Category Archives: General Game-related Blathering

Movie and Game Music

I love music. I played the piano for many years, starting when I was 6. Stopping it when I went to university (because I didn’t have access to a piano, and didn’t want to save the money to buy an electrical one) is one of the few things I would change if I could live my life again. Needless to say, music is important to me. My friends and colleagues tell me it’s easy to recognize me when I walk by, even if they don’t see me: it’s not so much the gait, but the fact that I’m almost constantly humming or whistling when I walk.

There are some melodies that I don’t know where I got them from, or whether I made them up. They form a repertoire I use all the time; I combine them with each other, with songs I just heard, and so son. Several bits and pieces of WoW music made it into that repertoire. I never looked up their names, because to me, it forms part of the magic to not know their name and where they came from.

As you gathered from that, I generally play with sound and music on. I know many players (especially of MMO games) turn off their music, and sometimes even their sound, to play their own favorite music. I rarely do that. Music is an integral part of a game experience for me. Sometimes more than the latest and greatest graphics.

The fact that some WoW pieces made it into my repertoire means that in my book, WoW did it right, music-wise. Since I don’t know the names, I can’t point out which I like most, but I’ll at least try to listen to them and give you pointers  at the end of this post.

I wonder whether one of the reasons that Rift hasn’t “clicked” with me yet is the music. To me, it sounds too generic. “Cue generic theme no. 23, please!”, and such. I still have barely touched Scarlet Gorge, so it might be too early to judge. But at level 29, I would’ve expected some memorable music already, and most of it simply sounds like muzak to me so far.

Now, of course, you might argue that these WoW songs are ingrained my head because I played the game for 6 years. I thought so myself. But last night, I was amazed when I watched “The Fellowship of the Ring” for the first time in about 8 years. (A decent movie, I might add, as an opinion from someone who read most of what there is to be read by Tolkien. And “decent” is probably close to the best you can get when it comes to a LotR movie.) I suddenly realized that the hobbit theme song was one of those that made it into my repertoire. I’ve watched the movie in the theater once, and then maybe once or twice on DVD shortly after they were released. And still, that one song stuck with me over  8 years. To me, that’s a sign that music that “clicks” with you doesn’t need a lot of repetition. You hear it, and it stays with you.

Please, game designers, don’t disregard good music. I don’t want choirs singing faux-latin ad nauseam (Faux latin is one of my pet peeves!), I don’t want bombast all the time. If you care to get a top-notch graphics designer, pay the money to get a great movie or game musician. I agree that the basic fighting sounds you’ll hear millions of times over the course of a game are important; get good sound designer for them. But if you want to create worlds, give them a flavor. And in my option, nothing invokes feelings and images better than music.

 


Alright, so I went and tried to find out what some of my favorite WoW themes are. I never bought a collector’s edition (for various reasons, a different one each time), so i don’t have any soundtrack CD and need to go by what youtube tells me. These are in no particular order, because this post has been in my draft section for too long as it is, and I don’t want to spend another week ranking the music:

  • the Barrens theme (or, I guess, more generally, the “horde wilderness” theme), especially the clarinet theme
  • the human wood theme, as in Elwood Forest
  • the Tanaris, Silithus, and Ahn’Qiraj theme, especially the klezmer, and how the music slowly is deconstructed the farther you move into the temple
  • TBC: I liked a lot of the music there, but it didn’t stick with me. It was just ambient music. Decent ambient music, but still ambient music.
  • the Grizzly Hills theme
  • the Storm Peaks theme
  • Cataclysm: Why can’t I think of any new theme in there that caught me? Might this be a contributor to why I finally got tired of WoW?

The New Coke Disaster, or: Forums Are Dangerous

Do you know the wikipedia feeling? The one where you just want to look up who was king after Queen Victoria, and an hour later, you end up with 40 tabs on topics such as the Permian–Triassic extinction event, the Hagia Sophia, homosexuality in the Batman franchise, and the New Coke disaster?

Actually, I already read the last article, and it got me thinking. If you want to, go ahead and read it, too. If not, I’ll give you a short summary. Keep in mind I am both too young and too not-having-been-born-in-the-USA to have any firsthand experience; all I know about this comes from the wikipedia article, but seeing how it doesn’t seem to have any edit wars, I’ll take my chance and consider it correct information.

