Showing posts with label MMOG. Show all posts
Showing posts with label MMOG. Show all posts

Monday, December 08, 2008

Feeling like a Hero

Those who have known me for any reasonable amount of time would nod in agreement when I admit to having a hero complex. I often imagine situations where I put myself in harms way in order to protect the people around me. While I do have an ego, and will readily surrender to being fawned over, I don't believe this mentality is primarily for social reasons. Deep down, I believe that having heroes in the world is important, and that people must step up when the need arises.

Last night, I was playing on a private server of Phantasy Star Online: Blue Burst. Having just started, I was still getting the hang of the proto-Fable combat style when my two-person team stumbled upon a Dragon's lair. My barely-equipped sword-swinging male avatar, and a slightly lower level, quite cute and short, female mage. Against a big huge dragon.

Now, this fight didn't pan out exactly like other MMORPGs. Normally you just run up and start attacking the dragon itself in those. In PSO, however, it was much more like a multiplayer Legend of Zelda boss. You had to attack its feet, until it fell over, when you could attack its head. When it flew into the air, you had to try and avoid its firebreathing. When it dove underground, you had to avoid its lava-burrowing "hax." Then restart the cycle.

After a few false-starts (as I learned how to fight the thing) the two of us found ourselves locked in a lasting fight with the beast. However, the mage's lack of health made it easy prey for one-shot KOs, and my character spent most of the battle fighting alone.

Well, not alone, as the situation translated as such: The dashing swordsman risks life and limb to fell an epic beast, racing against time as his companion watches, bleeding out on the sidelines.

The fight became not only a game-event, but it became a performance as well. This single addition made the experience more rewarding than any quest I had ever done in WoW, or EVE, and probably other traditional MMOGs.

I feel as though the key difference is that I, personally, had a higher stake in the fight. It wasn't just 'shin-kicking combat,' but an actual engagement. You tend to already have an audience in games like Guild Wars, but I never felt impressed by someone taking out a monster. I knew the mechanics behind the fight relied primarily on arbitrary numbers, instead of actual player skill.

My fight with the Dragon of Forest II had more than just stats involved. Knowing when to go all out with attacks, and from what angle to attack from, all played a part. It was much more fast-paced than the boss battles I've seen in WoW. I feel as though if I was in the mage's place, laying on the ground with a perpendicular view to the world - watching my partner in single combat in this game - I would have been just as impressed as she was.

The point being, I really don't like what combat has become in most online games. Yes, simplicity is very important, but there's the danger of detachment as well. I wonder if most MMOG players have simply come to accept detachment from their characters.

Or, am I just tainted by consideration of mechanics, when playing these kinds of games? If you play WoW, or EVE, or another shin-kicking combat MMOG, do you wish the combat had something more to it?

Wednesday, April 09, 2008

Warhammer 40k MMOG

Courtesy of Kotaku: News on Vigil Games' (THQ) Warhammer 40k MMOG.

Essentially, Warhammer 40k's MMOG will have big battles and 'the coolest looking characters of any MMO, ever.'

Says creative director Joe Madeureira:
"All of the races important to Warhammer 40,000 lore (not to mention the fans) will be represented."
"We want each and every race to have weight in the game world... and feel distinct."
Note that he doesn't say, all races will be playable.

This doesn't bode well for Warhammer 40k, and I hope THQ leans hard on Vigil to teach them what they learned from Dawn of War.

Players want to play as their favorite race.

With arguably the largest Science Fiction setting in the world, it's very easy to alienate (no pun intended) half your audience, by only including the easiest races to make. For players like me, it's as simple as this:

Include playable Tyranids, I will give you money.
Don't include playable Tyranids, I will never give you money.

I worry that a half-assed MMOG will do no favors for the 40k universe. It's part of the reason why I haven't pursued a career with THQ in Austin - I couldn't handle watching people who claim to know what they're doing, wreck something I love so much.

In the grim darkness of the far future, there is more than just war.

Sunday, March 23, 2008

Blogspam #1

First, dear future readers, forgive me for the rapid-fire posts which are about to commence. I have a lot to catch up on.

Due to my membership in the Darkfall clan Oromea, I got to sit in on a developer IRC open house for Exanimus. A zombie MMOG in the works.

I'm kind of worried, because RCT (Rotting Corpse Team - the devs) seems to be composed of a good chunk of people from outside the gaming industry. They say they've gotten a large part of prototyping out of the way, and are working on their middleware products playing nicely together. I don't know what to make of that exactly - I almost translate that as 'we have a ton of money, let's see what we can do.'

Jealousy is probably a large part of that, though. I'd love to take a look at their design document and see what kind of mechanics they're planning. The forums have spurred a bit of creativity within me and I have some pretty cool ideas that I'd like for them to implement. Hopefully, one day, they'll notice my wonderful posts and let me in on it. I think having an online world of dramatic horror would be simply amazing - with zombie abilities reaching into the meta-physics of horror. Causing survivors to stumble or trip with fear, reload slowly or drop the reload altogether...

...I can hear the heartbeat getting louder as the zombies get closer...