Flyv's Warcraft Blog

Torchlight MMO interview

Massively scored a fantastic interview with the Torchlight developers. Definitely worth a read if you liked Torchlight, or MMOs, or just want to hear how game developers talk about their own game unpretentiously, without marketing hype. Really like their approach to development and I hope the MMO plans are successful, particularly the idea of keeping the game light and fun like an action RPG.

Sorry for the rare blog updates, btw, I've been busy lately learning to fly airplanes. Which is a lot like learning to raid dungeons as a feral druid, except that it's, you know, real. Also there's no way to disable the permadeath feature.

Posted on 2009.12.09 at 17:30 | Permalink | Comments (0) | TrackBack (0)

Blizzard honours Toskk

Well this is awfully cool: the Icecrown Citadel loot tables in the upcoming Warcraft 3.3 patch include Toskk's Maximized Wristguards (also on mmo-champion), bracers designed for maximum kitty shredding power. Drops from Saurfang, if I understand the mmo-champion notation correctly. Toskk was a serious druid theorycrafter who did a lot for the kitty-cats out there looking to maximize their DPS. He had a lot to do with my enjoyment of the game, I wrote some thoughts on his quitting back in September.

It's great that Blizzard honours Warcraft's biggest fans this way. Previously honored people include Breanni and BigRedKitty. It shows that Blizzard pays attention to its community, and rewards the people who make the game richer for everyone. Even though he's out of the game, Toskk is flattered.

The depth of the community for Warcraft is amazing. All the databases, and fansites, and blogs, and theorycrafting contribute to a gamer ecosystem unparalleled by any other game. Warcraft supports it partly just because the game is so big; 12 million people lead to a lot of related projects. But it's also because the Warcraft game is so intricate and complex that it admits and rewards thousands of people writing about how the game works. I'm glad Blizzard sees the value of it!

Posted on 2009.11.24 at 15:39 | Permalink | Comments (3) | TrackBack (0)

Assassin's Creed 2: a serious game

I continue to struggle playing Dragon Age. The game is good, but honestly the gameplay is not much fun for me and it sure feels like work to read it all. And we're in the pre-Christmas embarrassment of computer game riches, with so many alternatives.

Like Assassin's Creed 2, which has thoroughly captured my imagination since I started playing it. I've logged about 10 hours and think it's really great. Same fluid free-running and character animation as the first game, only (so far) with a much better game design and story. There's a good mix of action fighting, stealth, exploration, and free-running. Nothing quite so fun as seeing a tower off in the distance, figuring out how to climb it, enjoying the view, then leaping off into a graceful dive into a bale of hay. Really pleasurable.

Assassins_creed_2_dive 

But what I like the best about the game is that it takes itself seriously. Particularly artistically. The setting is Renaissance Italy. And they use it to the full: costumes, architectural style, historical setting for the characters. I'm particularly touched by the short in-game articles explaining the various landmark buildings, lovingly rendered in polygons and textures for our pleasure. The whole thing just feels very adult, self-consistent world without the stupid jokes and cross-genre pastiche that most computer games are made of. Right now I'm collecting famous Renaissance paintings for my villa.

I even like the crazy over-story, an epic multi-century war between the Templars and the Hashishin. Frankly the events of the Assassin's Creed story arc doesn't make any more sense than the plots of Alias, Name of the Rose, or the DaVinci Code. But it's well acted and stays out of the way of the fun gameplay. I also admire the weird non-sequitor modern day scenes, a sort of anti-game where you're taken out of the game and dropped into a modern setting where the incomprehensible plot is vaguely advanced. It's a grand failure like Fahrenheit / Indigo Prophecy, someone trying something new with game narrative that almost works, but not quite. It doesn't last very long, then you're back to knifing noblemen and then scaling buildings to get away from the guards. Much fun.

