses. What they don’t like is endlessly wiping for hours because ONE person screws up (and it is never the same person). In a 10 man raid, a team should be able to lose 2 people and still manage to pull off the kill. In a 25 man raid, a team should be able to lose 5 people and still pull off the kill. Take a moment to consider the fights and how ONE person can screw even a 25 man raid.

BWD: Magmaw – one person with a parasite runs into the group, probable wipe. One person jumps on the head and doesn’t know how to work the chain, probable wipe. Omni – A person gets fixated and doesn’t move quickly enough, tanks and or heals get a slime blown up on them, definite wipe. A person doesn’t control their pet, Magmatron’s shield blows, definite wipe. Maloriak – Miss an interrupt? Wipe it up, the tank just died. Chimaeron – Tank’s taunt missed, through RNG I feel the urge to add, wipe it up. Or god forbid, the raid makes it to the final push and there aren’t enough mages, warlocks, and shaman, to spawn things to distract him. Artemedes – One person targeted and doesn’t move fast enough, entire raid wipe.

ToW: Conclave – ONE person knocked off Rohash platform, raid wide debuff, wipe. One tank misaligned his jump, falls to his death, raid wipe. One missed taunt to pull Anshel off his healing thing, raid wipe because he isn’t going to die fast enough. Al’Akir – the master of RNG wipes with tornadoes spawning on healers or tanks and spawning right when wind blasts start up.

BoT: Trash – wipes if one of the cc-ers goes down. Halfus – miss an interrupt, taunt, or big heal on the tank that is holding 2 dragons? Hope the trash doesn’t respawn before running back. V&T – One ranged not moving fast enough, one tank getting sucked into the basement, one purge happy healer, one person not running the right way for fire breath… wipeity wipe wipe. Elemental Monstrosity… what in this fight doesn’t cause a wipe if it happens to a tank or healer? Cho’gall – Slimes resist the earthbind totem? Kiss the healers goodbye.

RNG is not fun, especially when it controls the success or failure of a boss fight. My issue with all of these abilities is not that they exist, because many of them show nice challenging boss fights. My problem is that the price of even minor failure is DEATH. Didn’t move fast enough? Dead. Didn’t run the right way? Dead.

So what is Blizzard’s response to this? It will get easier as the expansion ages. This is possibly even more short sighted than the “resilience will fix it” comment. Yes, out-gearing the content will make it easier, but that doesn’t help guilds who are losing raiders left and right NOW.

2. 5 levels simply wasn’t enough.

There aren’t enough new zones for 80-85. There wasn’t enough time to feel like we were going from easy to hard. Replacing ICC epics was going to be hard enough, but replacing them with greens at 81 is just painful. At least with Wrath we held on to them for 6-7 more levels. (Some even making it all the way to Naxx.) When I hit 80, I hadn’t even touched Stormpeaks or Icecrown. Only a few quests had been completed in Zul’drak, and about half of Shalozar. Sure, I was one of those weirdos who did both Borean and Howling Fjord, but still, I had a ton of content. And I didn’t do dungeons as I was leveling, so those were totally new at 80, plus heroics!

It also took me 3 weeks to go from 70 to 80. It took me 3 days to do that for 80-85. Even when leveling my alts, it takes a short amount of time. And I always ding in Twilight Highlands regardless of how many instances I do while leveling. At that point, I only have that zone left to do.

3. Old content being revamped is great, but you have to please the bleeding edge too.

There simply needs to be more to do. I am thrilled at the updating of the old world. But where is the stuff in the old world for level 80-85? Where are the quests in Stranglethorn for the bored level 85 to escort newbies down to Booty Bay? Where are the level 85 Argent Dawn quests in Eastern Plaguelands? Where are the quests at the Ironforge Airport?

4. Dye, Appearance, and Housing.

How many years have players been asking for Armor Dyes, Appearance tabs, Soulbound armor bags, and player/guild housing? As long as I have been playing the game.

Did anyone else notice that it is one of the BULLET points on Rift that a player can dye their armor? Champions touts their character customization and creator for good reason. Players like to stand out from the crowd. They like to ROLEPLAY of all things. It’s why I always hate when affliction gets nerfed. I don’t WANT to be destruction. I want to be affliction and I want to be good for my team as affliction. I also don’t want to look like a unicorn vomited on me. Many players site LotR Online as a great example of player customization because of the appearance tab. Tons of WoW players, including myself, love to collect old armor and holiday clothing. Now we have overloaded banks and every new acquisition is an exercise in torment of what to delete.

