My First Legendary (also: My Second Legendary)

As you can see on the picture I posted yesterday, I was already level 45. When I hit that level, I stopped what I was doing (it came at a time when I was only fooling around anyway) and went to Rivendell to start the book 2 quest line. That one starts with helping out the members of the fellowship getting ready for their journey. All I had to do was run around in Rivendell a bit; the most noteworthy event was bringing back a scepter that Pippin had mistaken for a walking stick and then left behind. After that, the fellowship said farewell, and got going.

A few kind words before Frodo leaves.

Hobbits! ... Oh well, there they go.

You follow them with enough distance to make sure you will never run into them. When you arrive at Moria, you run into a dwarven expedition that wants to enter the old city, but mysteriously, the door is blocked by a lot of rubble. You’ll find out later on that the attack by the monster in the lake, which the fellowship narrowly escaped, left that rubble as a result. After helping out a bit, the dwarves thank you by grabbing something out of their mathom-chest. For a warden, that ends up being a javelin.

My first legendary weapon!

Just as the dwarves want to enter, the lake beast strikes again. The expedition retreats, and you are sent off to level that new weapon, so you’ll be ready to fight the monster. Yep, LotRO  has item levels, quite literally. You get experience, and you level your item, which gives you points that you can invest into boosts.

Anyway, the first 10 levels went pretty fast, it was a matter of maybe 2 hours, at my leisurely pace. After that, I reforged the item (every 10 levels, your legendary item gets a new boost stat), and back I went to Durin’s gate. The lake monster was embarrassingly easy; the dwarves might as well have let me fight it right away, before all these leveling shenanigans. Nevermind, though. Defeating the lake monster made the dwarves so happy that they grabbed into their mathom-chest once more, so I also ended up with a legendary spear.

My second legendary weapon! I wonder how long it will take until the novelty of that concept wears off... probably when I get the first replacement.

This is probably a lot more helpful, seeing how I use the javelin to pull only, so it’s more of a glorified stat stick. I think I’ll go for DPS increases on my spear. I wonder whether that will be noticeable. I’m still not sure how much impact the weapon DPS has on your overall damage in this game.

Trollshaws, the most dangerous area in Middle-Earth

I claim that I have a fairly good orientation and map-understanding in real life. With a map of an area at hand, I rarely got lost; without, I generally at least make it back the way I came. Not that this matters much any more in the days of GPS everywhere.

LotRO’s  maps are not very detailed, though. Nevertheless, with a bit of trial and error, I generally get from A to B in reasonably short time. In fact, traveling is one of the things I thoroughly enjoy in that game. I often take my pony and travel manually, instead of relying on stable masters.

I said “I generally get from A to B in reasonably short time”. Generally. It doesn’t work that well in the Trollshaws. I’ve traveled there quite a bit now (my Warden is 45… I should make an update post on that soon), but eastern Trollshaws is still terra incognita to me. I can make it from the ford to Rivendell without too many issues, maybe taking a wrong turn once or twice. On the other hand, I just can’t manage to descend the mountain on my way back. I’m not sure I’ve ever made it without issues. In fact, most of the time, I take a wrong turn somewhere, run into a dead-end, and can’t find my way back. I then run in circles until I inevitably plunge to my death.

I've gotten used to that message.

I don’t know what it is about that area, but I don’t think I’ve only fallen to my death once anywhere else. In Trollshaws? It’s probably a dozen by now. At least the respawn point is at ground level.

Not that I’m complaining. I could just take the fast travel and be done. I like the exploring though. And one day, I’ll make it down that mountain from Rivendell, all the way to the ford, without as much as a sprained ankle, and that day I will laugh at that stupid mountain, and shout, “I finally beat you! How does that feel like?”.

Ahem.

Of course, the time after that, I’ll fall to my death yet again, just for taunting the mountain. But it will have been worth it.

Dear NCsoft

  1. “Security questions” are the most silly, least secure solution to account safety. I will forget what I typed in here if half of your questions don’t apply to me, and most others are vague enough that several answers are possible. The few remaining ones are probably easy enough to find out if somebody actually is serious about stealing my account.
  2. A limitation of 12 characters to your user names is very restricting. I had to try many times to find something I would be able to remember that wasn’t taken yet.
  3. For the love of god, if you ask me a lot of useless information, including a captcha, don’t throw away all of that information if you tell me that my account name was already taken by someone else.

Seriously. Did you ever hear about this thing called “usability”? I heard it’s pretty awesome, you should look it up.

Yes, I managed to create an account in the end. Though I’m not even sure I want to try out your game still, seeing how much time that has taken out of my evening.

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.

City of Heroes Doesn’t Want Me (At Least Right Now)

The other day, I felt a bit bored, and couldn’t decide which game to play. Naturally, that meant I wanted to try out yet something new. I pondered Runes of Magic shortly, but then decided being a super hero would be so much more fun.

I never had looked much into CoH. The super hero genre is something I like in small doses. I would probably have tried the game for a bit, then wandered off, not to return at any time this year. Maybe once.

Alas, it seems CoH is in a limbo right now.

Nothing to see here. Please check back later, though!

I am pretty sure CoH used to have a free trial. The link also points into that direction. But it seems that in preparation for making the game “free” (note quotes) to everyone, they shut down the free (note no quotes) trial. That’s a shame, and I’m not really sure why that would be necessary.

Oh well. CoH, you had your chance with me. Judging from experience, you’ll have your next around Summer 2012.

(And in the end, I read a book for a couple of hours, then went to play LotRO.)

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.

Name Change

I realized that even I myself are confused. I always use “flosch” (my all-purpose handle) to comment on blogs, but here on my blog, I write as “tabascun” (my game-related nickname). So, I changed that. From now on, the flosch that comments on other blogs is the flosch that writes here, with no added confusion.

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.

And the Spammers Have Found Me

That was relatively fast. Being new to blogging, I was also surprised how spam posts look like. They might not have any “spam” information. Rather, some of them are just a very generic sentence thought could fit most posts in the world. I guess they are used as some sort of “tagging” mechanism to google for blogs that allowed such a comment, for later spamming.

Interestingly, one of the best signs of a spam post seems to be that they enter the URL of a search engine into the “URL” field. That’s probably a good tell-tale sign I’ll look out for, because I can’t imagine there would be a lot of “real” commenters that would do something like that, seeing how they could just leave that field empty instead of entering bogus information.