Travel is Part of the Challenge

FF-X reminded me of an older approach to challenge related to travel.  In XII and XIV, you can see every enemy on the field and avoid them.  All versions previous to that, it was a random event while travelling.  This is somewhat jarring in X, especially related to rare monster hunting.  One particular bugger only shows up every 20 fights it seems and I need 10 of it.  Random battles are certainly frustrating and being able to pick and choose your enemies is more fun approach.  Especially when it comes to ambush attacks that instantly kill your party…damn Marlboros.

I’m also playing a bit of Quest for Glory (in the 2nd one now) and combat in the wild is deadly.  I can take on one type of enemy so far, what being a weakly wizard, so I want to avoid travel in most cases.  Skipping the content here would remove the feeling of “argh, run away, run away” I get while crossing zones.

UO had visual enemies on screen that I could (should) avoid.  Destard, the dungeon of dragons, was a death pit of running around avoiding everything that moved.  Even the rune/recall system was fraught with death, especially if you bound the rune to a really bad spot.  High level recall books often had a few runs smack dab in the middle of a lich/demon cave.  That’s ignoring the entire PvP aspect of travel.  NPCs broke chase, enemy players did not.

EQ took a slightly different approach, notoriously with the massive trains (hello Butcherblock!).  Enemies had massive aggro ranges and followed you the entire zone.  SoW was the only way people survived some of these places.  I chose a necromancer specifically for the dead man floating buff, which allows me to travel the skies above the death traps.  Travel options were severely limited and death from a wrong turn (including potential corpse loss) was a bit too much for me.  If enemies broke chase after a while, I think this would have been a fine compromise.

WoW originally had a densely populated world, where travel on the roads was often deadly.  Sure, they didn’t follow you forever but if they caught up with you, bye bye.  It was very easy to chain a bunch of enemies together without trying and world PvP (STV and the Mill) created massive death zones.  BC kept this approach for leveling and then it introduced player flight…

Player flight removed any and all risk from travel in the game, similar to what I did in EQ with my necromancer.  Since you couldn’t fight enemies in the air, there was rarely any serendipitous socializing.  The world became empty with people dropping in, dropping out and avoiding interacting with the world at all.  WotLK took a similar approach and made 2 zones that were near impossible to travel without flight.  Cataclysm gave flight to everyone, everywhere and there are entire zones I never experienced.  Combined with the massive dependency on phasing, I barely grouped with anyone at all, if I could ever actually see anyone.  MoP was the final kick at the can for this model.

Timeless Isle is the best success Blizzard has had with non-raid content since launch.  Emergent gameplay cannot happen with everyone in the air, so no one flies on the island.  They have stated a few times now that the TI model is going to be used for WoD and they still haven’t committed to any flying at all during the expansion.

I think this is a great thing.

At a Glacier’s Pace

Let’s chat a bit around the fire shall we?  There’s an old saying that goes “Do not raise your children the way [your] parents raised you, they were born for a different time.”  I think that applies extremely well to gaming and even more so to MMOs.  A gaming generation lasts about 5-7 years.  The last console wave was on the tail end of this.  The general point of this is that the strategy applied at the start of an MMO needs to change over time.

In IT design there are two portions of a service that are often classified as above and below the waterline, like an iceberg.  Only a very small portion is ever seen by the user (above water) while an inordinate amount of time is put on the back end items (below water).  So whenever you see a patch/expansion, figure the amount of time it takes for you to consume it and multiply that by at least 100 to get an idea of the amount of effort it took to generate it.  So, if you get 60 hours of gametime, likely it took 6000 hours (which is a ~month for 30 people) to create it.

Suffice it to say that IT developers strive to find economies in the below water systems in order to maximize the amount of content delivered in the least amount of time.  Agile development!   The older the system, the harder this is to do.  Microsoft famously stated that the average Windows coder during the XP days, only ever put in 1 line of code per day due to historic content.  IE had the same problem up until version 9, which explains why it still fails the Acid3 test.  In order to move forward, sometimes you have to rebuild the foundation.

Today’s world is run through agile development, meaning that changes needs to be applied quickly and for lower cost.  This is done through service oriented architecture.  Think of it as Lego blocks.  If I wanted to build a boat without Legos, it would take a heck of a long time – wood, nails, etc…  If I built it with the blocks, then I could get a boat built in 10 minutes.  StoryBricks (for EQ Next) uses this model.  So does the Foundy in Neverwinter.  GW2 is able to release new “living content” at a quick pace because of their toolsets.  SWTOR seems to have an update every other month.  TESO and WildStar are both promising something similar, with a quick dev cycle to justify the subscription cost.  EvE does a decent enough job too.

The outlier for years has been WoW.  Their patch cycles aren’t the worst, a few months between but their expansion windows are simply ridiculous.  There was a time when “soon” meant quality.  It does for Starcraft.  It did for Diablo3 once Jay left (that game is barely recognizable now).  It has not often meant it for WoW.  The MoP expansion, outside of new art, introduced one new mechanic – pet battles – and that took 11 months.   Flex Raids, arguably the 2nd best thing to come out of MoP, took much less time. WoD looks like we’re going to see at least 14 months with no new content.

Now, there are a couple of possible reasons for this.  One, Blizzard is exceptionally greedy and wants to milk the user base for all their money.  I doubt this when MoP launched, it was the lowest rate of sales in their history.  The next quarterly review is expected to show another drastic drop, likely hitting the 5-6 million user level.  Second, Blizzard only runs 1 development team that changes in size based on the content being developed.  This seems highly probable as it ensures quality development and a lower bug count but not having multiple source codes running around.  Old code needs to be stable and the toolsets must be ancient.  The WoW ship is massive and even a little tweak can have massive repercussions.  There is tons of evidence that raiding is at an all-time low, somewhere near 15,000 guilds total raided in SoO outside of LFR.  Servers are being connected (merged without some of the hiccups) continuously, with only a dozen or so that are not slated.  When people are leaving en-masse for “greener pastures”, it puts the fire under the designers to keep what you have and get people back.  Pressure, in design, often leads to very bad ideas or impractical ones (such as the Path of Titans which sounded amazing).