Blizzard argues that they want players to recognize instantly when someone is wearing a set of armor. They want players to see the pretty art their artists created. This is a fallacy. I play three classes at level cap right now. I played 5 classes at level cap in Wrath. I could maybe tell you distinguishing characteristics of TWO of the armor sets I wore. I could maybe spot 3 or 4, if I was looking at them in game and correctly identify them as tier 10 armor. I know for a fact I can only do it for two sets of tier 11. I am not looking at players to tell how awesome they are, I am right clicking and inspecting to tell how awesome they are.

The solutions: Never present problems without a possible solution.

1. Nerf bat or buff bat. I vote buff.

So how do they fix the difficulty? Well really there are only two easy options. Nerf the bosses or buff the players. Nerfing the bosses is bad business. Then all the “hard cores” start whining about dumbing down WoW. They can’t just toss a buff on the whole raid like ICC, because then imagined elitism springs up.

But buffing players… Now that’s fun. Big numbers is big fun. An amplified, worgen tomed, fully buffed, spell power potted Curse of Doom on Netherspite for 52,000 damage? Yes please. (My point is made by the fact I remember that SO CLEARLY.) But they can’t just go in and buff everyone 15% across the board. They have to be sneaky about it. Buff this ability on this class, buff that ability on that class, buff armor gains on tanks, buff slow heals on healers, etc etc. Stealth buffs? Even better.

2. Patch soon, patch often.

If all the content is going to be reworked old content, it’s got to be fast. Patch every other month if possible. Especially if they are going to continue updating old content. In addition, every patch needs to carry with it minor buffs, minor additions (like to archeology, stats, and achievements), and possibly a pet or mount. Any updates to Holidays and Holiday bosses are stellar too.

Also, note for the next expansion, having the amount of exp to get to 81 be less than the amount of exp to get from 79-80, is not a good thing. The time invested needs to be equivalent to the previous levels. Consistency is key.

3. &4. Fidelity vs Agency. Omg, Kent was right. And suck it up princess. As designed just doesn’t fly anymore.

First off, players are willing to accept things that are expanded over time. Look at archeology. Players are willing to accept shorter dungeons if it means more of them. Players are willing to accept getting poor loot drops if there are more ways to get the odd piece they are missing. Players are willing to accept something not being perfect if it means they get something neat. Fidelity and agency are a trade off, but far too often Blizzard seems to make the wrong choice on which one to go for.

One example of this is the linearity of a quest zone and the inclusion of cutscenes. This is exceptionally noticeable when playing with another player. Ever tried to do Uldum with 2 people? It *sucks*. When one player completes a quest and it auto ports them somewhere while playing a cutscene, the other player is left in an old phase, alone, and has to fend for themselves. I like linear stories as much as the next RPGer, but in WoW, there needs to be a feeling of open world. I can remember doing quests and deciding to not do a “thread” of quests. Just skip it, that one is too annoying, or just isn’t fun, so I will just skip over it to this other quest. Blizzard killed that in Cata though. Each quest is a part of a big long chain. If the player tried to skip over this step, they can’t progress the zone.

This goes for dye on armor and appearance tabs too. Saying this was “as designed” just doesn’t work anymore. Sure when WoW was the *only* good MMO out there, we accepted this. But other MMOs are ripping off WoW and allowing for more freedom. The Blizzard artists need to let go and accept that players want to play THEIR way, not the way an artist wants them to. Yes, someone is going to take Paladin tier 2 and turn it into Hello Kitty pink, red, and white. But just as often someone is going to leave it red, gold, and black and look just as awesome. Also dye can prop up a flailing profession or become a major gold sink.

Even quests that are fairly simple go into this dungeon and kill this dude, or go and gather these rare items for me, in out of the way, hard to reach places, will fill a need in the old world for level capped players. Anyone else remember farming to get a flying mount to get access to the Highland Pools and the Shat’ari Skyguard dailies? I do.

One final point is about Guild leveling and reputation. As I said before, Guild Rewards are a powerful thing. Being in a level 20+ guild on my main and having all my alts in a level 2 guild, I can honestly say the difference is noticeable and painful. It will be slightly eased by the inclusion of a tabard in 4.1 that will help players earn rep with a new guild, but this doesn’t help new guilds. Players aren’t willing to move on to a guild that is a better fit at the risk of losing their perks. I have heard, from multiple people, about recruiting coming to a standstill because players simply aren’t willing to start over on rep or join a guild that is lower level than the one they are in. Guilds advertising in trade that are under 15 or so are practically laughed out of the channel. I have always maintained the best thing about WoW is playing with friends. When the player feels punished for playing the way they want to play or for changing their mind, something is wrong.

