Archive

Archive for the ‘Previews’ Category

Guild Wars 2: When a map is more than a map

August 7, 2012 2 comments

Since the first beta weekend event, I’ve discovered plenty of reasons to love Guild Wars 2. But strangely enough, it’s not the combat or the personal story that has me the most excited after the last stress test.  It’s not even world versus world combat.  Of all things, it’s the map of Tyria that has my attention. I’m an explorer when it comes to virtual worlds; I like to find their edges. For people like me, the Guild Wars 2 map is more than just a map; it’s a scavenger hunt and a game unto itself.

Impressive architecture helps.

Each area in Guild Wars 2 has a list of objectives for players to find on every map. Certainly, many of these objectives by themselves are nothing new. Plenty of games award players some kind of recognition for visiting points on a map. But ArenaNet seems to have figured out that overlaying several kinds of objectives with very different reward mechanisms creates a map that demands completion from just about any player.  Just as the game’s in-game scouts point out nearby objectives for wayward players, the overall map of Tyria with its tantalizing completion bars encourages players of all kind to get out into the world and explore.

  • Hearts of Renown track NPCs you help across the region. Players interested in story or simple level advancement should pursue these to get extra experience not only from the hearts, but the dynamic events they are bound to encounter on the way.
  • Waypoints grant every player quick travel capability to point on the map.  Having access to these not only improves player quality of life, but makes it easier for players to respond to and participate in rare dynamic events when they pop up.
  • Points of Interest may not seem like much, but they offer experience when finding them and any completionist is going to want to hit them all.
  • Skill Challenges offer players unique ways to earn skill points outside of normal leveling. Often tucked in out of the way areas, they are a quick way for any player to unlock some utility skills early and gain an edge.
  • Vistas are accessible through jumping puzzles. Upon reaching the points, players are rewarded with panoramic cinematics of some of Tyria’s best sites.
  • Completing an area awards players with a huge boost of experience as well as a chest with appropriate level gear. These alone make completing a zone worth the extra effort if a player is racing to max level.

Of the objectives described above, vistas are the ones I’ve come to love the most. The jumping puzzles are wonderful diversions from traditional player versus environment game play. They turn the terrain into an opponent. Reaching the vista  is sometimes easy with obvious staircases with simple jumps.  Sometimes it’s less than intuitive like climbing vines along a wall. Either way, getting the prize is always satisfying. I have never been what you can call a graphics hound when it comes to games, but the cinematic rewards have already created several different backgrounds for my computer and are more than enough reason to seek them out.

Working my way there…

Victory…

At the end of Beta Weekend 3 and the last stress test, there were over 1900 objectives for players to search for in game.  This number will only go up as ArenaNet releases new parts of the map to explore in future content updates. Unlike in other games where you can quickly out level an area, minimizing the fun of exploration by taking away the danger, Guild War 2’s dynamic level adjustment keeps every objective relevant for players until each and every one is found. Newly released MMOs are often criticized on release for lacking content, but with such a robust system already tied into the world map, ArenaNet looks well poised to avoid that critique from explorers.

And on the graphics front…

There are two reasons I play MMOs: the experience of playing with others (competitively and cooperatively) and to test the limits and depth of the virtual worlds they provide. The first MMO I played for more than a few months was Asheron’s Call.  What got me hooked on that game over other more popular options at the time were the hidden places to explore on the map. I’ve yet to find another MMO with a world quite so robust in terms of exploration potential. With the Guild Wars 2 release date fast approaching, I should soon be able to revise that statement.

Ready or not… here I come.

Advertisements

Fly or Die – Status of Pet Battles in Mists of Pandaria Beta

July 30, 2012 4 comments

One of the best parts about public beta tests is that they let players like me contribute to the game development process.  I recently spent a bit of time beta testing the new pet battle system in Mists of Pandaria, the next World of Warcraft expansion. I’ve found that the system is not only a great addition to the game, but also a fairly unique opportunity to study how implementing a theoretical game design can often have unintended consequences.  In the current beta build, population imbalance in wild pets creates an environment that heavily favors certain pet families over others. There’s plenty of time for this to change, but unless Blizzard adds a good chunk more wild Dragonkin, Mechanical, and Undead pets to the game, your best bet when the expansion is released is to grab a Flying pet and go to town.

The Mists of Pandaria pet battle system takes its inspiration from Pokemon in that players can assemble teams of pets designed to compete against pets of various types or families.  The official site describes this best:

Pets are grouped into common categories called families. Families include Critter, Dragonkin, Mechanical, Magical, and there are many more. Each pet ability also corresponds to a specific pet family; Deep Breath for example is a Dragonkin-type ability, and Lift-Off is a Flying-type ability. Family determines a pet’s strength and weakness against other families. Each family also has a unique passive bonus.

