Archive for the ‘Gaming’ Category

As per usual…

Friday, July 9th, 2010

I’m late to the party. ;) Just an hour or two after my rant on Blizzard’s Real ID, the company took a step back with a post on the WoW general discussion forums.

From the thread (the words of CEO Mike Morhaime):

We will still move forward with new forum features such as the ability to rate posts up or down, post highlighting based on rating, improved search functionality, and more. However, when we launch the new StarCraft II forums that include these new features, you will be posting by your StarCraft II Battle.net character name + character code, not your real name. The upgraded World of Warcraft forums with these new features will launch close to the release of Cataclysm, and also will not require your real name.

Kudos to Blizzard for re-evaluating their stance. Usually it’s pretty hard to get a general sense of things from mere forum posts and blogs because of, again, the vocal minority phenomenon.

Now, obviously they do not want to completely back away from the idea. Further on in the post, Mike continues saying that the company would like to implement “powerful communications functionality” inside their games. This supports my stance that there is a much bigger, underlying motive to their actions. I wouldn’t be surprised if, like Facebook’s Beacon (resurrected as its Open Graph), Real ID will come back in a more sinister, hidden form.

It’s a Blizzard!

Friday, July 9th, 2010

…or in this case, more like a shitstorm. Blizzard’s intention of rolling out their Real ID system made its way around the internet in a surprisingly swift manner. And the general feedback is negative, even after taking into account the vocal minority phenomenon. Not surprising.

Recent advancements in areas such as social media (Facebook, Twitter, etc.) has gradually chipped away at the notion of anonymity over the web. People are taking to the idea of revealing more of themselves to others using such tools. This is by no means a bad thing; the internet has shifted towards being a more interactive, real-time medium. The way we disseminate news and other information has changed drastically.

Blizzard’s reason for rolling out the system was to foster a better community, one that was devoid of spammers and trolls. They’re likely the only gaming company that has the clout to do so, with millions of subscribers on their flagship game. Of course, being that World of Warcraft is subscription-based, they already have the information needed for Real ID (i.e. first/last name). That’s scary. (Of course, one wonders how many kids have their parent’s name on record instead. :P )

Will it stop trolling on the forums? Perhaps. It will also turn off a lot of people who are genuinely interested in distancing their online personality from their offline one. One of the reasons why content creation on the internet is so popular is that people do not necessarily have to attribute the content to themselves. This allows for more truthful communication; words do not necessarily have to be sugar-coated to please a certain group of members. If I recall correctly, 4chan was based on this principle, having unfiltered and often heated discussions between people. Would people be willing to talk about sensitive issues such as gay marriage, wars, etc. if their real-life reputation was on the line? My guess is that for most, no.

One major reason that I dislike the idea of Real ID is that gamers do not require that kind of intimacy. Hell, even in my extremely close-knit gaming circle, pretty much everyone calls me by one of my nicknames. In some cases we actually want to distance ourselves from our true identity; what’s the point of playing RPGs if we’re not actually role-playing the characters? Besides, games are sometimes used as a way to escape into a virtual world.

Anyway, let’s be honest. Blizzard really wants to use such a system so that it can align itself with social media. If it can tap into Facebook’s social graph where people reveal all sorts of things about themselves, it can tailor new features to such demographics. Again, this is not necessarily a bad thing (read: better products) but it does suggest other ulterior motives. I personally don’t need a web where my own information can be easily used against me (and I’m saying this while being currently enrolled in a marketing class! :P ).

Here’s a few more articles/blogs/sites/whatever of interest:

On another note, the StarCraft 2 beta is back out again. I’m just going to wait for the game to be released, but it’s still interesting to watch my friends pounce on it and rip it apart once again. :P Must…feed…SC…addiction, yes?

RuneScape Bonus XP Weekend: An Overview

Sunday, March 21st, 2010

On February 26th, Mod Knox announced RuneScape’s first ever bonus XP event. It was to run on the weekend of March 12th, starting at 7:00 AM EST and running until the same time the following Monday.

The effects of this announcement were profound and widespread. In a matter of days, many popular items used in skill training (such as planks, herbs and summoning secondaries) became unbuyable on the Grand Exchange. Merchanting clans – and indeed, pretty much everybody – promptly jumped on the bandwagon, causing prices to spike in a dramatic fashion. This imbalance in the supply and demand of raw materials trickled down; soon, “essential” items such as potions were also bought out, crippling the ability of players to participate in PvP and other activities.