Posted on 2009.11.22 at 17:10 | Permalink | Comments (0) | TrackBack (0)

How not to do downloadable content

So I'm slowly working my way through Dragon's Age: Origins, talking to every NPC and working through all the dialog. I go to make camp while on my travels and am surprised to find several new people there. Two of them are part of a plot I've already seen (and useful, to boot), a welcome addition. Then there's this third asshole:

Resaved

The dialog text is him asking me for help: "Will you think on it at least?" The correct response is "(Download New Content) Give me a moment, and I'll help". Only choosing that leads to a confusing series of screens telling me how I have to buy "points".

See, this isn't really an NPC. It's Levi Dryden, a salesman for the $7 Warden's Keep addon. And his function isn't to advance the story or provide a little colour. No, it's to hawk expansions for the game. In the game. It's really obnoxious.

I understand that games like this offer for-pay downloadable content. I'm OK with that. Game budgets keep going up but games are stuck at $50 / game, it's the only way the publishers can eek more profit out of their investment. I've pretty much never bought DLC, generally because the main game is already too much content for me. But I approve of having the option.

But this implementation is ham-fisted. Don't put the advertisement right in the game.

Posted on 2009.11.19 at 18:45 | Permalink | Comments (1) | TrackBack (0)

When is a game too good? Dragon Age

I've been enjoying Dragon Age. It's a masterful game, beautiful graphics (on the PC) and great writing and fun combat. But I'm barely playing it. Because it's too good.

I always have the same problem with Bioware's RPGs: I want to explore every possible detail. Find every hidden chest, side quest, and bits of colour. Explore the full dialog trees with every NPC asking every question, finding the best resolution, etc. I'm not such a completionist that I reload the game a bunch of times, but I do spend two or three times as long as necessary doing every bit.

The problem is that this kind of obsessive gameplay isn't much fun. It's more like work, but I feel the game is good enough that it demands that respect and attention. But then I end up just playing something fun like Torchlight instead.

Posted on 2009.11.15 at 09:27 | Permalink | Comments (0) | TrackBack (0)

Dragon Age: PC vs Xbox

I've started playing Dragon Age: Origins. It's quite good, I particularly appreciate playing a straight up high fantasy game without any winking references to the modern world. And it's full of Bioware's unique RPG writing and an ambitious tactical combat system.

Unfortunately I bought it for the Xbox, which I'm beginning to think was a mistake. I may end up buying a second copy for the PC. The Xbox game suffers from weaker graphics; the textures seem highly compressed in order to fit on a relatively small single DVD. I could live with that, but the Xbox controls also make tactical combat difficult. They did a pretty good job making it work on an Xbox controller but you can really only control one character at a time in combat, no practical way to pause and set everyone's actions. I'm sure I could play it through this way, but Dragon Age may well be one of the last games that has a better experience on the PC than a console. Why not enjoy it?

One of the Dragon Age annoyances is that it comes with free downloadable content on day one. You have to put in your magic code to get access to Shale, another NPC. Why not just include it on the disc? Because while you can re-sell a disc into the used market, you can't resell that download code. So my Xbox copy is already less valuable than a brand new one. Clever way to undermine the used market for games.

Update: the PC version is indeed 2.7x better. Much nicer graphics, textures of course but I think even better lighting. The UI feels really strong. There's also more features: the Codex is well organized, there's screenshots integrated, etc. The Xbox port is surprisingly inadequate.

Posted on 2009.11.10 at 08:04 | Permalink | Comments (3) | TrackBack (0)

Borderlands: Halo + Diablo

Claptrap Finally finished Borderlands, the game you'd get if you crossed Halo's well paced FPS gameplay with Diablo's Action RPG compulsion.  It works pretty well as a game, here's what I thought after playing through the main story. (Level 36 Soldier, 30 hours).

Moment to moment the combat is very Halo. First person shooter. A recharging shield that forces you to seek cover to recharge (while also pressing the attack to prevent the bad guys from recharging). Limited ammunition requiring some care. Small groups of NPCs with decent squad AI and use of cover. Angular aliens with energy swords. There's a mild innovation in the death penalty (you get 10 seconds once you're dead to kill an enemy and gain a "Second Wind"), but basically the gameplay is Halo.