During the 70ies and 80ies, Coca-Cola slowly fell behind its main competitor, Pepsi Cola, in market sales. Management decided that it was time for drastic measures, and they changed the famous Coke formula. They did in-depth research and consumer testing, and came up with something that fared much better in tests that both their old formula and Pepsi.  Despite a botched press conference, their “New Coke” sold very well. But then, a very vocal minority, who claimed that Coca-Cola had sold out their identity, entered the stage. This proved disastrous, because they spearheaded a huge backlash against Coca-Cola, the movement gained momentum, and in the end the company had to revert their stance and return to the old formula because they feared they’d lose market share.

What does that have to do with MMOs? We all know that those games live and die by their perception. Many bloggers may have no love for WoW (maybe not any more), but there’s no question that the game is still very popular, and a lot of people still enjoy it, and will say so if asked. On the other hand, negative perception of a game launch can be disastrous and gain such momentum that the game will be doomed forever after. Warhammer Online and Vanguard are two examples of what can go wrong (disregarding for a moment the problems they had even without that at launch), and Gordon at We Fly Spitfire talked about that just recently.

Behold, the Warhammer Online or Vanguard of the early 80ies.

To influence perception and gain momentum, people need a platform for communication. In Coca-Cola’s case, the press was interested to cover the stories, simply because it was a huge company, and the “secret formula” had been (and sometimes still is) such an interesting marketing ploy that abandoning it made for a story in itself. In the case of MMOs, you won’t see TV coverage in the evening news. But you’ll have other channels of communications. Of course, there are blogs. But let’s not overestimate our importance. (Actually, I’m not in any danger overestimating my personal importance, I think. The page hit numbers tell me exactly how insignificant I am!) The reach of blogs will in many cases not be enough to create momentum, just as in Coca-Cola’s case, a couple of news stories in a local Atlanta newspaper wouldn’t have changed anything. But there’s other channels of information: forums.

I’m talking mostly about official game forums that are hosted by the game company, and the huge fansite forums. These are frequented by a lot more people than blogs will ever be. And they add to their huge reach another phenomenon: Happy people are silent. Angry people complain. So you now have a platform just waiting to disseminate angry negative thoughts about a thousand things small and large in your game. If your current customers read this on a regular basis, they will probably eventually start feeling negative about things in your game to. Oh, and you better hope no potential customer tries to check out the state of your game via forums.

The analogy here is that in both cases, you have a very vocal minority. They are still passionate about your product (because disillusioned people just silently walk away), and they will start a crusade about whatever they consider wrong. Coca-Cola drinkers, especially proud Coca-Cola drinkers from the south, considered the formula change shameful. MMO players, especially proud players of class X, or PvPers, or RPers, or some other subgroup, will rage against perceived unfairness, or losing something they consider vital. And unless you take measures, you’ll soon be drowned in thousands of posts full of negativity, and it makes those forums a very unhappy place.

There are several ways for game companies out of this. The first one is to not care. It doesn’t make your forums fun, and leads to exactly the problems I described. The second one is to heavily moderate forums. This can lead to its own kind of backlash if people complain about overshooting moderation, or what they call “censorship”. The third one is to simply not have any forums at all. The risk in that case is that people will congregate somewhere else, where the mood can be just as bad, but you lost all chances to control it at all via moderating. So none of these really work.

What is the bottom line? Forums are bad, stay away from them if you want to stay sane. There’s not much to do about it, either. Finally, there’s the fine print: after Coca-Cola reintroduced the old formula, their sales started to rise again, not only recovering, but surpassing sales numbers for New Coke at its peak. Maybe comparing forum rages with the New Coke disaster is not such a great comparison after all. But I liked it and it just came to my mind and never left after I read the article.

Finally, there are other topics in the MMO domain that seem to have some similarity to the New Coke Disaster. Would SWG have been more successful if SOE had reverted the famous NGE? I can’t say anything about it, I never played the game. It sounds like a cute “what if” topic though. Or: did Blizzard fall into that trap with cataclysm? Most of the old world as we know it is gone, replaced by “New Azeroth, now with less running and faster leveling”. But this post is already long enough; I’ll think about that point and maybe make a post about this at a later point.

On First-Person View As a Vehicle To Immersion

… and its shortcomings.