In a bid to hoard more supplies, however, many players began to sell off expensive items such as godswords and Bandos armour. This triggered a crash of sorts in the high-end market, causing many players to speculate on what the future has in store. What was notable, however, was the influx of discontinued items in the Grand Exchange; prior to the event announcement, traders often had to use “junk” in order to obtain them. There are two sides to this: although collectors were easily able to get something they want at a steep discount, said items became more heavily concentrated in the hands of wealthy players.

This state of affairs wouldn’t last for long, of course. About a week later, the market for training supplies began to cool down; it won’t be until the beginning of the actual event that things start to pick up again. Prices for high-end items took on a reversed course as people began to recognize that they were vastly undervalued.

Meanwhile, the RuneScape forums were raging with activity. Many players thought it was an awesome event and began preparing for it, even going so far as to use calculus to determine how much XP might be expected for a particular activity. Questions were thrown around left, right and center about what particular training methods were covered under the event. Others, however, had a negativistic view and stated that bonus XP devalued skills (in particular, summoning).

On the first day of the actual event, people quickly determined that the XP rate counter was decreasing faster than it should have been. Mod Nexus confirmed this in a forum thread, saying it was because of a rounding error in the math calculations. This meant that the curve leveled off at 110% normal experience approximately 3 hours faster than expected, throwing off many of the more meticulous plans for the day.

Despite this miscalculation, players were undeterred in their training. Areas such as Castle Wars and the Ourania Runecrafting Altar were flooded with skillers. At multiple points throughout the weekend, RuneScape peaked at over 180k people online. Such enthusiasm turned what is ordinarily dull training into a group activity, building relationships between players; it was sort of like a global skilling clan going to areas normally devoid of people. In the end, many ‘Scapers received a hefty experience boost in the skill(s) of their choice.

So that’s pretty much what happened. Here’s a few of my thoughts on the event.

There’s no doubt that it was one of the most controversial announcements of the year. Although bonus XP events were commonplace in many other MMORPGs, this marks the first time such a thing has happened in RuneScape. Much of the debate centered around the “devaluing” of achievements prior to the weekend. In particular, summoning took the brunt of the criticism due to the design of the skill itself; most of the time spent is on charm gathering rather than pouch making, so it was possible to save months of playtime (rather than the ~5 or so hours with most other skills). Herblore took second place due to the vast amounts of money that could be saved in the process of gaining upwards of ~4 million XP over the weekend.

What’s the big deal? Well, RuneScape is largely a time-based game (more so than most); there are few things that players can’t do if they put in sufficient effort. As a result, the main thing distinguishing players is the number of hours spent in-game (way overgeneralizing here). To put it into perspective: think of time as some sort of currency and a government deciding to introduce more of it into the economy – causing hyperinflation to occur.

It’s essentially an egotistical argument; the idea boils down to “I worked for my skills the hard way, so everyone else should too”. In a game like RuneScape, where higher levels give substantially larger advantages, it becomes easy for players to point fingers at the bonus XP event and say that it nullifies their competitive advantage over others. For example, let’s use the pack yak as an example: it requires level 96 summoning and provides a massive advantage in the form of extra inventory space (and long-range banking). Those who have gotten the yak prior to the event were able to cash in on their efforts, staying at boss fights and whatnot longer than their lower-leveled counterparts. However, there may be those who have, say, level 85-90 summoning who didn’t have enough resources to reach level 96, but had enough to achieve half of that. The bonus weekend helps to put the pack yak in their line of sight, making it possible for more people to compete with others who have already done so.

Now, I’m a relatively casual player. Although I’ve been “around” longer than probably 95% of the population today, I haven’t done many noteworthy things. For example, I’ve never hit maxed level in any skill thus far, and have no plans on doing so. My reason? I dislike grinding and am happy with ~90% of the benefits in a third of the time. Basically, my opportunity cost for gaining the last little bit of extra advantages are too high. And yeah, being a mathie I have a habit of calculating efficiency rates for various activities in the game. :P So what draws me into RuneScape? Questing is probably the primary reason. It’s also one of the few games that I’m capable of multitasking well with when I’m knocking heads together in Guild Wars or programming “the next big thing”. ;) For someone like me who pretty much tries everything to avoid straight-up grind, anything that increases efficiency per time spent is likely to be more good than bad (just as a sidenote, I went for summoning, construction and hunter last weekend).

There’s a couple of arguments in favour of the event that I haven’t really seen yet. First of all, it was sort of a money-sink. In the case of summoning, many players had to buy shards from the shop, removing gold from the game. It’s no big secret that inflation has been running rampant over the last couple years so every little bit helps. For other materials, it helped to decentralize wealth as people with a lot of money bought things from those who supply them (merchants notwithstanding). Secondly, an increased number of higher-leveled players can actually help the game. Think of it this way: if more people are able to make an attempt at the God Wars Dungeon or the Corporeal Beast, then prices of the more expensive items may drop into affordable range.