Except it's an RPG. Your character has a skill tree. You level up, getting stronger as you play. You do quests (er, "missions"). There's a large overworld map you can travel around in, NPCs in towns, shops to buy things in. And loot. So much loot, every Bandit or Skag you shoot is a veritable loot piñata with the familiar white/green/blue/purple/orange loot quality. Same thrill when a new shield drops that's an upgrade or a gun drops that lets you try a new playstyle.

Varying playstyle is one thing I really liked in the game. It works equally well to hang way back with a sniper rifle plinking the bad guys. Or you can rush in close with a shotgun. What style works best varies depending on the map you're on, the types of enemies you face, the types of allies you have (in multiplayer), and whatever guns and skills you've chosen to use at the moment. I changed up the way I played the game five or six times through my playthough, it was nice not being locked into a specific style of play.

It turns out that rushing into groups of bad guys and shooting them in the face with an acid-blasting shotgun is lots of fun. Particularly the gory graphics as they dissolve into a cloud of green goo. I had way more fun than I should have with the elemental damage: setting guys on fire or corroding them with acid is quite satisfying. Weapons have other interesting options, too. Do you want the accurate gun that doesn't do much damage but electrocutes enemies through their shields? Or the wildly inaccurate rocket launcher that shoots six rockets at once setting everything in front of you on fire? Lots of options, even on a single playthrough.

The pacing of the game is pretty good, too. The first 10 or so levels drag a bit and I almost quit playing entirely. But things pick up after a few hours of play: you start getting some character skills that are interesting, you start getting guns that light things on fire, and you start meeting more NPCs and doing more interesting missions. Once past that initial hurdle the game progresses pretty well. You can nose down and just do the main line mission, or go off on side missions if you want a bit more experience or weapons. I never felt the game got tedious, which is rare for me.

The story helps. It's surprisingly well-told given how thin it is. Not to give too much away, but somewhere in the post-apocalyptic wasteland is The Vault, a fabled repository of alien weapons technology. Along the way you meet crazy locals trying to get by, megalomaniacal leaders of towns, goofy robots, and fascist military leaders. The best character is Patricia Tannis, the slightly crazy loner archaeologist. Be sure to do the side missions finding her audio diaries, they're pretty good. The writing's a bit cartoonish, for sure, but the voice acting is great and sells the story.

Borderlands is also really good as a cooperative multiplayer game. Unfortunately I played through mostly solo: I don't really have anyone to play games like this with. But I did play a little split-screen co-op, and one afternoon of multiplayer with a friend that really sold me on the game. Dropping in and out of multiplayer with friends is quite easy on the Xbox, although I gather the PC version is not so good. I don't think the game would play very well with strangers, though, too many opportunities for mischief.

What didn't I like? I'm not a big fan of FPS gameplay, it's a bit stressful for me. I got a bit depressed in yet another blasted wasteland setting, although there is some variety towards the end. While the story is good enough, it's not interactive in any way and nothing particularly memorable. But those are minor quibbles, maybe magnified a bit because I was trying to get this game out of the way before starting Dragon Age. Overall Borderlands is quite a lot of fun, I can definitely recommend it.

Update: I left out one annoyance of the game: level scaling. There's something odd in the game where monsters just two levels above you are nearly unkillable, and monsters two levels below you are trivial. Ie: the level you play (and therefore, the missions and zones) are in a narrow band. It's almost like you do 20% less (or more) damage per level difference or something. It felt a bit artificial and confining.

Posted on 2009.11.07 at 17:14 | Permalink | Comments (0) | TrackBack (0)

More Warhammer bug fixes

Maybe I'm just being cruel now, but check out these hotfixes from Warhammer:

  • Players will no longer be able to remove the effects of a Stagger by right clicking its icon.
  • Tentacle Pies now properly stack to 20 and will no longer vanish upon zoning or relogging.

