Showing posts with label champions online. Show all posts
Showing posts with label champions online. Show all posts

Sunday, May 16, 2010

Just can't live without it ...

I had dinner on Friday with a friend who plays World of Warcraft, and at one point she mentioned that she keeps hoping that I might realize how much fun the game is and come join.  I did give WoW a try a year or so ago; they had a recruit-a-friend promotion on, so my boyfriend (who does play on and off) gave me a trial key and I got to somewhere around level 20 before cancelling.  Alas, I had to conclude that for a number of reasons it does not seem to be the game for me.

I've been playing MMOs since I picked up EverQuest in 2000, and while the EverQuest franchise has remained my favorite, I've tried quite a few others along the way.  Both EQ2 and WoW are heavily based on the original EverQuest, and in fact the reason I decided to play EQ2 instead of WoW back in 2004 when they both launched is that I looked at them both and found EQ2 was more different from EverQuest than WoW was.  I felt the EQ2 team was trying more new mechanics, more new ideas, more new things, which I found interesting and exciting; and I found WoW was far more similar to the original EverQuest (albeit with tons of polish), and far less innovative.  Of course, not all the new things EQ2 tried worked out well, but as a long-term EverQuest player I was interested in seeing fresh ideas.  However, I guess this came back to spoil my fun when I picked up the trial last year, because I suddenly felt like I was back in the "bad old days" of EverQuest.  No group quest updates in the newbie zones!  Farming spiders endlessly to get tradeskill components!  Running around the world looking for your trainers to buy your spells when you level up, instead of getting them automatically!  And, worst of all, no pass-through targeting?  It felt like 1999, not 2009.  It was really the lack of pass-through targeting that did me in, as I was playing a healer.  Click the monster, click to attack, click the tank, click to heal, click the monster, click to attack ... gah!  Never again.

But this isn't a post about why WoW sucks -- clearly it doesn't, or there wouldn't be so many people playing it.  Nonetheless, I feel my horror at the UI is justified since Rob Pardo himself said he considers WoW's UI a failure.  From a summary of Pardo's talk at GDC this year:

"Pardo talked a little bit about the UI system, and how they intended for it to be simple to use and intuitive. He said the UI system was something that he considered a failure -- not because it was bad necessarily. But from a development standpoint, if the majority of your player base is using addons to modify the existing UI, that's a clue that something wasn't quite right with the way the UI was originally designed. "

And that led me to think about what else I "can't live without" these days.  Back in the days of EverQuest there were no alternatives, and the whole concept and world were so new and marvelous that we just learned to use what we had and didn't think about it.  Nowdays though, nowdays we are spoiled.  Dozens of MMOs out there have tried all sorts of innovations, some good and some less good, and we get used to our favorites.  Pass-through targeting is definitely number one on my list that I never, ever want to play without.  But what else?

Or to put it another way, if I were in charge of planning and designing a brand new MMO, what features would I absolutely want to include as standard baseline?