The interaction of pet family strengths and weaknesses adds a strategic layer on what is otherwise a fairly straightforward combat system.  On paper, each pet family has comparable strengths and weakness such that no one pet family stands out above the others.  In practice on the beta server, however, certain pet families are superior to others because of a disproportionate representation of certain pet families in the wild. For instance, you are 13 times more likely to encounter Critters and 12 times more likely to encounter Beasts than you are to encounter four of the other ten pet families. This population imbalance neuters some bonuses and amplifies some weaknesses to the point of being frustrating while getting your pets to their maximum strength. Bonuses against Critters and Beasts are vastly superior to benefits against other less represented families like Humanoids or Mechanicals.

Birds are well known for their resistance to cute.

To be fair, this imbalance is a byproduct of the fact that the existing game had a lot of critters and beasts in various zones.  No one can expect Blizzard to radically change the world we’ve come to expect just to account for this.  Nevertheless, the current distribution of existing wild pets ends up creating a framework with the following rules of thumb:

  • Flying will have a ridiculously easy time leveling.
  • Mechanical, Magic, and Beast will have a fairly easy time leveling.
  • Dragonkin, Humanoids, Aquatic have a fairly neutral experience.
  • Critters will have a fairly difficult time leveling.
  • Elemental and Undead will have a ridiculously difficult time leveling.

If you’re interested in how I came up with this, the short version is I weighted every family bonus and weakness using the relative chance of encountering a wild pet of each family type in the current beta build.  If you want the longer version with tables and numbers, you can get it here on the Mists of Pandaria feedback forums (I’m Renart). The model does not predict the success of any individual pet — as some pets have multiple damage types — but it does provide a reasonable gauge of overall pet family strength across the whole of the game.  Further, a family’s strength will probably vary somewhat due to uneven distribution of the family across the leveling spectrum (e.g. wild Dragonkin only exist at high level).  Even with these assumptions taken into account, the above statements are probably still useful guidelines to streamline a player’s pet battle experience and avoid major headaches. Several other testers feel that these observations are consistent with their experiences.

Giant robot beats Bunny every time.

Blizzard has about a month and a half to change the system somehow to alleviate this disparity between families.  There are two things I think they could do fairly simply without reworking the whole system.  First, converting as many Critter and Beast pets as possible into other less represented families whenever it might make sense would help even out the distribution.  This is easiest for pets that already deviate from particular themes (e.g. A Fire Beetle that has fire skills could easily be called an Elemental with Critter skills instead of a Critter with Elemental skills). Second, and perhaps more importantly, adding a good 5-15 additional pets in the Undead, Mechanical, Dragonkin, and Humanoid families would balance out the weakest performing pet families.  These two approaches combined would work best. It won’t completely remove the imbalance, but this close to release it seems like a reasonable compromise to mitigate the problem.

I’ve addressed the pet battle system previously to express my belief that it’s probably one of the boldest additions to the MMO ever in that it provides an entirely new content layer across the whole game rather than just expanding the older systems. I still feel that way. But if nothing changes between now and September 25 regarding the conditions I described above, you can bet I’ll be competing with almost everyone trying to catch and train the choice rare Flying pets in game… and probably grabbing a few Magic (+50% damage to Flying) and Mechanical (-33% damage from Flying) ones as well just to handle the inevitable onslaught of moths, buzzards, and parrots we’re all bound to run into.

Defiance: ComicCon 2012

July 14, 2012 3 comments

The SyFy network and Trion Worlds are boldly fusing storytelling mediums with their hybrid television series/MMO, Defiance, scheduled for release in April 2013.  The cast, writers, and lead game developers for Defiance took questions from audience members yesterday at a panel at San Diego’s Comic Con.  While I love SyFy and think the story and show looks fantastic, I’m still very skeptical about whether the MMO component of Defiance can live up to the hype after watching the panel and playing the game demo available. If nothing else, I can take solace in the fact that actor Grant Bowler is involved in the project; he handled tough MMO-related questions better than almost anyone else on the panel and he’s not even designing the game.

I hear ruined San Francisco is lovely in April.