I originally didn’t even want to write about this, because it felt to me like it was lacking the substance for a post, but then I stumbled across a very embarrassing quote by a GameSpy writer on The Ancient Gaming Noob (who, it seems, quoted it in turn from Zonk), and that made me decide to alt least put my thoughts into words. Now that I got the referencing out of the way:

The basic idea is great. When I walk through the real world, I look through my eyes. I don’t look down onto myself from a magical camera hovering anywhere between a meter or 50 above and behind my shoulders (unless I’m going through an out-of-body experience, but I think we can agree that’s rare enough to be ignored here). So, naturally, the most immersive way to walk through a virtual world would be in first-person view, naturally. Right?

Wrong. (I bet you saw that coming.)

Let me quote Wikipedia:

Humans have an almost 180-degree forward-facing horizontal field of view […]. In addition, the vertical range of the field of view in humans is typically around 100 degrees.

Now, unless you’re super-rich, I don’t believe you have any screen at home that would even remotely fill out your full field of view. Chances are, yours will only occupy a relatively small part of your field of view. But even if you had such a humongous screen, you’d still be out of luck, because games generally don’t give you a full field of view anyway. I tried out a couple of them that I have installed at the moment, and they all hovered around a horizontal field of view of around 100 degrees. Maybe 120 if I’m being generous, I didn’t measure it exactly.

That, however, is kind of bad in games where awareness of your surroundings can be very important. Granted, humans don’t see exactly what is happening in their peripheral vision. But they see that something is happening, and that generally is enough to keep tabs on things that happen around them. The real-world equivalent of what games are giving you is running around with blinders. There’s a reason helms generally don’t feature those. Peripheral vision is incredibly important, and first-person view doesn’t give it to you.

I’m not sure why, actually. It doesn’t sound like a hard problem. I can just assume that there are reasons that are not historical (first-generation “3D” graphics often giving you the choice of four directions to face, and that being all you could see, leading to a  field of view of 90 degrees). Would you need a fisheye effect that would feel distracting if it was confined to a small screen? That’s the only reason I can really think of, other than “nobody has tried it yet”. I sure can’t think of any technical reasons.

I would definitely try a game that would try to provide a working immersion experience via first-person view. Of course, they would also need to make sure sounds, which are man’s best cue about what’s happening behind him, would be done the right way. But that’s a topic for another post. Maybe. If I can find some “meat” to write it. Or if GameSpy publishes something stupid on topic again.

Hardcore vs Casual

Warning: This post contains two horses (perished), named “hardcore” and “casual”, as well as a stick with the note “sports comparisons”, and the opportunity to use the latter on the former.

Because of high workload this week, I’m a bit behind on posting and on reading other blogs. (Not all of it is bad work though: as a result, I’ll be able to go to Tokyo for about two weeks in December! Yay me!) When I caught up on Tobold, I read a reply that said:

I like the definition that hardcore is when you rearrange RL to accommodate a game.

I like that the definition is concise and clear. Unfortunately, like many of those, it’s also not correct. “Rearrange” is such a relative term. If you have a night a week reserved to play with your friends, you’re hardcore by that definition. If you compare this to sports, every team sport is hardcore, because you need to make plans with other people to play together. Only single-player sports could be casual. Watching a movie? Casual. Unless you decide you don’t want to watch just anything, but a specific art house film, which might only be screened by the one small theater in town, for one or two screenings – then it’s hardcore.

I can’t come up with a good definition of “hardcore” and “casual” myself, but I think this one isn’t it. I think people who say the terms are too fuzzy and loaded to be of any help are probably right.

Why do so many games have starter isles?

Every game needs some sort of starting area. Sometimes there are several to choose from, but in the end, there needs to be a spawn point that the game drops your newly created character into. There are a few sensible constraints that come to mind:

  • It is generally not a good idea to have newbies start in the middle of your biggest city hub. That can easily be overwhelming. Someone who logs in for the first time will have enough other things to figure out, such as the UI. They don’t need the additional complexity of 100 people bustling about.
  • Following up on this point, starter areas are generally designed exclusively for this function. They don’t have many things that would entice anybody to come back regularly.
  • Often enough, they’re sheltered away by means of a mountain range, a dense wood, or any other thing that can function in the context of the world as an impassable barrier (the ocean!). Again, this probably helps to reduce sensory overload in the very beginning, and it will give a sense of the immenseness of the world once they leave the area for the first time and have access to all areas, at least in theory.
  • Finally, most games, for practical reasons, will have the starter area still reasonably close to a main hub, or at least easily reachable. This is helpful for alts of experienced players that want to skip the introduction (or maybe even only run another mule-alt to the city, where they can fill their bank slots).