It’s been my experience that forums aren’t a very good way to judge feedback to an in-game event. The responses tend to be skewed towards the dissenting side and for good reason – happy players tend to be the ones actually playing the content. I suspect given the amount of activity last weekend that it was a huge success, so I wouldn’t be surprised if another similar announcement comes up in the future.

I appreciate a gaming company who’s willing to try out controversial things so I have a few suggestions for Jagex. It’d be nice to give less notice should a repeat occur, as the Grand Exchange was essentially destabilized for a month. Using a limited subset of activities might be interesting too, as that would herd players to various areas (this, of course, only works if the activity isn’t based around zero-sum like mining).

Anyway, this post has gotten a bit out of hand so I’ll wrap things up for now. :P

Guild Wars Community Event: Maragon

Saturday, March 6th, 2010

Last week the KISS alliance hosted its annual Maragon on Guild Wars. Basically it’s a massive riddle-solving and running event spanning over two long days.

I haven’t even been on Guild Wars for a significant period of time since last year, so this was kind of interesting. In the beginning I thought I’d be at a severe disadvantage due to the time lapse; at least I’d have Dacelo et. al. backing me up though. ;)

In hindsight I didn’t have much to worry about. The group riddles weren’t all that hard – although there were a few “wtf” moments. I mean, how did we manage to derive Sifhalla as the endpoint three times consecutively? :P Some of the runs were definitely crazy though: the two runs in the Realm of Torment and the HM run from Arbor Bay to Gadd’s Encampment.

Good thing as a “PUG” I had the advantage of running in full armour. :P The change to Shadow Form last Thursday and its subsequent unbanment (I officially declare unbanment to be a real word) from the event was a godsend as well. I don’t know if it’d be possible to solo run half of those routes otherwise.

Anyway, some pictures:

Maragon - Deldrimor War Camp

Taking a nice long break after the crazy run from Beacon's Perch to Deldrimor War Camp

Starting the solo riddle for Prophecies.

Crowding around the leader of KISS - James - before the start of the final solo riddle of the event.

All in all it was good fun. I definitely got a lot of running practice over that weekend. :P Now if only I remembered to record one of the more challenging runs on video… And congratulations to Dacelo for winning first prize (Obsidian Armour set) in the Nightfall portion of the event. It was totally worth participating just to hear Tessa’s expression. ;)

I think my brain has fully recovered now.

Dragon Age: Origins – Technical Issues

Thursday, November 19th, 2009

Wow, just from looking at the official BioWare forums, I can see that a lot of people are having problems with Dragon Age. I mean, approximately 20% of the forum’s topics reside in the technical support category. Granted, there probably are a lot of duplicate posts on similar issues (in addition to general stupidity – though this isn’t as likely given the game is rated M).

It seems like most of the problems are because of differences in hardware/software or general misconfiguration. There definitely is an advantage to making games solely for consoles (homogeneous hardware, plug-and-play, etc.), but that’s a topic for another day…

As for me, I’ve had relatively few problems getting the game up and running. Sometimes when I’ve Alt-Tabbed to another window though, the game freezes and unexpectedly quits when I try to resume. This gets annoying, but it happens so infrequently that I’m willing to overlook it. Indeed, once I got into the habit of saving often (which is a good idea in case the plotline doesn’t go the way you want it to :P ), I lost very little time when I do get booted.

It looks like the online player profile system is still having issues as well. Last week, it was having problems updating – sometimes taking as much as 5 days before changes are recorded. Now it appears that BioWare is doing maintenance on the whole works as certain sections (like managing screenshots) can’t be accessed. Hopefully they can get it working smoothly again. I think part of the problem was that their servers couldn’t handle the load right after the game launched (as everyone was creating characters at the same time). Perhaps a queuing system or some sort of load distribution mechanism should’ve been implemented (assuming it hasn’t already). Eh, whatever.

The game is still awesome, for what it’s worth. :P

Dragon Age: Origins – First Impressions

Sunday, November 8th, 2009

So I’ve spent the last two days of my rather limited time playing through Dragon Age. Now, obviously I wouldn’t be doing that if it wasn’t any good. ;) First of all, the development studio behind it is BioWare. And well…it’s BioWare. That alone probably means the game is, in the worst case, mediocre. :P According to them, Dragon Age supposedly incorporates elements from both RP and RTS games. I came across that little tidbit a few years back though, so I no longer know if it’s true. We’ll see.