  • Pass-through targeting.  And if you're still wondering what this is, it means that everyone in a group can just keep their main tank targeted all the time.  If they cast a beneficial spell, the game's smart enough to know it will land on the tank.  If they cast a detrimental spell, it will "pass through" and land on the tank's target.  No switching targets back and forth, no clicking and mis-clicking, no having to set up hotkeys for every group just to target or assist the tank, it just ... works.  Yep, can't live without it any more, or more accurately, won't live without it, so new MMOs beware if you want my money.
  • Maps for all zones.  Remember EverQuest?  Remember how everybody had big binders on their computer desks containing print-outs of player-made maps of every zone? Yeah, never again.  I don't mind having to explore the map before I can see it all, but I can't live without my in-game maps.
  • Friends lists, preferably account-based.  Fortunately, pretty much all games have friends lists these days.  Champions Online was the first I played where the friends list was based on the player's account nickname, rather than just the character name, however, and whatever CO's other failings may be this was a great step forward.  Now I can choose an account nickname, such as "Domino", and then friends I allow to add me to their lists can see whenever I'm online in any form, whether it's as Domino.Tankytank, Domino.Ihealsyou, Domino.Themadnuker, or any other alt I feel like playing today.  Of course, this also lets me avoid idiots by account name too, even better.  Chances are that if I didn't enjoy grouping with Dumbo.Besttankever, I'm also not going to want to group with his other character Besthealerever.  Why didn't more games do this earlier?  Let's never make another one that doesn't, please.  Oh, and do let me add little notes to anyone on my friends (or ignore) list.
  • Coordinates system.  Most games have this, but the ones that don't make it just impossible to talk about locations in a meaningful way.  "Where's the widget for the quest?" "It's at /loc 123, 45, 678" or however you want to translate your in-game coordinates into something the players can access.  There are many ways to do it, but even basic coordinates work.  "Where's the widget for the quest?" "It's, uh, over by the tree to the east, not the tallest one but the third tallest, near the bigger beaver pond, just after you see the second big rock north of a flag pole" ... no.  Fail.
  • Quest helpers on the map.  Not something that every game currently does, but more and more are incorporating it, and I think it's going to be standard very soon, if it isn't already.  These are just little pointers on your in-game map that hint where you need to go to get the updates for whatever quest you have active.  So handy.  No doubt many will says it's "dumbing down," but I disagree; if the quest is properly written, the quest itself or the questgiver will already have given you a general idea where to go, and the quest helper is just a visualization of this information that you already have.  Friendly UIs are a GOOD thing.
  • Parses.  You know the first thing your game's players are going to do is create programs to parse out the log files and track damage, healing, and anything else they can do.  It's been standard since the days of EverQuest.  So why aren't more games supporting this as part of the UI? It doesn't have to be enabled for newbies if it would be confusing, but having these tools there will help the designers as well as the players.  And what a great way of providing ongoing positive feedback to people learning to play!  "you did 5% more damage this time than you did last time," positive feedback enhancing learning and encouraging gameplay is win.
  • Groupfinder.  I gather the dungeon finder is a fairly new implementation in WoW but I hear nothing but praise for it, and it's something I've long wanted in other games.  Smart player-matching to form groups as easily and painlessly as possible?  Yes please.  OK, I could live without this feature now since few games have it yet, but I suspect in another 5 years we won't dream of doing without.
Well, I could go on and on into more and more finnicky detail, but I'll leave it at that for now.  What are YOUR absolute must-haves that you can't play a game without?  Post in the comments if you have others!

Friday, January 08, 2010

Where no MMO has gone before

It's January, and if you're a Star Trek fan you may be aware that there's a Star Trek based MMO currently in beta, and due to launch on February 2nd.  (If you haven't been following it, here's a handy link to "everything we know about Star Trek Online" from the STO forums which will likely answer most of your questions.)

Rumours of the game have been circulating for years; it was originally being developed by Perpetual, but they failed to release it, and the rights to develop the game were acquired by Cryptic some time around early 2008, the same studio that brought us Champions Online last year, and long before that, City of Heroes.

I grew up a Star Trek fan; although I'm not quite old enough to have seen it in its first run on the air, I grew up with reruns, and there was a time that I could have quoted every original series episode and the animated series too.  I had a collection of the Star Trek novels that ran into the hundreds, and somewhere in my parents house there are still probably little painted models of the Enterprise in various versions, not to mention Romulan warbirds and Klingon birds of prey.  I still remember how excited I was to read that "The Next Generation" was going to be made, and where I was when I heard Gene Roddenberry died.  I can even still remember an essential phrase or two in Klingon - nuqdaq yuch daPol?

Having now established how completely hopelessly nerdy my childhood was, let me get back to the subject at hand, the Star Trek MMO.  I haven't actually been following the news about it closely, and I'm not in the beta, so all I have to go on is the FAQ linked above and the occasional article or trailer I've seen.  But a friend challenged me to make a game prediction for the new year, so here's mine:  much as I'd love it not to be the case, I really don't see how Cryptic's STO can possibly be a success.  I predict a buggy launch, poor balance (both class and economic), and content both too detailed to be popular with only casual Trek fans, while simultaneously being too vague or unfaithful to the original to please the hard core Trek fans.