Interplay between Show and Game

The words “Watch the show. Play the game. Change the world,” along with images of a ruined St. Louis and San Franscisco, are plastered up ubiquitously in downtown San Diego.  This promise that players of the MMO will be able to impact events in the television show is the chief draw of Defiance’s fused storytelling approach.  Unfortunately, how this crossover will happen was left largely to player imagination. We know the plot of the game and the show will stay synchronized with characters from the show sometimes moving back and forth between St. Louis (the show) and San Francisco (the game) to create a sense of story continuity. Several members of the crowd, myself included, asked for more details regarding the mechanics of players impacting the show or the game world, but the Trion developers side-stepped many of these questions with vague assurances that amounted “trust us, we know what we’re doing.”

The realities of TV production naturally limit the amount that the video game will be able to impact the television show, so I doubt anyone expected immediate daily impact between show and MMO, but these dismisals were less than comforting.  Thankfully, SyFy’s Kevin Murphy gave the crowd a bone with possibly the most detailed explanation of the night.  He assured the audience that there is already at least some interplay planned for each week between episodes where players will need to help synthesize a cure for a plague caused by razor rain, an atmospheric event caused by shrapnel from a destroyed alien ark stuck in the atmosphere periodically raining down from the sky.  SyFy and Trion also have plans to hold at least one contest where a lucky player will have their character cast and placed into the live show at some point.  We can probably expect this to be the exception, however. I would not expect it more than once a season.

Gameplay Impressions

The Defiance MMO is not yet in beta, but right now the game plays largely like Mass Effect 3 multi-player without dodging or cover and without class specific abilities to augment your weapons. The locked character I played was level 19 and I gained experience from killing hellbugs and completing events and challenges, but there was not a lot of information available about what leveling up does for your character.  The only customization I could find at this point was equipment.  You could choose your weapons (you can pick two), grenades, shield, and armor. For short movement, my character had a sprint and for longer travel I could summon a personal vehicle.

From what I can tell, you cannot actually crash these things. Trust me, I tried.

In terms of missions, I was able to participate in two events.  The first was a small hellbug invasion where a massive queen-like creature kept spawning smaller hellbugs in a local region conveniently marked on my map.  Two other players and I fought off waves of hellbugs while simultaneously trying to take out vulnerable glands on the big bug to get it to expose a kill point.  Aiming was important to achieve this task. I opted to use a sniper rifle to take out the soft spots because the big bug had a tendency to stomp, knocking players back and doing a fair amount of damage (one hit almost knocked out my shield).  The second event I participated in was a solo challenge where hellbugs were sent at me in various waves for 2 minutes and I had to kill as many as possible.  At the end, my score was rated and I was awarded a bronze, silver, or gold cup and some experience. I got silver on my first attempt, but the game also showed me record holders for the event and it was repeatable if I wanted to try to best my previous score.

If there was a way to go first person, I couldn’t find it.

Overall, the game played like most other shooters, as advertised. Looking at the game map suggests that there may be several other kinds of events at release, but it is still far from clear how connected these events will be and whether they have any lasting consequences on San Francisco if players fail to complete them or not. I’m concerned that the experience may end up being fairly hollow over the life-span of the show if the game play fails to offer compelling reasons to play in San Francisco between opportunities to impact the show.

Random Facts:

There was a lot more information about the show and game discussed during the panel.  A few of the better questions and answers are below.

How many races are there?

There should be eight races, at least initially. Seven alien races came to Earth in space-arks looking for a new home after theirs was destroyed.  They crash and terraform Earth and now have to coexist with humans, which make eight races. We were given hints that another ark-bound race exists, but that they are more likely to appear as major villians during the story rather than as playable characters.  All of the eight races are roughly human shaped so that they are all the same size for shooter balance purposes and so that a character can be easily cast and played by an actor if it needs to go to the show in St. Louis.

What happens if the show is cancelled?

Trion Worlds has contingency plans in place to keep the MMO going should the show component be cancelled for some reason.  This is also why the players mostly stay in San Fransisco while the show takes place in St. Louis.  I say mostly because the panel did announce that there will likely be a contest for a lucky player to have their character be cast and placed into the live show at some point, but this will be the exception and not the norm.

Will Defiance be cross-platform?

Defiance will be released on PC, XBox, and Playstation, but it will not be true cross-platform due business problems related to getting Sony and Microsoft to play well together.  Also the developers believe that mixing the platforms would offer too different of playing experiences to be fair for players to compete against one another.

Conclusion:

I will definitely be watching the Defiance pilot in April, but I’m not yet convinced that I will be playing the Defiance MMO. @DefianceWorld confirmed that the game will not be free-to-play model so hopefully there won’t be too much of a barrier to fan cross-over as the story develops.  If nothing else, it will be interesting to watch this grand experiment unfold.

If you have any other questions not answered here  about either the show or the game, please feel free to ask in the comments and I’ll try to give you the best answer I can from what I saw and heard.