That first bug is serious. Stagger is part of the big crowd control re-vamp they launched about a month ago. When you stagger an enemy in PvP they're stunned for several seconds, a big tactical advantage. Except for the bug, of course, where the smart player could just click away the debuff. That bug must have been live for at least four weeks.

The second bug is not too big a deal; tentacle pies are some sort of toy item, maybe linked to an event or something. On the other hand they had an inventory item disappearing from a character's inventory every time your character changed zones! For weeks! Don't they notice?

MMOs are big complex software products. They have bugs. Good MMOs have significant testing: automated tests, careful testing from the QA department, early launches on test servers and a good pipeline from customer service to the engineers via a bug database. Despite that all MMOs have bugs, of course. But somehow Warhammer's seem much more fundamental.

Posted on 2009.11.06 at 08:53 | Permalink | Comments (0) | TrackBack (0)

Four things

  1. Champions Online developers posted something about game balance design. It's a little confusing, but it's a great look at the first-pass on balance that game designers make. These notes are generic for any MMO, nothing specific about Champions' unique mix-and-match power framework.
  2. Blizzard is now out-right selling in-game content for Warcraft. Two vanity pets available for pure cash payments, no need to buy a trading card code off eBay. I hesitate to call it "micropayments" since the price is $10 or €10, significantly more than "micro". Also, cynically, the first launch includes a charity payment to make the medicine go down a bit smoother.
  3. There's an interesting discussion in the comments of this blog post about Magic: The Gathering Tactics. Lots of details of trading card games compared to microtransaction models for MMOs. The comments from "Nelson" are me. Bottom line: TCGs are a lot like microtransactions, except they're really expensive.
  4. Borderlands is really growing on me. The game starts slow: levels 1-10 are boring and a bit annoying as you constantly run out of ammo for your underpowered guns. But I had a great time playing all afternoon online with a friend and now that I'm level 20+ I'm enjoying the pleasure of getting more powerful and mowing through the bad guys with my sniper rifle that sets things on fire and my shotgun that shoots acid. I've resolved not to open my copy of Dragon Age until I finish a full Borderlands playthrough.

Posted on 2009.11.05 at 08:32 | Permalink | Comments (2) | TrackBack (0)

Torchlight critique

I've finished one full playthrough of Torchlight (10 hours on Normal difficulty) and thought I'd share some thoughts. Honestly Torchlight is a casual enough game it's not clear it bears very detailed critique, which is exactly why I am going to share some detailed comments.

Top line: it's a lot of fun, and at $20 is a bargain. If you like Diablo and fun action RPGs, buy it. This is the game Blizzard could have made years ago as Diablo 3, as opposed to making us all wait 10+ years for a sequel. OTOH this is not the game Blizzard has made, it's not that good, and the reasons it's not are instructive.

11012009_083735733 

First, the good in Torchlight. It's super fun. The game plays fast and not too demandingly. You run around and kill things and big numbers pop up and you get loot and it's propulsive, compelling fun. So many games in this genre get something wrong: the graphics are laggy, or the combat is too slow, or the tactics are too complicated, or there's too much time wasted on inventory management or reading quests or the like. Torchlight really nails the basic action RPG mechanic, very nicely tuned, and I wish more games would learn from that. Particularly for graphics; it's nice to have something look good and run at 60 fps on modest hardware without tweaking.

The simplest criticism of Torchlight is it's 100% derivative. It's true, the game is very much a Diablo clone down to using the same composer to make the music and sound effects almost identical. I'm generally impatient with derivative games, but honestly Diablo was so fun and it's been so long I'm OK with a clone. (I missed out on Fate and Titan Quest, so can't compare).