Anyway, I bought the game last Friday almost on a whim. At the time, I was at Fairview Park Mall to get some other things and just happened to come across an EBGames while wandering around. Of course, I went in and took a look (despite the store chain reducing their focus on PC games, gah). Now since the game had already come out the day previously, there were no immediate signs to catch my attention; indeed, I found only two copies of the game stuffed near the back (though I assume the store has more in stock). It appears there were leftovers from the pre-order promotion, however, since I received some extra item codes at the point of sale. Lucky me. :P

With regards to the promo codes, BioWare has set up a site where you can redeem them. What came with my copy was a Feral Wolf Charm and a Memory Band, as well as Shale – a potential companion. I haven’t gotten Shale yet, but the first two items came in handy. The Feral Wolf Charm has decent bonuses that blow everything else out of the water until midway through the game, and the Memory Band boosts the amount of experience you get per fight. Now, you’d think that these items would upset the balance of the game and make it a bit too easy. Not so. The fights were challenging for someone not entirely used to the system (that is, me); indeed, one major complaint on the BioWare forums was the difficulty of even the easiest mode – this led to a fix in the first patch.

To continue on, I went home and installed the game on my main laptop. That went by smoothly and I have nothing more to say on it. After the installation was done, I booted up the game and started tinkering with the configuration settings. First of all, after creating an account on the official BioWare site, I linked my copy of the game in order to experience the bonus content previously redeemed. Secondly, I ramped up the graphics settings to maximum because I can. :P

The recommended system specs. of the game are relatively high, though a modern computer (run-of-the-mill desktop or mid/high-end laptop) shouldn’t have any trouble with it. I wouldn’t bother with the absolute minimum listed though; the game would merely be runnable. Actually, this is where I blast NVIDIA an ATI for crazy product names – the average consumer is not going to know what the hell the video requirements are and how their own hardware compares.

And after all this, I’ll finally begin playing. ;) One of the first things you’ll notice is that there are three classes that you can choose: warrior, mage and rogue. There are also three races that you can play: humans, dwarves and elves. Those two in combination lead to six different origins that you can start with – that is, the background story of your character. Don’t be fooled by the limited class types as well; later on, your character will be able to specialize into different areas such as blood magic and shapeshifting. The second thing you’ll notice is the insane amount of customization options for your character’s appearance. For those who have played Morrowind and Oblivion, think of that plus more. :P

I first started with the human noble storyline, though I created a mage afterwards. In the former case, your character has to support his/her family as it prepares for war. As for the latter, your character has to endure a mental test called the Harrowing and deal with the events that follow. Without giving away any more spoilers, I’ll just say that BioWare throws a ton of twists at you that will surely keep you on your toes. ;) Indeed, the choices that you make as the story progresses have a profound impact on what happens to the world of Ferelden.

Looking over the battle between the Grey Wardens and the Darkspawn

Looking over the battle between the Grey Wardens and the Darkspawn

The controls of the game are relatively straightforward. There is an in-game tooltip that helps you out as you wander around and a Codex that is essentially a tome of knowledge. A journal and a conversation log allows you to play through the game without remembering every single detail (in case it was needed later on). You can set up tactics (basically behaviour rules) for your characters so you don’t have to micromanage all of them constantly.

In battle situations, you’ll likely be pausing a lot to issue commands to your party. It can be quite hectic as you’ll be facing large mobs. I’d recommend having a damage absorber (tank) and several AoE skills as it definitely makes things easier. For the most part, however, you’ll be relying on tactics such as clumping enemies together, attacking from favourable positions and taking advantage of surrounding obstacles (like doors and corners).

The visual quality of the game is pretty awesome. Some people might complain that the graphics are a bit dated, but they really are at the limit of a RP/RTS game. Any more emphasis on graphics and we’ll see even the most powerful computers keel over. Besides, I wouldn’t consider visual quality to be that important. Many of the best games (IMO) are pretty mediocre in that department. Heck, take a look at Crysis and tell me how that panned out. :P

A lightning storm in combination with a blizzard. Ouch.

A lightning storm in combination with a blizzard. Ouch.

The audio aspect of the game was equally impressive. It appears that there was a lot of work put into voice acting; there are many characters whose dialog is spoken out loud. Interestingly enough, however, is that the player character stays silent – I suppose you’re supposed to talk for them. :P The background music fits right in and helps to promote a great atmosphere.

Anyway, that’s it for now. I’ve spent 9 hours on my mage and am barely 8% through the game (according to the character log). That speaks quite a bit as to the depth of the game, not including potential player mods. I’ll probably talk more about it when I’ve actually completed a storyline or two. ;)

Visit this page to see my progress!