It may not be dying per se, but WoW is definitely feeling some pain. I worry about what might happen if this trend continues. People can argue all they want, but the dwindling raiders in my guild and the dwindling people on my friends list speaks for itself. The really worrying thing is that for each player that leaves WoW because of any one of these problems (or RNG), another player is likely to follow, especially if they find a new multiplayer game to play. And so the negative feedback loop starts until there is no one left but the gold farmers to play with.

Dragon Quest IX – or If I see one more slime, I am gonna LOSE IT

JRPGs, how do I love thee? Let me count the ways… Suikoden, Legend of Dragoon, Xenosaga, Persona 4… I could go on, but what’s the point?

I love JRPGs. I love the crazy outfits, the crazy item names, the progression curves, the exploration, the bad translations, the overly complex attack animations, the wildly stereotyped characters… I even love “not as much JRPGs” like Pokemon and other standard RPG grind type games.

Dragon Quest IX does some wicked awesome things and some absolutely terrible things.

Awesome:

Trades System

I am an altoholic. I love playing different classes, different characters, with different abilities. One of the sad things with JRPGs is that there is generally a wide range of characters to pick from. (108 in Suikoden!!!) And the player is often limited to certain characters at certain points for story reason. This has always bothered me. I build a team and level them, gear them, and balance them around each other. So when the game suddenly shoves a 4th string unleveled, ungeared, noob into my group, I get annoyed.

DQ9 fixed this in a rather spectacular way. Your main character, and the 3 party characters you can recruit, can change your trade simply by going to a specific city and asking it to be changed. It retains the old trade’s skills, stats, and level, so you can switch back without losing any progress. How much do I love this? I cannot even begin to express it. Imagine, in WoW, going to a guy and paying 10k to switch classes. You have to start at level 1, but you retain all your gear, mounts, pets, achievements, reps, tabards, attunements, etc. You can re-do quests and zones. To be fair, there would need to be major changes, like a soul bound item bag for armor you can no longer equip, your mounts would grey out until you reached the level you could use them again, high level professions would grey out, etc etc. But what if you could have a character that was a single unit, but had every class leveled to 85 in it’s “class tree.” One character, every class. *mind.blown.*

Gathering

When wandering around the world chasing down enemies I noticed these little sparkle spots. I ran up and activated one only to be rewarded with a crafting material. I didn’t think much about it, until I ran across another one, that was a different trade material. A very EXPENSIVE trade material. And there were SIX of them just laying on the ground. A quick trip to Gamefaqs confirmed my suspision. These things were everywhere and they respawn over time, making it easy to gather materials to craft items.

In WoW one of my favorite things to do after a stressful day of work is come home, pop open a beer, turn on something mindless on tv and gather herbs. Sometimes ore, but usually herbs as I have more herbing characters. And here I can do it on a ds? Solid gold win. Now if only I could herb for WoW on my ds…

Crafting

It’s still recipe based, but DQIX crafting is a shining example of what crafting could be. New materials are added to old items to improve them. If a sleeping potion is combined with a weapon, the weapon now has a chance to put enemies to sleep. The recipes are found in bookshelves around the world. They are often items that are a few “steps” ahead of what the character can purchase at that point in the game.

The absolute best part is that crafting leads to gold. To make an ear cozy the materials cost 970g. The ear cozy sells for 1200g. Given sufficient time, the player has access to as much gold as they are willing to stand making ear cozys for. This, a million times this, is what games have always needed. It doesn’t need to be a huge amount of money. It doesn’t need to be easy. It does need to be obfuscated in the system. But buying materials, making an item, and having that item vendor for less than the vendor prices of the materials is just so backwards it’s absurd.

Online Store

It took me a while to “get” what was going on with this. If the player connects their DS to Wi-Fi in the game, it connects them to a store. A store that has rare items from the game for purchase that changes every day. Genius idea. It brings people back every day (esp if there are holiday only items), keeps them connected, and gives them something awesome to spend their hard earned gold on.

Multiplayer

Wi-Fi multiplayer. Crawling a dungeon with 3 of your friends and their main characters, and getting loot, experience, and enjoyment out of it. It was what convinced me to get the game in the first place. And what convinced me to get my husband to start playing it again.