Why I predict this:
  • I can't imagine any way that Cryptic could possibly have had enough time to develop a solid game in the 1 year they've had the license.  EQII releases one expansion a year, and that's just an expansion based on a very solid existing game and toolset.  Create a brand new game from scratch?  (They got to keep some art assets from Perpetual, but nothing else as far as I've read.)  Even using the Champions Online engine and tools it's a ridiculously short time frame to try and do anything in the enormous world of Star Trek.  Most new games take years and years to develop.  1 year seems insane.
  • I was had a few disappointments with Champions Online, so I naturally worry that, being released so close to it, Star Trek have similar pitfalls to avoid.
  • All the trailers I've seen of STO feature almost nothing but combat ... even the trailer that is ostensibly the "exploration" trailer.  No.  This is not Star Trek.  Star Trek is not about guns blazing and ships blowing up and phaser shots to the head.  It's certainly easier to make a game about those things, but it won't be a Star Trek game.  The reason Star Trek was so popular in the first place was Roddenberry's message of peace and optimism.  We can outgrow our violent beginnings.  We can look forward to a future of peace and health and safety.  People who are different can learn to trust each other and work together as brothers.  Star Trek's message was hope, exploration, the triumph of peace and rationality over violence and war.  The STO trailers I have seen have nothing to do with hope, peace, or logic.  They have nothing to do with Star Trek apart from using the same ships.
Don't get me wrong, I'd love to see a Star Trek MMO.  I'd love to play in that world.  There are so many complexities of the Star Trek universe that could make fascinating MMOs on their own.  Imagine playing at political intrigue and rivalry among the Romulan houses, in a political/space game similar to Eve.  (And my ideal Romulans will always be the Rihannsu of Diane Duane's excellent novels, not the confused mess they have become since Roddenberry's death.)  Imagine exploring space and forging the first United Federation of Planets.  Just the day to day workings and missions of an enormous Constitution class starship would be fascinating.  The holodeck could be a game tool on its own with enormous possibilities for player mods.  Heck, I could spend at least a day just wandering around exploring the inside of a fully detailed model of a starship.  Away missions, making contact with new civilizations, Starfleet Academy training, the Kobayashi Maru test, all of these would be fascinating.  Of all the things that I could do in a Star Trek online game, blowing up other starships or going head-to-head in phaser battles has to be the least interesting and least Star Trek-like of all the possibilities.  (How do you even adapt phaser battles into an MMO combat system?  One hit and you're either stunned or vaporized.)  But alas.  I haven't seen a single trailer that isn't heavily focused on combat.  And even if Cryptic's development team hadn't had a rocky start with Champions Online, I don't believe the best team in the world could create a product that would succeed in such a short time frame.

So I haven't applied to the STO beta, and I'm not getting my hopes up.  That's my game prediction for this year: STO will not be the Star Trek game I hope it could be  I hope I'm wrong, but I very much doubt I will be.

I guess we'll know in about a month.



Tuesday, October 20, 2009

Ratios

Fall is here, and so is a wealth of new computer games! My significant other has just finished Uncharted II and is currently engrossed in Borderlands, and I've been playing with the superhero themed Champions Online, and the beautiful Asian influenced Aion.

Both games have surprised me in different ways, both good and bad. I'll leave comments about Aion to a different post, just noting that I'm actually enjoying it very much, and finding it surprisingly more captivating than I had expected. And I'll restrain myself from talking too much about Champions Online too, various existing reviews and blogs pretty much sum up my experiences. But I did want to comment on one thing about Champions Online that I haven't seen anybody else mention, and that's the population ratio.

What do I mean by the population ratio? In this case, I'm specifically referring to the ratio of males to females in the NPC population of the world. (Obviously, the ratio of male to female player characters is much harder for the dev team to influence.) Yes, it took me about 2 weeks to notice it, but there are almost no women NPCs in Champions Online's earlier zones at all. (Possibly there aren't any in the higher level zones either, but as the game was so broken that I gave up before getting there, I won't comment on those.)