Torchlight does have one major innovation: the pet system. Diablo 2 had some summonable combat pets but they weren't very compelling. Torchlight resurrects the idea of a basic dog/cat companion from Nethack, plus lets you have a significant coterie of minions. My pet-focussed alchemist had 9 permanent allies (6 imps, 2 golems, and a cat) and frequently summoned another 9 temporary allies (6 archers, 3 zombies) for total mayhem. Particularly fun when combined with a Thorns aura so that the monsters beat themselves to death on my pets. The pet AI is just good enough that having 18 companions actually works. In particular the engine never got bogged down and pathfinding was good enough. Your main pet (the cat/dog) is also quite nicely personalized with custom gear, spells, even changing forms by feeding it fish. Spell-casting is particularly nice; it was startling to see my cat heal me or summon his own flaming sword minion to help take out the bad guys.

There's also a minor innovation in that Torchlight is designed for replay. When you finish the main game there's an infinite dungeon where you can keep going down against harder monsters, forever. There's a shared loot stash so you can share gear between characters. And you can retire a character and transfer some fame and one superpowered item to a new character, a nice way to clear a slot without feeling like you're losing anything. Nice design.

Some of the derivative game mechanics doesn't work so well. There's gems to socket in gear, but the gem bonuses are basically useless in armor. There's lots of random loot, but the loot progression is so screwy that at level 30 the gear that drops is not significantly better than the level 10 gear. Torchlight copies the unidentified loot / identify scroll mechanic of Diablo but forgets to give us a cheap/easy way to identify everything in town. Takes a lot of pleasure out of the loot part of the action RPG cycle, particularly when you realize the enchanting economy is unbalanced and it's better to make your own gear with the enchanter than hope you get a minor upgrade from a boss drop. To some extent Diablo 2 suffered from this problem as well, but not nearly as much, and over the patch evolution D2X became a finally tuned game. 

My other main complaint with Torchlight is it stripped the RPG element out of the action RPG a little too much. The backstory is generic and unmotivating. There are no compelling characters. There's only 3 quests: "Go to level X and kill this mob. Go to level X and loot this thing. Go down and wait for the girl to pop out of a portal and advance the story". No one reads quest text in most RPGs anyway, so it's not a big loss, but I think in stripping the story trappings so far away Torchlight is a bit too empty of a game. Blizzard is very good at storytelling in its games, a virtue I often overlook.

There's also something funny about the difficulty and pacing of the game. Normal mode was way too easy for me, right up until the last few levels where I suddenly died 7 times (3 times in the final boss fight). That's partly because I got sloppy, playing faster, and partly just the mechanics of the game where one unlucky crit is instadeath. No big deal unless you're playing in hardcore mode, where death is permanent, I doubt I'll be trying that mode. Diablo 2 had its difficulty spikes too (particularly Duriel, the Act 2 boss), but in general the challenge curve felt smoother.

So while Torchlight is fun and a game I enthusiastically recommend, it was interesting to see the places where the game doesn't quite work. Most of the flaws were present in Diablo 2, as well, but Diablo 2 overall was a better designed game. But what's most interesting is that Diablo innovated the genre, Torchlight is just copying it. I'm hopeful that Diablo 3 will be a significant innovation over Diablo 2 as well.

Now excuse me, it's time to re-roll a melee character and dive again.

PS: a couple of UI tips. If you click the "Alt" button you can turn the loot bubbles on permanently, to aid looting. You can bind the F1-F12 keys to switch the right mouse button action by hovering over the action in your spellbook and pressing the F key. And Shift-F9 takes screenshots which end up in an obscure Application Data location.

Posted on 2009.11.01 at 10:39 | Permalink | Comments (2) | TrackBack (0)

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Recent Posts

  • Torchlight MMO interview
  • Blizzard honours Toskk
  • Assassin's Creed 2: a serious game
  • How not to do downloadable content
  • When is a game too good? Dragon Age
  • Dragon Age: PC vs Xbox
  • Borderlands: Halo + Diablo
  • More Warhammer bug fixes
  • Four things
  • Torchlight critique

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