Terrible:

Learning Curve

Head bashingly hard with no clue as to where you are supposed to go next? Yep. An annoying sidekick that keeps track of everything EXCEPT what step of the main quest you are on? Yeah, that too.  Any explanation as to any of the trades, skills, and weapons? Not in this game. Much of what I learned, I learned by accident.

Leveling Curve

In most JRPGs it is possible to game the system early to prevent “grinding”. When the game first starts up, I will run around and explore the first area as much as possible. Learn all the moves, test everything, and try anything. First this gives a good feel for the game and the characters you have. Second, this generally leads to a few excess levels. Early levels go faster, so by stacking a few extra levels up early, the next few sections are a bit easier, and I generally stay a level or two ahead of where I am supposed to be for the whole game.

DQIX appears to have anticipated this and nipped it in the bud. Not only is it possible to “dodge” random fights, but also the leveling curve spikes so early that when I tried to just power through the main story, I quickly hit a wall around level 26, where I was supposed to be around 34 to progress.

Which brings me to my first really big gripe with the game. Cheap Bosses. When I attempted to battle the boss that I should have been level 33+ to fight at level 25, every 4th turn he would attack one of my party members for a critical strike. I was doing pretty well, rezzing people, until he got my priest. Then it was within 12 turns of death. I failed. So I noted the amount of damage he did for each critical hit. About 150+ on my plate/mail wearers and 225+ on my clothies. I realized I was going to need to do some serious leveling.  So I went out and leveled to 33, like the handy guide on Gamefaqs suggested and went in to fight the boss. I assumed I would fail because none of my characters had enough health to survive his criticals, despite being the level suggested.  Only, as it turns out, he didn’t attack me with a single critical strike the entire fight.

Later I managed to be in the perfect position to test my new theory, which was that the game had a “minimum level” needed to fight the boss, and if the player had not reached that level, the boss would have a significantly higher critical chance. As far as I could tell, this was true.

Add to this, that when running with several high level characters and one or two low level characters, the high level characters get the brunt of the share, instead of everyone getting a percentage. I understand their logic, but if I am almost at the end and just wanted to switch because I just unlocked a new trade, I wouldn’t be punished for it.

My final big gripe with the leveling system is the fact that it is far more rewarding on the exp gain to just farm metal slimes, instead of going to the difficult content and killing standard mobs there. At the very least, make it semi worth it to fight something challenging as opposed to goofing off 20 levels below where I should be playing.

Story

Spoilers abound.

Don’t even get me started on the idiocy of a chain of command that doesn’t allow a subordinate to refuse a superior. But they give the player choices… and NONE of them are actually choices. Why even put it in the game? Why even take the time to code it? Just force the player to do it.

Very early in the game the main character that the player is assuming the role of loses their wings and halo. They are “mortal” and no longer Celestian. Only as it turns out, they are still Celestian, just stripped of all their powers. I assumed that the point was I was slowly earning my wings and halo back. I was working towards being a Celestian again. When the game offers me the chance to save the world if I become mortal, my response was, “well, sure, why not?” It’s not actually changing anything if I am mortal over being Celestian. Not to mention, it really isn’t a choice, it’s a “you have to do this, until you pick yes, and we aren’t letting you out of this screen” thing.

A a few select points the developers apparently decided they needed something a bit more powerful than a cutscene and so put in these long anime sequences. I get that it is a JRPG, but these just stick out like a sore thumb. They forced me to equip my character with a full set of gear (thus making them “match” the visual of the anime) and even then, the anime had a male not a female. What was the point? It didn’t feel heroic, it didn’t advance the story, it didn’t give a pay off.

On top of this were some very clear decisions made to force the game fit with the story that are just wildly frustrating. I spent half the game collecting those Fyggs. NO I am not going to hand them to you so you can claim all the credit for my hard work. No I don’t want to unchain the crazy guy mumbling about trying to kill the Celestians.

Forced Failure

I shouldn’t have to explain why this is terrible. But designers keep doing it. DQIX likes to put the player in a combat battle, then when they make their choice the bad guy makes some snide remark, the game says something like “Ember freezes in fright!” and the bad guy one shots the player. Yes that was fun, wasting all that time to just have an outcome I couldn’t change. Could we have that in a cutscene next time? At least in Suikoden it WAS possible to change the outcome, if difficult.

The Battlefield

DQIX allows the characters to roam around the battlefield, lining themselves up for shots, moving next to the person they are going to heal, etc. It looks neat, the first few times. After level 40, it’s just an annoying waste of time. Not to mention that the game has a formation system, that is completely nullified by this other roaming system.

