Saturday, May 12, 2012

Guns of Icarus Online: Why I Invested ...


A few months back, I kickstarted my first video game: Guns of Icarus Online.  Why did I invest in a title I had no ties to?
  • It was not the steampunk setting with the zeppelin fighting - though that certainly helps.  I am a sucker for steampunk.
  • It was not a love of their previous game, Guns of Icarus, which I skipped.
  • It isn't even because I think the gameplay of cooperatively manning an airship to take down other airships with a group of friends is a fail-proof formula. Though I do think it will be a blast to play.
It is more fundamental than all of those reasons.  I simply wanted to see more indie MMOs with straight-forward, but interesting gameplay designs.  Instead of the next great bloatware with its billion hours of dialogue, script written by an award winning novelist, or army of developers with divisions keen on copying World of Warcraft for their designated areas of design, I want a few more mom and pops or at least some niche sellers in the market.

That is not to diminish the things more specific to Guns of Icarus Online that sound rather awesome.  As I said, the setting has me excited, the gameplay has my curiosity peaked, and I think it is all shaping up to be a rather fun experience.  In particular, I like the idea that the crew must run around the rather large vessel to fire off shots from the right turret, repair troublesome areas, or just to get a better handle on enemy movements.  That sounds like a blast, to me.  I have long wanted gaming to have more cooperatively manned, and far larger, vehicles, and this one delivers that idea in large supply.

The closed beta is happening right now, and my entry into it is coming soon.  I will be back with a more hands-on preview after that.

Friday, May 11, 2012

Let Pathfinder Online Find a Path to Your Wallet

Kickstarter: Pathfinder Online tech demo



I am not a tabletop guy.  I would be if I had friends who were, but I don't so I am not.  I am, however, a big board game lover, so I have at least seen mention of the Pathfinder system in places where board games and tabletops news often mingle.  Nevertheless, a lot has me excited for the potential of Pathfinder as a MMORPG.  Read on to find out why.


Thursday, May 10, 2012

In Praise of the Past: WAR's Engineer

Despite being over three years old, Warhammer Online is still a favorite game for many MMO players to hate (and I am no exception). From its horrible attempt at world PvP to its very lackluster PvE, Mythic managed to do very little right with a game that had garnered a great deal of hype and excitement.  With one exception:

The Dwarf Engineer


Money Up Front, Fun After

Kotaku: Let’s Try Something New: Stop Preordering Games

When it comes to MMOs, it is tough for me to decide whether I agree or disagree with this article.  Sure, it has been really awesome the last few years to get beta access for preordering.  However, those betas do not seem to have that much influence on the final product.  Often, they are so late in the development cycle, that they are just slightly buggier versions of the retail copy.  Other times, their sole purpose seems not to test the design, but to instead test the networks.  Preordered betas are really just demos to keep fans excited or to get them to commit to the game ahead of the reviews, not the constructive entities they could and should be.

In the past five years, I have only preorded two MMOs (though I have come close to preordering others): Warhammer Online and Guild Wars 2.  I followed Warhammer intently throughout its development, hoping it would save me from being enslaved by the Warcraftian machine while also appealing to some old school design principles (namely world PvP).  

It didn't.

I don't want to beat a dead horse and harp on the flaws and failures of Warhammer Online.  That has been done.  I will say that I disliked the majority of the game, with the key exception being the classes, namely the Engineer.  I learned all of that in the month of beta testing I got in, and by the end of the second month I couldn't play anymore.  I am sure the two Warhammer fans out there, if they ever read this, would accuse me of not giving the game enough time, but the problems that drew me away were the same major design flaws that were readily evident in even the last iteration of the beta.  Basically, the open beta for Warhammer Online was not a beta at all, because there was nothing left that could have honestly been changed in time.

Guild Wars 2 has been a different animal.  Like Warhammer, I have followed the game for a long time, rather intently soaking up and sharing any scraps of new information with my friends.  But in stark contrast to Warhammer Online and so many other MMOs, the Guild Wars 2 preorder bonus of beta access is not just access to a few days or weeks ahead of launch.  It feels a little bit more like an actual beta test, and without any set release date and two major sections of the early game missing, there is plenty of time for testers to impact the design of the game and hopefully improve it.

As of writing, however, that remains to be seen.

We won't know how Guild Wars 2's preorder beta access has effected the end result for at least a few more months.  We can, however, see how little it helped Warhammer, though perhaps nothing could have righted that ship.

This all leads to my central point.  Even as a preorder bonus, beta access is not and should not be a gimmick.  I don't think that everyone that plays a MMO is instantly a designer, and that every single voice in a beta test needs to be treated as gospel.  However, these people are still your customers and are very loyal ones at that to plop down their money so early.  Developers need to listen to any and every player they can, even if for just one second.

In closing, I guess I both agree and disagree with the article based on specific conditions.  I agree with preordering MMOs for beta access when developers intend to use that beta constructively, and to listen to their base's opinions without prejudice.  I disagree when these preordered betas are nothing more than glorified demos.  I do not preorder to follow the trend, I preorder to show genuine support and care for a product.  And however naive it may sound, I always hope to see that support and care returned.

Wednesday, May 9, 2012

Don't Tread Through My Sandbox, Please

Consider the following image:  before you rests a rather large pile of straws, resting violently upon a camels back.  The camel is lame, mostly starved, and ugly to boot. She is ready to buckle under the collective weight of the straw at any moment.

Now, to stretch this worn out metaphor just a little longer, imagine that you are a serious fan of massively multiplayer online roleplaying games -- one that started with the classics (Ultima, Everquest, Dark Age, etc.).  Add to that, you are a member of the minority of the genre's fans that believe that controlling a "unique" hero down a series of heavily defined pathways is about as fun as Facebook games. Finally, you are one of the millions of fans of the Elder Scrolls series, and have had dreams about how it could translate beautifully into the perfect sandbox experience.

Then in a sudden flash, in walks the Elder Scrolls answer to the MMO call, the last straw meets the pile, and your camel's legs shatter and explode like they got shot by any gun from any shooter in the 90's.

This sentiment is not unique.  The best part of the rollercoaster ride that started with the announcement of this new MMO (a very high point in my day, a few days ago) to actually reading some details about it (about as low as Satan's wine cellar), has been the overwhelming sentiment that THIS IS WRONG.  Finally, the stagnation of a genre that once was honestly my favorite of them all, is beginning to be discussed as a problem.

It is too early to damn Elder Scrolls to the trash bin of WoW-likes forever.  But unless this is the Crossroads (the UO one where people were butchered for not avoiding common roadways), I fear it might be too late for the genre.  Despite the glorious arrival of indie gaming and the beginnings of true crowdsourcing with Kickstarter, MMO's are still stuck in the curs'd orbit of their biggest successes.  Every new MMO requires a hotbar, a leveling grind, and wildly different gameplay systems in place for every type of MMO player known.  Everything the average gamer and the average investor expect to be in the newest, greatest MMO just function as deadweight forever burying the dream of presumably once wide-eyed developers under smothering conventions and trammeling traditions.

There needs to be a glorious revolution in MMO design.  Not only do we need to break away from these conventions and traditions, but we need to get back to making games simpler not in the sense of difficulty and accessibility, but in the sense of fun and precision.  Let's build MMO's that focus on competition or focus on cooperation or that fuse the two together as the core of the experience, instead of what we are doing now: building Disney World sized megaparks where every curiosity and fantasy can be visited in its own enclosed space, that have been designed inorganically from the top down, rather than organically from the bottom up.