I am not saying Blizzard is closing WoW or that it’s failing.  Just that the statistical anomaly that existed for ~5 years seems to be returning to normal.  Players have realized that there are plenty of viable options on the market.  It’s just surprising that with all the change that has happened on the market, that Blizzard hasn’t made a more concerted effort to change their design practices.

 

Gaming Updates

I’ve only been on 2 games recently, FFX-HD and WildStar.

Final Fantasy X – HD

When this game came out in 2000, I was all over it.  I still own it on the PS2 (and X-2) but I wanted to see what Squeenix did to improve it.  The answer – quite a bit.

The sound is amazing.  A lot of it was re-recorded and the music is great.  The original had a more “midi” flavor to it, but today’s version is practically orchestral.  The voice acting is the same and on-par with a high school play in terms of quality.  I get it.  FFX was one of the first RPGs with full voice acting, and it shows.  FFXII was a drastic jump in quality on that front.  Graphics are quite impressive.  Some of the character models have been redone, or rather re-worked.  Real shadows now too.  All the textures are in HD and the detail is darn good.  It even seems like the draw distance has improved.

Combat is to me, the pinnacle of the FF series – a near perfect merger of strategies and tactics.  After having played the auto-pilot XII and the “press A” XIII, this is quite refreshing.  Make the right choice and you can avoid disaster, make the wrong one and restart the fight.  You’re always given enough time to make the choice too, which is great.  Boss fights are a ton of fun too, especially Seymor on Gagazet and Yunalesca at Zanarkand.

The game also added the international content – expert sphere grid and dark aeon fights.  The former is a more customizeable feature compared to before and the latter a massive butt whooping.  I’m at the phase where I need to enter Sin and I’m collecting for the Monster Arena.

People complained at the time that X was linear and to some degree it’s still true.  XII took a wholly different approach and XII decided to go super linear.  X provide enough lateral movement and options throughout and a very open end game to boot.  I’m guessing rose-colored glasses here but it’s enjoyable.  Reliving nostalgia for the win!

WildStar

I finally got into the beta the week before and got a few characters to level 5, just to see the starting zones and character dynamics and paths.  I liked what I saw and got the pre-order from GreenManGaming with a 20% off deal that got me the deluxe edition for the cost of basic.  I went back into the extra beta this weekend, deciding that I wanted to see housing (at level 14).

I have been planning on playing an Esper, so I used my Dominion Chua on the solider path, to try and get through the levels.  I am ~80% complete the first zone and level 15.  I didn’t read any quest text or lore (and there is TONS of lore) because I don’t want to spoil myself.  I am extremely impressed in the quality of the story and characters though, without going into more detail.

So, leveling content first.  You have zones with small town hubs.  There are maybe 4 quests in a given hub and the remainder are triggered out in the field through the satellite phone. By and large, generic quests of kill X, where X goes up by a % based on the difficulty of the kill.  Fights are against 1-4 enemies at a time and I died a few times because I didn’t pay attention to telegraphs.  I like dying.  You also get to unlock path missions at various points.  Soldiers include kill-type events, either defend a point, test a weapon, assassinate a target and so on.  I will not be playing a Soldier on live – likely a Scientist.  There are plenty of Settlers around putting up buff stations for other people.

There are group quests (I found 4 in the zone) and you need a group for it.  There are challenges that ask you to collect X, kill Y or destroy Z within a certain timeframe.  You get a bronze, silver or gold medal based on your performance and the reward is a lottery of sorts on prizes.  Each prize has separate odds of winning and the one you hedge your bets on gets a 400% increase.  I opted for housing stuff whenever possible.  These challenges re repeatable after a certain time too, which I think is great!  The zone is organic, without obvious breadcrumbs.  I am pleased.

Crafting opens at level 10 and is decently complex.  Gear is actually usable and leveling up is not just setting up a macro.  I opted for a tailor and made some decent gear that replaced all I had.  Costumes are open from level 1 too, so even though my stats went up, I could keep a consistent look across the levels.  The crafting trees are complex and decently balanced.  Color me impressed.  Oh, I tried cooking too, which is a weird beast of a mini-game.  The link goes into some detail on it but you’re essentially playing darts.  It’s a neat system, not sure how it will work at the tail end.

Housing is what I really wanted to see and what you get at 14 is the tip of the iceberg. It’s more than a house, what with the plot system.  I made a simple garden first, then decorated my house with a bed, carpet, ferns and other knick-knacks.  The tools are both simple and complex, depending on what you want from them.  I spent a solid hour in that house, trying on the different textures and features in preview mode.  I think this is where I will be spending the majority of my time/money.  It is really impressive.

Now, I get that people see Wildstar as WoW on LSD.  It is a hyper version and if you don’t like the style, stay away from the game.  It does however improved on a lot of systems WoW has.  Character customization is fluid (you can “respec” at any time), there is a mentoring system, the world is more dynamic, travel is meaningful, crafting is more complex and involved, combat has an “open tagging” affair, there is minimal phasing, combat is tactical and responsive.  There are surprisingly few bugs but some systems need some polish (the auction house in particular).  Color me impressed.  Hopefully the next beta weekend I can get to 20 and run a couple dungeons.

Granted this is the view from level 15.  The view at end game may be drastically different.  Even so, the ride to the end sure looks like a lot of fun.