Tank/DPS/Heal Roles

Each trade has a skill set. These skill sets mesh fairly well with the tank/dps/heals idea from other RPGs. The problem is, DQIX doesn’t give the trades the skills needed to do their job well. All of the skills that would do things like, allow the tank to hold aggro, are underpowered and fail so often, it’s pointless to even use them. As are the buffs, debuffs, and status clears. It was easier to simply heal through the poison than waste the time to clear off the poison. The one fight I used buffs, the boss cleared them off instantly.

I don’t mind breaking from the standard roles, but this means that all of the trades need to have comparable health and armor. I despise the fact that more often than not my mage is tanking and the only character who needs heals.

I like Dragon Quest IX and I am still playing it. However it really just makes me long for RPGs that actually make sense. Oh and ones where I don’t just farm poor little metal slimes.

The Best Job you will ever Hate.

“Don’t come here if you think making games might be fun or cool. Don’t waste your time and money. Only apply if you can’t imagine yourself doing anything else.”

I learned Level Design at the Guildhall at SMU, a Master’s level program that focused on training and practical experience. The same professor who said the above, at the risk of having admissions kill him, also said that working on games was the “best job you’ll ever hate.” It is such an odd thing to say, but it was true. It’s the best job, and sometimes I hate it.

Spending 80 hour work weeks for 2 months only to have it universally panned by critics in addition to getting laid off?

Having to work on games like Imagine <Insert Random Profession Here>?

Knowing something is a terrible idea and having to do it anyway because the Publisher said so?

There is a reason the average burn out for developers is around 8 years. Spending more than 2 years at a single studio is uncommon. The average lifespan of a video game studio is 11 years.

It is common for developers to work 60-80 hours a week near the end of the project, to get it wrapped up and shipped.  The sad thing is, for most independent game studios the sales of the previous game go directly to fund the next one. If the game bombs, the studio could, and likely will, have problems getting deals with publishers to make their next game. For an owned studio, if the game bombs, they will likely be working on a less important title next, which won’t do as well, which starts the vicious cycle towards closure.

The business is about making money, so when a game doesn’t make money, it doesn’t get sequels. Why do some games get endlessly remade with only the smallest of changes? They make money. And as a game developer, you rarely get to just work on games you would love, but rather, because you need a job, so you work on Barbie’s Dream House Interior Decorating to pay the bills.

This video is true. People watch it, laugh and say, it can’t be that hard. It can’t be that bad. Oh but it is.

Breaking into the industry is extremely difficult. Staying in the industry is a feat worthy of Sisyphus. Becoming one of the big names is virtually impossible. You don’t get paid as well as you would in another field. You work twice as hard for half the credit. And the greater internet dickwads blast your game and call it crap without ever having played it. So either everyone in the video game is insane or extremely passionate about what they do, despite the many hardships they have to deal with to make games.

Children in Video Games

To begin, the Article.

Go read it. I’ll wait.

All done? First and foremost – I abhor violence against children. I think people who hurt children should be subjected to all the pain, violence, and abuses they subject on children. I pray for swift retaliatory karma against these people and hope the rest of their lives are miserable, equal to, if not greater than, the pain the child felt during the abuse.

Now, violence against children in video games is a wildly controversial thing. So why does it show up at all?

1. More and more game designers are parents.

Just look at Heavy Rain, Nintendogs, and Mario Galaxy. More game designers that started in this industry as young adults in their 20s are now reaching the age where they have children. Anyone with children will readily admit that it is a radically life changing experience. So logically it makes sense that as these designers have this experience it will reflect in their work. 10 years ago an RPG wouldn’t have considered including having children as something the player can do. Children aren’t adventurous and heroic. But now, as in games like Fable 3, children are becoming a part of the game. Because the game designer parents are able to say “This is an adventure. This is a compelling reason to radically change the way a player plays the game.”

2. The social mores against things in video games are falling, just as they did for other mediums.

Do you remember the brouhaha over Fred and Wilma being shown on TV in bed? It was a huge deal that a cartoon would depict people in a bed together, thus implying sex. Now, it is common to see women in their underwear, sex, and violence on TV. Sex is coming to video game mainstream. So will all the other things like drug use and children. These are the things that define our humanity. Our successes and our failings. That is why they create drama and evoke emotion. Video Games will continue to attempt to elicit emotion from players and drama is a part of that.