One of the more popular ways to house your starter experience is on an island, the “starter isle”. I originally noticed the fact that there were a lot of such islands in games, but then I realized a second factor that was much more important. Let me make the distinction between those two kinds of islands:

  1. The geological island. This is a piece of land surrounded by water, with the sole purpose to create a starter and leveling experience for the first couple of hours. Once the characters are done, they’ll leave for the big wide world.
  2. The functional island goes a step further. This might not be a geological island at all, but it is separated from the rest of the world by other means. Often, this “island” will be so separated that once you leave, you can never return. In contrast to the geological island, this means higher-level characters will never be able to interfere with the low-level experience.

Let’s look at a couple of examples. I don’t claim to have a very broad knowledge of different MMOs, but I’ll give whatever I know:

  • EQ2 had two starter isles, one for good and one for evil factions. They were geological islands as well as functional ones. You sailed off, and could never return. They did away with them at some point in favor of starter zones. Interestingly, Halas still has the “starter isle within an island zone” thing, but it’s not a functional division.
  • Vanguard released without a starter isle, instead had distinct starting zones that were no functional isles. You still can opt to start there. The starter isle though is one in the geological and functional sense.
  • DDO added a geological isle (Korthos) in a later patch. It is a kind of functional isle, in that you can return to it later on, but will be in a different layer/phase than the starters. You can choose to skip the newbie experience altogether though.
  • LotRO has no geological isles. Which islands in Middle-Earth, anyway? However, for the first couple of levels, you are instanced in story-mode. This serves as a kind of functional isle.
  • WoW never really had starter isles. Until Cataclysm, interestingly. Both “completely new” starter zones for Goblins and Worgen work as functional isles that you can never return to once you leave them (the Goblin one is also a geological isle). The DK starting area was also a functional isle. But it wasn’t a starter isle, because you couldn’t roll a DK until you had another high-level character, hence there was no genuine new player experience involved.
  • EVE: Of course not. I don’t want to try to define what a geological island means in space, but there is no instancing/layering/phasing. You’re a newbie, you better learn early on what it means to be griefed! (Ok, this last point was maybe a bit unfair. But you have to admit there’s a grain of truth in it.)

So, after this very lengthy introduction, the main question I want to ask is: why? Why are islands that popular, especially of type 2? None of the original four reasons for a starter area requires a functional division between starter area and the rest of the world. In fact, the only reason I can come up with is that you want to make sure higher levels cannot interfere (neither positively by helping, nor negatively by griefing) with the starter experience. Why would that be a good idea?

Rummaging a bit through my Bartle, I can come up with the community idea. Let’s consider a new player that has just joined.  Since an MMO is a social thing, you (as a designer) want him to form bonds with other players. Forming bonds is easiest if you have common goals. Joe and Joan Newbie would share the common goal of finding out what this game is about. They would easily meet each other because they start in the same area. There would be as little anxiousness as possible, because they can both assume that the other is also new and at about the same level of ignorance. Their common goal is to figure out the basics, and to progress. Immediately, there is a community of interest and, if all goes well, after a short time, a community of practice.

There’s a couple of problems with that idea, though. First of all, Joe Newbie can’t be sure that Joan Newbie is actually new to the game. She might be an alt. So the anxiousness barrier isn’t necessarily lower. Similarly, the common goal of figuring out the basics is also gone. However, they still share the common goal of progressing. That’s good, right?

Not exactly. First, they don’t necessarily share the means of reaching that goal. An alt-player will often try to progress quickly through the content he has seen a dozen times, while the newbie will want time to check out stuff. In addition, there is no incentive to group anyway, because today’s MMOs are designed for a solo experience while leveling. In fact, there’s little communication even at high levels in some games (WoW dungeon finder *cough*). If there is no incentive to group and communicate, there is no real reason to give newbies a sheltered experience. Unless there is another reason here that I can’t figure out.

I’m a bit at a loss here. Is the idea of a separate starter zone a relic of days when MMOs were group-based games before the level cap? Is it one of these things that just gets done “because X did it”? If you have any ideas, please let me know! I’m really curious.