Champions Online has a little newbie tutorial that takes you through the very basics, and then spits you out in one of two huge overland destinations: an arid American desert, or a snowy wasteland in Canada. In the desert, old nuclear tests have created a population of ferocious mutants who recently seem to be organizing for a concerted attack on the defending US soldiers' base. And in Canada, the Canadian soldiers are defending the area against an uprising of hunter-patriot revolutionaries bent on overthrowing the current power structures (or, in fact, killing anything in sight). Both zones are enormous and have enough content to carry you through a dozen or more levels.

What I eventually came to notice, however, was that none of the forces on either side of these fights were female. Despite the fact that there are no restrictions on what roles women can fill in the Canadian military, not a single soldier NPC in the Canada zone is female -- and the one single supervillain who seemed to be assisting the hunter-patriot rebels was written as a ditzy valley-girl with voiceover lines including "I never wanted to be a supervillain. But surgeries to turn someone into a cat-girl don't come cheap!" and "I'm not really a supervillain, I'm just a 'furry'who fell in with the wrong crowd." Likewise, not a single member of the US forces in the desert zone is a female, and nor is a single one of the mutants they are fighting, nor are any of the ghosts in the nearby ghost town.

Delving further into this mystery, I discovered that not only are none of the military NPCs female, but female players are actually not even given the military chest costume options in the character creator. Males get a couple of options called "military"; they're totally missing from the available female options.

Although there are a few token female NPCs such as questgivers and trainers, and a grand total of two female supervillains that I saw, overall the attackable NPC population in the first 20+ levels of the game has got to be over 95% male. Females are mainly 'flavour' type NPCs, background characters or victims asking for help or questgivers/trainers. It struck me as extremely strange when I noticed this, and it makes me speculate on how this could have happened. I could think of two possibilities:
  • It's possible that this was a deliberate design decision, mandated during the planning. "Let's make the world population heavily male." Why they would do this, I have no idea, but it could have been a case of "we're not happy with allowing our players to slaughter women, even if they are NPCs". It could even have been a case of "there's something horribly wrong with the art for our female models, so let's just populate all our zones with the males for now so we can test it, and we can switch in some females later" (which nobody then remembered to do later). Whatever the reason though, it could have been a decision mandated from On High.
  • It could be a coincidence. Perhaps two different designers (or teams of designers) were told to create the two big overland zones, and they independently failed to include any women. It wasn't a grand design decision from on high, but maybe both designers, being male, just thoughtlessly assumed that all soldiers are male and populated their zones accordingly, and nobody even noticed.
Either way, it seems to be a rather unfortunate outcome. As a female player, I feel that the lack of 'military' costume options (and yes, I did want to create a character using one, which is how I noticed the lack) is very disappointing. And more importantly, unintentional or not, I feel that the game's population is sending a rather negative message about how the dev team perceives the role of women in their world. Sure, the majority of their players are probably male, and sure, the majority of soldiers, rebels, and (theoretically) mutants in the real world may be male, but there are still female players (like me) and there are many female soldiers (and rebels) who have made unimaginable sacrifices throughout history for the causes they believe in, and in my view it seems the game is simply ignoring this entirely, which seems somewhat belittling, at best. And specific to the uniforms, correct me if I'm wrong here, but it seems the simplest design decision would be to just make a standard set of chest uniform options and then apply them to both genders unless there was a specific reason not to. And with most of the costume options it seems this is indeed the case. The military chest option is definitely not a graphically complex choice. It would therefore seem to have required a conscious decision to remove the military options from the female gender, and this makes me curious. Specifically, it makes me want to ask, "why are you intentionally limiting me?"

Since noticing this about Champions Online I've been extra aware of what I'm doing with my own population in EverQuest II; I'm currently creating some tradeskill quest lines, and I find myself checking that I haven't made too many females compared to males, or the reverse. On the whole I can't think of any great imbalance in EverQuest II, but it's easy to be influenced by your own prejudices without even realizing it.

I wonder how many other games suffer a similar bias, and nobody's even noticed?