3. Why even have kids in the game?

Ask any parent what their worst nightmare is. I am willing to bet most of the answers involve something with their children. The Sims allowed me the joy of having a house full of children, something I will never do in real life (I mean like 6 kids, seriously). The terror that I feel at the idea of having a game where I can gain a child, then possibly lose them… *shudder* The article brings up Bioshock as a violence against children example. However it is notable that in Bioshock they are always Little Sisters, in-human. The NPCs in the game even back this up, saying “Those aren’t little girls anymore.” But when given the option it is always Save vs Harvest. That is an intentional distinction. Despite the fact that the player knows that Harvest will kill the Little Sister, it doesn’t say Kill, it says Harvest. The interesting point is that this is a moral choice presented to the player. And at the end of the game it is revealed that the player is rewarded for choosing the “correct” path of saving the Little Sisters.

In Dead Space 2 (I haven’t played it, I am going off the article) it sounds like the designers needed a small fearsome enemy that was hard to hit, could move fast, and needed to scare the player. As a secondary effect of their story choice they even created the feeling that the player *shouldn’t* be shooting this enemy. Despite the fact that you should. That moment of hesitation can lead to the players death.

It is also worth noting all of the games mentioned are arguably Horror games. The designer’s job is to elicit horror from the player. What could possibly be more horrific and want you to bring down the whole thing than something that harms children? It never occurred to me that Andrew Ryan in Bioshock wasn’t a bad guy. Despite what the designers tried to twist into the story, here is a man willing to exploit children to further his own ends. Once that is made clear, the player no longer feels bad for tearing through this ruined city and destroying it’s people. They allowed their ideals and beliefs to lead them away from the inherent compassion and sense of right. At this point, I no longer wanted to just escape Rapture, I wanted to punch a hole in the wall and allow it to flood. To destroy it completely for the failure to retain it’s humanity.

4. But why have violence against kids in the game?

To evoke the parental emotion and all the messy feelings that come with it. In Heavy Rain I WILLINGLY took a vial of poison, knowing that the probability of it killing my character was high, knowing it was likely a trick by the designer to set me back. But I could chose no other option. I had to save my kid and if this was the hoop the serial killer wanted me to jump through, then by God, I was going to jump through it. My life for my child’s? In a heartbeat. The designers were exceptionally clever with their choices of trials. How far could they push the player to save a child? And push the player they did. It even sparks the thought that while yes, this is a game, would you really do such a thing? If this were real, what would you give up? The designer held up a mirror to the player’s soul and that is definitely going to make people uncomfortable.

5. Games are all about fantasy and being the hero.

Guitar Hero and Rock Band did so well because they MADE THE PLAYER A ROCK STAR. World of Warcraft makes me feel like this powerful and amazing hero that literally saves the world over and over again. Games are about fantasy and being the hero, and what is more heroic than saving a child? The catharsis of saving the child in Heavy Rain is sufficient to have made it a critically acclaimed game despite iffy controls, ambiguous choices, and uncanny valley.

I will admit as a designer, I am uncomfortable with the idea of putting children in harms way in my own games. But that doesn’t mean the question shouldn’t be asked or the situation explored. I am wildly uncomfortable with rape and yet I accept it’s inclusion in Girl with the Dragon Tattoo as a required event to bring me closer to the protagonist, despite her alien responses and behavior. Did Dead Island create the trailer with the express purpose of sparking the discussion to get press? Of course they did. Should they be vilified for doing so? No more than any other game like Call of Duty that does such things to spark discourse and free publicity. After all, movies have been doing this for years already.

Now, take a moment to imagine the Dead Island trailer, which I will admit is marketing at it’s finest. Everyone has a strong emotion about it, despite the fact it doesn’t show one second of gameplay. But imagine if the story the player is stepping into is this family’s story. The player assumes the role of the parents or even the child at various points in the game. The goal of the game is to get them out alive, as all survival horror zombie games are. Through a single short trailer they have given the player all the motive and drive to not only play the game, but play it at their best. To seek, to strive to save this little girl. The trailer shows the worst possible outcome, one the player should stop at nothing to change. That is a powerful emotional response. That is a powerful story over a standard and common game type. Much like movies set themselves up for Oscars, this game appears to be setting itself up for the art and story telling in video games debate. Will it succeed? I can’t wait to find out.

 

Update:

As it turns out, the trailer was in fact, pure marketing hype. It’s a shame, to use something so artistic that could have been the stepping off point for a truly spectacular story. Ah well, back to hacking zombies to bits.